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Ability Shop

Posted: Sat May 30, 2020 12:32 pm
by Administrator
This thread is for the purchase of abilities. Most abilities have a time requirement factored into their purchase; this time requirement is tracked from the point the postor makes a post stating that they are learning said ability, provided that it is found they have the proper prerequisites and funds to do so. See the Rules thread for details about learning abilities. Do not reserve posts for tracking ability training; please make a new post each time your character completes the old training schedule.


Table of Contents
General/Other Abilities
Weapons A-L
Weapons M-Z
Weapons Derivatives and Nonbase
Armor
Spells A-H
Spells I-P
Spells Q-Z and Nonbase
Entities A-H
Entities I-Z
Nonbase Entities
Base Elements
Nonbase Elements (A-M)
Nonbase Elements (N-Z)
Crafting
Transformations
Flaws
Unique Abilities
Character-Type-Specific Abilities

Symbols
♢ = Ascendant Ability, not for sale

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:32 pm
by Administrator
General / Other Abilities

~Attack~

Aim- (Active Ability, Attack) User's next Ranged Attack does double damage. User must be in the back row. Does not Stack.
Not for sale

Arcing Fire- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This attack does normal damage to foes in the back row. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus. User must be in the back row.
Not for sale

Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Requires: Melee Attack
Cost: 50,000,000 Gold, 10 Weeks

Barrage- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This attack does 1/8 normal damage. This attack hits all foes. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus. User must be in the back row.
Not for sale

Cast a Spell- (Active Ability, Attack) Casts a spell. Costs the MP cost of said spell.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Change Stance- (Active Ability, Attack) Possessor changes stances
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Charge- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. User immediately moves to the front row. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. This attack may only target foes in the front row. User must be in the back row.
Requires: Melee Attack
Cost: 50,000,000 Gold, 5 Weeks

Combined Attack- (Active Ability, Attack) Based on STR and SPI added together. Uses Melee Attack bonus and Magical Attack bonus, and Ranged attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .05) in additional to any other costs. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus or a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus or a Melee Attack bonus.
Not for sale

Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Not for Sale

Concede- (Active Ability, Attack) Possessor exits the current thread, gaining no reward if this thread is not a Random Quest or RP Thread. Possessor gains all treasures, XP, and Gold accumulated throughout the thread thusfar if possessor is in a Random Quest. Results vary (and the ability may not work) in RP threads.
Not for sale

Counter- (Active Ability, Attack) Multiplies defense by 1.5 until user's next turn. User may make a Melee Attack, Magical Attack, or a Ranged Attack against the first foe to attack the user before the user's next turn. This attack does 1/2 normal damage.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Craft- (Active Ability, Attack) User uses a secret formula.
Requires: No prerequisites
Cost: 10,000 Gold, 1 Week

Defend- (Active Ability, Attack) Doubles user's defense until user's next turn. Does not Stack.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Elemental Attack- (Active Ability, Attack) Based on STR, SPI or AGI. Uses Melee Attack bonus if STR is chosen. Uses Magical Attack bonus if SPI is chosen. Uses Ranged Attack bonus if AGI is chosen. Changes attack damage entirely to user's element. This action costs an amount of MP to perform equal to (User's Max MP * .01) in additional to any other costs. User must be in the front row if STR is chosen.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Focus- (Active Ability, Attack) User's next Magical Attack does double damage. Does not Stack.
Not for sale

Fortify Body- (Stance Ability, Attack) User's base CON is added to user's chance of resisting minor status effects. 1/2 user's base CON is added to user's chance of resisting moderate status effects.
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Gather Power- (Active Ability, Attack) User's next Melee Attack does double damage. Does not Stack.
Not for sale

Guard Back Rank- (Active Ability, Attack) User's Defense is added to the Defense of all members of the back rank until the beginning of the user's next turn. This is a buff, and it is thus not affected by stat capping. User must be in the front rank.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Guard Other- (Active Ability, Attack) Possessor may spend an action to double possessor's Defense to target's Defense as a buff until the start of possessor's next action; the Defense bonus gained from said effect may not be factored into quantities of Defense that are provided as buffs by the abilities 'Guard Other' and Guard Back Rank'. Possessor must be in the front row to use this ability.
Not for Sale

Grand Spell- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus. A spell that either provides a Magical Attack bonus or no attack bonus at all must be used in conjunction with this attack. This attack either hits all foes or all allies (including caster). This action multiplies the MP cost of any spell cast as part of it by the number of targets that it will target, with this multiplication of MP cost occurring before before any such cost is reduced by any effect that would reduce spell MP cost or casting cost. This action, following any other modifications of its MP cost of each spell involved in it, doubles the remaining MP cost of each such spell. This action reduces caster's max MP by 1% for the remainder of the thread.
Not for sale

Investigatiate- (Active Ability, Attack) Caster scans the stats of any number of things in any target battlespace. Caster gains (the number of different things from the Entity List, Boss List, or Zoo Record whose stats caster successfully scanned that are not summoned and are on an opposing side of battle) instances of a buff that provides +1,000 MIN that stacks (Caster's Level) times.
Requirements: Be Bullfighting-Adjacent
Cost: 50,000,000 Gold, 20 Weeks

Investigapperate- (Active Ability, Attack) Caster moves to the preexisting battlespace of caster's choice, so long as no entity that is not (5 Levels or more greater than caster, past a Level cap caster has not broken, Level 99 or greater) that is in either the battlespace caster is entering or the battlespace caster is leaving objects. Caster, if successful in moving to the target battlespace, may then scan the stats of any number of entities in the battlespace caster entered.
Requirements: Be Bullfighting-Adjacent
Cost: 50,000,000 Gold, 20 Weeks

Item-All- (Active Ability, Attack) Possessor uses on charge of an equipped consumable, targeting all valid targets for a single charge of said consumable on any one side of battle with it instead of targeting its normal number of targets.
Not for Sale

Magical Attack- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Requires: No prerequisites
Cost: 200,000,000 Gold, 10 Weeks

Melee Attack- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Spells that give Melee Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Melee Overdrive- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Melee Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus.
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Mental Overdrive- (Active Ability, Attack) Based on MIN. Uses Magical Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Requires: No prerequisites
Cost: 100,000 Gold, 2 Weeks

Multi Counter- (Active Ability, Attack) Multiplies defense by 1.5 until user's next turn. User may make a Melee Attack, Magical Attack, or a Ranged Attack against each foe to attack the user before the user's next turn. This attack does 1/8 normal damage.
Not for sale

Overdrive- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Phase Shift- (Active Ability, Attack) Caster chooses to either (a) become semipresent as a buff, additionally becoming unable to be affected by entities that are 20 or more Levels than caster (with this effect not counting as an 'Immune to below Level X' Immunity, enter the possession of a chosen ally, and be able to cease to be semipresent at the start of any round, before any of said ally's actions, or the start of any of said ally's turns, ceasing to be semipresent if said ally becomes semipresent, counting as an 'Imaginary Friend' for said ally while semipresent in this manner or (b) be afflicted with an instance of Vanished that allows its possessor to cure itself of the affliction at the start of any round
Requirements: Be Bullfighting-Adjacent
Cost: 50,000,000 Gold, 20 Weeks

Piercing Blow- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. User's Defense Piercing is doubled for this action. User may only target foes in the front row. User must be in the front row.
Not for Sale

Point Blank- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus. User must be in the front row.
Requires: No prerequisites
Cost: 100,000 Gold, 1 Weeks

Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Not for Sale

Powerful Attack- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. Has a minimum 50% miss chance. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Not for sale

Prepare- (Active Ability, Attack) User's next multi-hit attack against target does not suffer multi-hit penalties for one hit (or one additional hit, to a max of 200 hits). This penalty cancellation applies sequentially to hits that would otherwise possess penalties in the order that the hits are performed.
Requires: No prerequisites
Cost: 50,000,000 Gold, 1 Week

Pure Spell- (Active Ability, Attack) Based on SPI. Uses only the accompanying spell's attack bonus. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the accompanying spell's element.
Not for sale

Ranged Attack- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus. Does 1/2 damage if user is in the front row.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Ranged Overdrive- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus.
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Re-equip- (Active Ability, Attack) User equips any number of items that have either been unequipped by the user or traded to the user.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Rest- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of HP equal to (5% of user's Max HP). Cannot be used more times than user's level in one battle. User must be in the back row.
Requires: No prerequisites
Cost: 200,000,000 Gold, 10 Weeks

Sacrifice- (Active Ability, Attack) Based on all stats added together. Uses Melee Attack bonus, Magical Attack bonus, and Ranged attack bonus. This action costs an amount of HP to perform equal to (User's Max HP) in additional to any other costs. Does double normal damage. Cannot critical. Never misses. Hits all foes. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. May only be used once per battle.
Not for sale

Shout Olé!- (Active Ability, Attack) Caster, to a max of once per battle, obtains a non-stacking buff that doubles its possessor's To Hit for the single next attack against one or more opponents, doubles its possessor's Critical Chance for the single next attack that hits an opponent against opponents, doubles its possessor's Dodge against the single next attack from an opponent, and doubles the Critical Chance and Damage Dealt of all opponents until the end of the next round of combat, but also for one attack each that hits the buff's possessor for each opponent that existed in any battlespace at the time of the buff's application, with the buff not being voluntarily droppable and the opponent-boosting portion of the effect coming from the buff on the ability's user and not from a separate buff on the opponents, with the buff vanishing at the end of battle, The message 'OLÉ!' is announced when this ability is used
Requirements: Be Bullfighting-Adjacent
Cost: 50,000,000 Gold, 20 Weeks

Slicing Attack- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack does 1/4 normal damage. If user kills a target, user may immediately attack another target as part of the same action. This attack's element is the user's element if none of the user's equipped items give a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User may only target foes in the front row. User must be in the front row.
Not for sale

Snipe- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This attack never misses. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus. User must be in the back row.
Not for sale

Studied the Blade- (Passive Ability, Attack) Before possessor's first action each round, possessor may choose to gain a bonus action that may only be used to perform an action that involves the casting of a Sword Arts spell, casting said spell with its HP and MP costs divided by 4. For each Level cap possessor has broken, possessor may do this an additional time before one of possessor's other actions, not counting bonus actions granted by this ability, with this ability being able to provide up to (1 + the number of Level caps possessor has broken) total bonus actions to possessor per round.
Requirements: Be Bullfighting-Adjacent
Cost: 1,000,000,000 Gold, 250 Weeks

Switch Rows- (Active Ability, Attack) User either moves from the back row to the front row or from the front row to the back row.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Trade- (Active Ability, Attack) User gives target any number of items.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Transform- (Active Ability, Attack) User activates a transformation. Note that users may begin battle transformed.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Ultimate Attack- (Active Ability, Attack) Based on all stats added together. Uses Melee Attack bonus, Magical Attack bonus, and Ranged attack bonus. This action costs an amount of MP to perform equal to (User's Max MP) in additional to any other costs. Does double normal damage. Cannot critical. Never misses. Hits all foes. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. This ability requires two actions, the first of which is used to charge the attack, to use. These actions need not be one after the other in turn order, but they must be consecutive in terms of actions performed by this action's user. May only be used once per battle
Not for sale

Unequip- (Active Ability, Attack) User unequips any number of items.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Use an Item- (Active Ability, Attack) Uses a Consumable or activates the ability of another item.
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

~Blessing~

Ability Seed- (Passive Ability, Blessing) Generally does something when used in a combo
Not for Sale

Access Higher Self (Alrick)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Alrick's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Alrick's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Alrick's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Alrick's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Not For Sale

Access Higher Self (Alrick, Level 40 Version)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Alrick's Higher Self (Level 40 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Alrick's Higher Self (Level 40 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Alrick's Higher Self (Level 40 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Alrick's Higher Self (Level 40 Version) as a boss for its guild-run dungeons
Not for Sale

Access Higher Self (Botanist Geddoe)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Geddoe's Higher Self (Level 20 Botanist Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Geddoe's Higher Self (Level 20 Botanist Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Geddoe's Higher Self (Level 20 Botanist Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Geddoe's Higher Self (Level 20 Botanist Version) as a boss for its guild-run dungeons
Not for Sale

Access Higher Self (Charming)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Charming's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Charming's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Charming's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Charming's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Not For Sale

Access Higher Self (Charming, Level 40 Version)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Charming's Higher Self (Level 40 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Charming's Higher Self (Level 40 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Charming's Higher Self (Level 40 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Charming's Higher Self (Level 40 Version) as a boss for its guild-run dungeons
Not for Sale

Access Higher Self (Darston)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Darston's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Darston's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Darston's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Darston's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Not For Sale

Access Higher Self (Geddoe)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Geddoe's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Geddoe's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Geddoe's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Geddoe's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Not For Sale

Access Higher Self (Kierron)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Kierron's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Kierron's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Kierron's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Kierron's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Not For Sale

Access Higher Self (Nole)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Nole's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Nole's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Nole's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Nole's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Not for Sale

Access Higher Self (Roulette Master, Ascension Bossmode Version)- (Active Ability, Blessing)- Possessor may, if Level 60 or greater, spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Roulette Master (Level 80 Ascension Boss Mode), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Roulette Master (Level 80 Ascension Boss Mode) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Roulette Master (Level 80 Ascension Boss Mode) between battles, Any guild that possessor is a member of gains access to 1 copy of Roulette Master (Level 80 Ascension Boss Mode) as a boss for its guild-run dungeons
Not for Sale

Access Higher Self (Silas)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Silas's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Silas's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Silas's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Silas's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Not For Sale

Access Higher Self (The Shielding Golem)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into The Shielding Golem's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If The Shielding Golem's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from The Shielding Golem's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of The Shielding Golem's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Not For Sale

Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Not for Sale

Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped
Not for Sale

Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Not for Sale

Arkel's Wellness- (Passive Ability, Blessing) Possessor gains Diseased Immunity and 30% Plague Resistance
Not for Sale

Bearer of the Phoenix Essence- (Active Ability, Blessing) If possessor is dead, keep possessor in turn order so long as at least one ally remains standing, possessor may, as the only action possessor is able to take while in this state, attempt to self-resurrect with a 1% chance of success, if this succeeds, possessor returns to life with max HP, max MP, and none of possessor's previous buffs, debuffs, pets, or status effects that disappeared on death, Possessor may, while alive, choose to make any attack solely Fire element, Possessor may inflict Instant Death on self for a 5% chance of resurrecting target Battle-Arena-member ally or Battle-Arena-member ally's pet / summon, at a minimum of 1 in each stat
Not for sale

Became a University Professor During a Reality Glitch- (Passive Ability, Blessing) Possessor's subtype may, with possessor's permission, be modified by the passive ability 'Lurking Behind Mortal Guise' if possessor is in 'Form of University Professor' Stance.
Not for sale

Black Star Vaccine- (Passive Ability, Blessing) +450 SPI, +350 Magical Attack to Darkness element Magical Attacks, +50 to all stats if possessor is Darkness element, 10% Fire Resistance, 10% Light Resistance, 10% Darkness Resistance, 15% Burning Resistance, Possessor may exist on suns/stars without penalty
Not for sale

Blessed by Greatness- (Passive Ability, Blessing) +10 Max HP, Can't be used in combos
Not for sale

Blessed by Stathelyyrres- (Passive Ability, Blessing) Possessor obtains +5% To Hit, Possessor gains +500 to all stats if possessor is an Aerial
Not for Sale

Blessed by the Doctor- (Passive Ability, Blessing) Immune to poison, paralyze, disease, hexed, ill fortune, and mana blasted.
Not for sale

Blessed by the Scribe of the Seals of Flame- (Passive Ability, Blessing) 15% Fire Resistance, Possessor may pay 5% of his max MP to change any magical attack's element entirely to Fire
Not for sale

Blessed Happiness- (Passive Ability, Blessing) Possessor gains +200 to all stats while not afflicted with Confusion: Depression, Possessor gains 50% Confusion: Depression Resistance
Not for Sale

Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Not For Sale

Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Not for Sale

Blessing from Talrusion's Compass- (Passive Ability, Blessing) +10 to all of possessor's unmodified stats
Not for Sale

Blessing of Doctor Beak- (Passive Ability, Blessing) Possessor is immune to Disease, with this effect counting as though it came from a source that is either its possessor's level or level 80, whichever is higher, to a max of level 100, Possessor's offensive actions may attempt to inflict Disease with a (30 + possessor level)% chance of doing so, Possessor may deal (2 x possessor level) additional stat damage to any stat as part of any offensive action, 15% Darkness Resistance, Possessor regenerates 1,000 HP per round while any opponent is afflicted with Disease, Possessor counts as being 3 levels higher for purposes of being a worshipper of Doctor Beak
Not for sale

Blessing of the Healthful Pear- (Passive Ability, Blessing) +2,000 HP
Not For Sale

Blessing of the Smiling Fire- (Passive Ability, Blessing) Possessor gains +250 to all stats if in a Zone of Fire, Possessor may choose, once per thread, to be afflicted with a minor positive status effect when possessor creates a Zone of Fire
Not for Sale

Blessing of the Sun-Eater- (Passive Ability, Blessing) Possessor gains 30% Light Resistance, +5,000 Defense against Light, and may deal HP Drain instead of HP Damage to Solar Beings and may deal MP Drain instead of MP Damage to Solar Beings
Not for Sale

Channeling Fundamental Forces- (Passive Ability, Blessing) Possessor gains +1 Base SPI; at the start of each thread, if possessor is not Immune to any elements, possessor may choose to become Immune to any one base element as a non-stacking buff
Not for Sale

Cleansed by the Violet Pool- (Passive Ability, Blessing) Possessor does double damage against Darkspawn, Possessor cannot have Darkspawn as pets or use Forbidden Magic
Not for sale

Considered Attractive By Robots- (Passive Ability, Blessing) Possessor's Charm infliction chances are increased by 30% against Robots, Machines, and Clockworks
Not for Sale

Dark Chosen- (Passive Ability, Blessing) +5 Defense against Darkness
Not for sale

Dol-Quorsii World-Artisan Mode- (Passive Ability, Blessing) Possessor may choose at the beginning of a standard battle thread as an effect that is not a buff to enter 'Dol-Quorsii World-Artisan Mode' as a battlesystem, While possessor has said battlesystem active (and assuming nothing else opposes another battlesystem that is not the standard system on possessor), possessor may not cast spells, cannot use consumables, obtains no effect from abilities that come from pet-based, spell-based, transformation-based, or element-based classes, May maintain 0 World-Artisan's Transmutations, May not equip weapons of subtypes that possessor does not possesses Dol-Quorsii Weapon Proficiency Ratings for, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is F multiplied by .1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is E multiplied by .25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is D multiplied by .5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is C multiplied by 1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is B multiplied by 1.1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is A multiplied by 1.25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is S multiplied by 1.5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is SS multiplied by 2, does not suffer attack bonus caps on one equipped weapon, has equipment slots replaced with 1 Weapon slot, 1 Armor slot, 4 Bioaugmenation slots, and 1 (Trinket or Magic Item) slot, may not equip items that are not in said aforementioned slots, and may not summon
Not for Sale

Echoes of Possible Past Accomplishments- (Passive Ability, Blessing) Possessor has 10 extra unmodified stat points and has chosen to place them like this: (Points go here)
Not For Sale

Empowered by a Forest Goddess- (Passive Ability, Blessing) Possessor regenerates 300,000 HP at the start of each round if the terrain or phantom terrain is Forest, Possessor gains +3,000 SPI, Divine Magic spells cost possessor 30,000 less MP to cast if the terrain or phantom terrain is Forest
Not for Sale

Eternity Oath: My House Always Contains Minotaurs- (Passive Ability, Blessing) Whenever possessor creates a battlespace, 20 Minotaur from the Enemy List are summoned into it, even if possessor is lower Level
Not for Sale

Fast Bossmode- (Passive Ability, Blessing) Possessor's abilities that are blessings whose names include 'Access Higher Self' take possessor 1 less consecutive round of actions, to a minimum of 1, to cause their transformation
Not for Sale

Fifteen Percent Insect Resistance- (Passive Ability, Blessing) 15% Insect Resistance
Not for Sale

Forcefully Dwarfy- (Passive Ability, Blessing) Possessor gains +5,000 STR, +5,000 CON, may choose to count as a Humanoid, and gains +60% Charm infliction chance against Humanoids whose name includes 'Dwarf'
Not for Sale

Generic Blessing 1- (Passive Ability, Blessing) Possesser gains +5 STR, and +5 CON
Not for sale

Got Big Real Easy- (Active/Passive Ability, Blessing) Possessor gains +1 Base STR. Possessor obtains -1 Base MIN if possessor's Base MIN is 6 or greater. Possessor's chances of inflicting Fatigued: Stun and Charm: Impressed are increased by 20%.
Not for Sale

Grandmother's Blessing- (Passive Ability, Blessing) Possessor gains 'Reflects Good and Evil' against sources that are not 20 or more Levels greater than possessor
Not for Sale

Greased Neurons- (Passive Ability, Blessing) +1 Base MIN
Not for Sale

Guided by a Star- (Passive Ability, Blessing) Possessor gains +1% To Hit, +1% Dodge, and is Immune to effects attached to zones, terrains, and phantom terrains by sources below Level 45
Not for Sale

Has Heaven in the Mind- (Passive Ability, Blessing) Possessor suffers no negative effects from the status effects Confusion, Charm, Pain, Poison, Disease, Voidstruck, Mindblasted, or Wounded, Possessor is dealt 1,000,000 Flat Whimsy & Faith & Psychic element HP Healing at the start of each round, Possessor cannot be prevented from being resurrected by sources below Level 60, Possessor may cast spells as though possessor possessed a Patron Deity even if possessor does not
Not for Sale

Heightened Accuracy- (Passive Ability, Blessing) +1% to Hit
Not for sale

Holy Foresight- (Passive Ability, Blessing) +1% Dodge, Can't be used in combos
Not for sale

Holy Foresight II-(Passive Ability, Blessing) +5% Dodge, +20% additional dodge for characters over level 15, Can't be used in combos
Not for sale

Holy Strikes- (Passive Ability, Blessing) +1% Critical, Can't be used in combos
Not for sale

Implanted with a Seed of Anomalous Magic- (Passive Ability, Blessing) Possessor may convert this item into a new ability with the name 'Basic Crimson Magic Attunement', 'Basic Azure Magic Attunement', 'Basic Lurid Magic Attunement', 'Basic Golden Magic Attunement', 'Basic Pollution Magic Attunement', or 'Basic Dysarchic Principle Attunement', - these abilities will not have stats revealed until after the choice is made or they come into being through another means, This ability may be used in combos, but doing so is abstandardly risky
Not for Sale

Improved XP Progression- (Passive Ability, Blessing) The amount of XP that possessor needs to gain a Level, provided that said Level is below 60, is reduced by 10%, The amount of XP possessor has upon de-leveling does reflect this increased amount (meaning that draining XP from possessor will result in less XP than with a normal individual)
Not for Sale

Inhaled the Calm Inferno- (Active/Passive Ability, Blessing) Possessor gains Confusion: Fear Immunity and is afflicted with Invigorated, Stat Boost: MIN Boost, Fortified: Fire Warded, and Imbued: Distinguished at the start of each round. Possessor gains 30% Fire Resistance.
Not for Sale

Innate Morphic Defense- (Passive Ability, Blessing) Possessor gains +25 Defense per level; possessor may change possessor's entire Defense value into Defense against a specific base element at the start of a round if desired
Not for Sale

Invested with Collected Power- (Passive Ability, Blessing) Possessor is immune to individuals below level 5 if at least Level 10, Possessor is immune to individuals below level 10 if at least Level 20, Possessor is immune to individuals below level 20 if at least Level 40, Possessor ignores the Defense and Resistances of individuals below Level 20, Possessor ignores the Immunities of individuals below Level 10
Not for Sale

Is Better Than Before- (Passive Ability, Blessing) +5,000 to all stats
Not for Sale

Is Nira- (Passive Ability, Blessing) Possessor's name is 'Nirrechau ('Nira') Reccateu' and may not be changed, Possessor's name persists through transformations, Possessor cannot be forced into a transformation with a different name than 'Nirrechau ('Nira') Reccateu' by individuals of lower level than possessor
Not for Sale

Just Chyllin'- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 40
Not for Sale

Kiss of the Thousand Lords of Ice- (Passive Ability, Blessing) Possessor may choose to make any of possessor's attacks deal solely Ice element damage.
Not for Sale

Knows This Shit Is Golden-Baller- (Passive Ability, Blessing) Possessor treats items that possessor is carrying or has equipped as being worth 5,000,000 additional Gold, Possessor is Immune to Confusion and Charm if possessor has at least 25,000,000 Gold worth of items equipped
Not for Sale

Lethal Blessing- (Passive Ability, Blessing) Possessor gains +25 Ranged Attack per level for each Sword and +50 Magical Attack per level for spells of the Chaos Magic subtype assuming said spell already possesses a bonus to said attack type
Not for Sale

~Made A Deal With Bregamol- (Passive Ability, Blessing) Possessor gains +15 to possessor's unmodified stats, this ability may not be used in combos, this ability has other RP effects
Not for Sale

Maleficus's Blessing- (Passive Ability, Blessing) Possessor Absorbs Evil against sources that are not 20 or more Levels greater than possessor, Possessor's actions may become solely Evil element, Damage dealt by possessor may become solely Evil element
Not for Sale

Mana Spark Blessing 1- (Passive Ability, Blessing) +400 Max HP
not for sale

Mana Spark Blessing 2- (Passive Ability, Blessing) +50 STR, +2% Critical, Possessor may choose in RP threads to appear extremely muscular like a bodybuilder
not for sale

Mana Spark Blessing 3- (Passive Ability, Blessing) Possessor 20% inflicts Charm on Birds under level 10 at the beginning of battle
not for sale

Mana Spark Blessing 4- (Passive Ability, Blessing) +15 STR, +5 CON
not for sale

Mana Spark Blessing 5- (Passive Ability, Blessing) +40 Magical Attack
not for sale

Mana Spark Blessing 6- (Passive Ability, Blessing) +20 STR
not for sale

Mana Spark Blessing 7- (Passive Ability, Blessing) +40 MIN
not for sale

Mana Spark Blessing 8- (Passive Ability, Blessing) +10 AGI
not for sale

Mana Spark Blessing 9- (Passive Ability, Blessing) +4 MIN
not for sale

Mana Spark Blessing 10- (Passive Ability, Blessing) +1 AGI
Not for sale

Mana Spark Blessing 11- (Passive Ability, Blessing) +15 AGI
Not for sale

Mana Spark Blessing 13- (Passive Ability, Blessing) +20 Defense
Not for sale

Mana Spark Blessing 14- (Passive Ability, Blessing) +400 to all stats
Not for sale

Mana Spark Blessing 15- (Passive Ability, Blessing) +35 to all stats, 4% Minor Status Effect Resistance, 3% Dodge
Not for Sale

Mana Spark Blessing 16- (Passive Ability, Blessing) 4% Resilience
Not for Sale

Mana Spark Blessing 17- (Passive Ability, Blessing) 15% Charm Resistance, 3% Darkspawn Resistance
Not for Sale

Mana Spark Blessing 18- (Passive Ability, Blessing) +30 AGI, +8 CON
Not for Sale

Mana Spark Blessing 19- (Passive Ability, Blessing) +300 STR, +300 AGI, +300 CON
Not for Sale

Master of Arena Combat- (Passive Ability, Blessing) Possessor gains +1 to all base stats while in a standard arena match, a special match, or an event match.
Not for Sale

May Call In Minor Resources from Bascaradine- (Passive Ability, Blessing) Possessor may acquire 100,000 Gold worth of temporary, in-stock items at the start of any thread, with said items vanishing at the end of said thread
Not for Sale

Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Not for Sale

%Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combatable on the enemy list that is neither Elite nor a Boss.
Not for Sale

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements
Not for Sale

Obtained Power- (Passive Ability, Blessing) Possessor gains +200 to all unmodified stats
Not for Sale

Oh My / Oh Dear / Who Do We Have / HAHAHA / HEeeeeEEEEEre?- (Passive Ability, Blessing) Possessor gains an additional track in the ability shop that may only be used to obtain abilities from the classes Witherer of Realms, Eroded Idol, Flesh Sculptor, Dross-choked Reveller, Corroded Wretch, Oracle of Lunacy, Hollow Man, and Bride
Not for Sale

Randomly Blessed by a Forest Goddess- (Passive Ability, Blessing) Possessor regenerates 50,000 HP at the start of each round if the terrain or phantom terrain is Forest, Possessor gains +500 SPI
Not for Sale

Sees Beyond the Sands and Into the Fires Eternal- (Passive/Active Ability, Blessing) Possessor may ignore Fire element buffs from sources below Level 80 that increase Dodge of possessor's opponents and Fire element debuffs from sources below Level 80 that reduce possessor's To Hit, Possessor may spend an action to scan the stats of a target below Level 80 that is in another battlespace that contains a Zone of Fire if possessor is in a Zone of Earth
Not for Sale

Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Not for Sale

Soul Guarded by the White Obelisk- (Passive Ability, Blessing) Possessor cannot be prevented from being resurrected by sources below Level 60, +50 SPI
Not for Sale

Stick-Resistant!- (Passive Ability, Blessing) Possessor gains 95% Paralysis: Sticky Resistance and is immune to Paralysis: Sticky when its affliction comes from a source below Level 20
Not for Sale

~Strength in the Face of Certain Death- (Passive Ability, Blessing) Possessor gains +500 to all stats as an uncapped bonus when in battle against one or more opponents 10 or more Levels greater than possessor and all of possessor's allies if possessor has 5 or fewer non-pet, non-summon allies.
Not for sale

Sun Eater's Gift- (Passive Ability, Blessing) Possessor may survive on suns/stars with no ill effect, Once per thread, if a Light and Fire element Food or Drink is consumed that is worth over 90,000 Gold, possessor gains 15% Light Resistance, 15% Fire Resistance, +250 to all stats, and can skip a turn to deal (Possessor Level x 1,000) Light and Fire element damage to one target
Not for sale

Tasshaemot's Fury- (Passive Ability, Blessing) Possessor treats all Resistances possessed by targets below level 99 as being 5% lower, to a minimum of 0%, if possessor so desires
Not for Sale

The Celestial Lord's Blessing- (Passive Ability, Blessing) Possessor Absorbs Good against sources that are not 20 or more Levels greater than possessor, Possessor's actions may become solely Good element, Damage dealt by possessor may become solely Good element
Not for Sale

The Hurricane of Stings- (Passive Ability, Blessing) Possessor deals and takes 115% Damage (to a max of 150,000,000 additional Damage) (not including healing), Possessor gains +1 Base STR and +1 Base AGI, Possessor gains +50% Critical and -50% Resilience, Possessor's 'Melee Overdrive' actions may gain '5 hits against 1'
Not for Sale

Tiny Strength Blessing- (Passive Ability, Blessing) +1 STR
Not for Sale

Triple the Rugi- (Passive Ability, Blessing) Possessor's name counts as being 'Einrugi', 'Zweirugi', 'Dreirugi', 'Rugirugirugi', 'Rugi Rugi Rugi', and 'Rugi R. Rugi'; Possessor counts as wielding 3 additional Swords; Possessor gains +333 to all stats, +33% Critical, and +3 Fame
Not for Sale

Understands Truth through Mystery- (Passive Ability, Blessing) Possessor gains 1 Base MIN and 1 Base SPI if Mystery element, Possessor may change the element Mystery in any possessor's attacks into the element Knowledge
Not for Sale

Underwent a Most Minor of Mental Surgeries at the Hands of Gillingman- (Passive Ability, Blessing) +10 MIN
Not for sale

Waerdael's Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor
Not for Sale

Walking Along the Kaleidoscope Lines- (Active/Passive Ability, Blessing) Possessor is afflicted with Confusion: Hallucinating at the start of each round and has a 100% chance of being afflicted with Confusion: High at the start of each round. Possessor suffers no negative effects from Confusion: Hallucinating. Possessor gains +5,000 SPI. Possessor may spend an action to move to another existing battlespace so long as no entity of Level 80 or greater in either battlespace objects.
Not for Sale

Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"
Not for sale

Weird Blessing- (Passive Ability, Blessing) Possessor gains +50 to all stats if possessor possesses any abilities from any non-base Weapon-based, Armor-based, Pet-based, Element-based, or Transformation-based classes
Not for Sale


~Clearance~

Has a Basic Permit to Battle Ancient- (Passive Ability, Clearance) Possessor may fight the monster 'Ancient' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Antithesis Dragon- (Passive Ability, Clearance) Possessor may fight the monster 'Antithesis Dragon' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Bacchalamus- (Passive Ability, Clearance) Possessor may fight the monster 'Bacchalamus' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Celestial of the Grand Choir- (Passive Ability, Clearance) Possessor may fight the monster 'Celestial of the Grand Choir' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Chaos Butterfly- (Passive Ability, Clearance) Possessor may fight the monster 'Chaos Butterfly' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Lostwinter Vinefiend- (Passive Ability, Clearance) Possessor may fight the monster 'Lostwinter Vinefiend' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Wendigo- (Passive Ability, Clearance) Possessor may fight the monster 'Wendigo' for drops, This ability cannot be used in combos
Not for Sale

Issued the Bounty on that Rakshasha Asshat- (Passive Ability, Clearance) Possessor, as an RP effect, gets a Seal Piece if they kill the guy this is referencing, This ability can't be used in combos
Not for Sale

Permitted to Battle a Classic Stat Version of Professor Amerigandan- (Passive Ability, Clearance) Possessor may fight participate in the Event Match "Battle Versus the Professor", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Professor Document' for 500,000 XP, 1,000,000 Gold, and 1 week spent in the ability shop
Not for Sale

Permitted to Battle Ark-Guardian of the Immortal Emperor- (Passive Ability, Clearance) Possessor may fight the monster Ark-Guardian of the Immortal Emperor for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Journal Recording the Events Leading to the Activation of the Immortal Emperor's Ark' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Not For sale

Permitted to Battle Avenger- (Passive Ability, Clearance) Possessor may fight the enemy Avenger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'List of People Who Need to Die' for 5,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Not for sale
Not for Sale

Permitted to Battle Black Clocktower- (Passive Ability, Clearance) Possessor may fight the monster Black Clocktower for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Proclamation of the Dark Times' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Not For sale

Permitted to Battle Clock Spirit- (Passive Ability, Clearance) Possessor may fight the monster Clock Spirit for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Letter from Tomorrow' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Clock Stopper's Apprentice- (Passive Ability, Clearance) Possessor may fight the monster Clock Stopper's Apprentice for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Seventh Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Crafter of Discord- (Passive Ability, Clearance) Possessor may fight the monster Crafter of Discord for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Hatred-Stirring Manifesto' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Not For sale

Has a Basic Permit to Battle Desert Corsair Captain- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Captain' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Doctor Startrain Has Arrived- (Passive Ability, Clearance) Possessor may fight the monster 'Doctor Startrain Has Arrived' for drops, This ability cannot be used in combos
Not for Sale

Permitted to Battle Dreaming Wonderland- (Passive Ability, Clearance) Possessor may fight the monster Dreaming Wonderland for drops, possessor's allies also gain drops from this battle, Possessor may create the item ''Bedtime Stories and Other Wondrous Things'' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Not For sale

Has a Basic Permit to Battle Reptilian Overlord- (Passive Ability, Clearance) Possessor may fight the monster 'Reptilian Overlord' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Shaver- (Passive Ability, Clearance) Possessor may fight the monster 'Shaver' for drops, This ability cannot be used in combos
Not for Sale

Permitted to Battle Dragon of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Dragon of the Gold Leaf Throne for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Challenge Issued by the Dragon of the Gold Leaf Throne' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Dread Vicar- (Passive Ability, Clearance) Possessor may fight the monster Dread Vicar for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding the Vicar and His Eerie Shadow' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Not for Sale

Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Elastic Goop- (Passive Ability, Clearance) Possessor may fight the monster Elastic Goop for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Papers About A Strange Rubber Plantation' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not For sale

Permitted to Battle Emissary of Peace- (Passive Ability, Clearance) Possessor may fight the monster 'Emissary of Peace' for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Polite Letter Written In Flowing Script Encouraging You To Join A Nonviolent Protest' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Not for Sale

Permitted to Battle Glass Cannon- (Passive Ability, Clearance) Possessor may fight the monster Glass Cannon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'News About the Secret Weapon!' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Gobbling Minion of Mr. P. H. Turkey- (Passive Ability, Clearance) Possessor may fight the monster Gobbling Minion of Mr. P. H. Turkey for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Notice that the Feast has Gone Wrong' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Goggles of Lggjatt- (Passive Ability, Clearance) Possessor may fight the monster Goggles of Lggjatt for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Fifth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Grandfather of Silver and Neon- (Passive Ability, Clearance) Possessor may fight the monster Grandfather of Silver and Neon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Datafile Regarding Changes In the World's Technomagical Leylines' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Not For sale

Permitted to Battle Hourglass Man- (Passive Ability, Clearance) Possessor may fight the monster Hourglass Man for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Second Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not for sale

Has a Basic Permit to Battle House Hellstrom Priest- (Passive Ability, Clearance) Possessor may fight the monster 'House Hellstrom Priest' for drops, This ability cannot be used in combos
Not for Sale

Permitted to Battle Impossible Arbiter- (Passive Ability, Clearance) Possessor may fight the monster Impossible Arbiter for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Summons from the Impossible Courthouse' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Not for Sale

Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Not for Sale

Permitted to Battle Left Face of Thursday- (Passive Ability, Clearance) Possessor may fight the monster Left Face of Thursday for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Third Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not for Sale

Permitted to Battle Lesser Chronoreaper- (Passive Ability, Clearance) Possessor may fight the monster Lesser Chronoreaper for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Eleventh Page of Temporal Interlopers" for 30,000 XP, 10,000,000 Gold, and 2 weeks spent in the ability shop
Not for Sale

Permitted to Battle Lesser Eon Worm- (Passive Ability, Clearance) Possessor may fight the monster Lesser Eon Worm for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Sixth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not for Sale

Permitted to Battle Matron of Creeping Hours- (Passive Ability, Clearance) Possessor may fight the monster Matron of Creeping Hours for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Record of Graces Thrice Rotten' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Not For sale

Permitted to Battle Matryoshka Golem- (Passive Ability, Clearance) Possessor may fight the monster Matryoshka Golem for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Rune-Inscribed Nesting Doll Containing a Message' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for Sale

Permitted to Battle The Lord of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Emperianus, The Lord of the Gold Leaf Throne in the Event Match "At the Foot of the Gold Leaf Throne", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Single Leaf of Radiant Gold that Whispers to the Mind' for 400,000 XP, 20,000,000 Gold, and 10 weeks spent in the ability shop
Not for Sale

Permitted to Battle the MacArwalt Brothers- (Passive Ability, Clearance) Possessor may fight the monster The MacArwalt Brothers, Infamous Band of Thieves in the Event Match "An Infamous Gang of Thieves!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Reports About An Amazing Band of Thieves' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for Sale

Permitted to Battle Mechanized Steam Giant- (Passive Ability, Clearance) Possessor may fight the monster Mechanized Steam Giant for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Second Warning About Giantkin Working With A Group of Mad Gnomes' for 2,000 XP, 100,000 Gold, and 1 Week spent in the ability shop
Not for Sale

Permitted to Battle Mechanized Steam Ogre- (Passive Ability, Clearance) Possessor may fight the monster Mechanized Steam Ogre for drops, possessor's allies also gain drops from this battle, Possessor create the item 'First Warning About Giantkin Working With A Group of Mad Gnomes' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Metamorph- (Passive Ability, Clearance) Possessor may fight the monster Metamorph for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Permit Covered In Blurry Symbols' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Meta Sphere (Passive Ability, Clearance) Possessor may fight the monster Meta Sphere for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Ultimatum from the Supreme Order of the Mystic Cosmos to the Galactic Union of Mankind' for 1,000,000 XP, 15,000,000,000 Gold, and 10 weeks spent in the ability shop
Not for sale

Permitted to Battle Monster Trainer- (Passive Ability, Clearance) Possessor may fight the monster Monster Trainer for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Monster Trainer League Rules' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Not for Sale

Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Not for Sale

Permitted to Battle Portal Mimic- (Passive Ability, Clearance) Possessor may fight the monster Portal Mimic for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Note About Some Closed Portals' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for Sale

Permitted to Battle Portrait of Loneliness- (Passive Ability, Clearance) Possessor may fight the monster Portrait of Loneliness for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Ominous, Discarded Gallery Invitation' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Realmfather- (Passive Ability, Clearance) Possessor may fight the monster Realmfather for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Invitation to the God's Throne' for 1,000,000 XP, 15,000,000,000 Gold, and 10 weeks spent in the ability shop
Not for sale

Permitted to Battle Requiem Beast- (Passive Ability, Clearance) Possessor may fight the monster Requiem Beast for drops, Possessor may create the item 'Record that Plays at the End of the World' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Not for Sale

Permitted to Battle Sentinel- (Passive Ability, Clearance) Possessor may fight the monster Sentinel for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Sentinel Specifications List' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Skill Miser- (Passive Ability, Clearance) Possessor may fight the monster 'Skill Miser' for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Poster Urging You to Donate Your Skills to a 'Worthy Cause'' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Not For sale

Permitted to Battle Solar Fleet Dropship- (Passive Ability, Clearance) Possessor may fight the monster Solar Fleet Dropship for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Solar Fleet Troop Movement Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Sovereign Oak - (Passive Ability, Clearance) Possessor may fight the monster Sovereign Oak for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Parchment from the Forest's Heart' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Not For sale

Permitted to Battle Speed Freak- (Passive Ability, Clearance) Possessor may fight the monster 'Speed Freak' for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Complaint About Noise at the Racetrack' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for Sale

Permitted to Battle Talented Guy- (Passive Ability, Clearance) Possessor may fight the monster Talented Guy for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Newspaper Clipping About Someone Impressive' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not For Sale

Permitted to Battle Temporal Interloper- (Passive Ability, Clearance) Possessor may fight the monster Temporal Interloper for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Tenth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not For sale

Permitted to Battle Theoretical Experimental Elemental 22-J- (Passive Ability, Clearance) Possessor may fight the monster 'Theoretical Experimental Elemental 22-J' for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Elemental Research Report: Theoretical Experimental Element 22-J' for 25,000 XP, 50,000,000 Gold, and 5 weeks spent in the ability shop
Not for Sale

Permitted to Battle Time Elemental- (Passive Ability, Clearance) Possessor may fight the monster Time Elemental for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Ninth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not For sale

Permitted to Battle Ticking Savant- (Passive Ability, Clearance) Possessor may fight the monster Ticking Savant for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Fourth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not For sale

Permitted to Battle Trapped Fortress- (Passive Ability, Clearance) Possessor may fight the monster Trapped Fortress for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Information on How the Siege Progresses' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Utu'Ratak- (Passive Ability, Clearance) Possessor may fight the monster Dread Monster: Utu'Ratak, the Large, Angry Condor in the Event Match "A Massive Condor Appears!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Condor Document' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Void Window- (Passive Ability, Clearance) Possessor may fight the monster Void Window for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding a Peculiar Window and Its Terrible Secrets' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Watch Dog (2)- (Passive Ability, Clearance) Possessor may fight the monster Watch Dog (2) for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Eighth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not for sale

Permitted to Battle Were-Master- (Passive Ability, Clearance) Possessor may fight the monster Were-Master for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Newspaper Clip Regarding the Mayor's Beastly Secret" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Not For sale


~Curse~

25-Week Stomachache- (Passive Ability, Curse) Possessor is constantly considered afflicted with Pain: Discomfort: Stomachache (suffering effects as though afflicted with it) unless Immune to said status effect, This ability is removed 25 weeks after being obtained
Not for Sale

Addicted to Alcohol- (Passive Ability, Curse) Possessor's stats are reduced by 3% of their maximum values, to a minimum of 1, while possessor is not afflicted with Poison: Drunk
Not for Sale

Addicted to Licking Fish- (Passive Ability, Curse) Possessor may spend an action to conduct an offensive action against an Aquatic that has no effect, Until possessor does so in each thread, possessor loses 100 points of each stat every round
Not for Sale

Addiction (Liquid Addiction)- (Passive Ability, Curse) Target obtains -500 to all stats during battles in which it has not been the target of a charge of a 'Liquid Addiction' consumable, This Curse is removed at the end of 50 consecutive battles in which its possessor is not targeted with a charge from a 'Liquid Addiction' consumable
Not for Sale

Afraid of Angering Elves- (Passive Ability, Curse) Possessor gains -50% To Hit agianst Fae, Possessor has a 30% chance of being afflicted with Confusion: Fear if any opponents are Fae
Not for Sale

Aggressively-Large Tumor- (Passive Ability, Curse) Possessor is dealt (the number of rounds that possessor has been in this thread (to a max of 200) * 1,000) Flat Physical element Damage at the start of each round, Possessor's Charm infliction chances are reduced by 30%
Not For Sale

A Hole In The Brain That All Knowledge Leaks Out Of- (Passive Ability, Curse) Possessor's abilities in the class 'Scholar' and all spell-subtype-based classes lose their text
Not for Sale

Alcoholic- (Passive Ability, Curse) Possessor obtains -200 to all stats if possessor has not been the target of a Drink consumable that has a chance of inflicting Poison: Drunk within the past 5 rounds
Not for Sale

All Of The Bad Guys LOVE You And Just Can't Stop Thinking About You- (Passive Ability, Curse) Possessor's opponents gain an extra action each round that may only be used to target possessor with an offensive action, with said actions being unable to be Agony element and unable to inflict Pain or Hexed on possessor
Not for Sale

All Of The Bad Guys LOVE You And Just Can't Stop Thinking About You (And Don't Always Want To Hurt You)- (Passive Ability, Curse) Possessor's opponents gain an extra action each round that may only be used to target possessor with a non-offensive action, with said actions being unable to be Agony element and unable to inflict Pain or Hexed on possessor, and with said actions not being obtained by individuals who are afflicted with Charm or Dominion and not being able to be taken by individuals who are afflicted with Charm or Dominion
Not for Sale

Annoyed a Grandmaster Chronomancer- (Passive Ability, Curse) There is a 25% chance at the start of every battle that a random encounter from the Temporal Interlopers encounter table joins a randomly chosen opposing side of battle
Not for Sale

Arachnophobia- (Passive Ability, Curse) Possessor is afflicted with Confusion: Fear at the start of each round that possessor is in the same battlespace with an entity whose name includes 'Spider'
Not for Sale

Arms Mailed to an Unclear Foreign Country- (Passive Ability, Curse) Possessor loses 2 weapon slots, with effects that can cure Vanished fixing this for 1-4 rounds (determined randomly)
Not for Sale

Arms that Sometimes Fall Off- (Passive Ability, Curse) Possessor has a 5% chance at the start of each round of losing a weapon slot as a debuff
Not for Sale

Attracts Exploding Insects While Fighting- (Passive Ability, Curse) At the start of each round of battle, each opposing side may choose to summon up to 30 Insects below Level 80 that are of Level equal to or lower than possessor, these summons, at the time of their summoning, acquire a non-stacking buff that causes its possessor, when killed, to deal (its possessor's Level) * 1,000,000 Flat Fire element Damage to up to (it's possessor's Level * 100) opponents, Max 200 summoned
Not for Sale

Aura of Annoyance that Drives Allies Into Infrequent Psychotic Rages- (Passive Ability, Curse) Possessor has a 1% chance per 5 times per round at the start of the round of giving a random ally who is not afflicted with Dominion an additional action that is used to perform an action chosen by a moderator running the battle that is a solely offensive action targeting only possessor that may be used to perform an action that consumes permanent resources of its performer
Not for Sale

Bad At Using Turn Signals- (Passive Ability, Curse) Whenever possessor switches rows while in a Vehicle, possessor's allies have a 100% chance of being afflicted with Confusion: Berserk
Not for Sale

Banned from Bascaradine- (Passive Ability, Curse) Possessor cannot equip or benefit from items with 'Bascaradine' in the name, Possessor cannot acquire buffs, healing, or positive status effects from entities with 'Bascaradine' in the name or who are devout worshipers of the Bascaradine Corporation, Possessor cannot purchase items from any Shop whose name includes 'Bascaradine', Possessor cannot summon entities or replicate entities whose name includes 'Bascaradine'
Not for Sale

Beaten Down and Badly Bruised- (Passive Ability, Curse) Possessor obtains -50% Resilience, Possessor's turn-order-determining stat sum is multiplied by .75 for turn-order-determining purposes, Possessor's Max HP is multiplied by .75 at the beginning of battle as a non-stacking debuff
Not for Sale

Becomes Helpless In Water- (Passive Ability, Curse) Possessor gains -2,000 to all stats, to a minimum of 1, while in a Zone of Water, Possessor is afflicted with Paralysis at the start of each round if in a Zone of Water
Not for Sale

Being Gnawed Apart By Invisible Beasts' Jaws- (Passive Ability, Curse) Possessor takes 60,000 Flat Physical element Damage and is afflicted with Wounded: Maimed at the start of each round
Not for Sale

Believes Plants Have Taken Root Inside Own Body And Is Constantly Trying To Tear Them Out- (Passive Ability, Curse) Possessor, if not a Plant, has a 15% chance of skipping each action, Each time that possessor skips an action due to this ability, possessor deals itself (possessor's STR * 2, to a max of 2,000,000) Flat Physical element Damage and inflicts Wounded: Bleeding on itself
Not for Sale

Bereft Of Identity- (Passive Ability, Curse) Possessor's name is changed to a random name at the start of every month, with the name of a random entity from the Enemy List being chosen if no name is chosen by Gad within 5 days of a request for such a change, Possessor suffer -200 MIN in threads that start within 1 week of possessor's name having changed due to this curse
Not for Sale

Beyond Time, My Children Wait, Still Frozen- (Passive Ability, Curse) Possessor's actions that summon are delayed a random number of rounds between 1 and 20 if any of possessor's opponents desire such
Not for Sale

Blasphemer- (Passive Ability, Curse) Bearer cannot purchase things from or sell things to the shop, bearer receives half XP and Gold from Arena matches, Can't be used in combos
Not for Sale

Bleeds Color- (Passive Ability, Curse) When an opponent deals Damage to possessor, said opponent may choose to inflict a debuff on possessor that makes its possessor solely Null element and to inflict Confusion: Depression on possessor
Not for Sale

Blood Smellable as Tasty for Miles by Vampires- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by vampiric Undead between Level 40 and Level 80; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 15 Deathless One Bonus Weeks, 15 Necromancer Bonus Weeks, and 15 Blood Mage Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 10 have been defeated
Not for Sale

Blue Creature-Drawing Field with Sound Effects- (Passive Ability, Curse) Whenever possessor is in a Random Dungeon, each room that has at least 1 roll on the area's standard Encounters table has 1 additional roll from said table present in it, Has RP effects
Not for Sale

Body Odor that Offends Nearby Individuals- (Passive Ability, Curse) Possessor's Charm infliction chances are reduced by 80%, Possessor's Human and Fae allies obtain -500 to all stats and have a 50% chance of being afflicted with Confusion: Berserk at the start of each round
Not for Sale

Body Which Cannot Withstand the Magic It Contains- (Passive Ability, Curse) At the start of any round, if possessor's MP is a greater percentage of possessor's Max MP than possessor's HP is of possessor's Max HP, possessor suffers a non-absorbable quantity of Flat Mystic element HP Damage equal to ((The percentage of possessor's Max MP that possessor's MP is - the percentage of possessor's Max HP that possessor's HP is, represented as a decimal) * Possessor's MP) that cannot be converted into healing
Not for Sale

Boss Doubler Curse- (Passive Ability, Curse) Whenever possessor would fight any boss in a boss rush, mini quest, or random quest, two of said boss appear instead, as a non-self-triggering effect
Not for Sale

Brain Used By The Demon Lord Of Books As Mostly-Self-Inaccessible Storage Space For All Books About Tortoises- (Passive Ability, Curse) Possessor's turn-order-determining stat is halved for turn-order-determining purposes if it includes possessor's Mind stat unless any of possessor's opponents have 'Turtle', 'Tortoise', or 'Terrapin' in their name
Not for Sale

Brings Down the House- (Passive Ability, Curse) Possessor's Large Structure allies are afflicted with Instant Death at the start of each round, and when one of them dies from this, possessor's allies are each dealt an amount of Flat Damage of its elements equal to its HP at the time of said death
Not for Sale

Brittle Bones- (Passive Ability, Curse) Possessor gains -50% Resilience
Not for Sale

Bulge Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Bulge in the Shop; if possessor does not, possessor's 'Got Big Real Easy' ability is replaced with the ability 'Bulge Withdrawal'; if possessor does, possessor's 'Bulge Withdrawal' ability is replaced with the ability 'Got Big Real Easy'; if possessor does not for 45 consecutive weeks, possessor loses the abilities 'Bulge Addiction', 'Got Big Real Easy', and 'Bulge Withdrawal'
Not for Sale

Bulge Withdrawal- (Passive Ability, Curse) Possessor is afflicted with Stat Drain: STR Drain, Impaired: Sterile, and Fatigued at the start of each round. Whenever possessor is dealt at least 1 non-Healing Damage, possessor is afflicted with an instance of Wounded: Bleeding that possesses no natural per-round recovery chance.
Not for Sale

Bumbling and Kinda Lost- (Passive Ability, Curse) Possessor obtains -5% To Hit, cannot create Terrains or Phantom Terrains, and cannot cause itself to move to a different battlespace unless being controlled by another individual
Not for Sale

Burnt Feet- (Passive Ability, Curse) Each time possessor switches rows or moves to a different battlespace, possessor is afflicted with Pain and suffers an amount of Fire element Damage equal to 1% of possessor's Max HP, with Defense not preventing that Damage unless it is Defense specifically against Flat Damage, Burning, negative status effects, Curses, or the element Fire (with all of those specific sorts of Defenses applying against it even if they otherwise would not).
Not for Sale

Can Only See Undead- (Passive Ability, Curse) Possessor gains -50% To Hit against non-Undead targets
Not for Sale

Can No Longer Comprehend Childlike Joy- (Passive Ability, Curse) Possessor may not benefit from Whimsy element buffs
Not for Sale

Cannot Wear Armor- (Passive Ability, Curse) Possessor loses all Armor slots and cannot equip Armor
Not for Sale

Can't Get Revved Up Without A Morning Cheeseburger- (Passive Ability, Curse) Possessor is afflicted with Fatigued: Tired at the start of every round until possessor obtains healing or a buff from a Food consumable whose name includes 'burger'
Not for Sale

Can't Pronounce 'Photograph' Correctly- (Passive Ability, Curse) Possessor treats the word 'Photograph' as the phrase 'Crow's Nest' when determining what words or phrases are contained by item or entity or ability or effect names
Not for Sale

Can't See Worth a Hoot- (Passive Ability, Curse) There is a 40% chance that the target of each of possessor's actions is randomized, Possessor is afflicted with Impaired: Blind at the start of each round
Not for Sale

Can't Take a Hint Regarding Enemy Immunities- (Passive Ability, Curse) If possessor targets an opponent with an action and said opponent is Immune to said action, possessor has a 25% chance to have to spend its next action, if possible, performing an instance of the same action that targets said opponent that makes any choices that it would have to make in order for said opponent to still be Immune to it
Not for Sale

Causes Swine Depression Through Simple Presence- (Passive Ability, Curse) Possessor's allies who are animals are inflicted with Confusion: Depression at the start of every round
Not for Sale

Chance Addict- (Passive Ability, Curse) Possessor's actions have a 5% chance of having their targets determined randomly if they do not involve rolling on a table of random values and are not Fortune element
Not for Sale

Chased By Deadly Icebergs- (Passive Ability, Curse) Possessor suffers 100,000 Flat Ice element Damage at the start of every round unless possessor is in a Zone of Fire, in which case said quantity of Damage is reduced to 2,000 points
Not for Sale

Chased by a Massive Flight of Dragons- (Passive Ability, Curse) At the start of every round of battle after the first, a random Dragon from the Enemy List that is below Level 60 but above Level 20 joins each side of battle that opposes possessor, to a max of 200 such Dragons at any given time
Not for Sale

Chased By a Mochi-Pounding Hammer- (Passive Ability, Curse) Possessor takes 15,000 Flat Physical element Damage at the start of every round
Not for Sale

Chased By An Angry Volcano Named Mr. Edward- (Passive Ability, Curse) At the start of each thread, possessor's 'Volcano Incoming Counter' is set to 5, At the end of each round during which possessor did not perform a 'Switch Rows' action, possessor's Volcano Incoming Counter decrements by 1, At the start of each round, if possessor's Volcano Incoming Counter is 0 or lower, possessor is dealt 5,000,000 Flat Fire & Earth element Damage that has a 120% chance of inflicting Burning: Igneous and Entombed on possessor
Not for Sale

Chronically Lazy On a Conceptual Level- (Passive Ability, Curse) Possessor gains a 25% chance of automatically skipping any action possessor would have
Not for Sale

Chyll Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Chyll in the Shop; if possessor does not, possessor's 'Just Chyllin'' ability is replaced with the ability 'Chyll Withdrawal'; if possessor does, possessor's 'Chyll Withdrawal' ability is replaced with the ability 'Just Chyllin''; if possessor does not for 30 consecutive weeks, possessor loses the abilities 'Chyll Addiction', 'Just Chyllin'', and 'Chyll Withdrawal'
Not for Sale

Chyll Withdrawal- (Passive Ability, Curse) Possessor has a 50% chance of being afflicted with Confusion: Paranoia and Confusion: Dizzy at the start of each round
Not for Sale

Clones Curses Onto Allies- (Passive Ability, Curse) At the start of each round, possessor has a 25% chance of copying each Curse possessor possesses onto each ally possessor possesses, with this being a copying of the ability rather than a debuff, but with the Curses being Temporary; the Curses are occasionally not Temporary if copied in RP Threads
Not for Sale

~Coated In Horrible Black Lightning- (Passive Ability, Curse) Possessor is inflicted with Confusion: Berserk at the beginning of every round, Possessor is inflicted with Pain at the beginning of every round. If Possessor is inflicted with Pain and Confusion: Berserk, Possessor has a 20% chance of skipping every action, takes 250,000 flat Darkness & Agony element Damage at the start of every round, and gains -200 to all stats at the start of every round, to a max of -10,000 to all stats. This curse naturally wears off upon the death of the individual possessing it.
Not for Sale

Collectively Offended the Special Fights Monsters- (Passive Ability, Curse) At the start of each round, each side of battle opposing possessor that contains no PCs and that does not consist solely of uncontrolled summons has a 25% chance of being able to summon an entity from the Enemy List that is marked with a ! of the side's choice, regardless of the marked entity's Level
Not for Sale

Compulsively Counts and Eats Office Supplies- (Passive Ability, Curse) For purposes of this ability, any item with an 'Office Supply' subtype or whose name includes any capitalization of 'Paper', 'Pencil', 'Pen', 'Stapler', 'Staple', 'Organizer', 'Hole-Punch', 'Paper-Clip', 'Paperclip', 'Folder', 'Thumb-Tack', 'Sticky-Tack', 'Scissor', 'Scissors', 'Ruler', 'Eraser', 'White-Out', 'Clip', 'Pencil Sharpener', 'Pencil-Sharpener', 'Pencil-Sharpening', 'Push-Pin', 'Push Pin', 'Thumb Tack', 'Sticky-Note', 'Post-It', 'Rubber Band', 'Ballpoint', 'Marker', 'Tape', 'Ruler', or 'Notebook' counts as an office supply. Each of possessor's opponents who is carrying or has equipped one or more office supplies that have not been marked as tallied by possessor may, at the start of a round, announce 'I have office supplies you have not counted yet'; if one or more opponents do this, possessor's first action of the round must be spent to perform an action that scans the stats of at least one such individual. Whenever possessor scans the stats of an individual with one or more office supplies carried or equipped that have not been marked as tallied by possessor, possessor may choose up to possessor's Base MIN in different office supplies and up to possessor's MIN in total office supplies to mark as tallied and mark those office supplies as tallied. If possessor is in the same battlespace as at least one untallied office supply, regardless of its position within that battlespace, possessor suffers -100% To Hit and -100% Dodge. At the end of a round, if possessor is carrying or has equipped at least one non-unique office supply that is worth under 30,000,000 Gold, possessor must choose one non-unique office supply meeting said qualifiers and destroys that office supply in a manner that counts as possessor having used a Food consumable.
Not for Sale

Compulsively Tells Secrets to Samurai- (Passive Ability, Curse) Possessor's opponents who possess the ability 'Kensei' may scan possessor's stats before any action and automatically succeed in doing so and can't be prevented from succeeding in doing so by possessor
Not for Sale

Compulsive Roulette Use- (Passive Ability, Curse) If possessor possesses the ability 'Fatal Roulette I' or 'Glory Roulette I' possessor's first action during battle must, should possessor be able to do so, be to use one of said actions
Not for Sale

Constant Essence Bleed- (Passive Ability, Curse) Possessor's Level is reduced by 10, Possessor's opponents gain +1 Level (to a max of possessor's Level, not counting reductions from this ability)
Not for Sale

Consumed by a Spiritual Abyss- (Passive Ability, Curse) Possessor and possessor's allies cannot be resurrected, Possessor and possessor's allies cannot have their SPI increased by buffs or status effects
Not for Sale

Contains the Eggs of 10,000 Strange Parasites- (Passive Ability, Curse) At the start of each round, possessor has a 100% chance of being afflicted with Diseased: Infested, Fatigued, Pain, Fatigued: Starvation, and Stat Drain; At the start of each round, possessor has a 50% chance of being afflicted with Wounded: Bleeding and Wounded: Maimed and allowing an opposing side of battle to summon an Insect, Cthonian, Bio-Horror, or Horror below Level 60 that is normally fightable for drops on the Enemy List
Not for Sale

Constantly Impaled by a Sword- (Passive Ability, Curse) At the beginning of battle, a random, in-stock Sword is chosen from the Shop. Possessor takes an amount of Flat damage at the start of each round equal to ten times the Melee Attack bonus offered by said sword, with said damage being of whatever combination of elements said Sword is and said damage counting as coming from a Sword
Not for Sale

Constantly Too Cold- (Passive Ability, Curse) Possessor takes 5,000 Flat Ice element damage at the start of every round, There is a 50% chance that possessor is afflicted with Frozen at the start of every round
Not for Sale

Convinced of Ones Own Status as an 'Enemy' Spy in Heavy Disguise- (Passive Ability, Curse) Possessor has a 5% chance of joining a random enemy side and being unable to leave it at the start of every round of battle
Not for Sale

Convinced There Is An EMERGENCY Happening Somewhere- (Passive Ability, Curse) Possessor has a 50% chance of being afflicted with Confusion: Fear at the start of each round, Possessor has a 25% chance of moving to a randomly-determined existing battlespace at the start of each round so long as no individual of equal or greater Level compared to possessor (or who is Level 80 or greater) in either the battlespace being left or the battlespace being entered objects
Not for Sale

Coward Heart- (Passive Ability, Curse) Possessor has a 10% chance at the start of each round of battle of leaving the thread
Not for Sale

Crazed Thirst for Poison- (Passive Ability, Curse) Possessor suffers -400 to all stats, to a minimum of 1, if not afflicted with Poison
Not for Sale

Crazy Slowness- (Passive Ability, Curse) Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes if possessor is below Level 40, Possessor's turn-order-determining stat sum is reduced by 5% of its value (to a max of 5,000 points) for turn-order-determining purposes otherwise, Possessor's MIN is reduced by 200 and possessor has a 5% chance of being afflicted with Confusion at the start of every round if this ability causes possessor's turn-order-determining stat sum to be reduced by more than 500 points for turn-order-determining purposes
Not For Sale

Crippling Cow-Petting Addiction- (Passive Ability, Curse) Possessor's stats are halved (to a max of 150,000 points lost) on rounds during which possessor did not conduct a non-offensive action that targeted at least one Animal whose name includes 'Cow' during the previous round
Not for Sale

Crystal Infinity Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Crystal Infinity in the Shop; if possessor does not, possessor's 'Channeling Fundamental Forces' ability is replaced with the ability 'Crystal Infinity Withdrawal'; if possessor does, possessor's 'Crystal Infinity Withdrawal' ability is replaced with the ability 'Channeling Fundamental Forces'; if possessor does not for 42 consecutive weeks, possessor loses the abilities 'Crystal Infinity Addiction', 'Channeling Fundamental Forces', and 'Crystal Infinity Withdrawal'
Not for Sale

Crystal Infinity Withdrawal- (Passive Ability, Curse) Possessor's base stats become 1
Not for Sale

Cruel Fate: The Warrior's Lament- (Passive Ability, Curse) At the start of each round, an enemy side chooses one of possessor's equipped weapons worth under 400,000,000 Gold; said weapon cannot be unequipped for the duration of the round and provides no benefit to its wielder for the duration of the round; said enemy side then selects one of said weapon's Attack Bonuses, and said weapon deals a quantity of Flat Damage of its elements equal to 10 times said Attack Bonus to its wielder
Not for Sale

Curse of Angered Birds- (Passive Ability, Curse) Aerials deal 200,000 additional Damage to possessor
Not for Sale

Curse Brought to You By the Letter 'G'- (Passive Ability, Curse) Possessor cannot fight opponents in standard arena matches or specialty matches whose name does not include the letter 'G', Possessor cannot enter Boss Rushes of any sort or Endurance Matches of any sort
Not for Sale

Curse of Baleful Healing- (Passive Ability, Curse) Possessor is damaged by Healer Magic and Light-element spells that heal from all sources
Not for Sale

Curse of Being a Boring Dinkleford- (Passive Ability, Curse) Possessor's allies are afflicted with Confusion: Bored at the start of each round
Not for Sale

Curse of Blisters- (Passive Ability, Curse) 5% possessor, unless immune to Disease, suffer 5 CON damage at the start of each turn and cannot act that turn unless immune to Pain
Not for Sale

Curse of Clinging Ill Fortune- (Passive Ability, Curse) Possessor inflicts Ill Fortune on self at the beginning of battle, Possessor's allies each have a 10% chance of having Ill Fortune and Hexed inflicted on them at the start of every round
Not for Sale

Curse of Clipped Wings- (Passive Ability, Curse) Possessor's unmodified AGI decreases by 5, to a minimum of 1
Not for Sale

Curse of Confusing Light Swirling About the Head- (Passive Ability, Curse) 15% inflicts Confusion on possessor at the start of every round
Not for Sale

Curse of Crushing Despair- (Passive Ability, Curse) Possessor is afflicted with Confusion: Depression at the start of each round, Possessor obtains -500 to possessor's turn-order-determining stat sum for turn-order-determining purposes at the start of each round if possessor is afflicted with Confusion: Depression, Possessor dies if possessor's turn-order-determining stat sum reaches 0 for turn-order-determining purposes
Not for Sale

Curse of Dark Presence- (Passive Ability, Curse) Possessor has a 5% chance of inflicting Charm on Humans at the beginning of battle, All Angels, Celesitals, and Devas allied with possessor take 1% of their max HP in damage every turn unless they are over level 50, in which case possessor takes 5% of possessor's max HP in damage every turn instead, Possessor has a 15% chance of inflicting Discomfort on all allies at the beginning of each round
Not for Sale

Curse of Exploding Innards- (Passive Ability, Curse) Possessor is afflicted with Wounded, Wounded: Bleeding, Pain, and Stat Drain: CON Drain at the start of every round
Not for Sale

^Curse of Flowing Ground- (Passive Ability, Curse) If possessor would be able to choose to make a decision after a battle in a Random Quest, Random Dungeon or Encounter Area, and the decision is non-mandatory, possessor and all PCs accompanying possessor instead do not do so and move on to the next room or area as if they had chosen to forgo making said decision; if possessor and all PCs accompanying possessor would be able to choose to enter a Boss Room, Phantom Challenge or another Zone of the dungeon, they instead have a flat 50% chance to automatically enter and corresponding 50% chance to ignore said choice in favour of rolling again on that Zone's Rooms table
Not for Sale

Curse of Forgetting Your Birthday's Date On Tuesdays- (Passive Ability, Curse) Possessor obtains -1 MIN on rounds of battle whose number is equal to either 2 or 2 plus any whole multiple of 7
Not for Sale

Curse of Gnarled Brains- (Passive Ability, Curse) -500 MIN, Possessor is afflicted with Stat Drain: MIN Drain at the start of each round, Possessor obtains -20 MIN at the start of each round
Not for Sale

Curse of Heat Intolerence- (Passive Ability, Curse) 100% Fire Weakness, Possessor's stats are halved while the terrain or phantom terrain is Desert, Savannah, or Volcano
Not for Sale

Curse of Lethal Vehicle Crashes- (Passive Ability, Curse) At the start of each round, if possessor is transformed into a Vehicle or is a passenger in a Vehicle transformation, there is a 99% chance that the transformation is de-transformed, with each individual who was either transformed into that transformation or a passenger in that transformation being dealt 5,000,000 Flat Fire element Damage, having a 100% chance of being afflicted with Burning, and having a 30% chance of being afflicted with Instant Death
Not for Sale

Curse of Magical Malignance- (Passive Ability, Curse) Possessor cannot equip or positively benefit from the effects of Divine Magic (except when expressly noted), Holy Magic, Celestial Magic, or Glyph Magic
Not for Sale

Curse of Nettlesap Blood- (Passive Ability, Curse) -500 CON, Possessor is afflicted with Pain at the start of every round
Not for Sale

Curse of Nullified Strength- (Passive Ability, Curse) Possessor obtains -5 Base STR
Not for Sale

Curse of Nullified Constitution- (Passive Ability, Curse) Possessor obtains -5 Base CON
Not for Sale

Curse of Nullified Agility- (Passive Ability, Curse) Possessor obtains -5 Base AGI
Not for Sale

Curse of Nullified Mind- (Passive Ability, Curse) Possessor obtains -5 Base MIN
Not for Sale

Curse of Nullified Spirit- (Passive Ability, Curse) Possessor obtains -5 Base SPI
Not for Sale

Curse of Nullified Health- (Passive Ability, Curse) Possessor's Max HP is halved, rounding down
Not for Sale

Curse of Nullified Mana- (Passive Ability, Curse) Possessor's Max MP is halved, rounding down
Not for Sale

Curse of Nullified Defense- (Passive Ability, Curse) Possessor's Defense is halved, rounding down
Not for Sale

Curse of Nullified Offense- (Passive Ability, Curse) Possessor's Damage Dealt is halved, rounding down
Not for Sale

Curse of Obscene Yelling- (Passive Ability, Curse) Possessor's allies gain -20 SPI, Possessor has a 1% chance of inflicting Confusion: Berserk on each ally at the beginning of each round
Not for Sale

Curse of Obsession (Great White Whale)- (Passive Ability, Curse) -500 to all stats, -20% To Hit, This curse is removed when possessor is part of a side that wins a battle against a Great White Whale
Not for Sale

Curse of Oily Blackness- (Passive Ability, Curse) -50 AGI, 15% inflicts Voidstruck on possessor at the start of every round, 20% Fire Weakness
Not for Sale

Curse of a Parallel Self which is Constantly Underwater- (Passive Ability, Curse) 15% inflicts Drowning on possessor at the start of each round
Not for Sale

Curse of Persistent Legal Woes- (Passive Ability, Curse) At the start of every round, possessor has a 10% chance of being afflicted with Entombed: Incarcerated, At the start of each round, possessor has a 10% chance of taking 175,000 Gold Damage
Not for sale.

Curse of Splintered Flesh- (Passive Ability, Curse) -500 CON, Whenever possessor is dealt Damage, possessor is afflicted with Pain
Not for Sale

Curse of Strong Enemies- (Passive Ability, Curse) Possessor's opponents gain +8,000 to all stats, Possessor's opponents gain +5 Levels if not unique and not PCs, to a max of Level 80
Not for Sale

Curse of the Disappearing Leiderhosen- (Passive Ability, Curse) Possessor's items whose name includes 'Leiderhosen' are unequipped at the start of every round
Not for Sale

Curse of the Doomsday Buzzard- (Passive Ability, Curse) All base moderate status effects stack on possessor 10 times and cannot provide possessor with positive effects
Not for Sale

Curse of the Eldest Nemesis- (Passive Ability, Curse) All Undead opponents of possessor may not be controlled by individuals on possessor's team, have their natural stats, Defense, HP, MP, Critical Chance, To Hit, Dodge, and Resilience, as well as the natural Damage values of their abilities tripled, All Undead opponents of possessor resurrect the round after they are killed, All Undead opponents of possessor are Immune to debuffs and negative status effects, Possessor treats Undead as a non-base, Tier III subtype, This ability cannot be removed or altered by sources below Level 999
Not for Sale

Curse of the Embarassing Toupee- (Passive Ability, Curse) Possessor is afflicted with Confusion: Depression and a debuff that provides -10 Fame every time one of possessor's items is unequipped or possessor's row is forcibly shifted
Not for Sale

Curse of the Fox and the Grapes- (Passive Ability, Curse) Whenever a source applies a buff to an individual who is not possessor, if possessor is not currently afflicted with said buff, possessor becomes afflicted with a debuff that prevents said buff from having positive effects on possessor, with said debuff stacking across 500 different buffs at any one time
Not for Sale

Curse of the Glue-Mesiter- (Passive Ability, Curse) When possessor acquires this curse, possessor must choose a set of equipment to take into all threads as equipped, Possessor may not unequip any of said equipment voluntarily and must re-equip it before new threads if it somehow becomes unequipped. Possessor may not equip items that are not part of said set of equipment voluntarily.
Not for Sale

Curse of the Horrid Bleeding Goat Head- (Passive Ability, Curse) -550 SPI, -530 MIN, Possessor is afflicted with Hexed at the start of every round, Possessor loses any Hexed immunity if below Level 20
Not for Sale

Curse of the Ineffectual Chibi Form- (Passive Ability, Curse) Possessor may not inflict any status effects other than Charm, Possessor gains -500 STR and CON, to a minimum of 1 of each
Not for Sale

Curse of the Lead Goose- (Passive Ability, Curse) All Gold drops obtained by player have their quantity divided by 10, Possessor is 60% less likely to get Gold drops
Not for Sale

Curse of the Lewd Gibbon Pimp- (Passive Ability, Curse) Possessor has a 50% chance of being afflicted with Charm: Lust at the start of each round, with a random willing opponent becoming the source of said infliction unless there is no such opponent, in which case possessor is the source of said infliction; Possessor suffers -400 MIN, to a minimum of 1 MIN, while not afflicted with Charm: Lust
Not for Sale

Curse of the Lost Candy- (Passive Ability, Curse) Possessor has a 25% chance of having each Food consumable that possessor tries to use removed from the thread if its name includes 'Candy' immediately prior to its use, with any actions that would have included said use still happening but not using said consumable
Not for Sale

Curse of the Miasmatic Land- (Passive Ability, Curse) At the start of each round, one of possessor's opponents (randomly chosen) may choose to attach a non-stacking (on the same zone or across zones) effect to a Zone, Terrain, or Phantom Terrain that possessor is in that causes each individual in said zone, terrain, or phantom terrain to have a 30% chance of being afflicted with Plague at the start of each round; this curse tends to be more automated and less opponent-based in RP threads
Not for Sale

Curse of the Midget-Self- (Passive Ability, Curse) Possessor gains -200 STR, -100 CON, and -500 HP
Not for Sale

Curse of the Phantom Telephone- (Passive Ability, Curse) At the start of every round, possessor has a 1% chance of being afflicted with Confusion: Fear: Disconcerted, All attacks dealing MIN damage to possessor deal 40 more points of such damage, All Undead and Spirits opposing possessor gain +250 to all stats
Not for Sale

Curse of the Psychedelic Tiger- (Passive Ability, Curse) Once per round at the start of a round, one of possessor's opponents may choose to change the elements of one of possessor's equipped items to any combination of its natural elements and currently existing base elements. Whenever such a change occurs (with a change requiring at least one different element present or missing after the selection is made) possessor is dealt 80,000 Flat Beast element Damage and has a 100% chance of being afflicted with Confusion.
Not for Sale

Curse of the Shoe-Eating Bard- (Passive Ability, Curse) Possessor destroys a random Shoes equipped or carried by an ally (including possessor) that is worth under 500,000 Gold and is not unique at the start of each round
Not for Sale

Curse of the TV Head that Shoots Belligerent Geese Back at its Owner- (Passive Ability, Curse) Possessor obtains -25% To Hit, Possessor's opponents may choose to count possessor's subtype as being solely Abstract, Possessor's offensive 'Ranged Attack' actions gain a 75% chance of changing possessor to be their only target
Not for Sale

~Curse of the Wendigo's Hunger- (Passive Ability, Curse) Possessor is afflicted by Fatigued: Starvation at the start of every round as an effect that ignores possessor's Resistances, Immunities and Absorptions and that can stack up to 10 times and cannot be removed by sources that do not count as a Food Consumable. If possessor's first action of each round would not deal HP Drain or involve the use of a Food consumable on possessor, possessor has a (10* the number of instances of Fatigued: Starvation afflicting possessor)% chance of instead performing a 'Melee Attack' action targeting a random single individual in caster's battlespace, not counting caster, with said action gaining 'deals HP Drain'; if possessor performs this replacement action, additional actions assigned to possessor during the same round automatically become 'Melee Attack' actions targeting a random single individual in caster's battlespace, not counting caster, with said action gaining 'deals HP Drain'; if possessor cannot perform these actions or does not possess the ability 'Melee Attack', any such actions that would be forced in this manner are instead skipped, with things that would occur before and after those actions still occurring; if any of possessor's actions during a round would be skipped in this manner, the remainder of possessor's actions in that round, including actions not yet assigned to possessor at the time of the skipped action, are also skipped, with things that would occur before and after those actions still occurring; if possessor performs an attack that successfully drains HP, possessor may remove an instance of Fatigued: Starvation from possessor as if coming from a Food Consumable, to a maximum of one such instance removed per attack; this ability has RP effects
Not for Sale

Curse of Weakness- (Passive Ability, Curse) Possessor has a 15% chance of obtaining Weakness on odd-numbered rounds of combat, -50 CON
Not for Sale

Curse of Withered Flesh- (Passive Ability, Curse) -500 STR, -500 CON, Possessor's Charm infliction chances are reduced by 30%
Not for Sale

Curse of Wooden Bones- (Passive Ability, Curse) -500 CON, Possessor gains 100% Fire Weakness
Not for Sale

Cursed by the Doom Clock- (Passive Ability, Curse) Quantities of damage dealt by possessor's opponents to possessor's allies, including possessor, are multiplied by the current round number of the battle
Not for Sale

Curse that Lands on Zweirugi Regardless of Who Grabs It- (Passive Ability, Curse) -1 AGI
Not for Sale

Cursed with Cold and Void- (Passive Ability, Curse) Inflicts Frozen and Voidstruck on possessor at the start of every round
Not For Sale

Cursed With Eternal Old Age- (Passive Ability, Curse) Possessor is afflicted with Fatigued: Elderly at the start of each round, -500 AGI, -500 CON, possessor counts as possessing 1 additional Chronicler of Eternity ability
Not for Sale

Dangerously Slow- (Passive Ability, Curse) Possessor's turn-order-determining stat sum is quartered for turn-order-determining purposes
Not for Sale

Debilitating Nerve Pain- (Passive Ability, Curse) Possessor is afflicted with Pain at the start of each round
Not for Sale

Deflates Like a Balloon When Poked- (Passive Ability, Curse) Possessor obtains -5,000 Defense as a debuff that stacks 20 times and loses all buffs from sources below Level 60 whenever possessor is hit by a Physical element attack that is offensive
Not for Sale

Degenerative Rot- (Passive Ability, Curse) Possessor suffers -200 to all stats at the start of every round as a debuff that stacks 800 times
Not for Sale

Delusionally Overconfident In One's Own Power- (Passive Ability, Curse) Possessor obtains -25% To Hit against targets who are not 10 or more Levels below possessor's Level
Not for Sale

Depressed When Not Extra-Fancy- (Passive Ability, Curse) If the total value of the items that possessor has equipped is equal to or lower than the total value of the items that any of possessor's allies have equipped, possessor is afflicted with Confusion: Depression at the start of each round
Not for Sale

Desperate Vendetta- (Passive Ability, Curse) Possessor may not join arena battle threads with other PCs, Half of all XP that possessor gains is stored by this ability, with possessor gaining said XP when this ability is removed.
Not for Sale

Develops Terrible Headaches When Granted Extra Actions- (Passive Ability, Curse) Whenever possessor would be given an additional action by an action, buff, or constant effect, possessor instead does not gain said action and is afflicted with Pain and Stat Drain: MIN Drain
Not for Sale

Disarmed Whenever Struck- (Passive Ability, Curse) Possessor unequips all weapons whenever an attack hits possessor
Not for Sale

~Dread Librarian's Book Ban- (Passive Ability, Curse) Possessor may not equip, use, activate or otherwise benefit from Books, Tomes, Librams, Manuals, or Grimoires
Not for Sale

Drops Things Regularly- (Passive Ability, Curse) Possessor has a 50% chance of unequipping a random non-Armor, non-Spell, non-Pet, non-Transformation item at the start of every round
Not for Sale

Druid Magic Allergy- (Passive Ability, Curse) If possessor is in the same battlespace that an individual casts a Druid Magic spell in, possessor is afflicted with Pain and Pain: Constant Itching, If possessor possesses a Druid Magic buff or debuff, possessor is afflicted with Pain, Pain: Discomfort, Pain: Constant Itching, Stat Drain, Stat Drain: STR Drain, Stat Drain: AGI Drain, Stat Drain: CON Drain, Stat Drain: MIN Drain, and Stat Drain: SPI Drain at the start of each round, Possessor cannot cast Druid Magic spells
Not for Sale

Double Deathattack Curse- (Passive Ability, Curse) Whenever an individual would gain a death attack and said individual is on a side opposing possessor's side of battle, it instead gains two such death attacks
Not for Sale

DWARF FORCE Body Spray Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 DWARF FORCE Body Spray in the Shop; if possessor does not, possessor's 'Forcefully Dwarfy' ability is replaced with the ability 'DWARF FORCE Body Spray Withdrawal'; if possessor does, possessor's 'DWARF FORCE Body Spray Withdrawal' ability is replaced with the ability 'Forcefully Dwarfy'; if possessor does not for 15 consecutive weeks, possessor loses the abilities 'DWARF FORCE Body Spray Addiction', 'Forcefully Dwarfy', and 'DWARF FORCE Body Spray Withdrawal'
Not for Sale

DWARF FORCE Body Spray Withdrawal- (Passive Ability, Curse) Possessor obtains -500 STR and -500 CON, Possessor has a 50% chance of being afflicted with Confusion: Inadequate at the start of any round if any opponent is a Humanoid whose name includes 'Dwarf'
Not for Sale

Earned the Ire of the Genie Sultan- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Genies and Wish-empowered mercenaries between Level 40 and Level 80; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Weirdworker Bonus Weeks, 20 Elementalist Bonus Weeks, and 20 Conjurer Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Not for Sale

Ears Replaced with Tasty Candy!- (Passive Ability, Curse) Possessor is afflicted with Impaired: Deaf at the start of every thread and cannot be cured of Impaired: Deaf by sources below Level 60, Individuals targetting possessor may choose to heal 500 HP per action they make that targets possessor, to a max of 4 such actions per round
Not for Sale

Easily Jumped By the Opposition- (Passive Ability, Curse) At the beginning of battle, each of possessor's opponents may conduct an offensive action that only targets possessor
Not for Sale

Easily-Unlocked Stomach- (Passive Ability, Curse) Any individual who possessor counts as having Swallowed may choose at the beginning of a round to lose any debuff effect that causes its possessor to count as swallowed by possessor. Any individual with the ability 'Thief' or a higher tier-ability in the Thief class may spend an action to remove a Food or Drink buff from possessor.
Not for Sale

Elemental Desynchronization- (Passive Ability, Curse) Stat boosts from equipped items that do not share an element with possessor are halved for possessor
Not for Sale

Embarassing Inability to Properly Handle Wood- (Passive Ability, Curse) Possessor obtains -1 to all base stats if Wood element, Possessor's Wood element actions have a 25% chance of failing, Possessor's actions have a seperate 25% chance of failing if possessor is Wood element, Possessor's Wood element summons have a 25% greater chance of being uncontrolled (even if they previously possessed no chance of being uncontrolled, with said no-chance being treated as a base 0% chance before this modification)
Not for Sale

Enemy of the Roulette- (Passive Ability, Curse) If one of possessor's opponents in a PVP Match uses the ability 'Fatal Roulette I' or the ability 'Glory Roulette I', said opponent may choose the results of said ability use instead of rolling randomly
Not for Sale

Eternal Fetters- (Passive Ability, Curse) Possessor cannot break Level caps, Possessor's Level is reduced by 10 (to a minimum of 1) if possessor possesses at least 9 other Curses
Not for Sale

Exiled by the Dragon King- (Passive Ability, Curse) Possessor's stats are halved if any of possessor's opponents are Dragons, Dragons deal double damage to possessor with offensive actions
Not for Sale

Extremely Haunted- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Undead and Living Rumors between Level 60 and Level 90; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Deathless One Bonus Weeks, 20 Necromancer Bonus Weeks, and 20 Warlock Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 10 have been defeated
Not for Sale

Future-Self-Redefining Ability-Stasis: Type A- (Passive Ability, Curse) Possessor may not gain any new abilities from the 'Gigas Knight', 'Necromancer', or 'Wonderworker' classes
Not for Sale

Excessively Sour Towards The Idea of Mana Sparks In General- (Passive Ability, Curse) Possessor may not claim mana sparks
Not for Sale

Eyes that Melt Immediately Upon Sustaining Damage- (Passive Ability, Curse) Possessor is afflicted with Impaired: Blind, Burning, and Pain, as well as being afflicted with a non-stacking debuff that halves possessor's To Hit, whenever possessor sustains damage of a value greater than 0, not including Healing
Not for Sale

Fails to Get Gains - (Passive Ability, Curse) Possessor's STR and Base STR do not increase from buffs or abilities
Not for Sale

Feels Rather Ill- (Passive Ability, Curse) 75% inflicts Pain: Nauseous on possessor at the start of each round, 25% inflicts Pain: Discomfort: Stomachache on possessor at the start of each round
Not for Sale

Fixation with Having a Pompadour as a Hairstyle- (Passive Ability, Curse) Wielder's offensive actions have a 50% chance of being cancelled if wielder does not have an item equipped with the word 'Pompadour' in its name
Not for Sale

Flammable Flesh that Smells of Rot- (Passive Ability, Curse) Possessor gains 200% Fire Weakness, Possessor's allies have a 30% chance of being afflicted with Pain: Nauseous at the start of each round
Not for Sale

Foe of the Wind Dukes- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Celestial, Illuminated, Daemon, and Law-and-Air-element entities between Level 40 and Level 80; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Lawbringer Bonus Weeks, 20 High Judge Bonus Weeks, and 40 Wind Duke Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Not for Sale

Forcibly Introduced to Massive Amounts of Unwanted Truth- (Passive Ability, Curse) Possessor cannot cast Illusion element spells, Illusion Magic spells, or Mystery element spells. Possessor cannot gain Illusionist or Unreality Coordinator abilities.
Not for Sale

Fragile- (Passive Ability, Curse) 100% Physical Weakness, Possessor's Resilience cannot be above 0
Not for Sale

Gazed Upon by the Lord of the Tormented- (Passive Ability, Curse) Possessor may not gain Agony Resistance or Immunity. Possessor may not Absorb Agony or Reflect Agony. Possessor may not gain Defense against Agony. Agony element Damage dealt to possessor is quadrupled.
Not for Sale

Generic Curse 1- (Passive Ability, Curse) Possesser gains -5 MIN, and -5 SPI
Not for sale

Gets a Headache Every Friday- (Passive Ability, Curse) Possessor is afflicted with Pain on the fifth round of battle
Not for Sale

Gets Nervous Around the Roulette Master- (Passive Ability, Curse) Possessor has a 25% chance of skipping actions, with things that would occur before and after those actions still occurring, if possessor is in the same battlespace as an individual who is unique whose name includes 'Roulette Master'
Not for Sale

Gets No Respect- (Passive Ability, Curse) Possessor loses (10 * Possessor's Fame) XP at the end of every battle, regardless of whether possessor won or lost, Possessor has a 50% chance of negating any buff from an allied source upon its application to posessor
Not for Sale

Gets Stunlocked Stupidly Easily- (Passive Ability, Curse) Possessor's opponents may choose for their attacks and offensive actions that target possessor to inflict Fatigued: Stun on possessor and, as a non-stacking debuff, to cause possessor to skip possessor's next action
Not for Sale

Getting Very Sleepy- (Passive Ability, Curse) Possessor begins each thread afflicted with Fatigued: Drowsy
Not for Sale

Gimpy Leg- (Passive Ability, Curse) Possessor has a 25% chance at the start of each round of battle to have possessor's turn-order-determining stat sum halved for turn-order-determining purposes during said round
Not for Sale

Glare In Your Eyes- (Passive Ability, Curse) -25% To Hit, -5% Dodge
Not for sale

Gnome Haze Impairment- (Passive Ability, Curse) Possessor has an 80% chance of being afflicted with Confusion at the start of each round, Possessor suffers -40% To Hit
Not for Sale

Gore-Explosion Vulnerability- (Passive Ability, Curse) Possessor takes 125% Damage. Possessor obtains -150% Resilience. If possessor is Criticalled, possessor is afflicted with Wounded, Wounded: Bleeding, and Wounded: Maimed. If possessor dies, each of possessor's opponents may choose to gain a non-stacking buff that gives its possessor the element Blood, with entities that take this option being afflicted with Elevated.
Not for Sale

Got Bit By the Boomwoofer- (Passive Ability, Curse) Possessor takes 425% additional Sonic element Damage when it isn't Healing, with the extra Damage being unable to become Healing for possessor
Not for Sale

Got Dunked by the Weasel- (Passive Ability, Curse) -50 Fame
Not for Sale

Habitually a Loser- (Passive Ability, Curse) Possessor's side of battle has a 5% chance of losing at the start of each round; possessor's allies who are higher Level who are Level 80 or greater may choose to prevent this by removing possessor from the thread
Not for Sale

Had a Bounty Placed On Her Head By the Association of Sentient Buildings- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Geomancer/Subspace-Architect mercenaries and angry motile Large Structures between Level 20 and Level 60; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Architect Bonus Weeks, and 40 Subspace Architect Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Not for Sale

Had His Feet Stolen By A Very Weird Thief- (Passive Ability, Curse) Possessor gains -25% Dodge and cannot equip Shoes or Boots
Not for Sale

Harassed by Seagulls- (Passive Ability, Curse) If possessor is in a Zone of Water, does not Resist Aerials, is not Immune to Aerials, does not Absorb Aerials, and does not Reflect Aerials, possessor has a random Consumable unequipped at the start of each round, with said consumables being destroyed if they are nonunique Food worth under 5,000,000 Gold
Not for Sale

Has Abandoned Mad Science- (Passive Ability, Curse) Possessor cannot obtain Mad Scientist abilities
Not for Sale

Has a Magical Black Hole Implanted Into the Heart that Will Activate If Objectives Are Not Completed Quickly Enough- (Passive Ability, Curse) At the end of the fifth round of battle, possessor is afflicted with Instant Death and possessor's allies are all forcibly moved to possessor's row with their HP halved (rounded down) as a non-stacking debuff
Not for Sale

Has an Active Diamond Mine that is Owned by One's Enemies in the Forehead- (Passive Ability, Curse) Possessor's opponents may spend an action to inflict Pain, Mindblasted, Stat Drain: MIN Drain (five times), Wounded, Wounded: Bleeding, and Wounded: Broke on possessor, steal all of possessor's Gold, and gain an additional 15,000,000 Temporary Gold on top of that
Not for Sale

Has An Alternate Personality that is a Crazed Hook-Handed Murderer- (Passive Ability, Curse) At the start of each round, possessor has a 1% chance of joining a random enemy side and being controlled by said side; if said chance activates, possessor loses one weapon slot as a debuff
Not for Sale

Has an Entire Moon Lodged in the Throat- (Passive Ability, Curse) Possessor cannot deal Drain, Possessor has a 100% chance of being afflicted with Suffocation and Moonstruck at the start of each round, Possessor's opponents may, if all opposing sides agree, choose for possessor to count as up to 200,000,000 additional entities for row-order purposes, Possessor counts as possessing Constant Effects named 'Supermassive' and 'Hypermassive' when it does not benefit possessor, Possessor counts as possessing a Constant Effect called 'Looks Like a Really Stupid Bullfrog' that provides -1 Fame
Not for Sale

Has A Red Handprint Fused Into The Side Of Its Face- (Passive Ability, Curse) -1 Dignity
Not for Sale

^Has a Severed Hand Connected to Lady Julia Dessid's Cursed Teapot Somewhere In Nexus- (Passive Ability, Curse) Possessor loses a weapon slot and is afflicted by an instance of Fatigued: Elderly at the beginning of each round that contains the additional text "stacks 3 times", that ignores possessor's Resistances, Immunities and status-effect-ignoring effects, if possessor inflicts Fatigued: Elderly on an individual that is not possessor, possessor is cured of all instances of Fatigued: Elderly and may not be afflicted with Fatigued: Elderly from sub-60 sources or this ability (as an effect that specifically trumps this ability's text) for 3 rounds, possessor may not benefit from instances of Fatigued: Elderly, possessor counts as wielding an additional Teapot
Not for Sale

Has A Usually-Very-Incorrect Internal Clock- (Passive Ability, Curse) Possessor is afflicted with Confusion: Convinced It's DANCE TIME at the start of each round
Not for Sale

Has Attracted the Hostile Attention of a Notable Number of 'High-Level' Monsters- (Passive Ability, Curse) At the start of each round, there is a 5% chance that a random non-unique monster that is on the enemy list and between Levels 60 and 90 will enter battle on a side opposed to possessor; Said monster has no drops of any kind
Not For Sale

Has Backup Keep Arriving at the Wrong Location- (Passive Ability, Curse) Whenever possessor would summon an entity or replicate an instance of an entity, it has a 50% chance of being unsuccessful
Not for Sale

Has Contracted Ringwot Fever- (Passive Ability, Curse) -35 STR, -30 CON, -4% to Hit, Possessor takes 215 damage whenever he or she takes a non-Defend action in battle, 5% user cannot act this turn
Not for sale

Has Contracted Ruin Syndrome- (Passive Ability, Curse) Possessor gains the element Agony, Possessor, if possessor does not possess the ability 'Torment Master' and does not have Dominion Resistance or Immunity, has its actions controlled as though possessor were on an Enemy side, Possessor, if possessor does not possess the ability 'Torment Master' but does possess Dominion Resistance or Immunity, is dealt a quantity of Agony element Damage equal to 5% of its Max HP, to a max of 5,000,000,000 Damage, at the start of each round
Not for Sale

Has Every Fashion Choice Critiqued By Scathingly Impolite Narwhals- (Passive Ability, Curse) If possessor is not Immune to Confusion, at the start of each round, a source that counts as an Aquatic of a random Level between 1 and 59 applies a debuff to possessor that stacks 200 times across different items and 20 times per item that reduces all stat bonuses that possessor obtains from a single, random equipped Clothes, Crown, Shoes, Gloves, Eyewear, Amulet, or Cloak by 5%
Not for Sale

Hated by the Moon Police- (Passive Ability, Curse) If possessor is in a battlespace where a Moon element action occurs, possessor's next turn is skipped and possessor is afflicted with Entombed: Incarcerated
Not for Sale

Hates Having Easily-Tearable, Flammable Paper Legs- (Passive Ability, Curse) Possessor obtains 100% Wounded Weakeness, 100% Burning Weakness, and 50% Fire Weakness, Whenever possessor takes Physical or Fire element Damage, possessor obtains -2,500 to its turn-order-determining stat sum for turn-order-determining purposes as a debuff that stacks 200 times, Possessor is afflicted with either Confusion: Depression or Confusion: Berserk whenever possessor is afflicted with Wounded, Burning, or the debuff that this ability provides
Not for Sale

Haunted by Doctor Bird- (Passive Ability, Curse) Each of possessor's opponents may choose at the start of each round to scan possessor's stats, with said scan being unable to fail or be prevented, with possessor being unable to benefit from this scan or its results and possessor's opponents being unable to be penalized by possessor or possessor's allies for this scan or its results, Possessor's opponents may choose for their actions to gain or solely become any combination of elements that possessor is Weak to, Possessor's opponents have their infliction chances of Wounded, Confusion, and their sub-status effects doubled, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by Grandfather Greeley- (Passive Ability, Curse) All summons of possessor and possessor's allies are summoned Dead; at the start of each round, one of possessor's Dead summons is resurrected, and, if successfully resurrected, added to an opposing side of battle made up of uncontrolled summons, with this summon not being able to become controlled and being able to choose to count as possessing any base Consumable subtypes, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by Maggie Nowhere- (Passive Ability, Curse) Possessor has a 100% chance of being afflicted with Confusion: Lonely and Confusion: Lost at the start of ecah round, Whenever possessor is afflicted with a negative status effect, each side of battle opposing possessor may choose to create a Battlespace, set the Terrain of that battlespace to 'Empty Metropolis', create a Zone of Terror & Void in that battlespace, and attach an effect to said Zone that causes possessor to count as Defeated while in that Zone, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Bat Tender- (Passive Ability, Curse) Quantities of Drain possessor takes are doubled, Possessor cannot Dodge Animals, Aerials, Undead, Horrors, or Living Rumors; each side of battle opposing possessor may summon 200 Animal, Aerial, or Undead entities whose name includes 'Bat' that are below Level 66 and are normally fightable for drops at the start of each round, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Bitter Surgeon's Skin- (Passive Ability, Curse) If possessor is not Immune to Dominion or being Devoured (or Reflect or Absorb either), possessor's actions are controlled by a consensus of opposing sides of battle, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Eyeless Child- (Passive Ability, Curse) Possessor has a 50% chance of being forced to skip all actions each round, with things occurring before and after actions skipped in this manner still occurring, Possessor's opponents have a 25% chance of becoming undamagable for the duration of the round as a non-stacking buff at the start of each round, Possessor is afflicted with incurable instances of Pain, Wounded: Bleeding, and Impaired: Blind at the start of each battle that last until the end of that battle, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Gaunt Giant- (Passive Ability, Curse) Possessor is afflicted with Confusion: Fear at the start of each round, Possessor takes double Damage (not including Healing, to a max of 750,000,000 additional Damage) Possessor's opponents may choose to prevent possessor from being able to create, alter, or destroy Zones, Terrains, Phantom Terrains, or effects attached to Zones, Terrains, or Phantom Terrains, Possessor's opponents may choose before any action to remove any number of effects attached to Zones, Terrains, or Phantom Terrains by possessor, Possessor's opponents may ignore the minimum and maximum number of entities in rows, , Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Grinning Man's Reflection- (Passive Ability, Curse) Possessor cannot Reflect anything, Possessor has a 100% chance of being afflicted with Confusion: Fear or Confusion: Overwhelmed by Laughter at the start of each round, Wielder is afflicted with Instant Death if wielder is afflicted with both Confusion: Fear and Confusion: Overwhelmed by Laughter, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Jolly Piemaker- (Passive Ability, Curse) Possessor is afflicted with an incurable instance of Fatigued: Starvation at the start of each thread, Possessor gains no benefits from Food or Drink consumables, At the end of each round, one randomly determined side of battle opposing possessor may choose to control possessor for an action that may only target possessor's allies, must involve an attack, and must be offensive, with said action counting as involving the consumption of a Food consumable, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Luminous Rot- (Passive Ability, Curse) Possessor has a 100% chance of being afflicted with Plague: Forver's Rot, Plague: Remade, and Dominion at the start of each round, with possessor's opponents being able to choose to become the source of these effects (with multiple opponents desiring this having the highest Level become the source and equal-Level-highest-Level cross-claimants having priority determined randomly), Possessor cannot Dodge attacks coming from opponents, Possessor's opponents may choose to be resurrected at the start of each round, gaining a non-stacking buff that gives its possessor's the subtypes Plant & Undead if they do so, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Mother of Spiders- (Passive Ability, Curse) Possessor is afflicted with Venom at the start of each thread; each side of battle opposing possessor may summon 200 Insect or Undead entities whose name includes 'Spider', 'Arachnid', 'Widow', or 'Recluse' that are below Level 64 and are normally fightable for drops at the start of each round, Infliction chances of Poison and Venom are automatically successful on possessor, Possessor cannot become Immune to Poison or Venom, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Obscene Butcher- (Passive Ability, Curse) Possessor's opponents have their stats and Damage dealt doubled, Possessor's opponents may choose to additionally possess the elements Pleasure & Terror, Possessor's opponents may choose to deal HP Drain to possessor instead of HP Damage, Possessor's opponents cannot have their decisions, actions, or attacks controlled or randomized by possessor, possessor's allies, or status effects or debuffs created by possessor or possesesor's allies, Possessor's opponents ignore the effects of minor and moderate negative status effects, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Thing that Watches- (Passive Ability, Curse) Possessor cannot reset battle to earlier points and is afflicted with Cursed, Plague, and Insanity if battle is reset, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Voice Within Red Static- (Passive Ability, Curse) Possessor may not willingly link its values to the values of any other individual; at the start of each round, each opposing side of possessor's side of battle may choose to link possessor's HP or MP to the HP or MP of a chosen individual that is either on its side or on possessor's side; possessor's opponents may target possessor from any battlespace, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Haunted by The Weeping Swordswoman- (Passive Ability, Curse) Possessor is afflicted with Confusion: Depression at the start of each round, Possessor's opponents may choose for their attacks to inflict one of Pain, Wounded, Wounded: Bleeding, or Wounded: Maimed on possessor, Possessor's opponents may choose, before one of their actions, to a max of four times per round per side of battle, to forgo one of their actions to deal 650,000 Flat Terror & War element Damage to possessor, with things that would occur before and after said action still occurring, Possessor is haunted and made the center of a repeating series of ghost stories involving the Living Rumor responsible for this curse as an RP effect
Not for Sale

Heartbroken by Vashna- (Passive Ability, Curse) Possessor is afflicted with Confusion: Depression at the start of each thread that possessor does not possess an ally whose name includes 'Vashna' at the start of
Not for Sale

Heavily Encumbered- (Passive Ability, Curse) Possessor's turn-order-determining attribute is halved, Possessor's Move, if applicable, is set to 1 and cannot be raised
Not for sale

Heckled by Sarcastic Samurai- (Passive Ability, Curse) Possessor suffers -200 MIN and -200 SPI as a debuff that stacks 200 times and cannot reduce its possessor's stats below 1 at the end of each round that possessor does not cast a Sword Arts spell as part of a 'Melee Attack' action
Not for Sale

Hellabad Vision- (Passive Ability, Curse) Possessor's attacks that target a single entity have a 50% chance of targeting a random other entity instead
Not for Sale

Hex-Dashed- (Passive Ability, Curse) Possessor has a 40% chance of being afflicted with a random minor negative status effect at the start of each round, Possessor has a 20% chance of being afflicted with Hexed at the end of every round
Not for Sale

Horrible Agoraphobia- (Passive Ability, Curse) Possesor suffers -2,000 to all stats if possessor does not possess any Large Structure allies
Not for Sale

Horrible Sense of Balance- (Passive Ability, Curse) Possessor gains -20% To Hit and -20% Dodge, There is a 5% chance that possessor is afflicted with Confusion each time possessor takes an action at the end of said action
Not for Sale

Horiffic, Unyielding, Magical Rash- (Passive Ability, Curse) 20% inflicts Discomfort at the beginning of each turn
Not for sale

Hounded by Crazy Telemarketers- (Passive Ability, Curse) Each time possessor would obtain a buff from a non-self source that is not one of its own direct summons, the buff has a 50% chance of being replaced by Confusion: Annoyed
Not for Sale

Ice-Crystal-Filled Joints- (Passive Ability, Curse) Possessor obtains -500 AGI
Not for sale

Iffy Sense of Direction- (Passive Ability, Curse) Possessor's 'Switch Rows' actions have a 50% chance of having no effect
Not for Sale

Inexplicably Attracts Missile Fire With No Apparent Source- (Passive Ability, Curse) 20% inflicts Ill Fortune at the beginning of each turn that is a multiple of three, 5% at the start of each round has a missile that deals 25,000 damage with 1 hit against 15 and 215% to Hit strikes possessor's team, with possessor as one of the targets and the other targets randomized
Not for sale

Infectious Rusting- (Passive Ability, Curse) If possessor is a Clockwork, Robot, or Machine, possessor gains -100 to all stats at the beginning of every round, Possessor's Robot, Clockwork, and Machine allies gain a non-stacking debuff at the start of every round gives them -100 to all stats as a debuff that stacks 200 times at the start of every round
Not for Sale

Insensate, Numb Limbs- (Passive Ability, Curse) Possessor obtains -500 AGI and -35% Dodge, Possessor's sense of touch does not function as an RP effect
Not for Sale

Invisibility-Breaking Sparkle Dusting- (Passive Ability, Curse) Possessor may not obtain Dodge buffs from sources below Level 60, Individuals targeting possessor with offensive actions gain +15% To Hit for those actions
Not for Sale

In Love With His Own Reflection- (Passive Ability, Curse) Possessor has a 5% chance of automatically skipping actions unless possessor is afflicted with Charm from a source that is not itself
Not for Sale

Irregular Summon Replica-Override Curse- (Passive Ability, Curse) At the start of each round, there is a 12% chance that one of possessor's summons is dis-summoned and that a random opposing side of battle that contains no PCs gains a randomly chosen monster from the Enemy List that is below Level 100 and normally fightable for drops
Not for Sale

Irritated Pufferfish Stuck In The Spleen- (Passive Ability, Curse) Possessor has a 100% chance of being afflicted with Pain, Pain: Discomfort, and Poison at the start of each round and counts as possessing an additional Aquatic enemy
Not for Sale

Is Accompanied by Loud Bass that Makes Stealth Impossible- (Passive Ability, Curse) Possessor always counts as having acted previously in battle and treats the turn number of battle as being two if it is lower than two
Not for sale

Is Chased By Angry Foxes that Often Bite Painfully- (Passive Ability, Curse) Possessor is dealt 800 Flat Physical element damage at the start of every round, There is a 1% chance that possessor is afflicted with Wounded at the start of every round, There is a 30% chance possessor is afflicted with Pain at the start of every round
Not for Sale

Is Controlled by a Malign Presence- (Passive Ability, Curse) Possessor has a 5% chance at the start of every round of being afflicted with Dominion coming from a non-targettable opposing source that acts as if Level 99, This Dominion is cured at the end of non-RP threads
Not for Sale

Is Sometimes the Goat- (Passive Ability, Curse) Possessor has a 5% chance at the beginning of each thread of being changed into a Level 1 Goat from the Shop, Possessor possesses no item slots while possessor's name is 'Goat'
Not for Sale

Itchy Ear- (Passive Ability, Curse) Wielder is afflicted with Pain: Discomfort at the start of each round
Not for Sale

IT IS COMING- (Passive Ability, Curse) Has RP effects
Not for Sale

Inconvenienced By An Efreet- (Passive Ability, Curse) Possessor's opponents may choose for possessor's attacks to gain the element Fire.
Not for Sale

In Love With His Own Reflection- (Passive Ability, Curse) Possessor has a 5% chance of automatically skipping actions unless possessor is afflicted with Charm from a source that is not itself
Not for Sale

Just Kind of Sucks at Everything- (Passive Ability, Curse) Possessor obtains -3 to all base stats, Possessor's actions have a 5% chance of failing, Possessor counts as having 25 fewer abilities in each class for prerequisite purposes
Not for Sale

Kadamarthus Spice Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Kadamarthus Spice in the Shop; if possessor does not, possessor's 'Sees Beyond the Sands and Into the Fires Eternal' ability is replaced with the ability 'Kadamarthus Spice Withdrawal'; if possessor does, possessor's 'Kadamarthus Spice Withdrawal' ability is replaced with the ability 'Sees Beyond the Sands and Into the Fires Eternal'; if possessor does not for 30 consecutive weeks, possessor loses the abilities 'Kadamarthus Spice Addiction', 'Sees Beyond the Sands and Into the Fires Eternal', and 'Kadamarthus Spice Withdrawal'
Not for Sale

Kadamarthus Spice Withdrawal- (Passive Ability, Curse) Possessor obtains -1 Base CON, -1 Base MIN, and -1 Base SPI; Possessor, if in a Zone of Earth or Fire, has a 5% chance of having its actions cancelled
Not for Sale

Keeps Drowning in Stupid Places- (Passive Ability, Curse) Possessor has a 100% chance of being afflicted with Drowning at the start of each round if possessor is not in a Zone of Water and has not died due to Damage from the status effect Drowning (not counting its sub-status effects) yet in the same thread
Not for Sale

Keeps Encountering Fighting Things That Spontaneously Develop Overcrashes- (Passive Ability, Curse) Possessor's opponents may choose, at the start of any of their turns, to obtain, as a buff that does not stack and lasts until the end of battle, a copy of an Overcrash that is for sale in the Shop, on an in-stock entity on the Enemy List, or on an in-stock pet or summon in the Shop; in RP threads, this results opponents, particularly unique ones, developing new Overcrashes (sometimes multiple if confronted multiple times) on the fly, maintaining possession of them after the encounter with possessor
Not for Sale

Keeps Falling in Love with the Wrong People- (Passive Ability, Curse) At the start of each round, if possessor is not afflicted with Charm with an opponent as a source, possessor has a 30% chance of having a 1,000% chance of being afflicted with Charm with a random willing opponent as the source if successful (should such an opponent exist)
Not for Sale

Keeps Forgetting to Equip Spells- (Passive Ability, Curse) Possessor has an 80% chance at the start of every thread to fail to bring an Spells that possessor would otherwise bring into said thread, Possessor's equip actions that involve equipping 1 or more spells have a 50% chance of failure
Not for Sale

Keeps Getting Arrested By An Incompetent Police Officer Named Barney- (Passive Ability, Curse) Possessor starts each thread afflicted with an instance of Entombed: Incaracerated that may be cured by spending an action
Not for Sale

Keeps Getting Samurai Confused with Echidnas- (Passive Ability, Curse) -200 MIN, Possessor's Kensei and Beastmaster abilities lose their text
Not for Sale

Keeps Getting Samurai Confused with Enchiladas- (Passive Ability, Curse) -200 MIN, Possessor's Kensei and Chef abilities lose their text
Not for Sale

Keeps Getting Stuck Upstairs- (Passive Ability, Curse) Possessor cannot voluntarily move from the back row to the front row, Possessor frequently gets stuck upstairs as an RP effect
Not for Sale

Keeps Having Anything She Drinks Become the Flavor of Her Own Face- (Passive Ability, Curse) Whenever a non-unique Drink consumable would be used in a manner that targets possessor by an entity that is not one of possessor's opponents, that item becomes replaced with a ''Kit's Face' Flavor Coffee' from the Shop that is still being used with the same targets
Not for Sale

Keeps Having Her Liver Eaten By Some Douchebag Vulture- (Passive Ability, Curse) At the start of each round, there is a 30% chance that wielder is automatically inflicted with Pain, Wounded: Bleeding, and Wounded: Maimed (as though this ability had the text 'inflicts Pain, Wounded Bleeding, and Wounded: Maimed'), with this effect counting as coming from a source that is an Aerial
Not for Sale

Keeps Having Possessions Stolen By Impertinent Gibbons- (Passive Ability, Curse) At the start of each round, possessor has a 1% chance that each of possessor's carried or equipped items is stolen and vanishes; this chance increases to 5% if any opponent has 'Monkey' or 'Ape' in its name, and it increases to 25% if any opponent has 'Gibbon' in the name; unique items lost in this manner are returned at the end of the thread in non-RP threads, items can sometimes be recovered in RP threads
Not for Sale

Keeps Showing Up Already Dead- (Passive Ability, Curse) Possessor has a 30% chance of beginning each battle set to 'Dead' if not already dead; in RP threads, when possessor tries to join a quest, possessor sometimes shows up late as a corpse instead of arriving normally
Not for Sale

Keeps Turning Into a Panini at Inconvenient Times- (Passive Ability, Curse) Possessor has a 5% chance per round at the start of the round if in battle with at least one opponent who is not 5 or more Levels below possessor or if in the same battlespace with an individual who possessor has been afflicted with Charm: Lovestruck by to become a random in-stock item from the Shop whose name includes 'Panini' and entering the possession of a random other individual in the same battlespace with any opponent who is 5 or more Levels greater than all of its opponents being able to choose to be the one to obtain possessor, with ties being determined randomly
Not for Sale

Knows Nothing- (Passive Ability, Curse) Possessor loses all spell slots and cannot gain spell slots, Possessor cannot perform Knowledge element actions, Possessor cannot scan stats
Not for Sale

Lacerated Digestive Tract- (Passive Ability, Curse) Possessor is afflicted with Pain when possessor is targeted with a Food or Drink consumable.
Not for Sale

Lazy While Not Near Danger- (Passive Ability, Curse) Possessor has a 50% chance of not acting once per round, with things that occur before and after skipped actions still occurring, if possessor is in the back row
Not for Sale

Leg that Keeps Falling Off- (Passive Ability, Curse) Possessor has a 25% chance of unequipping a random 'Boots' or 'Shoes' at the start of each round, Possessor has a 30% chance of being afflicted with Wounded: Maimed and Fatigued: Prone at the start of each round
Not for Sale

Lingering Mental Instability- (Passive Ability, Curse) Possessor has a 300% chance of being afflicted with Confused at the start of each round, Possessor has a 3% chance of being afflicted with Insanity at the start of each round, Possessor obtains -5,000 MIN
Not for Sale

Lips Adhered to a Jet Plane that Keeps Going the Wrong Way- (Passive Ability, Curse) Possessor's opponents may each choose, at the start of each round, to move possessor to any row in any row-order-formation in any battlespace, with this choice being uninfluenceable by status effects
Not for Sale

Lost an Arm Back in the War- (Passive Ability, Curse) Possessor has one less weapon slot
Not for Sale

Lost Own Soul In a Faustian Bargain Gone Terribly Wrong- (Passive Ability, Curse) Possessor may not be resurrected, Possessor's Base SPI is reduced by 1, This ability may not be removed by sources below Level 70
Not for Sale

Marked by The Crimson Gentleman- (Passive Ability, Curse) Possessor is afflicted with Cursed: Damned at the start of each thread, Each of possessor's opponents may, before its first action of each round, replicate six actions of entities on the Enemy List that are normally fightable for drops that are equal to or below the greater of (that opponent's Level or Level 65) as though instances of those entities were performing those actions (with the same entity being selectable multiple times), Possessor is haunted and made the center of a repeating series of horror stories involving the Living Rumor & Arch-Devil responsible for this curse as an RP effect
Not for Sale

Marked by the Owl's Claw- (Passive Ability, Curse) Possessor's opponents may choose to treat possessor as afflicted with Instant Death: Doomed
Not For Sale

Managed to Simultaneously Piss Off Every God On the Planet- (Passive Ability, Curse) At the start of each round, a random side of battle that opposes possessor may summon a Planetary from the Enemy List that is normally fightable for drops (with sides of battle that have PCs on them being unable to summon higher-Level entities than the highest-Level PC on that side), Possessor is afflicted with Smitten: Excommunicated at the start of each round
Not for Sale

Manaless- (Passive Ability, Curse) Possessor may not use any items with the Magic element, or any non-Psychic spells; Psychic spells cost 2 MP less
Not for sale

Mana Spark Curse 1- (Passive Ability, Curse) Possessor takes 1% Max AGI in AGI damage each turn, all of which can immediately be removed by one use of Moistening Agent, due to constantly drying, cracking skin
It's not for sale

Mana Spark Curse 2- (Passive Ability, Curse) Possessor's STR, not counting equipped items, is capped at 1
Not for Sale

Mana Spark Curse 3- (Passive Ability, Curse) -15 to all stats, -3% To Hit
Not for Sale

Mana Spark Curse 4- (Passive Ability, Curse) Possessor gains -1 CON
Not for Sale

Megalomaniacally Explains Own Plans to Captives- (Passive Ability, Curse) Whenever possessor places a debuff on possessor's opponents, said opponents may choose to scan possessor's stats and automatically succeed at doing so, Has RP effects
Not for Sale

Meltable As Can Be- (Passive Ability, Curse) Possessor obtains 200% Fire Weakness and is afflicted with Burning: Igneous whenever possessor takes Fire element Damage
Not for Sale

Menaced by Mislabeled Medicines- (Passive Ability, Curse) Whenever possessor uses a Medicine or Potion Consumable, it has a 50% chance of having its effect replaced with '100% inflicts Poison' and a 25% chance (on the same roll) of having its effect replaced with the effect of an in-stock Medicine or Potion Consumable of equal or lower value chosen by consensus of opposing sides of battle (determining randomly between options presented if no such consensus is reached)
Not for Sale

Metaphysically Castrated- (Passive Ability, Curse) Possessor cannot summon or cast spells with the word "Fading Call" in their name, Possessor cannot possess Pet slots
Not for Sale

Midas Touch- (Passive Ability, Curse) Wielder's non-unique, non-Wealth-element items that could be destroyed by wielder lose their text at the start of each round and become solely Wealth element

Mind-Boggling Slowness- (Passive Ability, Curse) Possessor's turn-order-determining stat sum is considered to be its square root, rounded down, for turn-order-determining purposes, Possessor's MIN is reduced by 200 if this ability causes possessor's turn-order-determining stat sum to be reduced by more than 500 points for turn-order-determining purposes
Not for Sale

Minor Curse 1- (Passive Ability, Curse) -40 MIN
Not for Sale

Minor Curse 2- (Passive Ability, Curse) Possessor gains -20 HP
Not for Sale

Minor Curse 3- (Passive Ability, Curse) Possessor gets -5 SPI
Not for Sale

Mocked By the Coyote-God- (Passive Ability, Curse) Possessor obtains -1 Fame, -200 MIN, has a 60% chance of being afflicted with Confusion at the start of each round, and cannot deal Chaos element Damage to Planetaries (with any such damage being negated)
Not for Sale

Must Draw Weapons Forth from Own Flesh- (Passive Ability, Curse) Whenever possessor enters battle, possessor suffers 5,000 Flat Physical element damage that pierces 50,000 Defense for each weapon equipped, Whenever possessor equips or unequips a weapon possessor suffers 5,000 Flat Physical element damage that pierces 50,000 Defense
Not for Sale

My FACE is on FIRE!- (Passive Ability, Curse) Possessor is afflicted with Burning, Pain, and Impaired: Blind at the start of every round and at the start of battle, Track when this ability is obtained; it vanishes four weeks after it is first obtained
Not for Sale

Naive and Easily-Duped- (Passive Ability, Curse) Possessor obtains -250,000 Defense against Gold Damage, Possessor obtains -20,000 Defense against individuals in its own row-order formation
Not for Sale

Narcolepsy- (Passive Ability, Curse) Possessor has a 5% chance of being afflicted with Fatigued: Asleep at the start of each round
Not for Sale

Needs Mr. Irbrezzo's Extremely Addictive Cigarettes- (Passive Ability, Curse) Possessor obtains -100 to all stats, Possessor obtains an additional -2,000 CON and is afflicted with Confusion: Depression at the start of every round if wielder does not have an item named 'Mr. Irbrezzo's Extremely Addictive Cigarettes' equipped
Not for Sale

Neuron Grease Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Neuron Grease in the Shop; if possessor does not, possessor's 'Greased Neurons' ability is replaced with the ability 'Neuron Grease Withdrawal'; if possessor does, possessor's 'Neuron Grease Withdrawal' ability is replaced with the ability 'Greased Neurons'; if possessor does not for 16 consecutive weeks, possessor loses the abilities 'Neuron Grease Addiction', 'Greased Neurons', and 'Neuron Grease Withdrawal'
Not for Sale

Neuron Grease Withdrawal- (Passive Ability, Curse) Possessor obtains -3 Base MIN and cannot possess Psychic Resistance or Immunity
Not for Sale

Never Learns- (Passive Ability, Curse) Possessor can't obtain new abilities
Not for Sale

Obese- (Passive Ability, Curse) Possessor gains -300 AGI, with said penalty being unable to bring possessor below 1 AGI
Not for Sale

Observed by the Horrid Iris- (Passive Ability, Curse) Whenever possessor loses a battle, possessor loses a Level
Not for Sale

Obsessed With Creating Beautiful Living Statues- (Passive Ability, Curse) Possessor's Golem summons have a 50% chance of being uncontrolled, Possessor's uncontrolled Golem summons may inflict Charm: Lovestruck on possessor at the start of each round, Possessor obtains -2,000 to all stats if possessor has no Golem summons
Not for Sale

Obsessed With Dramatically Entering Battle Atop A Noble Steed- (Passive Ability, Curse) Possessor must begin each thread in a Steed transformation
Not for Sale

Obsessed with Pinball- (Passive Ability, Curse) Possessor must have an Orb or Stone equipped at all times and is afflicted with Insanity if such an item is not equipped, Possessor has a 50% chance of having each action possessor takes become a 'Ranged Attack' action regardless of what the original action was (with possessor being able to determine the details of said Ranged Attack action)
Not for Sale

Obsessed with Samurai- (Passive Ability, Curse) Possessor gains 1 Kensei bonus week at the start of each month, Possessor can't spend Kensei bonus weeks, Possessor is afflicted with Charm: Wanderlust and Confusion: Bored at the start of each round that possessor is not in the same battlespace as an individual with the ability 'Kensei' and is afflicted with Charm: Impressed and Awestruck at the start of each round that possessor is in the same battlespace as such an individual
Not for Sale

Obsessed with Shoes- (Passive Ability, Curse) The only Accessory subtype that possessor may equip is Shoes
Not for Sale

Obsessed with Watching Bees- (Passive Ability, Curse) If possessor is in a battlespace and at least one entity that is not possessor in the same battlespace has 'Bee' or 'Wasp' in its name, possessor has a 5% chance of skipping each of possessor's actions. If possessor is in a battlespace and at least one entity that is not possessor in the same battlespace has 'Bee' or 'Wasp' in its name, and possessor has not scanned its stats, possessor's MIN value is reduced by 5%. If possessor is in a battlespace for 5 or more consecutive rounds, with no entity at any point during that time being present in possessor's battlespace that possesses 'Bee' or 'Wasp' in its name, and possessor is picking entities from the Enemy List to summon or replicate effects from, and at least one valid choice for such possesses 'Bee' or 'Wasp' in its name, possessor must choose such a choice
Not for Sale

Obsessively Worries About State Of Own Appearance While Not Near A Mirror- (Passive Ability, Curse) Possessor, if possessor does not have an item with Mirror in its name equipped, has a 5% chance of automatically skipping actions unless possessor is afflicted with Charm from a source that is not itself
Not for Sale

Obstinate Loner (Broodmother Dragon Variant)- (Passive Ability, Curse) Possessor may not enter threads that contain other PCs, and must leave threads that other PCs join (excluding some RP threads), Possessor may not equip non-Dragon pets and may not summon non-Dragon summons
Not for Sale

Obtained the FINAL Spark- (Passive Ability, Curse) Possessor may never grab Mana Sparks, This curse may not be removed
Not for Sale

Ol' Smokey Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Ol' Smokey in the Shop; if possessor does not, possessor's 'Inhaled the Calm Inferno' ability is replaced with the ability 'Ol' Smokey Withdrawal'; if possessor does, possessor's 'Ol' Smokey Withdrawal' ability is replaced with the ability 'Inhaled the Calm Inferno'; if possessor does not for 30 consecutive weeks, possessor loses the abilities 'Ol' Smokey Addiction', 'Inhaled the Calm Inferno', and 'Ol' Smokey Withdrawal'
Not for Sale

Ol' Smokey Withdrawal- (Passive Ability, Curse) Possessor is afflicted with Fatigued and Impaired: Silence: Bad Breath at the start of each round. Possessor has a 50% chance of being afflicted with Pain: Discomfort at the start of each round. If possessor performs an offensive action or is attacked, there is a 25% chance possessor is afflicted with Suffocation.
Not for Sale

One Armed- (Passive Ability, Curse) Possessor loses 1 Weapon slot
Not for sale

Paradise Pill Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Paradise Pill in the Shop; if possessor does not, possessor's 'Has Heaven in the Mind' ability is replaced with the ability 'Paradise Pill Withdrawal'; if possessor does, possessor's 'Paradise Pill Withdrawal' ability is replaced with the ability 'Has Heaven in the Mind'; if possessor does not for 30 consecutive weeks, possessor loses the abilities 'Paradise Pill Addiction', 'Has Heaven in the Mind', and 'Paradise Pill Withdrawal'
Not for Sale

Paradise Pill Withdrawal- (Passive Ability, Curse) At the start of each round possessor is afflicted with Confusion: Depression, Hexed: Ill Fortune, Cursed: Damned, and Smitten: Excommunicated
Not for Sale

Persistent Compulsion to Light Gnomes On Fire that Overwhelms All Normal Sense of Success- (Passive Ability, Curse) Possessor gains no rewards from threads in which possessor did not inflicting 'Burning' on an individual whose name includes 'Gnome' or 'Gnomish'
Not for Sale

Petrifying Fear of Animals- (Passive Ability, Curse) Possessor may not act if any opponents are Animals, with things that would occur before or after said skipped actions still occurring
Not for Sale

Physical Weakness- (Passive Ability, Curse) Possessor gains 50% Physical Weakness
Not for Sale

Possessed by a Hostile Bird Spirit- (Passive Ability, Curse) Possessor has a 1% chance at the start of every round of taking 7,500 flat Air element damage and being afflicted with Confusion
Not for Sale

Prone to Severe Frostbite- (Passive Ability, Curse) At the start of each round that possessor is in a Zone of Ice or whenever possessor is targeted by an Ice element action or suffers an Ice element source of Damage outside of an action, possessor is afflicted with Frozen, Stat Drain: STR Drain, Stat Drain: CON Drain, and Stat Drain: AGI Drain
Not for Sale

Pursued by the Mad Blimpman- (Passive Ability, Curse) 5% each turn that The Mad Blimpman from Walpdore shows up and intercepts possessor's battle by joining the enemy side
Not for sale

Pursued by the Squeaky Hammer of Bonking- (Passive Ability, Curse) Possessor has a 33% chance of taking 50 flat Physical element damage at the start of every round that cannot kill possessor that has a 55% chance of inflicting Confusion
Not for Sale

Randomly Swollen Body Parts- (Passive Ability, Curse) Possessor has a 15% chance of being afflicted with Pain at the start of every round, possessor has a 5% chance of unequipping a random Weapon, Armor, or Accessory at the start of every round
Not for Sale

Rather Depressed- (Passive Ability, Curse) Possessor is afflicted with Confusion: Depression at the start of every round
Not for Sale

Ravenous Appetite- (Passive Ability, Curse) For every 15 rounds that pass in a thread without possessor being the target of a Food consumable, possessor obtains a debuff that provides -100 to all stats, to a minumum of 1
Not for Sale

Really Bad Brainfreeze- (Passive Ability, Curse) Possessor obtains -600 MIN and takes 2,000 Flat Ice element MIN Damage whenever possessor is dealt Ice element Damage
Not for Sale

Recurrant Leg Pain- (Passive Ability, Curse) Possessor gains a 50% chance of being afflicted with Pain whenever possessor moves to a different row
Not for Sale

Reflexively Holsters Weapons Before Fights- (Passive Ability, Curse) Possessor unequips all weapons at the start of each battle
Not for Sale

Refuses To Talk About Anything Except Dragons- (Passive Ability, Curse) Possessor may not place buffs on allies whose name does not include 'Dragon' who are not the subtype Dragon, Possessor has a 30% chance of afflicting each ally with Fatigued: Tired at the start of every round if none of possessor's allies' names include the word 'Dragon' and none of possessor's allies are the subtype Dragon
Not for Sale

Refuses To Talk About Anything Except Walruses- (Passive Ability, Curse) Possessor may not place buffs on allies whose name does not include 'Walrus', Possessor has a 30% chance of afflicting each ally with Fatigued: Tired at the start of every round if none of possessor's allies' names include the word 'Walrus'
Not for Sale

Rooted to the Earth- (Passive Ability, Curse) Possessor may not possess Earth Resistance, Possessor may not obtain Air element buffs, Possessor may not obtain Dodge-boosting buffs, Possessor, as an RP effect, may not jump or fly
Not for Sale

Rubs People the Wrong Way- (Passive Ability, Curse) At the start of each round, possessor's allies each obtain a debuff that stacks 50 times that reduces their stats by 1% of their non-debuff-including value, with this debuff being removed if its possessor conducts an offensive action targeting possessor that either deals 1% or more of possessor's Max HP in Damage or successfully inflicts a negative status effect or debuff on possessor
Not for Sale

Running Out of Breath Due to Excessive Exertion at an Earlier Date- (Passive Ability, Curse) Possessor has a 50% chance of being afflicted with Fatigued whenever possessor switches rows, Possessor has a 15% chance of being afflicted with Suffocation at the start of each round that possessor is afflicted with Fatigued
Not For Sale

Saw the Dragons on the Farthest Shore- (Passive Ability, Curse) Possessor cannot summon Dragons or hit Dragons
Not for Sale

Scorpion Rush Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Scorpion Rush in the Shop; if possessor does not, possessor's 'The Hurricane of Stings' ability is replaced with the ability 'Scorpion Rush Withdrawal'; if possessor does, possessor's 'Scorpion Rush Withdrawal' ability is replaced with the ability 'The Hurricane of Stings'; if possessor does not for 30 consecutive weeks, possessor loses the abilities 'Scorpion Rush Addiction', 'The Hurricane of Stings', and 'Scorpion Rush Withdrawal'
Not for Sale

Scorpion Rush Withdrawal- (Passive Ability, Curse) At the start of each round possessor is afflicted with Pain and has a 5% chance of being afflicted with Venom, Possessor obtains -5 Base CON
Not for Sale

Scourged by Supreme Spirits- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Spirits (particularly skewing towards those who are Deities) between Level 70 and Level 90; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 2 Fame, 40 Shrine Maiden Bonus Weeks, 40 Binder Bonus Weeks, and 40 Priest Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Not for Sale

Serpent-Bitten- (Passive Ability, Curse) Possessor takes double damage from Serpent Blessed
Not for Sale

Severe Hemophilia- (Passive Ability, Curse) Possessor is afflicted with Wounded: Bleeding whenever possessor takes damage, Wounded: Bleeding stacks on possessor 5 times, Possessor cannot benefit from the status effect Wounded: Bleeding
Not for Sale

SHADOW-BABYLON DESPISES PLANTS AND CURSES YOU FROM THE FUTURE- (Passive Ability, Curse) Possessor takes 50,000,000 Flat Evil element Damage at the start of any round that possessor possesses a Plant ally or that possessor possesses a Good-element ally
Not for Sale

Shows Up On Everyone's Caller-ID As 'Smelly Jared'- (Passive Ability, Curse) Possessor may not summon unique individuals, Possessor may not place buffs on allies who are in different battlespaces
Not for Sale

Seizure-Prone- (Passive Ability, Curse) Possessor has a 75% chance of being afflicted with Paralyzed, Fatigued: Knocked Out, and Stat Drain: MIN Drain each time possessor is targeted with an Energy, Electrical, or Glitz element action
Not For Sale

Silence of the Unsung Choir- (Passive Ability, Curse) Possessor's actions that are contain non-base elements become solely Air element, Damage dealt by possessor that is at least partially a non-base element becomes solely Earth element
Not for Sale

Skin Degeneration- (Passive Ability, Curse) Possessor takes 700 CON damage at the start of every round and cannot wear Heavy Armor or Grand Armor
Not for sale

Slow Legs- (Passive Ability, Curse) Possessor suffers -400 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Not for Sale

Slow XP Progression- (Passive Ability, Curse) The amount of XP that possessor needs to gain a Level is doubled, The amount of XP possessor has upon de-leveling does not reflect this increased amount (meaning that draining XP from possessor can cause large gaps to appear in the amount of XP possessor needs)
Not for Sale

Slowed Reaction Time Due To A Poor Circulatory System That Functions Even Worse In The Cold- (Passive Ability, Curse) Possessor obtains -200 AGI, Possessor obtains an additional -300 AGI while in a Zone of Ice
Not for Sale

Smells Like An Unwashed Fishmonger- (Passive Ability, Curse) Possessor's Charm infliction chances are decreased by 30% against targets that aren't Aquatics, Aerials, Animals, or Monsters
Not for Sale

Somehow Managed to Offend the Union of Horses- (Passive Ability, Curse) Possessor may not enter Steed transformations and may not summon entities whose name includes 'Horse'
Not for Sale

Sometimes Melts from Embarassment When Suddenly Shown Wood- (Passive Ability, Curse) If possessor is attacked by a Wood element source or a Wood element attack before possessor acts during a thread, possessor has a 30% chance of being afflicted with Instant Death by said action
Not for Sale

Sorta Haunted- (Passive Ability, Curse) Possessor's opponents may choose to count as possessing an additional Undead ally
Not for Sale

Spooked By Abstandard Elements- (Passive Ability, Curse) If possessor takes one or more points of Damage of a non-base element, possessor may not act during the following round as a non-stacking debuff, with things that would happen before and after skipped actions still occurring.
Not For Sale

Stalled Darkspawn Summoning- (Passive Ability, Curse) Possessor's actions that would summon Darkspawn have a 75% chance of failing to work (with the entire action failing should said situation trigger)
Not for Sale

Sticky Addition- (Passive Ability, Curse) All offensive actions that target wielder may, if their source desires such, gain 100% inflicts Paralyzed: Sticky
Not for Sale

Sting of the Associate Scorpion- (Passive Ability, Curse) Possessor is unable to gain XP from fights unless possessor has a pet equipped that has a Minimum Level of 1 and a Level equal to possessor's Level or greater. Possessor is, at the start of any round during which possessor has no pets equipped, afflicted with Poison.
Not for Sale

Strength Reducing Curse I- (Passive Ability, Curse) Possessor gets -200 Unmodified STR
Not for Sale

Stuck Inside An Apple Costume- (Passive Ability, Curse) Possessor loses 1 Armor slot, Possessor's opponents may treat possessor as possessing the subtype Plant, Possessor's opponents may treat possessor as wearing a disguise
Not for Sale

Suffering from Severe Radiation Poisoning- (Passive Ability, Curse) Possessor is afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round
Not for Sale

Suffering the Aftereffects of the Poison Mist Disaster- (Passive Ability, Curse) Possessor is afflicted with Poison and an instance of Venom that vanishes at the end of the thread that it is obtained in at the start of every round, Track when this ability is obtained; it vanishes two weeks after it is first obtained
Not for Sale

Suffers Additional Earth Damage- (Passive Ability, Curse) 5% Earth Weakness
Not for Sale

Suffers Additional Ice Damage- (Passive Ability, Curse) 5% Ice Weakness
Not for Sale

Suffers from Spontaneous Artifact Deactivation- (Passive Ability, Curse) At the start of each round, there is a 50% chance that all of possessor's Aspects of any one Artifact possessor possesses lose their text
Not for Sale

Suffers Nosebleeds When Confronted By Sexy Things- (Passive Ability, Curse) Possessor has a 50% chance of being afflicted with Wounded: Bleeding whenever a source attempts to inflict Charm on possessor
Not for Sale

Surrounded by Obvious, Shiny Sparkles- (Passive Ability, Curse) Possessor gains -5% Dodge
Not for Sale

Surrounded by Smoke that Chokes the One It Cloaks and Causes Noisy Coughing- (Passive Ability, Curse) Possessor suffers -10% To Hit and -10% Dodge, Possessor has a 10% chance of being afflicted with Suffocation at the start of every round
Not for Sale

Susceptible to the Rite of the Elemental Masters- (Passive Ability, Curse) Possessor may not choose to voluntarily unsummon its summons, Possessor loses the ability to Absorb, Reflect, be Immune to, and Resist either Air, Earth, Fire, or Water (chosen randomly) during the round after any round during which an Air element Elemental, Earth element Elemental, Fire element Elemental, and Water element Elemental were killed
Not for Sale

Swagleaf Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Swagleaf in the Shop; if possessor does not, possessor's 'Knows This Shit Is Golden-Baller' ability is replaced with the ability 'Swagleaf Withdrawal'; if possessor does, possessor's 'Swagleaf Withdrawal' ability is replaced with the ability 'Knows This Shit Is Golden Baller'; if possessor does not for 30 consecutive weeks, possessor loses the abilities 'Swagleaf Addiction', 'Knows This Shit Is Golden-Baller', and 'Swagleaf Withdrawal'
Not for Sale

Swagleaf Withdrawal- (Passive Ability, Curse) At the start of each round, if any individual in the same battlespace as possessor is wielding or carrying an item worth at least 5,000,000 Gold, is Treasure element, is Wealth element, or is carrying 5,000,000 Gold, possessor is afflicted with Confusion: Depression, Wounded: Bleeding, and Mindblasted
Not for Sale

Technocursed- (Passive Ability, Curse) Possessor cannot use spells that are not either Technology or Physical element, Possessor takes double damage from Tshlanylvok's attacks, Possessor does half damage to Tshlanylvok and his creations
Not for sale

Teeth that are Bad at Math- (Passive Ability, Curse) Whenever possessor would Drain a value, possessor doesn't get 80% of the value (with possessor being able to prove that all numbers stated in an RP thread so far are prime numbers in an RP thread to avoid this)
Not for Sale

The Hunt Is On, Chaps!- (Passive Ability, Curse) At the start of each round, each side of battle that opposes possessor is joined by 1 Unit of Fancy-Accented, Well-Trained, Horseborne Hunters from the Enemy List, Max 200 summoned across all sides at any time
Not for Sale

The Suffering- (Passive Ability, Curse) Possessor is afflicted with Pain at the start of each round and cannot become Immune to, Absorb, Reflect, or fail to suffer negative effects from Pain; Possessor obtains -5 Base STR, -5 Base CON, -5 Base AGI, -5 Base MIN, and -5 Base SPI
Not for Sale

Thought He Could Keep the Red Death Out, But Was WRONG- (Passive Ability, Curse) Each side opposing possessor may summon 1 Red Death at the beginning of each round, possessor is afflicted with Plague at the start of the seventh round of battle
Not for Sale

Thinks He Is Wearing Fancy Clothes, When He Is Actually Nude- (Passive Ability, Curse) Possessor may not equip armor
Not for Sale

Tongue Covered in Goat Hair- (Passive Ability, Curse) -1 Diplomacy
Not for Sale

Tried To Approach The Mountain, But Could Not Compare- (Passive Ability, Curse) Possessor cannot act if any of possessor's opponents are Triumph element
Not for Sale

Turning To Ash- (Passive Ability, Curse) At the start of each round, possessor, as a debuff that stacks 200 times, has a 5% chance of losing a base stat point, If this debuff reduces any of possessor's base stat points to 0 or less, possessor dies and may not be resurrected
Not for Sale

Twisted by Serendil's Corruption- (Passive Ability, Curse) Whenever possessor would cast a Divine Magic spell, said spell is instead not cast
Not for Sale

Ugly- (Passive Ability, Curse) Possessor's Charm infliction chances are decreased by 30%
Not for Sale

Ultra-Charitable Self-Defeating Buff-Rejection Compulsion- (Passive Ability, Curse) At the start of each of possessor's actions, possessor must (if any valid buff exists) transfer a buff from possessor to a chosen opponent of possessor
Not for Sale

Uncomfortably Damp- (Passive Ability, Curse) Possessor's opponents may choose to count possessor as being Water element, Possessor has a 5% chance of being afflicted with Pain: Discomfort at the start of each round
Not for Sale

Understanding Of One's Own Unworth In Approaching The Mountain- (Passive Ability, Curse) Possessor loses all buffs and positive status effects at the start of each round that possessor possesses any opponents that are Triumph element.
Not for Sale

Unglorious Malaise- (Passive Ability, Curse) Possessor's stat caps, attack bonus caps, and defense caps are halved
Not for Sale

Unrecoverable Complications- (Passive Ability, Curse) -400 to all stats, This ability cannot be removed by sources below Level 100
Not For Sale

Unwilling to Compromise- (Passive Ability, Curse) Possessor's stats cannot be linked to the stats of allies who are not of the same subtype and element as possessor
Not for Sale

Unwittingly Starring in an Anti-Drug PSA- (Passive Ability, Curse) At the start of each new thread that possessor enters, possessor must choose a Drug Consumable that possessor is not addicted to that is for sale in the Shop, if such an item exists, acquiring the Addiction and Withdrawal abilities for that Drug; at the start of each round, each of possessor's Drug-granted non-Addiction, non-Withdrawal abilities have a 5% chance of being replaced with their corresponding Withdrawals; Possessor's Drug Withdrawals never time out
Not for Sale

Utter Callous Disregard for Others- (Passive Ability, Curse) Possessor cannot inflict buffs on other individuals
Not for Sale

Vexed at Every Turn- (Passive Ability, Curse) Possessor's stats are halved, Possessor may not summon or equip pets, Any source which has a chance of inflicting a negative status effect on possessor does so, ignoring possessor's immunities in the process if possessor is below Level 50
Not for sale

Voodoo Blood Curse- (Passive Ability, Curse) Possessor takes an amount of Darkness element damage equal to half the damage that possessor deals, to a max of 250,000 damage, each time that possessor inflicts damage upon another source, This curse may be removed as an RP effect by anyone who has at least 5 Witch Doctor abilities or at least 10 Healer or Priest abilities, When this curse is removed, if it is done by an individual with the ability Witch Doctor, then said individual may choose to give possessor 5 bonus weeks, but only if this is the first time that such a removal occurred
Not for sale

Wanders Lost Amidst the Mist- (Passive Ability, Curse) If more than one battlespace exists, and no opponent in any battlespace objects, possessor has a 50% chance of moving to a random row in a random battlespace at the start of each round, Possessor obtains -50% To Hit if a Zone of Air exists, Possessor obtains -50% To Hit if a Zone of Darkness exists, Possessor obtains -50% To Hit if a Zone of Aether exists, Possessor obtains -50% To Hit if a Zone of Illusion exists, Possessor obtains -50% To Hit if a Zone of Moon exists, Possessor obtains -50% To Hit if a Zone of Mystery exists, Possessor has a 100% chance of being afflicted with Charm: Wanderlust at the start of each round
Not for Sale

Was Dead from the Beginning of the Story- (Passive Ability, Curse) Possessor counts as Dead for battle loss conditions if possessor's stats are ever scanned
Not for Sale

~Was Host To The Ability Borrower (And He Isn't All Gone)- (Passive Ability, Curse) Possessor's stats are scanned at the beginning of every action by a level 51 source, possessor gains 35% less experience, possessor may choose to gain one bonus week of a class they have at least the third tier ability in once per month, possessor suffers no negative effects from the status effect "Pain", sometimes has RP effects, this ability has no negative effect while possessor has an ally with the name "Ability Borrower" on their side of battle, this ability has no effect while not on Noix
Not for Sale

Was Openly Denouced by the Society of Confederated Cartographers- (Passive Ability, Curse) At the beginning of each round, 5 Mad Cartographer join each side opposing possessor, Possessor counts as having 3 lower Fame
Not for Sale

Was Pushed Into An Oven By Some Small Children And Suffered Horrifically Scarring Burns- (Passive Ability, Curse) Possessor obtains -10 Diplomacy, may not obtain Fire Resistance, and is afflicted with Confusion: Fear whenever possessor takes Fire element Damage
Not for Sale

Was The Subject Of Inappropriately Extensive Documentaries That Keep Being Watched By The Wrong People- (Passive Ability, Curse) Possessor's opponents count as having scanned possessor's stats
Not for Sale

Weak Lungs- (Passive Ability, Curse) Possessor gains 60% Suffocation Weakness and takes double damage from the Suffocation status effect
Not for Sale

Went A Little Bananas Thanks To A Certain Split- (Passive Ability, Curse) Possessor has a 5% chance at the start of each thread of being afflicted with Insanity
Not for Sale

WHY IS THIS STILL EXPLODING!?- (Passive Ability, Curse) Possessor and possessor's allies take 5,000 Fire element damage at the start of every round, Track when this ability is obtained; it vanishes two weeks after it is first obtained
Not for Sale

Wings of Icarus- (Passive Ability, Curse) If possessor obtains more than 3 buffs (including stackings of the same buff), possessor loses all buffs that possessor possesses and all of possessor's equipped items are unequipped
Not for Sale

Worldshimmer Addiction- (Passive Ability, Curse) Each week, possessor must consume 1 Worldshimmer in the Shop; if possessor does not, possessor's 'Walking Along the Kaleidoscope Lines' ability is replaced with the ability 'Worldshimmer Withdrawal'; if possessor does, possessor's 'Worldshimmer Withdrawal' ability is replaced with the ability 'Walking Along the Kaleidoscope Lines'; if possessor does not for 30 consecutive weeks, possessor loses the abilities 'Worldshimmer Addiction', 'Walking Along the Kaleidoscope Lines', and 'Worldshimmer Withdrawal'
Not for Sale

Worldshimmer Withdrawal- (Passive Ability, Curse) Possessor is afflicted with Confusion: Hallucinating, Confusion: Lost, and Confusion: Dizzy at the start of each round, Possessor's Dodge becomes 0% and cannot be increased, Possessor cannot summon if more than one battlespace exists in possessor's current battle
Not for Sale

Wretched Castigation of the Scorn Lords- (Passive Ability, Curse) Whenever possessor is afflicted with a minor negative status effect, there is a 75% chance that possessor is automatically afflicted with a random major negative status effect
Not for Sale

XP Sinkhole- (Passive Ability, Curse) Possessor loses 95% of all newly acquired XP
Not for Sale

Zealously Worshipping a False God-King- (Passive Ability, Curse) Possessor cannot obtain or benefit from worshipper benefits, Possessor's allies who possess a patron deity have a 15% chance of being afflicted with Zealblasted at the start of each round
Not For Sale

Zombie-Induced Narcolepsy- (Passive Ability, Curse) Possessor is afflicted with Fatigued: Asleep at the start of any round that possessor is in the same battlespace as a non-possessor Undead, Possessor is afflicted with Fatigued: Asleep at the end of each action performed by an Undead with 'Zombie' in its name
Not for Sale

Zonic Intolerence- (Passive Ability, Curse) Possessor suffers -100 to all stats for each Zone possessor is in. to a max of 200 such zones
Not for Sale


~Existence Listing~

Forged In Vashna's Final Moments of Vashna's Essence and Power- (Passive Ability, Existence Listing) Possessor may count as possessing the name 'Vashna Saseen' instead of or in addition to possessor's normal name
Not for Sale


~Friendship~

A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Requires: 25 Fame, A Hint of Fame in the Arena
Cost: 25,000,000 Gold, 1 Week

Acclaimed Champion- (Passive Ability, Friendship) Possessor gains +25 points to all unmodified stats for each Fame possessor possesses, to a max of (4x Possessor Level) Fame
Not for Sale

Acquaintances With 1,000 Elementalist Masters- (Passive Ability, Friendship) +200 to all stats while in battle on same side as The Stormkeeper, an individual with the ability Master Elementalist Attunement, or one of the monsters Master of Airs, Master of Earths, Master of Fires, Master of Waters, and Master Elementalist, Possessor may purchase Elementalist abilities from the Ability Shop for 100,000 Gold less
Not for sale

Afraid of Charming- (Passive Ability, Friendship) Possessor gains +5,000 Defense against individuals named 'Prince Charming 'val Charmingston XXVIII' as a conditionally effective bonus if one of possessor's allies is named 'Prince Charming 'val Charmingston XXVIII', Possessor suffers -200 to all stats if one of possessor's allies or opponents is named 'Prince Charming 'val Charmingston XXVIII', The infliction chances of Confusion: Fear for individuals named 'Prince Charming 'val Charmingston XXVIII' are increased by 25% against possessor
Not for Sale

Afraid of Lili- (Passive Ability, Friendship) Possessor gains +5,000 Defense against individuals named 'Lili Von'Mion' as a conditionally effective bonus if one of possessor's allies is named 'Lili Von'Mion', Possessor suffers -200 to all stats if one of possessor's allies or opponents is named 'Lili Von'Mion', The infliction chances of Confusion: Fear for individuals named 'Lili Von'Mion' are increased by 25% against possessor
Not for Sale

Afraid of X (X being the name of a PC)- (Passive Ability, Friendship) Possessor gains +5,000 Defense against individuals named 'X' as a conditionally effective bonus if one of possessor's allies is named 'X', Possessor suffers -200 to all stats if one of possessor's allies or opponents is named 'X', The infliction chances of Confusion: Fear for individuals named 'X' are increased by 25% against possessor
Not for Sale

A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Requires: 5 Fame, Battle Arena Member
Cost: 5,000,000 Gold, 1 Week

छA Hint of Fame in the Spice Pits- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats.
Not for Sale

Ally of the Aestival Beasts- (Passive Ability, Friendship) Possessor's Elemental allies who are multiple elements gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Elemental that is multiple elements
Requires: Speak the Aestival Tongue
Cost: 22,000 Gold, 6 Weeks

Ally of the Autumnal Beasts- (Passive Ability, Friendship) Possessor's Acid element Elemental and Insect allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Acid element Elemental
Requires: Speak the Vernal Tongue
Cost: 22,000 Gold, 6 Weeks

Ally of Fellow Appreciators of Evil Music- (Passive Ability, Friendship) Posessor gains +100 to all stats if any of possessor's allies possess an ability named 'Ally of Fellow Appreciators of Evil Music'
Not for Sale

Ally of the Hibernal Beasts- (Passive Ability, Friendship) Possessor's Ice element Elemental and Magic Being allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Ice element Elemental
Requires: Speak the Hibernal Tongue
Cost: 22,000 Gold, 6 Weeks

Ally of Percelius Mornell- (Passive Ability, Friendship) Possessor obtains +20 MIN if any of possessor's allies are named 'Percelius Mornell'
Not for Sale

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

Ally of the Fallen Stormwright- (Passive Ability, Friendship) Possessor gains +400 to all stats as a buff if any of possessor's allies are Electrical element Spirits or have the word 'Stormwright' in their name, Possessor suffers -400 to all stats if any of possessor's allies' names include 'Darston'
Not for Sale

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

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

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

Ally of the Tree Beasts- (Passive Ability, Friendship) Possessor's Wood element Elemental and Plant allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Wood element Elemental
Requires: Speak the Tongue of Trees
Cost: 11,000 Gold, 3 Weeks

Ally of the Vernal Beasts- (Passive Ability, Friendship) Possessor's Electrical element Elemental and Spirit allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Electrical element Elemental
Requires: Speak the Vernal Tongue
Cost: 22,000 Gold, 6 Weeks

Ally of the Wealthy Beasts- (Passive Ability, Friendship) Possessor's Metal element Elemental, Machine, Robot, and Clockwork allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Metal element Elemental
Requires: Speak the Tongue of Coins
Cost: 11,000 Gold, 3 Weeks

Anti-HEKATONKHERIE Resistance Leader- (Passive Ability, Friendship) Possessor gains 15% Metahuman Resistance, Possessor's Metahuman allies gain 15% Metahuman Resistance, Possessor and possessor's allies gain, as a non-stacking conditionally-applied bonus, +15% Resilience against entities that possess an ability, Constant Effect, or Boss Effect whose name includes 'Titan's Head', 'Titan's Hand', 'HEKATONKHERIE Super-Weapon', or 'Agent of HEKATONKHERIE', Possessor counts as possessing 5 additional Superhero abilities for prerequisite purposes
Not for Sale

Associate of the Tymarran Mage-Merchant Company- (Passive Ability, Friendship) Possessor's equipped and carried Magic-element items count as being worth 25,000 additional Gold if any of possessor's allies possess the name 'Tymarran Mage-Merchant'
Not for Sale

Bad Blood Corporation Founding Executive- (Passive Ability, Friendship) Possessor deals (Possessor Level) * 1,000 additional Damage for each ally possessor possesses who possesses an ability or constant effect with the name 'Bad Blood Corporation Founding Executive' or who is a member of a Guild named 'Bad Blood Corporation'
Not for Sale

Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Requires: 50 Fame, A Bit More Fame in the Arena
Cost: 50,000,000 Gold, 1 Week

Best Buds with Tengus- (Passive Ability, Friendship) Possessor may, once per thread, summon 5 Tengu from the Enemy List, Max 5 summoned, Possessor's allies whose name includes Tengu gain +3,000 to all stats and gain Impaired: Mute Immunity
Not for Sale

Black Covenant Devil Mind Vampire- (Passive Ability, Friendship) Possessor deals an additional 40,000 points of HP Drain or MP Drain whenever possessor would deal HP Drain or MP Drain if possessor has an ally who is Undead
Not for Sale

Bob the Manly Lion II's Compadre- (Passive Ability, Friendship) Possessor gains +5,000 STR and +200 unmodified STR if possessor possesses an ally named 'Bob the Manly Lion II'
Not for Sale

Bonded Heart- (Passive Ability, Friendship) Possessor may at the beginning of a round choose to lose this ability to permanently become the element (or elements) of any non-Universe element pet possessor has equipped
Not for Sale

Bound to Lili VonMion- (Passive Ability, Friendship) Possessor gains +500 to all stats while in battle allied with Lili VonMion, Possessor cannot ignore orders from Lili VonMion as though Lili were a Level 200 source
Not For Sale

Bright Ally of Darkness- (Passive Ability, Friendship) Possessor's Darkness-element allies gain +20 to all stats as a non-stacking buff if possessor is Light element, Possessor may not gain the ability 'Rejection of Darkness'
Requires: Apprentice Light Synchronization, May not possess the ablity 'Rejection of Darkness'
Cost: 90,000 Gold, 2 Weeks

Can Speak To Gorillas- (Passive Ability, Friendship) Possessor gains +300 MIN if possessor possesses an ally who is an Animal whose name includes 'Gorilla', +1 Fame
Not for Sale

Compelled to Shout EXCELSIOR When Near Certain Allies- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Compelled to Shout EXCELSIOR When Near Certain Allies', each, once, announces the message 'EXCELSIOR', all three become solely the elements Atomic & Technology, each may convert any instance of Damage they deal into solely Atomic & Technology element Damage, and count as being in a guild named 'EXCELSIOR'
Not for Sale

Connection to the Essence of the Sun Queen Selereth Helios- (Passive Ability, Friendship) Possessor gains +50,000 MP, Possessor gains +300 to all unmodified stats if Light element or a Solar Being, Possessor's Solar Being summons that are below Level 100 are never uncontrolled, Possessor counts as 1 Level higher for the purpose of equipping Solar Being pets and summons, as well as for the purpose of determining what Solar Being summons possessor can summon, to a max of Level 79, Has RP effects
Not for Sale

Connectivity Increased Between Vashna and Vashna's Abomination- (Passive Ability, Friendship) Possessor, if possessor's name is 'Vashna Saseen', may equip the unique pet named 'Vashna's Abomination' so long as said pet possesses Constant Effects named 'I Love You, Vashna' and 'I Hate You, Vashna', provided that possessor is Level 19 and said pet is no greater than Level 25, Possessor's chance of gaining an effect granted by a constant effect named 'I Hate You, Vashna' that is present on said pet is increased to 5 in 100 if it were previously less than 5 in 100 if possessor is below Level 20.
Not for Sale

Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Requires: Character must have been active for at least 1 year
Cost: 50,000 Gold, 0 Weeks

Dark Ally of Light- (Passive Ability, Friendship) Possessor's Light-element allies gain +20 to all stats as a non-stacking buff if possessor is Darkness element, Possessor may not gain the ability 'Rejection of Light'
Requires: Apprentice Darkness Synchronization, May not possess the ablity 'Rejection of Light'
Cost: 90,000 Gold, 2 Weeks

Destined to Aid the Tablets' Wielder- (Passive Ability, Friendship) If one of possessor's allies is wielding any aspect of the Artifact 'Tablets of the Seven Ancients', both possessor and said individual obtain +2,000 to all stats and 20% Darkspawn Resistance
Not for Sale

Famous for Being Cloned 77 Times By Evil Mafia Bosses- (Passive Ability, Friendship) Possessor gains +5 Fame, Replicated instances of possessor gain '30% inflicts Instant Death'
Not for Sale

Fan of Lili- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili Von'Mion', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili Von'Mion', Individuals named 'Lili Von'Mion' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Not for Sale

Fan of Lili's Shielding Golem- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili's Shielding Golem', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili's Shielding Golem', Individuals named 'Lili's Shielding Golem' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Not for Sale

Fan of Prince Charming- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Prince Charming 'val Charmingston XXVIII', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Prince Charming 'val Charminston XXVIII', Individuals named 'Prince Charming 'val Charminston XXVIII' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Not for Sale

Fan of Vashna Saseen- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Vashna Saseen', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Vashna Saseen', Individuals named 'Vashna Saseen' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Not for Sale

Fan of X (X being the name of a PC)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'X', Possessor suffers -200 to all stats if one of possessor's opponents is named 'X', Individuals named 'X' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Not for Sale

Finds Nole Unreasonably Sexy- (Passive Ability, Friendship) Individuals named 'Nole' have their Charm infliction chances increased by 300% against possessor, Possessor cannot be afflicted with Charm by individuals whose name does not include 'Nole' if possessor possesses an ally whose name includes 'Nole'
Not for Sale

Friend and Research Associate of Wemblick Batsby- (Passive Ability, Friendship) Possessor gets +200 MIN while in battle on the same side as Wemblick Batsby
Not for Sale

छFriend of Chandar and Suratman, Ace Cartographers- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Chandar' or 'Suratman', Whenever possessor heals an individual named 'Chandar' or 'Suratman', possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Chandar' or 'Suratman', This ability cannot be used in combos outside the mod-run world 'Sesamara'

Friend of Edwin Cloremontt- (Passive Ability, Friendship) Possessor gains +500 Defense if any of possessor's allies is named Edwin Cloremontt
Not for Sale

Friends with a Bird- (Passive Ability, Friendship) Possessor counts as possessing an additional Aerial ally even if possessor did not already possess any
Not for Sale

Friends with Ernesto the Dwarven Chef- (Passive Ability, Friendship) Possessor gains +50 to all stats if any of possessor's allies are unique and their names include 'Ernesto the Dwarven Chef'
Not for Sale

Friend To Geese- (Passive Ability, Friendship) Possessor gains +200 to all stats if any of possessor's allies' names include 'Goose', 'Geese', or 'Gander'
Not for Sale

Generally Cool With Elementals and Those Who Commune with Them- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Elementalist' or 'Conjurer' or who are Elementals as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who either possesses the ability 'Elementalist', possesses the ability 'Conjurer', or is an Elemental.
Not for Sale

Good Friend of Alrick- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Alrick Slizer', Whenever possessor heals an individual named 'Alrick Slizer' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Alrick Slizer'
Not for Sale

Good Friend of Archimedes- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Archimedes', Whenever possessor heals an individual named 'Archimedes' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Archimedes'
Not for Sale

Good Friend of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Not for Sale

Good Friend of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Not for Sale

Good Friend of Celas- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Celas', Whenever possessor heals an individual named 'Celas' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Celas'
Not for Sale

Good Friend of Darston Candata'chagin'heldelu- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies or opponents is named 'Darston Candata'chagin'heldelu', If an individual in the same battle as possessor named 'Darston Candata'chagin'heldelu' has any stats that (not counting this potential bonus) are higher than possessor's respective stats, possessor obtains +100 to said stats
Not for Sale

Good Friend of Grand Maestro Albrecht Sinfonio Berthold Grandioso Leidenschaftlich von Wundersang III- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Grand Maestro Albrecht Sinfonio Berthold Grandioso Leidenschaftlich von Wundersang III', Whenever possessor heals an individual named 'Grand Maestro Albrecht Sinfonio Berthold Grandioso Leidenschaftlich von Wundersang III' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Grand Maestro Albrecht Sinfonio Berthold Grandioso Leidenschaftlich von Wundersang III'
Not for Sale

Good Friend of Jessie- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Jessie Calthion', Whenever possessor heals an individual named 'Jessie Calthion' possessor deals an additional 5,000 points of HP Healing or MP Healing,, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Jessie Calthion'
Not for Sale

Good Friend of Kevin- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Kevin Dravis', Whenever possessor heals an individual named 'Kevin Dravis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Kevin Dravis'
Not for Sale

Good Friend of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'
Not for Sale

Good Friend of Lili's Shielding Golem- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili's Shielding Golem', Whenever possessor heals an individual named 'Lili's Shielding Golem' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili's Shielding Golem'
Not for Sale

Good Friend of Liliana Noveltene D'lorenbeth- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Liliana Noveltene D'lorenbeth', Whenever possessor heals an individual named 'Liliana Noveltene D'lorenbeth' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Liliana Noveltene D'lorenbeth'
Not for Sale

Good Friend of Lili du Magul- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili du Magul', Whenever possessor heals an individual named 'Lili du Magul' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili du Magul'
Not for Sale

Good Friend of Lili von Mion- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili von Mion', Whenever possessor heals an individual named 'Lili von Mion' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili von Mion'
Not for Sale

Good Friend of Nira- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Nirrechau "Nira" Reccateu', Whenever possessor heals an individual named 'Nirrechau "Nira" Reccateu' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Nirrechau "Nira" Reccateu'
Not for Sale

Good Friend of Mreau the Summoner- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Mreau the Summoner', Whenever possessor heals an individual named 'Mreau the Summoner' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Mreau the Summoner'
Not for Sale

Good Friend of Patchy Wisdom- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Patchy Wisdom', Whenever possessor heals an individual named 'Patchy Wisdom' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Patchy Wisdom'
Not for Sale

Good Friend of Prince Charming- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Prince Charming 'val Charmingston XXVIII', Whenever possessor heals an individual named 'Prince Charming 'val Charmingston XXVIII' possessor deals an additional 5,000 points of HP Healing or MP Healing,, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Prince Charming 'val Charmingston XXVIII'
Not for Sale

Good Friend of Re'lilian Nereida- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Re'lilian Nereida', Whenever possessor heals an individual named 'Re'lilian Nereida' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Re'lilian Nereida'
Not for Sale

Good Friend of Salkat- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Salkat', Whenever possessor heals an individual named 'Salkat' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Salkat'
Not for Sale

Good Friend of Shauni- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Shauni Aketchi', Whenever possessor heals an individual named 'Shauni Aketchi' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Shauni Aketchi'
Not for Sale

Good Friend of Silent One- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Silent One', Whenever possessor heals an individual named 'Silent One' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Silent One'
Not for Sale

Good Friend of the Leadership of Volatilis- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'The Floating Isle of Volatilis', Whenever possessor heals an individual named 'The Floating Isle of Volatilis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'The Floating Isle of Volatilis'
Not for Sale

Good Friend of Tia- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Tia Telaria', Whenever possessor heals an individual named 'Tia Telaria' possessor deals an additional 5,000 points of HP Healing or MP Healing,, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Tia Telaria'
Not for Sale

Good Friend of Zeo- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Zeo', Whenever possessor heals an individual named 'Zeo' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Zeo'
Not for Sale

Good Friend of X (X being the name of another PC)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'X', Whenever possessor heals an individual named 'X' possessor deals an additional 5,000 points of HP Healing or MP Healing,, Possessor suffers -200 to all stats if one of possessor's opponents is named 'X'
Requires: Must be mutual between both characters
Not for Sale

Has A Few Worshippers- (Passive Ability, Friendship) +1 Fame
Not for Sale

Has A Half-Imaginary Wife Named Wilma- (Passive Ability, Friendship) Possessor counts as possessing an additional ally whose name is 'Wilma', Possessor may choose to count as having possessor's SPI linked to the SPI of said additional ally, Possessor gains +400 SPI
Not for Sale

Has An Almost-Imaginary Friend Named Tony the Diabolical Moustached-and-Vaccuum-Headed Mind-Bard- (Passive Ability, Friendship) Possessor gains +300 MIN, Possessor counts as possessing 4 additional Bard abilities (including for prerequisite purposes)
Not for Sale

Has A Small Fan Club- (Passive Ability, Friendship) +1 Fame
Not for Sale

Has Balko's Gratitude- (Passive Ability, Friendship) If any of possessor's allies are named 'Balko, Dogmaster' possessor gains +100 to all stats
Not for Sale

Has Been Taught Hemminar's Entire Skillset and Graduated from his Apprenticeship- (Passive Ability, Friendship) Possessor obtains +1 Fame, Possessor counts as possessing 5 additional Druid, Botanist, Scholar, and Sage abilities (including for prerequisite purposes), Possessor gains +500 to all stats if possessor possesses a unique ally named 'Hemminer the Sage, Sage of the Walking Tree', Possessor's unique allies named 'Hemminer the Sage, Sage of the Walking Tree' gain +500 to all stats
Not for Sale

Has Been Taught Krexil's Entire Skillset and Graduated from his Apprenticeship- (Passive Ability, Friendship) Possessor obtains +1 Fame, Possessor counts as possessing 5 additional Dragoon, Seakeeper, Ocean Prince, Captain, and Ebon Chancellor abilities (including for prerequisite purposes), Possessor gains +500 to all stats if possessor possesses a unique ally named 'Krexil Nei'Beidon, Gloom Fisher', Possessor's unique allies named 'Krexil Nei'Beidon, Gloom Fisher' gain +500 to all stats
Not for Sale

Has Been Taught Langidor's Entire Skillset and Graduated from his Apprenticeship- (Passive Ability, Friendship) Possessor obtains +1 Fame, Possessor counts as possessing 5 additional Lancer, Seakeeper, Ocean Prince, Warrior, and Deathless One abilities (including for prerequisite purposes), Possessor gains +500 to all stats if possessor possesses a unique ally named 'Langidor the Greenspear', Possessor's unique allies named 'Langidor the Greenspear' gain +500 to all stats
Not for Sale

Has Fans on Planet Rocky Bob- (Passive Ability, Friendship) +1 Fame
Not for Sale

Has Gained Respect for Those Who Walk One of the Paths of the Force Monk- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage' as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Not For Sale

Has Professional Connections to Other Force Monks- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 1 less Week (to a minimum of 1 week) and 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Not for Sale

Heated Rival of Darston Candata'chagin'heldelu- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies or opponents is named 'Darston Candata'chagin'heldelu', If an individual in the same battle as possessor named 'Darston Candata'chagin'heldelu' has any stats that (not counting this potential bonus) are higher than possessor's respective stats, possessor obtains +100 to said stats
Not for Sale

Heated Rival of Lili's Shielding Golem- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies or opponents is named 'Lili's Shielding Golem', If an individual in the same battle as possessor named 'Lili's Shielding Golem' has any stats that (not counting this potential bonus) are higher than possessor's respective stats, possessor obtains +100 to said stats
Not for Sale

Heated Rival of of X (X being the name of a PC)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies or opponents is named 'X', If an individual in the same battle as possessor named 'X' has any stats that (not counting this potential bonus) are higher than possessor's respective stats, possessor obtains +100 to said stats
Requires: Must be mutual between both characters
Not for Sale

Hemminer's Apprentice- (Passive Ability, Friendship) Possessor gains +20 to all stats if possessor possesses an ally named 'Hemminer the Sage, Sage of the Walking Tree'
Not for Sale

Holds a Deep Love for Vashna- (Passive Ability, Friendship) Possessor gains +500 to all stats if on the same side as an individual whose name includes 'Vashna', Possessor suffers -500 to all stats if any of possessor's opponents' names include 'Vashna', Possessor gains +5% Charm Resistance against individuals whose name does not include 'Vashna', Possessor gains +50% Charm Weakness against individiuals whose name does include 'Vashna'
Not for Sale

I Have Lots of Friends!- (Passive Ability, Friendship) All allies gain +50 to all stats, +20 to Defense, +100 to the damage of all attacks, +10 Defense against stat damage, +2% to Hit, +2% Resilience, +2% Critical, +2% Dodge, and 5% Resistance to all minor status effects, you gain the same benefits if you have at least 20 allies in battle, this effect does not stack
Requires: 5 Friendship Abilities
Cost: 1,000,000 Gold, 20 Weeks, Others may contribute bonus weeks to the acquisition of this ability

In a Romantic Relationship with Food- (Passive Ability, Friendship) Possessor gains +100 to all stats if possessor has any Food consumables equipped
Not for Sale

In a Romantic Relationship with Geddoe- (Passive Ability, Friendship) Possessor gains +300 to all stats if one of possessor's allies is named 'Geddoe', Possessor gains +100 to all stats if afflicted with Charm from a source named 'Geddoe', Possessor suffers -300 to all stats if one of possessor's opponents is named 'Geddoe', The infliction chances of Charm for individuals named 'Geddoe' are increased by 25% against possessor
Not for Sale

In a Romantic Relationship with X (X being the name of a PC)- (Passive Ability, Friendship) Possessor gains +300 to all stats if one of possessor's allies is named 'X', Possessor gains +100 to all stats if afflicted with Charm from a source named 'X', Possessor suffers -300 to all stats if one of possessor's opponents is named 'X', The infliction chances of Charm for individuals named 'X' are increased by 25% against possessor
Requires: Must be mutual between both characters
Not for Sale

Invulnra-Bros- (Passive Ability, Friendship) Possessor gains +900 Defense if any of possessor's allies is named 'Invulnerable Bill'
Not for Sale

Is Connected to Vashna in a Small and Vague, Yet Fundamental, Way- (Passive Ability, Friendship) Possessor gains +200 to all stats if any of possessor's unique allies' names includes 'Vashna'
Not for Sale

Isle Leaders are Good Friends of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Not for Sale

Isle Leaders are Good Friends of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Not for Sale

Isle Leaders are Good Friends of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Good Friend of Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Good Friend of Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Good Friend of Lady Rosaline Fabrice'
Not for Sale

Is Sponsored by Margusson Shipyards- (Passive Ability, Friendship) Possessor obtains +1 Fame and gains 50,000 additional Gold at the end of each Gold-producing arena match that possessor is in
Not for Sale

Janus Initiative Director- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Janus Initiative Director', all three become solely the element Null and gain a +5,000 bonus to uncapped MIN and count as being in a guild named 'Janus Initiative'
Not for Sale

Julian's Friend- (Passive Ability, Friendship) Possessor gains +200 to all stats if any of possessor's alleis are from the boss list and have names that include 'Julian'
Not for Sale

Kastlorn's Fellow Researcher- (Passive Ability, Friendship) Possessor gains +20 to all stats while in battle on same side as Wallace Kastlorn, Wallace Kastlorn costs posssessor 10,000 less Gold to hire
Not for Sale

Knows a Samurai Who Hates Pants- (Passive Ability, Friendship) Possessor may, at the start of a round, up to once per thread, select an Armor equipped by an entity in the same battlespace whose name includes 'Pants' or 'Trousers'; said item is, at the start of the round three rounds after the current round, destroyed by an effect that counts as involving a Human named 'That Samurai Who Hates Pants' casting a Sword Arts spell, provided it is not unique and is not worth over 60,000,000 Gold\
Not for Sale

Krexil's Apprentice- (Passive Ability, Friendship) Possessor gains +20 to all stats if possessor possesses an ally named 'Krexil Nei'Beidon, Gloom Fisher'
Not for Sale

Langidor's Apprentice- (Passive Ability, Friendship) Possessor gains +20 to all stats if possessor possesses an ally named 'Langidor the Greenspear'
Not for Sale

Learned from Fazbalar the Bearded- (Passive Ability, Friendship) Possessor obtains +250 MIN, Possessor obtains +500 additional MIN if any of possessor's allies possess the name 'Fazbalar the Bearded'
Not for Sale

Likes Herself- (Passive Ability, Friendship) Possessor is afflicted with Elevated at the start of each round that one of possessor's allies is a copy of possessor or has the same name as possessor
Not for Sale

Lord of Crow Tengus- (Passive Ability, Friendship) Possessor's pets and summons whose name includes 'Tengu' gain +5,000 AGI and gain (+25% Dodge while in a Zone of Air)
Not for Sale

Loved by Cute Doggies and Kitties and Horsies- (Passive Ability, Friendship) Possessor's Charm infliction chances are increased by 30% against Cute Pets element targets
Not for Sale

Loyal Servant of Geddoe- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Geddoe', Possessor cannot be afflicted with Charm by sources below Level 20 who are below one half possessor's controller's Level, rounded up, if any of possessor's allies are named 'Lili Von'Mion', Possessor suffers -400 to all stats if one of possessor's opponents is named 'Geddoe', The infliction chances of Charm for individuals named 'Geddoe' are increased by 25% against possessor
Not for Sale

Loyal Servant of Lili- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili Von'Mion', Possessor cannot be afflicted with Charm by sources below Level 20 who are below one half possessor's controller's Level, rounded up, if any of possessor's allies are named 'Lili Von'Mion', Possessor suffers -400 to all stats if one of possessor's opponents is named 'Lili Von'Mion', The infliction chances of Charm for individuals named 'Lili Von'Mion' are increased by 25% against possessor
Not for Sale

Loyal Servant of Vashna- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Vashna Saseen', Possessor cannot be afflicted with Charm by sources below Level 20 who are below one half possessor's controller's Level, rounded up, if any of possessor's allies are named 'Vashna Saseen', Possessor suffers -400 to all stats if one of possessor's opponents is named 'Vashna Saseen', The infliction chances of Charm for individuals named 'Vashna Saseen' are increased by 25% against possessor
Not for Sale

Loyal Servant of X (X being the name of a PC)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'X', Possessor cannot be afflicted with Charm by sources below Level 20 who are below one half possessor's controller's Level, rounded up, if any of possessor's allies are named 'X', Possessor suffers -400 to all stats if one of possessor's opponents is named 'X', The infliction chances of Charm for individuals named 'X' are increased by 25% against possessor

~May Summon Ameryu the Storm-Born (Bound Passive Ability, Friendship)- Has RP Effects, generally takes a while to pull
Not for Sale

Member of Alrick's Brigade- (Passive Ability, Friendship) Possessor gains +100 to all stats if any of possessor's allies have the ability 'Member of Alrick's Brigade'
Not for Sale

Member of the Multi-Lili Mind Network- (Passive Ability, Friendship) Possessor gains +200 MIN as a buff for each ally who possesses an ability called 'Member of the Multi-Lili Mind Network', to a max of 5 such allies, Has RP effects
Not for Sale

^Member of the Serei Spirit Hunter's Association- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies possesses an ability or Constant Effect including the words 'Member of the Seirei Spirit Hunter's Association' or one of possessor's opponents is a Spirit; Whenever possessor heals such an ally, possessor deals an additional 5,000 points of HP Healing or MP Healing
Not for Sale

^Member of the Serei Spirit Hunter's Association (Rank 2)- (Passive Ability, Friendship) Possessor gains +500 to all stats, +500 Defense and +250 Defense against Stat Damage if one of possessor's allies possesses an ability or Constant Effect including the words 'Member of the Seirei Spirit Hunter's Association' or one of possessor's opponents is a Spirit, possessor's allies who possess an ability or Constant Effect including the words 'Member of the Seirei Spirit Hunter's Association' gain +200 to all stats, +200 Defense and +100 Defense against Stat Damage; Whenever possessor heals such allies, possessor deals an additional 20,000 points of HP Healing or MP Healing
Not for Sale

Member of the 'Society of Enlightened Fists' Professional Organization- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +5,000 to all stats if possessor possesses an ally who possesses the ability 'Force Monk'.
Not for Sale

Menace from the Disaster Trio- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Menace from the Disaster Trio', all three become solely the element Null, each deal every other individual in the same Battlespace 50,000 Null Damage at the start of each round, and count as being in a guild named 'Disaster Trio'
Not for Sale

Mr. White's Workout Bro- (Passive Ability, Friendship) Possessor gains +500 unmodified STR and +1 Fame, Possessor gains +500 STR at the start of each round as a buff that stacks 200 times
Not for Sale

Naria's Apprentice- (Passive Ability, Friendship) +2 to all stats while in battle on same side as Naria Zalderos
Not for sale

(Not So) Secretly Loves Prince Charming- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Prince Charming 'val Charmingston XXVIII', Possessor gains +100 to all stats if afflicted with Charm from a source named 'Prince Charming 'val Charmingston XXVIII', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Prince Charming 'val Charmingston XXVIII', The infliction chances of Charm for individuals named 'Prince Charming 'val Charmingston XXVIII' are increased by 25% against possessor
Not for Sale

Of Those Devoured by Time and Spit Out Again- (Passive Ability, Friendship) Possessor may, while not in any active threads, be switched for another PC that possesses this ability, with three PCs that possess this ability being present at any time, and the fourth being kept preserved in a semi-retired state. Possessor may sometimes use this as an RP power.
Not for Sale

Openly Loves Darston- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Darston Candata'chagin'heldelu', Possessor gains +100 to all stats if afflicted with Charm from a source named 'Darston Candata'chagin'heldelu', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Darston Candata'chagin'heldelu', The infliction chances of Charm for individuals named 'Darston Candata'chagin'heldelu' are increased by 25% against possessor
Not for Sale

Openly Loves Vashna Saseen- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Vashna Saseen', Possessor gains +100 to all stats if afflicted with Charm from a source named 'Vashna Saseen', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Vashna Saseen', The infliction chances of Charm for individuals named 'Vashna Saseen' are increased by 25% against possessor
Not for Sale

Peer of Many Notable Esoteric Binders- (Passive Ability, Friendship) Possessor may purchase Summoner abilities from the Ability Shop for 500,000 Gold less
Not for Sale

Popular Among Poplars- (Passive Ability, Friendship) Possessor gains +2 Fame, Possessor gains +1,000 to all stats as an uncapped bonus if possessor possesses at least two allies who are Plants or possess the ability 'Waitress'
Not for Sale

Popular Among Samurai- (Passive Ability, Friendship) Possessor gains +2 Fame, Possessor gains +1,000 to all stats as an uncapped bonus if possessor possesses at least two allies who possess the ability 'Kensei'
Not for Sale

Rapunzel's Hero- (Passive Ability, Friendship) Possessor gains +200 to all stats if on the same side as an individual named 'Rapunzel'
Not for Sale

Respected by Owned Equipment- (Passive Ability, Friendship) Possessor's equipped and carried items may not be stolen by sources below possessor's Level who are below Level 60, Possessor's equipped and carried items may not be replaced with Golems on a side of battle hostile to possessor by sources below Level 80, The stat bonuses on possessor's equipped items are increased by 2,000 points
Not for Sale

Sauldak's Fellow Believer- (Passive Ability, Friendship) +20 to all stats while in battle on same side as Jeremiah Sauldak if a worshipper of Phalerin, Jermiah Sauldak costs 10,000 less Gold to hire
Not for Sale

Secretly Loves Alrick- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Alrick Slizer', Possessor gains +100 to all stats if afflicted with Charm from a source named 'Alrick Slizer', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Alrick Slizer', The infliction chances of Charm for individuals named 'Alrick Slizer' are increased by 25% against possessor
Not for Sale

Secretly Loves Nira- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Nirrechau "Nira" Reccateu', Possessor gains +100 to all stats if afflicted with Charm from a source named 'Nirrechau "Nira" Reccateu', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Nirrechau "Nira" Reccateu', The infliction chances of Charm for individuals named 'Nirrechau "Nira" Reccateu' are increased by 25% against possessor
Not for Sale

Secretly Loves X (X being the name of another PC)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'X', Possessor gains +100 to all stats if afflicted with Charm from a source named 'X', Possessor suffers -200 to all stats if one of possessor's opponents is named 'X', The infliction chances of Charm for individuals named 'X' are increased by 25% against possessor
Variations: "(Not So) Secretly Loves X", "Openly Loves X"
Not for Sale

Self-Devouring Temporal Regurgitation (Via Quickly Scribed Poetry)- (Active Ability, Friendship) Possessor may spend an action to Transform into the PC that is being kept preserved as semi-retired by possessor's 'Of Those Devoured by Time and Spit Out Again' ability, with this transformation counting as a Spirit Form in addition to its other subtypes, and with this action counting as being Metaphorical element and involving a Ledger.
Not for Sale

Some Fame In the Arena- (Passive Ability, Friendship) Possessor gains +2% Dodge, +2% To Hit, +2% Critical, and +2% Resilience if possessor has at least 75 Fame
Requires: 75 Fame, Becoming Somewhat Known In the Arena
Cost: 75,000,000 Gold, 1 Week

Sponsored by Bascaradine: Custom Line of Throwing Axes for Maids- (Passive Ability, Friendship) Possessor gains +5 Fame, Possessor may, up to once per month, post in the Shop to claim 50 Bascaradine NIRA Series Throwing Axe for Maids and 45,000,000 Gold
Not for Sale

Stopped a Samurai from Becoming a Murderer Once- (Passive Ability, Friendship) +1 Fame, Wielder counts as possessing 2 additional Paladin abilities for prerequisite purposes
Not for Sale

Tag-Team Connection with Captain Gold- (Active Ability, Friendship) Spend an action in an RP thread to tag-out! Only works once!
Not for Sale

Tag-Team Connection with Orelmond the Arranger of the Heavens- (Active Ability, Friendship) Spend an action in an RP thread to tag-out! Only works once!
Not for Sale

Tag-Team Connection with The Quartermaster- (Active Ability, Friendship) Spend an action in an RP thread to tag-out! Only works once!
Not for Sale

Training Under Keith the Druid- (Passive Ability, Friendship) Possessor gains 1 Druid Bonus Week at the start of each month
Not for Sale

Trusted Ally of Poryathema the Archivist of the Library of Lindel'Dyarr- (Passive Ability, Friendship) Possessor obtains +1,600 SPI if any of possessor's allies are named 'Poryathema the Archivist'
Not for Sale

^Unwitting Enemy of Finn Fein- (Passive Ability, Friendship) Possessor may not be on the same side of battle as individuals named 'Finn Fein', Whenever an individual named 'Finn Fein' damages possessor, that individual deals 5,000 additional points of HP or MP damage to possessor, individuals named 'Finn Fein' gain +200 to all stats if possessor is on an opposing side of battle from them
Not for Sale, Bound to Seirei

Used to be Famous- (Passive Ability, Friendship) Possessor has 10 extra unmodified stat points and has chosen to place them like this: (Put how they have been placed here)
Not for Sale

Voted the Battle Arena Year 7381 Crowd Favorite Rookie (Level 1-10 Bracket)- (Passive Ability, Friendship) Possessor may ignore effects in event matches listed as being the result of an unfriendly crowd
Not for Sale

Voted the Battle Arena Year 7384 Crowd Favorite Rookie (Level 1-10 Bracket)- (Passive Ability, Friendship) Possessor may ignore effects in event matches listed as being the result of an unfriendly crowd
Not for Sale

Was Sword-Vashna- (Passive Ability, Friendship) Possessor may choose for possessor's name to include 'Sword-Vashna', 'Sword Vashna', and/or ', the Sword of Vashna'
Not for Sale

Worshipped by Caroline the Clown- (Passive Ability, Friendship) Possessor counts as possessing 1 additional worshipper, If any of possessor's unique allies are named 'Caroline the Clown', they count as Devout Worshippers of possessor (but do not increase the count of the number of worshippers that possessor possesses on top of the previously-mentioned increase) and gain +250 to all stats, Possessor gains +250 to all stats if possessor possesses any such allies
Not for Sale


~Permanent Item Effect~

Apple-y After-y-taste- (Passive Ability, Permanent Item Effect) Possessor obtains +5 HP and +5 MP, This ability may not be used in combos
Not for Sale

Ate Empowered Sugar Stars- (Passive Ability, Permanent Item Effect) Possessor obtains +4,500 MP, This ability may not be used in combos.
Not for Sale

Ate Empowered Sugar-Wafers- (Passive Ability, Permanent Item Effect) Possessor obtains +250 HP and +25 to all stats
Not for Sale

Ate the Mythical Soursop- (Passive Ability, Item Effect) Possessor gains 5 bonus weeks per year that may be claimed or spent in any shop thread at any time during the year, Possessor gains +50,000 Defense while in a Chronogeomantic Zone of Vacation
Not for Sale

Has Consumed # of the Permanent Consumable "Artful Fire Bonus Potion"- (Passive Ability, Permanent Item Effect) Possesor gains +30 Ranged Attack, +2% Critical with Ranged Attack actions, and +5% To Hit with Ranged Attack actions, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "Attack Oil"- (Passive Ability, Permanent Item Effect) +200 Melee Attack, Cannot be used in combos
Not for Sale

Has Consumed # of the Permanent Consumable "Blue Swirl Cufflang Bonus Potion"- (Passive Ability, Permanent Item Effect) Possesor gains 15% Resistance against Gold Damage from Aquatics that are below Level 60, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 <User Chooses a stat which is placed here>, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "Cookie PLUS"- (Passive Ability, Permanent Item Effect) +50,000 HP, Cannot be used in combos
Not for Sale

Has Consumed # of the Permanent Consumable "Drunken Admiral Cocktail"- (Passive Ability, Permanent Item Effect) Possessor and possessor's Vessel transformations gain 11% Dodge and 115% To Hit if afflicted with Poison: Drunk, Cannot be used in combos
Not for Sale

Has Consumed # of the Permanent Consumable "Empowered Holy Festival Fruit Salad"- (Passive Ability, Permanent Item Effect) +200 MP, Cannot be used in combos
Not for sale

Has Consumed X = # of the Permanent Consumable "Greater Blood Mirage Stone"- (Passive Ability, Permanent Item Effect) Possesor gains +10% Dodge and +5,000 Melee Attack, Cannot be used in combos
Not for Sale

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

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

Has Consumed # of the Permanent Consumable "Holy Festival Snack Mix"- (Passive Ability, Permanent Item Effect) +10 HP, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "Holy Festival Seafood Burger"- (Passive Ability, Permanent Item Effect) +500 HP, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "Lethality Diamond"- (Passive Ability, Permanent Item Effect) Possessor gains +25 <insert Melee, Magical, or Ranged here as user desires> Attack per level for each <insert non-"other" Weapon subtype selected by user here> and +50 <insert Melee, Magical, or Ranged here as user desires> Attack for spells of the <insert non-"other" Spell subtype selected by user here> subtype assuming said spell already possesses a bonus to said attack type
Not For Sale

Has Consumed # of the Permanent Consumable "Maximal Mana Increase Elixer"- (Passive Ability, Permanent Item Effect) Possesor gains +300 MP, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "Might Increase Potion"- (Passive Ability, Permanent Item Effect) +50 STR per # consumed, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "MP-Boosting Powder"- (Passive Ability, Permanent Item Effect) +2,000 MP per # consumed, Cannot be used in combos
Not for Sale

Has Consumed # of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Not For Sale

Has Consumed # of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(10 * #) HP, Cannot be used in combos
Not for Sale

Has Consumed X = # of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * X) MP, Cannot be used in combos
Not for Sale

Has Consumed X (where X = #) of the Permanent Consumable "Snake-Eater Capsule"- (Passive Ability, Permanent Item Effect) Possessor gains +X to each Base Stat, where X = #
Not for sale

Has Consumed # of the Permanent Consumable "Speed Increase Potion"- (Passive Ability, Permanent Item Effect) +50 AGI per # consumed, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Not for sale

Has Consumed # of the Permanent Consumable "Stamina Increase Potion"- (Passive Ability, Permanent Item Effect) +50 CON per # consumed, Cannot be used in combos
Not for sale

Has Consumed X = # of the Permanent Consumable "Superior Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(1,000 * X) HP, Cannot be used in combos
Not for Sale

Has Consumed X = # of the Permanent Consumable "Superior Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(1,000 * X) MP, Cannot be used in combos
Not for Sale

Has Consumed # of the Permanent Consumable "Those Splendid Peanuts"- (Passive Ability, Permanent Item Effect) +5,000 to all stats, +50 unmodified CON, Cannot be used in combos
Not for Sale

Has Consumed # of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Not for sale

Has Consumed # of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains <insert Minor Status Effect chosen by user here> Immunity
Not for sale

Has Consumed # of the Permanent Consumable "Universal Protection Stone"- (Passive Ability, Permanent Item Effect) Possessor gains 1% <insert Base Element chosen by user here> Resistance
Not for sale

Has Consumed # of the Permanent Consumable "Yellow Bonus Magic Potion"- (Passive Ability, Permanent Item Effect) Possesor's spells that deal Gold Damage deal an additional 5,000 points and have a 1% chance of instead inflicting Gold Drain if desired, Cannot be used in combos
Not for sale

^Has Consumed a Crescent Jumblefruit- (Passive Ability, Permanent Item Effect) Possessor's per-item Magical Attack capping becomes based on Agility, Possessor's 'Magical Attack', 'Mental Overdrive', and 'Overdrive' actions use Agility as their Prime Attribute, Possessor's per-item Ranged Attack cap becomes based on Strength, Possessor's 'Ranged Attack' and 'Point Blank' actions use Strength as their Prime Attribute, Possessor's per-item Melee Attack cap becomes based on Spirit, Possessor's 'Melee Attack' and 'Melee Overdrive' actions use Spirit as their Prime Attribute
Not for Sale

Has Consumed Time Pills- (Passive Ability, Permanent Item Effect) Possessor obtains +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, This ability cannot be used in combos
Not for Sale

Has Partaken of the Emerald Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base CON
Not for Sale

Has Partaken of the Jet Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base MIN
Not for Sale

Has Partaken of the Pearl Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base SPI
Not for Sale

Has Partaken of the Ruby Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base STR
Not for Sale

Has Partaken of the Sapphire Vital Milk- (Passive Ability, Permanent Item Effect) +1 Base AGI
Not for Sale

Partook of the Candied Wish-Stars- (Active Ability, Permanent Item Effect) Possessor may spend an action to replicate an action performable by any entity on the Enemy List of Level 80 or Lower that is of equal Level to or lower Level than possessor that is normally fightable for drops as though an instance of said entity were performing said action, This ability may not be used in combos
Not for Sale

Partook of the Greatest Feast Imagined Across the Many Worlds- (Passive Ability, Permanent Item Effect) Possessor gains +1,000,000 HP, Possessor gains Awestruck Immunity (but not Immunity to its sub-status effects) and Charm: Impressed Immunity, Possessor suffers no detrimental effect from Food consumables worth under 2,000,000,000 Gold, This ability may not be used in combos
Not for Sale

Walked the Twelvefold Path of Self-Perfection- (Passive Ability, Permanent Item Effect) Possessor gains +12,000 uncapped points to its stats, This ability may not be used in combos
Not for Sale

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:34 pm
by Administrator
Weapon-Based Classes (A-L)

~Archer (Bow)~

Accurate Bow Use- (Passive Ability, Archer) Possessor gains +1% To Hit when a Bow is equipped
Requires: Bow Wielding III, Arrow Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Arrow- (Technique Ability, Archer) Possessor may use 'Acidic Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +500 Ranged Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Arrow, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Bow Training- (Passive Ability, Archer) Bow weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Bow weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Bow
Requires: Archer, 50 other Archer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aerial-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Aerial-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Aerial-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Aerial-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Angel-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Angel-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Angel-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Angel-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Angels and gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Animal-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Animal-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Animal-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

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

Archer's Aim(2) - (Passive Ability, Archer) Possessor gains +5% To Hit, to a max of 200%
Not for sale

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

Arrow on the Run- (Technique Ability, Archer) Possessor may use 'Arrow on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Bow Training
Cost: 500,000 Gold, 2 Weeks

Astral Being-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Astral Being-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Astral Being-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Astral Being-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
Requires: Basic Bow Training
Cost: 50,000 Gold, 2 Weeks

Blitz Arrow- (Technique Ability, Archer) Possessor may use 'Current Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Arrow, Archer, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Arrow- (Technique Ability, Archer) Possessor may use 'Blizzard Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +2,500 Ranged Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Arrow, Adept Bow Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Blustering Arrow- (Technique Ability, Archer) Possessor may use 'Blustering Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +500 Ranged Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Arrow, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Bow Called Shot: Eye- (Technique Ability, Archer) Possessor may use Bow Called Shot: Eye in conjunction with a Ranged Attack action, so long as no other technique is used and a Bow is equipped. Said action gains +25 Ranged Attack and has a 50% chance of inflicting Impaired: Blind.
Requires: No prerequisites
Cost: 75,000 Gold, 3 Weeks

Bow Called Shot: Leg- (Technique Ability, Archer) Possessor may use 'Bow Called Shot: Leg' in conjunction with a Ranged Attack action, so long as no other technique is used and possessor has a Bow equipped. Said action gains +40 Ranged Attack and has a 30% chance of inflicting Impaired: Slow.
Requires: Apprentice Bow Training
Cost: 100,000 Gold, 3 Weeks

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

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

Bow Wielding III- (Passive Ability, Archer) Possessor gains +200 to all stats when a Bow is equipped and +200 Ranged Attack when a Bow is equipped
Requires: Bow Wielding II, Archer
Cost: 100,000 Gold, 2 Weeks

Breathless Arrow- (Technique Ability, Archer) Possessor may use 'Breathless Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Bolt Arrow, Apprentice Bow Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Burning Arrow- (Technique Ability, Archer) Possessor may use 'Burning Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +500 Ranged Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Arrow, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Celestial-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Celestial-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Celestial-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Celestial-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Celestials and gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Crisis Overcrash: Heaven Rupture- (Technique Ability, Archer) Possessor may use 'Crisis Overcrash: Heaven Rupture' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Bow equipped. Said action gains +10,000 Ranged Attack, deals 1/2 Damage, and gains a 25% chance of gaining an additional bonus hit against each target that it successfully hits with a hit, to a max of 200 such hits per target. Said action sets its user's MP to 0 for the remainder of the thread.
Not for sale

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

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

Current Arrow- (Technique Ability, Archer) Possessor may use 'Current Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Arrow, Apprentice Bow Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Daemon-Bane Arrow' in conjunction with a 'Ranged Attack'' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Daemon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Daemon-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Requires: Daemon-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Bow Use- (Passive Ability, Archer) Possessor gains +1% Critical when a Bow is equipped
Requires: Bow Wielding III, Arrow Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Arrow- (Technique Ability, Archer) Possessor may use 'Debilitating Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Bow Training
Cost: 300,000 Gold, 2 Weeks

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

Demon-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Demon-Bane Arrow' in conjunction with a 'Ranged Attack'' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Demon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Demon-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Deva-Bane Arrow' in conjunction with a 'Ranged Attack'' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Deva-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Deva-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Devil-Bane Arrow' in conjunction with a 'Ranged Attack'' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Devil-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Devil-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dissolution Arrow- (Technique Ability, Archer) Possessor may use 'Dissolution Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Arrow, Apprentice Bow Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dragon-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Dragon-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Dragon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Dragon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Dragon-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Dragon-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Erasure Arrow- (Technique Ability, Archer) Possessor may use 'Erasure Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Bow Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Arrow- (Technique Ability, Archer) Possessor may use 'Erosion Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +300 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Arrow, Archer, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Exorcismal Arrow- (Technique Ability, Archer) Possessor may use 'Exorcismal Arrow' in conjunction with a 'Ranged Attack' or 'Point Blank' action so long as possessor has a Bow equipped. Said action may have a Healer Magic spell cast as part of it; instead of said spell's normal effects, it provides an amount of added Light element Damage against Undead equal to its Magical Attack bonus multiplied by 10 (to a max of 10,000,000 additional Damage), provides a chance of inflicting Awestruck Sealed on Undead equal to its Gold value divided by 500,000, and provides a 5% chance of inflicting Instant Death on Undead below Level 60 if it is worth at least 30,000,000 Gold.
Not for Sale

Explosive Arrow- (Technique Ability, Archer) Possessor may use 'Ignition Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Arrow, Archer, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

♢Falcon Flurry- (Passive Ability, Archer) If possessor performs a 'Ranged Attack', 'Point Blank', or 'Snipe' action while possessor has a Bow weapon equipped, the action has a 30% chance of being repeated against each of its targets (excluding possessor, with no non-wielder targets who are not the individual repeated against being addable as targets to the repeated instances of the action); the repeated action itself then has a chance of repeating, set as 5% lower than the prior chance (as a cumulative effect), with a max of 6 additional instances of the action being performed against each non-possessor target of the original action
Not for Sale

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

Frigid Arrow- (Technique Ability, Archer) Possessor may use 'Frigid Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frigid Arrow, Apprentice Bow Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Frozen Arrow- (Technique Ability, Archer) Possessor may use 'Frozen Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Arrow, Level 20
Cost: 500,000 Gold, 2 Weeks

Gigawatt Arrow- (Technique Ability, Archer) Possessor may use 'Gigawatt Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +2,500 Ranged Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Arrow, Adept Bow Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Greater Erasure Arrow- (Technique Ability, Archer) Possessor may use 'Erasure Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Arrow, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Bow- (Passive Ability, Archer) Individuals below Level 20 may not unequip or steal possessor's equipped Bows without possessor's permission
Requires: Bow Wielding III
Cost: 50,000 Gold, 2 Weeks

Healing Arrow- (Technique Ability, Archer) Possessor may use 'Healing Arrow' in conjunction with a 'Ranged Attack' or 'Point Blank' action so long as possessor has a Bow equipped. Said action heals.
Not for Sale

Human-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Human-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Human-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Human-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Humanoid-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Humanoid-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Humanoid-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hurricane Arrow- (Technique Ability, Archer) Possessor may use 'Hurricane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +2,500 Ranged Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Arrow, Adept Bow Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Arrow- (Technique Ability, Archer) Possessor may use 'Hypersolvent Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +2,500 Ranged Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Arrow, Adept Bow Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Arrow- (Technique Ability, Archer) Possessor may use 'Ignition Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Arrow, Apprentice Bow Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ill Arrow- (Technique Ability, Archer) Possessor may use 'Ill Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Bow Training
Cost: 300,000 Gold, 2 Weeks

Infused Healing Arrow- (Passive Ability, Archer) Possessor's 'Healing Arrow' technique may have the additional effect of allowing actions it is used as part of to have a Healer Magic spell cast as part of it, replacing said spells Magical Attack bonus with an equal Ranged Attack bonus.
Not for Sale

Insect-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Insect-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Insect-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Insect-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Jugular-Striking Shot- (Technique Ability, Archer) Possessor may use Jugular-Striking Shot in conjunction with a Ranged Attack, so long as no other technique is used and a Bow is equipped. For purposes of this attack action possessor gains +250 Ranged Attack, a 15% chance of inflicting Impaired: Mute, and a 15% chance of inflicting Wounded: Bleeding.
Not for Sale

Lightning Arrow- (Technique Ability, Archer) Possessor may use 'Lightning Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Arrow, Level 20
Cost: 500,000 Gold, 2 Weeks

Longshot Stance- (Stance Ability, Archer) +5% to Hit from the back row, +5% to Hit from the back row with a Bow equipped
Requires: Archer's Aim
Cost: 70,000 Gold, 3 Weeks

Magma Arrow- (Technique Ability, Archer) Possessor may use 'Magma Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +2,500 Ranged Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Arrow, Adept Bow Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Peerless Archer- (Passive Ability, Archer) Bow Weapons equipped by possessor gain +(100 * Possessor Level) additional Ranged Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Bow
Not for Sale

Sleeting Arrow- (Technique Ability, Archer) Possessor may use 'Frigid Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Arrow, Archer, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Shapeshifter-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Arrow, Archer, Level 20
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Shapeshifter-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Slaying Arrow- (Technique Ability, Archer) Possessor may use 'Shapeshifter-Slaying Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +1,000 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Arrow, Adept Bow Training, Level 40
Cost: 300,000 Gold, 2 Weeks

♢Thorny Retort!- (Passive Ability, Archer) If it is one of the first three rounds of battle, possessor is wielding a Bow, and possessor possesses an 'Attuned to Terrain' Geomancer ability that matches a Terrain or Phantom Terrain that is present, possessor may, whenever possessor successfully dodges a hit of an attack, immediately (interrupting the remainder of the attack/action), as a counter that counts as both pre-emptive and non-pre-emptive (with possessor choosing which if an effect reacts in a different, binary manner to the two states), perform a 'Ranged Attack', 'Point Blank', or 'Snipe' action targeting solely the attacker (and, optionally, possessor), with the To Hit of said attack increasing by possessor's Level and the Critical Chance of said attack having a 50% chance of being doubled
Not for Sale

Tri Shot (Bow Version)- (Active Ability, Archer) Possessor may use 'Tri Shot (Bow Version)' in conjunction with a Ranged Attack, so long as no other active ability is used and a Bow is equipped. Said attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and has -1% To Hit.
Not for sale.

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

Wind-Up Arrow- (Technique Ability, Archer) Possessor may use 'Wind-Up Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +300 Ranged Attack and is delayed for 1 round.
Requires: Bow Wielding III
Cost: 8,000,000 Gold, 2 Weeks

~Architect (Tool)~

Accurate Tool Use- (Passive Ability, Architect) Possessor gains +1% To Hit when a Tool is equipped
Requires: Tool Wielding III, Implementation Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Tool Training- (Passive Ability, Architect) Tool weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Tool Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Tool.
Requires: Architect, 50 other Architect Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Requires: Apprentice Tool Training, 10 other Architect abilities
Cost: 125,000 Gold, 4 Weeks

Architect of Stone- (Passive Ability, Architect) Possessor pierces 200 points of Defense when targeting Earth-element Large Structures
Not for Sale

Armor-Piercing Implementation- (Technique Ability, Architect) Possessor may use 'Armor-Piercing Implementation’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack pierces 200 Defense.
Requires: Apprentice Tool Training
Cost: 300,000 Gold, 2 Weeks

Arrange Decor- (Technique Ability, Architect) Possessor may use 'Arrange Decor' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action may attach a non-stacking buff to each of its targets that is either willing or (both lower Level than this action's performer and below Level 40) that gives its possessor a base element that is chosen at the time of this buff's application.
Requires: Basic Understanding of Area Mana Patterns, Basic Magewright Proficiency, Basic Crafter Proficiency, Build
Cost: 3 Weeks, 7,000,000 Gold

Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Requires: Basic Tool Training
Cost: 70,000 Gold, 2 Weeks

Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Requires: Combat Drill-Wielding
Cost: 5,000,000 Gold, 2 Weeks

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

Bloody Implementation- (Technique Ability, Architect) Possessor may use 'Bloody Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Implementation
Cost: 300,000 Gold, 2 Weeks

Brainbreak Blow- (Technique Ability, Architect) Possessor may use 'Brainbreak Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains +60,000 Melee Attack, deals 6,000 MIN Damage, gains a 200% chance of inflicting Stat Drain: MIN Drain, and gains a 100% chance of inflicting Mindblasted.
Not for Sale

Build- (Active Ability, Architect) Possessor may spend an action to conduct an attack that has Mind as its Prime Attribute, that uses Melee Attack bonus, that is the user's element if none of the user's equipped items give a Melee Attack bonus (Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus), that only affects Large Structures, that Heals.
Requires: Architect
Cost: 5 Weeks, 5,000,000 Gold

Builder of the Golden City- (Passive Ability, Architect) Items created by possessor may obtain a 'Smithing Technique' Enchancement called 'Of the Golden City' which makes them solely Wealth element, Possessor's Large Structure pets and summons may become solely Wealth element at the start of any round
Not for Sale

Building It My Way- (Technique Ability, Architect) Possessor may use 'Building It My Way' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has created more seperate Zones, Terrains, Phantom Terrains, and Battlespaces that currently exist (in any battlespace in the same battle), than any other individual currently in the same battle. Said action attaches a non-stacking effect to all Zones, Terrains, Phantom Terrains, and Battlespaces that it creates that makes entities below Level 80 that are not its creator that are not 15 or more Levels greater than their creator unable to destroy or remove them (or destroy or remove it).
Not for Sale

Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Requires: Apprentice Engineer Proficiency, Basic Mechanist Knowledge, Basic Gearwright Knowledge, Basic Roboticist Knowledge
Cost: 200,000 Gold, 2 Weeks

Can Build Structures from Dead Fish- (Passive Ability, Architect) Whenever an Aquatic dies in possessor's battlespace, possessor may summon a Large Structure below Level 20 or may give a Large Structure a buff that stacks 60 times that provides +200 Defense and +20 CON
Not for Sale

Can-Opener- (Technique Ability, Architect) Possessor may use 'Can-Opener' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and inflicts a debuff that provides -100 Defense that stacks 4 times.
Requires: Apprentice Tool Training
Cost: 200,000 Gold, 3 Weeks

Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Requires: Core Sampling, Careful Tool Use
Cost: 150,000 Gold, 2 Weeks

Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Requires: Basic Tool Training
Cost: 40,000 Gold, 2 Weeks

Carpenter (2)- (Passive Ability, Architect) Possessor's Large Structure allies gain +5,000 HP, All weapons equipped by possessor give possessor an additional +200 Melee Attack, Ranged Attack, and Magical Attack if they already provide said bonus
Requires: Architect
Cost: 200,000 Gold, 2 Weeks

Celebrity Hairdresser- (Passive Ability, Architect) If possessor is wielding an item whose name includes 'Scissor' or 'Razor', possessor may choose at the beginning of each round to have an 80% chance of inflicting Elevated on any one target
Not for Sale

Chip Away Mental Defenses- (Passive Ability, Architect) If possessor is wielding a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock', whenever possessor would deal MIN Damage that is not Healing to a target, possessor applies a debuff to that target that stacks 200 times that provides -200 Defense against MIN Damage
Not for Sale

Clockwork-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Clockwork-Bane Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Implementation, Architect, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Clockwork-Hunting Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Tool Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Implementation- (Technique Ability, Architect) Possessor may use 'Clockwork-Slaying Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +1,000 Melee Attack against Clockworks, gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Implementation, Adept Tool Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Implementation- (Technique Ability, Architect) Possessor may use 'Cluster Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Deletion Implementation, Architect, Heir to the Future
Cost: 500,000 Gold, 2 Weeks

Coal Miner- (Passive Ability, Architect) Possessor gains +50 CON while wielding a Tool whose name includes 'Pick', 'Axe', or 'Mattock'
Not for Sale

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

Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Requires: Drill Usage
Cost: 120,000 Gold, 2 Weeks

Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Requires: Pericing Drillstrike
Cost: 150,000 Gold, 2 Weeks

Dangerous Tool Use- (Passive Ability, Architect) Possessor gains +1% Critical when a Tool is equipped
Requires: Tool Wielding III, Implementation Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Implementation- (Technique Ability, Architect) Possessor may use 'Debilitating Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Tool Training
Cost: 300,000 Gold, 2 Weeks

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

Deletion Implementation- (Technique Ability, Architect) Possessor may use 'Impact Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter.
Requires: Code Implementation, Apprentice Tool Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Destroyer Implementation- (Technique Ability, Architect) Possessor may use ‘Destroyer Implementation’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +2,500 Melee Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Implementation, Adept Tool Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Detransformable Drill-Arm- (Passive Ability, Architect) If possessor has at least 1 open Weapon slot, possessor may choose to gain +350 Melee Attack, to Pierce 500 Defense, and to count as having a Tool weapon whose name is 'Drill Arm' equipped
Requires: Transmuter, Mutative Arms, Combat Drill-Wielding, Architect, Apprentice Flux Baron Knowledge
Cost: 300,000 Gold, 3 Weeks

Dicing Implementation- (Technique Ability, Architect) Possessor may use 'Impact Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded.
Requires: Impact Implementation, Apprentice Tool Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Requires: Basic Tool Training
Cost: 60,000 Gold, 2 Weeks

Dual Tool-Wielding- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has two Tools or a Tool that is a Weaponx2 equipped
Requires: Apprentice Tool Training
Cost: 60,000 Gold, 2 Weeks

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

Dwarven Rune-Architect- (Passive Ability, Architect) Possessor's Large Structure summons and possessor's (Golem summons whose name includes 'Dwarf' or 'Dwarven') gain 25% Magic Resistance as a buff that stacks 3 times if possessor has a Tool equipped when summoning them
Not for Sale

Dwarven Stonemasonry- (Passive Ability, Architect) Possessor's Earth-element Large Structure pets and summons obtain +500 Defense and +40,000 HP as a non-stacking bonus
Not for Sale

Excavate Insanity- (Technique Ability, Architect) Possessor may use 'Excavate Insanity' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains a 30% chance of inflicting or curing Insanity and an optional 100% chance of curing Confusion.
Not for Sale

Excavate the Heart's Contents from the Pathways of the Mind- (Passive Ability, Architect) Possessor's 'Excavate Insanity' technique may gain a 30% chance of inflicting or curing Dominion and a 100% chance of inflicting or curing Charm
Not for Sale

Familiar with Basic Ore-Mining Techniques- (Passive Ability, Architect) Possessor deals 25 additional Damage to Earth-element Elementals
Not for Sale

Fast Gutter Repair- (Passive Ability, Architect) Whenever possessor places a buff on an ally that is a Large Structure, the point value of all debuffs present on said individual (as an effect that stacks 200 times per debuff) that specifically reduce Defense against Water is reduced by 1
Not for Sale

Golem-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Golem-Bane Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Implementation, Architect, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Golem-Hunting Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Tool Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Implementation- (Technique Ability, Architect) Possessor may use 'Golem-Slaying Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +1,000 Melee Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Implementation, Adept Tool Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hard to Disarm With a Tool- (Passive Ability, Architect) Individuals below Level 20 may not unequip or steal possessor's equipped Tools without possessor's permission
Requires: Tool Wielding III
Cost: 50,000 Gold, 2 Weeks

Hyperadvanced Implementation- (Technique Ability, Architect) Possessor may use 'Hyperadvanced Implementation’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +2,500 Melee Attack, becomes solely Technology element, and gains '50% inflicts Antimatter’.
Requires: Zero Implementation, Adept Tool Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

Install Zonal Properties- (Technique Ability, Architect) Possessor may use 'Install Zonal Properties' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action may attach a non-stacking buff to each of its targets that is either willing or (both lower Level than this action's performer and below Level 60) that causes its possessor's presence to count as the presence of a Zone of a base element chosen at the time of this buff's application.
Requires: Basic Understanding of Area Mana Patterns, Apprentice Enchanting Attunement, Apprentice Geomancy Attunement, Build
Cost: 3 Weeks, 7,000,000 Gold

Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Implementation
Cost: 20,000 Gold, 1 Week

Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Requires: Apprentice Tool Training
Cost: 250,000 Gold, 3 Weeks

Knowledge-To-Ingots Pickaxe-Strike- (Technique Ability, Architect) Possessor may use 'Knowledge-To-Ingots Pickaxe-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains +60,000 Melee Attack and destroys a non-unique Spell worth under 120,000,000 equipped by its target, giving its performer an amount of Temporary Gold equal to the destroyed spell's Gold value.
Not for Sale

Knows a Secret Method of Tooth-Brushing that is Highly Intimidating to Geese- (Passive Ability, Architect) If wielder would cure itself of a negative status effect or debuff that came from a Food or Drink consumable and wielder is wielding a Tool or Wand whose name includes 'Toothbrush', wielder may choose to have a 30% chance of inflicting Confusion: Fear on all opposing Aerials, with this infliction chance being increased by 170% against entities whose name includes 'Goose', Wielder's 'Erotically Brush Teeth' techniques may inflict Confusion: Fear instead of Charm: Lust on targets that are Aerials, Entities who are not Aerials who check wielder's Hygiene Value count it as being 1 point higher
Not for Sale

Lifepulse Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack and becomes solely Life element, and gains ‘15% inflicts Awestruck: Lifeforce Overload’.
Requires: Living Implementation, Apprentice Tool Training, Apprentice Life Synchronization
Cost: 300,000 Gold, 2 Weeks

Large Structure-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Large Structure-Bane Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +750 Melee Attack against Large Structures and gains +25% Critical against Large Structures.
Requires: Large Structure-Hunting Implementation, Architect, Level 20
Cost: 300,000 Gold, 2 Weeks

Large Structure-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Large Structure-Hunting Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack against Large Structures and gains +5% To Hit against Large Structures.
Requires: Basic Tool Training
Cost: 300,000 Gold, 2 Weeks

Large Structure-Slaying Implementation- (Technique Ability, Architect) Possessor may use 'Large Structure-Slaying Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +1,000 Melee Attack against Large Structures, gains +25% Critical against Large Structures, gains +5% To Hit against Large Structures, and gains 5% inflicts Instant Death against Large Structures.
Requires: Large Structure-Bane Implementation, Adept Tool Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Living Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and becomes solely Life element.
Requires: Basic Tool Training, Basic Life Synchronization
Cost: 300,000 Gold, 2 Weeks

Machine-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Machine-Bane Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Implementation, Architect, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Machine-Hunting Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Tool Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Implementation- (Technique Ability, Architect) Possessor may use 'Machine-Slaying Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Implementation, Adept Tool Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Maiming Implementation- (Technique Ability, Architect) Possessor may use 'Maiming Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Implementation
Cost: 300,000 Gold, 2 Weeks

Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Requires: No prerequisites
Cost: 30,000 Gold, 2 Weeks

Mason- (Passive Ability, Architect) Possessor's Large Structure allies gain +5,000 HP, All Tool weapons equipped by possessor give possessor an additional +200 Melee Attack if they already provide said bonus
Not for Sale

Mindblast-Deflecting Pickaxe Spin- (Passive Ability, Architect) Up to once per round, if possessor is wielding an Axe or Tool, possessor may choose to have a 20% chance of cancelling a hit of an attack that is Psychic element that is targeting possessor that is coming from a source that is not greater Level than possessor
Not for Sale

Mind-Shattering Strike- (Technique Ability, Architect) Possessor may use 'Mind-Shattering Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains +60,000 Melee Attack, a 200% chance of inflicting Confusion, a 100% chance of inflicting Mindblasted, and a 30% chance of inflicting Insanity and removes all Psychic element buffs from sources below Level 60 from its target.
Not for Sale

Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Not for Sale

Miner(2)- (Passive Ability, Architect) Possessor deals 500 additional Damage to Earth-element targets. This ability counts as the ability 'Miner' for prerequisite purposes
Not for Sale

Minesweeping Broommaster- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor gain +5,000 Ranged Attack
Not for Sale

Monkey's Strike- (Technique Ability, Architect) Possessor may use Monkey's Strike in conjunction with a Melee Attack, so long as no other technique is used and a Tool is equipped. Said Melee Attack action gains +75 Melee Attack, and, if targetting a Robot, Machine, Clockwork, Vehicle, Vessel, or Mech, inflicts a debuff that stacks 5 times and provides -50 to all stats
Requires: Basic Dissassembly
Cost: 180,000 Gold, 2 Weeks

Overgrowth Implementation- (Technique Ability, Architect) Possessor may use 'Overgrowth Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +300 Melee Attack and becomes solely Life element, gains ‘15% inflicts Awestruck: Lifeforce Overload’, deals 1/4 Damage, and gains ‘1 hit against 10’.
Requires: Lifepulse Implementation, Genesis Architect, Architect
Cost: 300,000 Gold, 2 Weeks

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

Paleolithic Architect- (Passive Ability, Architect) Possessor's Large Structure summons gain +500 Defense as a non-stacking buff if they are summoned in a Zone of Earth
Requires: Scholar of History, Architect
Cost: 300,000 Gold, 3 Weeks

Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Requires: Combat Drill-Wielding
Cost: 130,000 Gold, 2 Weeks

Professionally-Licensed Jackhammer Guy- (Passive Ability, Architect) Possessor gains +1 Fame, Possessor may count Hammers as Tools if their name includes 'Jack', Possessor may choose to count any Hammer that possessor is wielding, carrying, or attempting to acquire from a Shop as having 'Jack ', 'Jack'O'', or 'Jack's ' preceding its name
Not for Sale

Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Requires: Basic Tool Training
Cost: 100,000 Gold, 2 Weeks

Psyche-Manifesting Pickaxe Blow- (Technique Ability, Architect) Possessor may use 'Psyche-Manifesting Pickaxe Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains +35,000 Melee Attack, may deal no Damage, may deal 3,500 MIN Damage, cures all Possession and Haunting effects on target from Mindshadows below user's Level that are below Level 80, allows the target to optionally summon up to 5 Mindshadows of lower Level than the target that are normally fightable for drops on the Enemy List (with a max of 5 summoned per target).
Not for Sale

Reflect Explosions by Sweeping Air- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor gains '50% may Reflects actions that target more than one individual that come from sources below Level 60 that are no more than 5 Levels above possessor'
Not for Sale

Reinforce Walls- (Technique Ability, Architect) Possessor may use 'Reinforce Walls' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action gives its targets a buff that stacks 5 times that provides +200 Defense.
Requires: Build, Make Bricks
Cost: 3 Weeks, 7,000,000 Gold

Risen Implementation- (Technique Ability, Architect) Possessor may use Risen Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +500 Melee Attack, becomes solely Life element, and gains ‘30% inflicts Awestruck: Lifeforce Overload’.
Requires: Overgrowth Implementation, Level 20
Cost: 500,000 Gold, 2 Weeks

Robot-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Robot-Bane Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Implementation, Architect, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Robot-Hunting Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Tool Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Implementation- (Technique Ability, Architect) Possessor may use 'Robot-Slaying Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Implementation, Adept Tool Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Strong Implementation- (Technique Ability, Architect) Possessor may use 'Strong Implementation’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded’.
Requires: Sweeping Implementation, Level 20
Cost: 500,000 Gold, 2 Weeks

Sweep Mines- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor's offensive actions may not be countered by individuals below Level 40
Not for Sale

Sweeping Implementation- (Technique Ability, Architect) Possessor may use 'Sweeping Implementation in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded. Deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Dicing Implementation, Architect, Kinetic Emperor
Cost: 500,000 Gold, 2 Weeks

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

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

Tool Wielding III- (Passive Ability, Architect) Possessor gains +200 to all stats when a Tool is equipped and +200 Melee Attack when a Tool is equipped
Requires: Tool Wielding II, Architect
Cost: 100,000 Gold, 2 Weeks

Treehouse Builder- (Passive Ability, Architect) Possessor's allies who are both Plants and Large Structures gain +200 HP
Not for Sale

Undying Implementation- (Technique Ability, Architect) Possessor may use ‘Undying Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +2,500 Melee Attack, becomes solely Life element, and gains ‘50% inflicts Awestruck: Lifeforce Overload’.
Requires: Risen Implementation, Adept Architect, Adept Life Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Urban Planner- (Passive Ability, Architect) Possessor deals 15,000 additional Damage to Large Structures if a Tool is equipped, Possessor's Large Structure summons gain +5,000 HP
Not For Sale

World Artisan's Unbound Self-Reshaping Power- (Passive Ability, Architect) While possessor is in 'Dol-Quorsii World-Artisan Mode', bonuses possessor obtains from having a particular World Art set as possessor's Active World Art are uncapped
Not For Sale

Zero Implementation- (Technique Ability, Architect) Possessor may use 'Lightning Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Implementation, Level 20
Cost: 500,000 Gold, 2 Weeks

~Assassin (Throwing Weapon)~

Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Requires: Apprentice Throwing Weapon Training
Cost: 200,000 Gold, 2 Weeks

Adept Throwing Weapon Training- (Passive Ability, Assassin) Throwing Weapon weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Throwing Weapon weapons equippedby possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Throwing Weapon
Requires: Assassin, 50 other Assassin Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Angel-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Angel-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Toss, Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Angel-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Throwing Weapon Training
Cost: 300,000 Gold, 2 Weeks

Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Requires: Basic Throwing Weapon Training, 3 other Assassin abilities
Cost: 125,000 Gold, 2 Weeks

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

Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Requires: Basic Throwing Weapon Training
Cost: 50,000 Gold, 2 Weeks

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

Black Toss- (Technique Ability, Assassin) Possessor may use 'Black Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Toss, Level 20
Cost: 500,000 Gold, 2 Weeks

BLOOM-erang- (Technique Ability, Assassin) Possessor may use 'BLOOM-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Possessor may use 'BLOOM-erang' in the same action that possessor uses the technique 'BOOM-erang', the technique 'DOOM-erang', the technique 'ZOOM-erang', the technique 'GLOOM-erang', and/or the technique 'TOMB-erang'. Said action gains +300 Ranged Attack, may Heal, gains '30% inflicts Rejuvenation', and may become solely Earth element.
Requires: GLOOM-erang, Apprentice Earth Synchronization, Apprentice Magic Synchronization, Botanist
Cost: 400,000 Gold, 3 Weeks

Boomerang Back- (Passive Ability, Assassin) At the start of each thread, possessor may inflict Fatigued on possessor, if possessor chooses to do so, then this ability provides +500 Ranged Attack for the remainder of the thread and also allows its possessor to optionally have an additional roll (to a max of two) for whether or not one of possessor's 'Ranged Attack' actions misses or is dodged (with said choice being made after the result of whether the original roll was a miss or a dodge is revealed), with said second roll being made at a -15% To Hit penalty
Not for Sale

BOOM-erang- (Technique Ability, Assassin) Possessor may use 'BOOM-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +200 Ranged Attack and may gain '1 hit against 5' and deal 1/2 Damage.
Requires: Boomerang Toss, Basic Fire Synchronization
Cost: 80,000 Gold, 2 Weeks

Boomerang Disarm- (Technique Ability, Assassin) Possessor may use 'Boomerang Disarm' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action may unequip a chosen weapon of each of its targets who are below Level 40, who are not 5 or more Levels greater than said action's user, and possesses a lower AGI than said action's user.
Requires: Boomerang Toss
Cost: 300,000 Gold, 2 Weeks

Boomerang Grab- (Passive Ability, Assassin) Possessor obtains any non-unique weapons that possessor unequips through the ability 'Boomerang Disarm'.
Requires: Boomerang Disarm
Cost: 200,000 Gold, 2 Weeks

Boomerang Toss- (Technique Ability, Assassin) Possessor may use 'Boomerang Toss' in conjunction with a 'Ranged Attack' action so long as no other technique is used, possessor has a Throwing Weapon equipped, and said action targets a single individual in the front row of a row-order formation and no individuals in the back row of said same row order formation. Said action, if it does not miss, gains a 30% of gaining 1 hit against a target in the back row of said row-order formation, and, if it does not miss said target, gains a 5% chance of gaining 1 additional hit against any one target in the front row of said row-order formation.
Requires: Trained In Boomerange Use, Apprentice Throwing Weapon Training, Nice Catch!
Cost: 200,000 Gold, 3 Weeks

BROOM-erang- (Technique Ability, Assassin) Possessor may use 'BROOM-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Possessor may use 'BROOM-erang' in the same action that possessor uses the technique 'BOOM-erang', the technique 'DOOM-erang', the technique 'ZOOM-erang', the technique 'GLOOM-erang', the technique 'BLOOM-erang', and/or the technique 'TOMB-erang'. Said action gains +300 Ranged Attack, and may remove 1 buff or debuff from a source below Level 40 from its target.
Requires: BLOOM-erang, Maid, Basic Ethereal Magic Attunement
Cost: 400,000 Gold, 3 Weeks

Burning Toss- (Technique Ability, Assassin) Possessor may use 'Burning Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Toss, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Celestial-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Celestial-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Toss, Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Celestial-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Throwing Weapon Training
Cost: 300,000 Gold, 2 Weeks

Cleaver Fling- (Technique Ability, Assassin) Possessor may use 'Cleaver Fling' in conjunction with a 'Ranged Attack' action. The Melee Attack bonus of one Knife equipped by possessor may be treated as a Ranged Attack bonus for purposes of said action.
Not for Sale

Crisis Toss- (Technique Ability, Assassin) Possessor may use 'Crisis Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Throwing Weapon equipped. Said attack gains +1,000 Ranged Attack.
Requires: Throwing Weapon Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

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

Daemon-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Daemon-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Toss, Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Daemon-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Throwing Weapon Training
Cost: 300,000 Gold, 2 Weeks

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

Deva-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Deva-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Toss, Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Deva-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Throwing Weapon Training
Cost: 300,000 Gold, 2 Weeks

DOOM-erang- (Technique Ability, Assassin) Possessor may use 'DOOM-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Possessor may use 'DOOM-erang' in the same action that possessor uses the technique 'BOOM-erang' and/or the technique 'TOMB-erang'. Said action gains +400 Ranged Attack, and deals 40,000 additional Darkness element Damage to targets below Level 40.
Requires: TOMB-erang, Apprentice Darkness Synchronization, Assassin
Cost: 200,000 Gold, 3 Weeks

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

Excellent Toss- (Passive Ability, Assassin) Possessor's 'Trade' actions may not be countered by entities below Level 20 without possessor's permission, Possessor's 'Ranged Attack' actions may not be countered by entities below Level 20 if possessor has a Throwing Weapon equipped
Not for Sale

Explosive Toss- (Technique Ability, Assassin) Possessor may use 'Ignition Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Toss, Assassin, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

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

Fling With Mud- (Technique Ability, Assassin) Possessor may use 'Fling With Mud' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains the element Earth and a 15% chance of inflicting Impaired: Blind.
Not for Sale

FLUME-erang- (Technique Ability, Assassin) Possessor may use 'FLUME-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Possessor may use 'FLUME-erang' in the same action that possessor uses the technique 'BOOM-erang', the technique 'DOOM-erang', the technique 'ZOOM-erang', the technique 'GLOOM-erang', the technique 'BLOOM-erang', the technique 'BROOM-erang' and/or the technique 'TOMB-erang'. Said action gains +300 Ranged Attack, Pierces 5,000 Defense of Earth-element targets, may switch the row of Water element targets who are either willing or below Level 50 to any row in their row-order formation, and may become solely Water element.
Requires: BROOM-erang, Ocean Prince
Cost: 400,000 Gold, 3 Weeks

Forceful Throw- (Technique Ability, Assassin) Possessor may use 'Forceful Throw' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +50 Ranged Attack
Requires: Basic Throwing Weapon Training
Cost: 30,000 Gold, 2 Weeks

Furious Shot Put Strike- (Passive Ability, Assassin) Possessor may use 'Furious Shot Put Strike' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, said action has Strength as its Prime Attribute, and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, +5% To Hit, and 30% inflicts Fatigued: Stun.
Requires: Strong Throw
Cost: 300,000 Gold, 2 Weeks

GLOOM-erang- (Technique Ability, Assassin) Possessor may use 'GLOOM-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Possessor may use 'GLOOM-erang' in the same action that possessor uses the technique 'BOOM-erang', the technique 'DOOM-erang', the technique 'ZOOM-erang', and/or the technique 'TOMB-erang'. Said action gains +300 Ranged Attack, gains '60% inflicts Confusion: Depression', gains '30% inflicts Impaired: Blind', and may become solely Darkness element.
Requires: ZOOM-erang, Ebon Chancellor
Cost: 400,000 Gold, 3 Weeks

Hard to Disarm With a Throwing Weapon- (Passive Ability, Assassin) Individuals below Level 20 may not unequip or steal possessor's equipped Throwing Weapons without possessor's permission
Requires: Throwing Weapon Wielding III
Cost: 50,000 Gold, 2 Weeks

Hornet Stings- (Technique Ability, Assassin) Possessor may use Hornet Stings in conjunction with a Ranged Attack, so long as no other technique is used and a Throwing Weapon is equipped. Said attack gains +37 Ranged Attack, suffers -5% to hit, has a 2% chance of inflicting 2 hits, and has a 11% chance of inflicting Poison.
Requires: Basic Throwing Weapon Training
Cost: 75,000 Gold, 3 Weeks

Hungering Toss- (Technique Ability, Assassin) Possessor may use 'Hungering Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +300 Ranged Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Assassin
Cost: 500,000 Gold, 3 Weeks

Ignition Toss- (Technique Ability, Assassin) Possessor may use 'Ignition Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Toss, Apprentice Throwing Weapon Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Juggler (2)- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action
Requires: Apprentice Throwing Weapon Attunement
Cost: 200,000 Gold, 3 Weeks

Juggler's Distraction- (Passive Ability, Assassin) Possessor may use 'Juggler's Distraction' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack's targets, for the duration of said attack, suffer -10% Dodge.
Requires: Juggler (2)
Cost: 300,000 Gold, 2 Weeks

Knockout Boomerang- (Technique Ability, Assassin) Possessor may use 'Knockout Boomerang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +200 Ranged Attack and '15% inflicts Fatigued: Knocked Out'
Requires: Boomerang Toss, Forceful Throw
Cost: 200,000 Gold, 3 Weeks

Moustache that Can Be Thrown Like a Bladed Boomerang- (Passive Ability, Assassin) Possessor may choose at the beginning of each thread for this ability to cause possessor to count as wielding an additional Throwing Weapon, If possessor chooses such, this ability provides +600 Ranged Attack and 20% inflicts Wounded
Not for Sale

Night Toss- (Technique Ability, Assassin) Possessor may use 'Umbral Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Toss, Assassin, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Pie-to-the-Face Maneuver- (Technique Ability, Assassin) Possessor may use 'Pie-to-the-Face Maneuver' in conjunction with a 'Melee Attack' or 'Ranged Attack' action so long as possessor has a Deadly Item or Throwing Weapon equipped. Said action gains a 40% chance of inflicting Confusion: Overwhelmed by Laughter
Requires: Basic Throwing Weapon Training, Basic Deadly Item Training, Clown
Cost: 200,000 Gold, 2 Weeks

Pitcher's Throw- (Technique Ability, Assassin) Possessor may use 'Pitcher's Throw' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Not for Sale

Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such
Requires: Basic Poisoner Training
Cost: 50,000 Gold, 2 Weeks

Quite Deadly- (Passive Ability, Assassin) Possessor's major status effect infliction chances are increased by 5% against equal-or-lower-Level targets below Level 80, Possessor's major status effect infliction chances are increased by 1% against higher-Level targets below Level 80 that are not 5 or more Levels greater than possessor
Not for Sale

Rat-Skewering Toss- (Technique Ability, Assassin) Possessor may use 'Rat-Skewering Toss' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +5 Ranged Attack against Animals, +1% To Hit against Animals, and +1% Critical against Animals
Not for Sale

Regularly Throws Heavy Objects- (Passive Ability, Assassin) Possessor gains +300 STR
Requires: Strong Throw
Cost: 100,000 Gold, 2 Weeks

Shadow Toss- (Technique Ability, Assassin) Possessor may use 'Shadow Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Requires: Basic Throwing Weapon Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Skilled at Poison Application- (Passive Ability, Assassin) All attacks that have a chance of inflicting Poison gain a 3% chance if that chance is initally under 3%, all Weapon Coatings that do stat damage do 2 extra points
Requires: Basic Poisoner Training
Cost: 30,000 Gold, 2 Weeks

Strong Throw- (Passive Ability, Assassin) Possessor may use Strength as possessor's Prime Attribute for Ranged Attack action if possessor has a Throwing Weapon equipped.
Requires: Apprentice Throwing Weapon Training
Cost: 1,000,000 Gold, 5 Weeks

Surprise Toss- (Technique Ability, Assassin) Possessor may use 'Surprise Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +1,000 Ranged Attack against targets that have not yet acted.
Requires: Unexpected Toss, Level 30
Cost: 300,000 Gold, 2 Weeks

Thirsty Toss- (Technique Ability, Assassin) Possessor may use 'Thirsty Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +300 Ranged Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Assassin
Cost: 500,000 Gold, 3 Weeks

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

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

Throwing Weapon Wielding III- (Passive Ability, Assassin) Possessor gains +200 to all stats when a Throwing Weapon is equipped and +200 Ranged Attack when a Throwing Weapon is equipped
Requires: Throwing Weapon Wielding II, Assassin
Cost: 100,000 Gold, 2 Weeks

TOMB-erang- (Technique Ability, Assassin) Possessor may use 'TOMB-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Possessor may use 'TOMB-erang' in the same action that possessor uses the technique 'BOOM-erang'. Said action gains +200 Ranged Attack, and individuals killed by it may not be resurrected by sources below Level 20.
Requires: Boomerang Toss, Basic Darkness Synchronization, Level 15
Cost: 100,000 Gold, 3 Weeks

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

Trained In Boomerang Use- (Passive Ability, Assassin) Possessor gains +10 Ranged Attack if possessor has a Throwing Weapon whose name includes 'Boomerang' equipped
Requires: Basic Throwing Weapon Training
Cost: 60,000 Gold, 2 Weeks

Trick Catch- (Passive Ability, Assassin) Whenever possessor uses a technique whose name includes 'Boomerang', any action involving said technique that possessor is performing may gain '25% inflicts Charm: Impressed'
Requires: Boomerang Toss
Cost: 100,000 Gold, 2 Weeks

Umbral Toss- (Technique Ability, Assassin) Possessor may use 'Umbral Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Toss, Apprentice Throwing Weapon Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Unexpected Toss- (Technique Ability, Assassin) Possessor may use 'Unexpected Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack against targets that have not yet acted.
Requires: Throwing Weapon Wielding III
Cost: 300,000 Gold, 2 Weeks

Vexatious Toss- (Technique Ability, Assassin) Possessor may use 'Vexatious Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Throwing Weapon Wielding III
Cost: 700,000 Gold, 2 Weeks

Whirlwind Boomerang- (Technique Ability, Assassin) Possessor may use 'Whirlwind Boomerang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +200 Ranged Attack, gains 1 hit against 15, deals 1/2 Damage, and becomes solely Air element.
Requires: Boomerang Toss, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Wind Toss- (Technique Ability, Assassin) Possessor may use 'Wind Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Air element.
Requires: Basic Throwing Weapon Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

ZOOM-erang- (Technique Ability, Assassin) Possessor may use 'ZOOM-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Possessor may use 'ZOOM-erang' in the same action that possessor uses the technique 'BOOM-erang', the technique 'DOOM-erang', and/or the technique 'TOMB-erang'. Said action gains +300 Ranged Attack, gains +5% To Hit as a non-stacking bonus, gains 120% To Hit, and causes its peformer to gain a non-stacking buff that lasts 2 rounds and provides +300 to its possessor's turn-order-determining stat sum for turn-order-determining purposes.
Requires: DOOM-erang, Apprentice Air Synchronization
Cost: 300,000 Gold, 3 Weeks


~Combatant (Fist Weapon)~

Accurate Fist Weapon Use- (Passive Ability, Combatant) Possessor gains +1% To Hit when a Fist Weapon is equipped
Requires: Fist Weapon Wielding III, Punch Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Punch- (Technique Ability, Combatant) Possessor may use 'Acidic Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Fist Weapon Training- (Passive Ability, Combatant) Possessor's Fist Weapon weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Fist Weapon Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Fist Weapon
Requires: Combatant, 50 other Combatant Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aerial-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Aerial-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Aerial-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Aerial-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Not for Sale

Alien-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Alien-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Alien-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Alien-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Animal-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Animal-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Animal-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Antimagic-Shattering Aura-Fist- (Technique Ability, Combatant) Possessor may use 'Antimagic-Shattering Aura-Fist' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +30,000 Melee Attack and destroys up to 5 effects (that come from sources below Level 80 that are attached to Zones, Terrains, or Phantom Terrains) that prevent the casting of spells or one or more specific subtypes of spells.
Requires: Countermagic-Deflecting Fists
Cost: 30,000,000 Gold, 3 Weeks

Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks

Aquatic-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Aquatic-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Aquatic-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Aquatic-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Arcane Punch- (Technique Ability, Combatant) Possessor may use 'Arcane Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Magic element, and gains '50% inflicts Manablasted’.
Requires: Magical Punch, Adept Fist Weapon Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Armor-Piercing Punch- (Technique Ability, Combatant) Possessor may use 'Armor-Piercing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack pierces 200 Defense.
Requires: Apprentice Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Artist of War- (Passive Ability, Combatant) Possessor's actions may gain '100% inflicts Charm: Impressed'
Not for Sale

Avalanche Punch- (Technique Ability, Combatant) Possessor may use 'Avalanche Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Earth element, and gains '50% inflicts Entombed’.
Requires: Rock Punch, Adept Fist Weapon Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Punch- (Technique Ability, Combatant) Possessor may use 'Awesome Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Punch, Apprentice Fist Weapon Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bio-Horror-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Bio-Horror-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Bio-Horror-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Bio-Horror-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Black Punch- (Technique Ability, Combatant) Possessor may use 'Black Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Punch- (Technique Ability, Combatant) Possessor may use 'Blitz Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Current Punch, Combatant, Thunder Czar
Cost: 500,000 Gold, 2 Weeks

Blizzard Punch- (Technique Ability, Combatant) Possessor may use 'Blizzard Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Ice element, and gains '50% inflicts Frozen’.
Requires: Frozen Punch, Adept Fist Weapon Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bloody Punch- (Technique Ability, Combatant) Possessor may use 'Bloody Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Punch
Cost: 300,000 Gold, 2 Weeks

Blow-Deflecting Force-Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possesor may choose to have a 25% chance of cancelling each hit of a Physical element attack that targets possessor that comes from a source below Level 80 that is not 5 or more Levels greater than possessor
Requires: Adept Fist Weapon Training, Unstoppable Perfected Force-Infused Body
Cost: 30,000,000 Gold, 3 Weeks

Blustering Punch- (Technique Ability, Combatant) Possessor may use 'Blustering Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Bolt Punch- (Technique Ability, Combatant) Possessor may use 'Bolt Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Requires: Basic Fist Weapon Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Bone-Breaker- (Technique Ability, Combatant) Possessor may use 'Bone-Breaker' in conjunction with a 'Melee Attack' action, so long as no other technique is used and a possessor has a Fist Weapon equipped. Said attack gains +140 Melee Attack, has a 5% chance of inflicting Wounded, a 5% chance of inflicting Stat Drain: CON Drain, a 5% chance of inflicting Stat Drain: AGI Drain, and a 5% chance of inflicting Stat Drain: STR Drain
Not for Sale

Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Requires: Raise Hands to Protect Face
Cost: 105,000 Gold, 2 Weeks

Brain Jiggler- (Technique Ability, Combatant) Possessor may use Brain Jiggler in conjunction with a Melee Attack action, so long as no other technique is used and a possessor has a Fist Weapon equipped. Said attack gains +55 Melee Attack and a 15% chance of inflicting Confusion.
Requires: Western Boxing
Cost: 120,000 Gold, 3 Weeks

Brainwave Punch- (Technique Ability, Combatant) Possessor may use 'Brainwave Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Mindblowing Punch, Combatant, Mind Lord
Cost: 500,000 Gold, 2 Weeks

Breathless Punch- (Technique Ability, Combatant) Possessor may use 'Breathless Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Punch, Apprentice Fist Weapon Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Bro Fistbump- (Active Ability, Combatant) Possessor may spend an action that causes its performer and a willing ally to each gain +500 STR, +500 CON, and +5,000 Defense as a non-stacking buff
Not for Sale

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

Burning Punch- (Technique Ability, Combatant) Possessor may use 'Burning Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Burst Punch- (Technique Ability, Combatant) Possessor may use 'Burst Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Unstable Punch, Combatant, Countess of Power
Cost: 500,000 Gold, 2 Weeks

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

Claps REALLY Fast- (Passive Ability, Combatant) Possessor's actions that can inflict minor positive status effects cannot be countered by entities below Level 40
Not for Sale

Cluster Punch- (Technique Ability, Combatant) Possessor may use 'Cluster Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Deletion Punch, Combatant, Heir to the Future
Cost: 500,000 Gold, 2 Weeks

Code Punch- (Technique Ability, Combatant) Possessor may use 'Code Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has an Fist equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Requires: Basic Fist Weapon Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Requires: Apprentice Fist Weapon Training, 10 other Combatant abilities
Cost: 125,000 Gold, 4 Weeks

Corona Punch- (Technique Ability, Combatant) Possessor may use 'Corona Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck’.
Requires: Glowing Punch, Adept Fist Weapon Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Countermagic-Deflecting Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, (possessor cannot be prevented from casting Force Magic spells by sources below Level 80, actions possessor performs involving the casting of Force Magic spells cannot be countered (including preemptively) by (lower-Level sources below Level 80) or (sources below Level 60), and Force Magic buffs with possessor as a source that are on possessor cannot be removed without possessor's permission by (lower-Level sources below Level 80) or (sources below Level 60))
Requires: Blow-Deflecting Force Fists, Force-Reinforced Forcefield, Enlightened Force-Conversion, Enlightened Dynamism
Cost: 60,000,000 Gold, 2 Weeks

Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Requires: Basic Fist Weapon Training
Cost: 80,000 Gold, 2 Weeks

Crisis Overcrash: Demolition Hand- (Technique Ability, Combatant) Possessor may use 'Crisis Overcrash: Demolition Hand' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Fist Weapon equipped. Said action gains +10,000 Melee Attack and sets its target's Defense to 0. Said action sets its user's MP to 0 for the remainder of the thread.
Requires: Adept Fist Weapon Training, Crisis Zone
Cost: 100,000,000 Gold, 24 Weeks

Crisis Overcrash: I'm Driving Ice Cream Truck And There's NOTHING You Can Do To Stop Me!- (Technique Ability, Combatant) Possessor may use 'Crisis Overcrash: I'm Driving This Ice Cream Truck And There's NOTHING You Can Do To Stop Me!' in conjunction with a 'Change Rows' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, and no other technique or overcrash is being used. Said action cannot be countered or stopped by sources below Level 100 and additionally transforms its performer into a Level 1 Ice Cream Truck from the Zoo Record as an effect that cannot be prevented by sources below Level 100.
Not for Sale

Crisis Punch- (Technique Ability, Combatant) Possessor may use 'Crisis Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Fist Weapon equipped. Said attack gains +1,000 Melee Attack.
Requires: Fist Weapon Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

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

Cthonian-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Cthonian-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Cthonian-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Cthonian-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Current Punch- (Technique Ability, Combatant) Possessor may use 'Current Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Punch, Apprentice Fist Weapon Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Fist Weapon Use- (Passive Ability, Combatant) Possessor gains +1% Critical when a Fist Weapon is equipped
Requires: Fist Weapon Wielding III, Punch Mastery
Cost: 2,500,000 Gold, 2 Weeks

Darkspawn-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Darkspawn-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Darkspawns and gains +25% Critical against Darkspawns.
Requires: Darkspawn-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Darkspawn-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Darkspawns and gains +5% To Hit against Darkspawns.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Darkspawn-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Darkspawns and gains +25% Critical against Darkspawns, gains +5% To Hit against Darkspawns, and gains 5% inflicts Instant Death against Darkspawns.
Requires: Darkspawn-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Deletion Punch- (Technique Ability, Combatant) Possessor may use 'Deletion Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Punch, Apprentice Fist Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Demon-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Demon-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Demon-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Demons and gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Destroyer Punch- (Technique Ability, Combatant) Possessor may use 'Destroyer Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Physical element, and gains '50% inflicts Wounded’.
Requires: Strong Punch, Adept Fist Weapon Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Devastating Roundhouse- (Technique Ability, Combatant) Possessor may use 'Devastating Roundhouse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and a possessor has a Fist Weapon equipped. Said attack gains +450 Melee Attack and has a 15% chance of inflicting Fatigued: Stun.
Not for Sale

Devil-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Devil-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Devil-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Devil-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Devils and gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dicing Punch- (Technique Ability, Combatant) Possessor may use 'Dicing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Punch, Apprentice Fist Weapon Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Punch- (Technique Ability, Combatant) Possessor may use 'Dissolution Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Punch, Apprentice Fist Weapon Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Dragon-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Dragon-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Dragon-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Dragon-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Dragon-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Dragon-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Drunken Brawling- (Passive Ability, Combatant) Possessor gains +400 Melee Attack and 115% To Hit if possessor is afflicted with Poison: Drunk
Requires: Iron Liver, Apprentice Fist Weapon Training
Cost: 200,000 Gold, 2 Weeks

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

Enchanted Punch- (Technique Ability, Combatant) Possessor may use 'Enchanted Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Magic element.
Requires: Basic Fist Weapon Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Punch- (Technique Ability, Combatant) Possessor may use 'Enchanting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Punch, Apprentice Fist Weapon Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Punch- (Technique Ability, Combatant) Possessor may use 'Energized Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Erosion Punch- (Technique Ability, Combatant) Possessor may use 'Erosion Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Dissolution Punch, Combatant, Caliph of Corrosion
Cost: 500,000 Gold, 2 Weeks

Explosive Punch- (Technique Ability, Combatant) Possessor may use 'Explosive Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Ignition Punch, Combatant, Blazing Sultan
Cost: 500,000 Gold, 2 Weeks

Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Requires: Gangster's Extortion Knuckle
Cost: 190,000 Gold, 2 Weeks

Fae-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Fae-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Faes and gains +25% Critical against Faes.
Requires: Fae-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Fae-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Faes and gains +5% To Hit against Faes.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Fae-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Faes and gains +25% Critical against Faes, gains +5% To Hit against Faes, and gains 5% inflicts Instant Death against Faes.
Requires: Fae-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Requires: Basic Fist Weapon Training
Cost: 150,000 Gold, 3 Weeks

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

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

Fist Weapon Wielding III- (Passive Ability, Combatant) Possessor gains +200 to all stats when a Fist Weapon is equipped and +200 Melee Attack when a Fist Weapon is equipped
Requires: Fist Weapon Wielding II, Combatant
Cost: 100,000 Gold, 2 Weeks

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

Force-Bearing Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possessor may equip a single Force weapon as a Weaponx0; possessor may equip a Force weapon whenever possessor obtains a Force Magic buff
Requires: Countermagic-Deflecting Fists, Controller
Cost: 80,000,000 Gold, 4 Weeks

Fountain Punch- (Technique Ability, Combatant) Possessor may use 'Fountain Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Punch- (Technique Ability, Combatant) Possessor may use 'Frigid Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Punch, Apprentice Fist Weapon Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Frozen Punch- (Technique Ability, Combatant) Possessor may use 'Frozen Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Punch- (Technique Ability, Combatant) Possessor may use 'Gale Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Breathless Punch, Combatant, Wind Duke
Cost: 500,000 Gold, 2 Weeks

Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Requires: Crack Knuckles
Cost: 80,000 Gold, 2 Weeks

Gigawatt Punch- (Technique Ability, Combatant) Possessor may use 'Gigawatt Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted’.
Requires: Lightning Punch, Adept Fist Weapon Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glass-Jaw-Breaking Fist- (Passive Ability, Combatant) Possessor deals 1.2 times normal Damage (to a max of 50,000,000 additional Damage) to targets below Level 20 with offensive actions provided that (Possessor's Critical - Target's Resilience) is at least 5% and possessor has a Fist Weapon equipped
Not for Sale

Glowing Punch- (Technique Ability, Combatant) Possessor may use 'Glowing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Golem-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Golem-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Golem-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Golem-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Gravity Punch- (Technique Ability, Combatant) Possessor may use 'Gravity Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Fist Weapon Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Fist Weapon- (Passive Ability, Combatant) Individuals below Level 20 may not unequip or steal possessor's equipped Fist Weapons without possessor's permission
Requires: Fist Weapon Wielding III
Cost: 50,000 Gold, 2 Weeks

Horror-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Horror-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Horror-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Horror-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Human-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Human-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Human-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Human-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Humanoid-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Humanoid-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Humanoid-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hurricane Punch- (Technique Ability, Combatant) Possessor may use 'Hurricane Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation’.
Requires: Blustering Punch, Adept Fist Weapon Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Punch- (Technique Ability, Combatant) Possessor may use 'Hyperadvanced Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Technology element, and gains '50% inflicts Antimatter’.
Requires: Zero Punch, Adept Fist Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Punch- (Technique Ability, Combatant) Possessor may use 'Hypersolvent Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Acid element, and gains '50% inflicts Dissolving’.
Requires: Acidic Punch, Adept Fist Weapon Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ice-Age-Ending Nova-Wave Punch- (Technique Ability, Combatant) Possessor may use 'Ice-Age-Ending Nova-Flash Punch' in conjunction with a 'Melee Overdrive', 'Overdrive', 'Powerful Attack', or 'Ultimate Attack' action so long as no other technique is used and possessor has a weapon aspect of the artifact 'The Sunhand' equipped. Said action gains +55,000 Melee Attack, removes all Zones of Ice from battle, removes all buffs from Ice element sources or actions below Level 80, and may incorporate the Magical Attack bonus of spells whose name includes 'Nova' as though it were an equal Melee Attack bonus or may incorporate the Melee Attack bonus of Weapon Aspects of the artifact 'The Sunhand' as though it were an equivalent Magical Attack bonus.
Not for Sale

Ignition Punch- (Technique Ability, Combatant) Possessor may use 'Ignition Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Punch, Apprentice Fist Weapon Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Improved Bone-Breaker- (Passive Ability, Combatant) Possessor's techniques named 'Bone Breaker' gain a 15% chance of inflicting Stat Drain: CON Drain, Stat Drain: AGI Drain, and Stat Drain: STR Drain, as well as gaining an additional +240 Melee Attack
Not for Sale

Improved Reflection- (Passive Ability, Combatant) Damage dealt by attacks and actions Reflected by possessor is increased by 50,000 points as a non-stacking effect.
Requires: Mirror Palm, Apprentice Combat Arts Attunement
Cost: 500,000 Gold, 2 Weeks

Insect-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Insect-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Insect-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Insect-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Inundating Punch- (Technique Ability, Combatant) Possessor may use 'Inundating Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Punch, Apprentice Fist Weapon Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Iron-Breaking Sunflare Punch- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped. Said action gains +40,000 Melee Attack, pierces 40,000 additional points of Defense of Metal element targets, and ignores the Fire Resistance and Immunity as well as the Light Resistance and Immunity and Physical Resistance and Immunity of Metal-element targets below Level 60.
Not for Sale

Iron-Handed Sea-Dividing Suncore Fist- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped. Said action gains +35,000 Melee Attack, may destroy 1 Zone of Water created by a source below Level 60, becomes solely Metal element, and causes any weapon named 'The Sunhand' wielded by possessor to become solely Metal element.
Not for Sale

Jab Flurry- (Technique Ability, Combatant) Possessor may use 'Jab Flurry' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains 4 hits against 1 and deals 1/3 damage.
Not for Sale

Jaw-Sweller- (Technique Ability, Combatant) Possessor may use 'Jaw-Sweller' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +20 Melee Attack and a 15% chance of inflicting Impaired: Mute.
Not for Sale

Knock 'em Into Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Into Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack and applies a non-stacking debuff that makes its possessor unable to benefit from Dodge bonuses coming from spells, abilities, or constant effects whose name includes 'Incorporeal', 'Intangible', or 'Disembodied', that prevents its possessor from ignoring (not counting through Immunity, Reflection, and Absorption) effects attached to Zones, Terrains, or Phantom Terrains unless its possessor is Level 80 or greater and is, and that prevents its possessor from not being inside Zones, Terrains, and Phantom Terrains that are in its possessor's battlespace.
Requires: Knock 'em Outside Physics
Cost: 60,000,000 Gold, 3 Weeks

Knock 'em Outside Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Outside Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack, gains a 30% chance of inflicting Vanished, gains a 30% chance of inflicting Petrified: Time Stop, and applies a non-stacking debuff that gives its possessor +100% Dodge against sources that are not its creator, that gives its possessor -100% To Hit against sources that are not its creator, and that prevents effects attached to Zones, Terrains, and Phantom Terrains that come from sources below Level 80 that are not its creator from affecting its possessor.
Requires: Antimagic-Shattering Aura-Fist
Cost: 60,000,000 Gold, 3 Weeks

Knockout Punch!- (Technique Ability, Combatant) Possessor may use 'Knockout Punch!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Knocked Out against targets below Level 20 that are below 50% Max HP.
Requires: Western Boxing
Cost: 130,000 Gold, 2 Weeks

Knowledgable about Combat Tactics to Use against Econophages- (Passive Ability, Combatant) Beings named 'Econophage' have a base 0% Critical against Possessor, Possessor deals 1.2 times normal damage to beings named 'Econophage'
Not for Sale

Lightning Punch- (Technique Ability, Combatant) Possessor may use 'Lightning Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Machine-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Machine-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Machine-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Machine-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Machines and gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magical Punch- (Technique Ability, Combatant) Possessor may use 'Magical Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Magma Punch- (Technique Ability, Combatant) Possessor may use 'Magma Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Fire element, and gains '50% inflicts Burning’.
Requires: Burning Punch, Adept Fist Weapon Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Maiming Punch- (Technique Ability, Combatant) Possessor may use 'Maiming Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Punch
Cost: 300,000 Gold, 2 Weeks

Max Fist- (Technique Ability, Combatant) Possessor may use 'Max Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +25,000 Melee Attack and gains an 80% chance of inflicting Fatigued: Stun.
Not for Sale

Mindblowing Punch- (Technique Ability, Combatant) Possessor may use 'Mindblowing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Punch, Apprentice Fist Weapon Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Punch- (Technique Ability, Combatant) Possessor may use 'Mindwipe Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted’.
Requires: Psi Punch, Adept Fist Weapon Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Monster-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Monster-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Monster-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Monster-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Monsters and gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Night Punch- (Technique Ability, Combatant) Possessor may use 'Night Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Umbral Punch, Combatant, Ebon Chancellor
Cost: 500,000 Gold, 2 Weeks

Overwhelming Punch- (Technique Ability, Combatant) Possessor may use 'Overwhelming Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Energy element, and gains '50% inflicts Overload’.
Requires: Energized Punch, Adept Fist Weapon Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Plant-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Plant-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Plant-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Plant-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Plant-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Plant-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Psi Punch- (Technique Ability, Combatant) Possessor may use 'Psi Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Pulse Punch- (Technique Ability, Combatant) Possessor may use 'Pulse Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Energy element.
Requires: Basic Fist Weapon Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Requires: Western Boxing
Cost: 110,000 Gold, 2 Weeks

Reheat Sunhand- (Passive Ability, Combatant) At the beginning of any round, possessor may choose to have an item equipped named 'The Sunhand' lose the element Metal and gain the element Fire
Not for Sale

Relight Sunhand- (Passive Ability, Combatant) At the beginning of any round, possessor may choose to have an item equipped named 'The Sunhand' gain the element Light
Not for Sale

Robot-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Robot-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Robot-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Robot-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Robots and gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Rock Punch- (Technique Ability, Combatant) Possessor may use 'Rock Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Punch- (Technique Ability, Combatant) Possessor may use 'Rockslide Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Punch, Apprentice Fist Weapon Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Roundhouse Punch- (Technique Ability, Combatant) Possessor may use 'Roundhouse Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +75 Melee Attack and has a 5% chance of inflicting Fatigued: Stun.
Not for Sale

Rumbling Punch- (Technique Ability, Combatant) Possessor may use 'Rumbling Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Rockslide Punch, Combatant, Mountain King
Cost: 500,000 Gold, 2 Weeks

Shadow Punch- (Technique Ability, Combatant) Possessor may use 'Shadow Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Requires: Basic Fist Weapon Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Shapeshifter-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Shapeshifter-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Shapeshifter-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Shining Punch- (Technique Ability, Combatant) Possessor may use 'Shining Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Awesome Punch, Combatant, Radiant Hierophant
Cost: 500,000 Gold, 2 Weeks

Sleeting Punch- (Technique Ability, Combatant) Possessor may use 'Sleeting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Frigid Punch, Combatant, Snow Queen
Cost: 500,000 Gold, 2 Weeks

Sorcerous Punch- (Technique Ability, Combatant) Possessor may use 'Sorcerous Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Enchanting Punch, Combatant, Arcane Vizier
Cost: 500,000 Gold, 2 Weeks

Spirit-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Spirit-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Spirit-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Spirit-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Strong Punch- (Technique Ability, Combatant) Possessor may use 'Strong Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Sun-Exalted Veil-Beast's Mask-Breaking Unreality-Strike- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique, possessor has a weapon named 'The Sunhand' equipped, possessor is a devout worshipper of Selereth Helios, and possessor is Spatial or Mystery element. Said action gains +2,400,000 Melee Attack, gains a 60% chance of inflicting Smitten, destroys all Defense-increasing, Resistance-granting, and Immunity-granting buffs on its target that come from sources below Level 99, cannot miss targets below Level 99, and cannot be countered or caused to fail to occur by sources below Level 99.
Not for Sale

Supersonic Chop- (Technique Ability, Combatant) Possessor may use 'Supersonic Chop' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +7,000 Melee Attack, gains the element Sonic, may become solely the element Sonic, and may not be countered by individuals below Level 40 or by individuals below Level 60 who possess a lower turn-order-determining stat sum than possessor for turn-order-determining purposes.
Not for Sale

Surprise Punch- (Technique Ability, Combatant) Possessor may use 'Surprise Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1,000 Melee Attack against targets that have not yet acted.
Requires: Unexpected Punch, Level 30
Cost: 300,000 Gold, 2 Weeks

Sweeping Punch- (Technique Ability, Combatant) Possessor may use 'Sweeping Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Dicing Punch, Combatant, Kinetic Emperor
Cost: 500,000 Gold, 2 Weeks

Sword-Claw Rake- (Technique Ability, Combatant) Possessor may use 'Sword-Claw Rake' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Fist Weapon, Upgrade, or Bioaugmentation whose name includes 'Claw' or 'Talon' equipped. Said action gains +800 Melee Attack, gains a 30% chance of inflicting Wounded, and counts as involving 5 additional Swords.
Not for Sale

Tendrils of the Sun- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped and possessor is casting the spell 'Multitendril Strike' as part of said action. Said action gains +2,000,000 Melee Attack, gains 12 hits against 2,000,000,000, gains a 200% chance of inflicting Burning and Zealblasted, and may treat any unique weapons equipped by its performer as either additionally or solely possessing the element Fire and/or the element Hope and/or the element Glory
Not for Sale

Thought Punch- (Technique Ability, Combatant) Possessor may use 'Thought Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Psychic element.
Requires: Basic Fist Weapon Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Thundering Gut Punch- (Technique Ability, Combatant) Possessor may use 'Thundering Gut Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +250 Melee Attack, may add Electrical to its elements, and has a 50% chance of unequipping any Belts worn by targets below Level 40, also unequipping any Armorx.5 items from said targets if any Belts are unequipped from them.
Not for Sale

Tsunami Punch- (Technique Ability, Combatant) Possessor may use 'Tsunami Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Water element, and gains '50% inflicts Drowning’.
Requires: Fountain Punch, Adept Fist Weapon Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Punch- (Technique Ability, Combatant) Possessor may use 'Umbral Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Punch, Apprentice Fist Weapon Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Punch- (Technique Ability, Combatant) Possessor may use 'Undead-Bane Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +750 Melee Attack against Undeads and gains +25% Critical against Undeads.
Requires: Undead-Hunting Punch, Combatant, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Undead-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Undeads and gains +5% To Hit against Undeads.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Undead-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Undeads and gains +25% Critical against Undeads, gains +5% To Hit against Undeads, and gains 5% inflicts Instant Death against Undeads.
Requires: Undead-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Unexpected Hook- (Technique Ability, Combatant) Possessor may use 'Unexpected Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Requires: Western Boxing
Cost: 60,000 Gold, 2 Weeks

Unexpected Punch- (Technique Ability, Combatant) Possessor may use 'Unexpected Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack against targets that have not yet acted.
Requires: Fist Weapon Wielding III
Cost: 300,000 Gold, 2 Weeks

Unstable Punch- (Technique Ability, Combatant) Possessor may use 'Unstable Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Punch, Apprentice Fist Weapon Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Utter Narcissism Punch- (Technique Ability, Combatant) Possessor may use 'Utter Narcissism Punch' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +25,000 Melee Attack as a buff that does not stack and lasts until the end of the action if caster possesses at least 3 buffs that it applied to itself, has not applied buffs to anyone other than itself during this thread, and possesses no buffs or debuffs from other sources.
Not for Sale

Void Punch- (Technique Ability, Combatant) Possessor may use 'Void Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck’.
Requires: Black Punch, Adept Fist Weapon Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Punch- (Technique Ability, Combatant) Possessor may use 'Wave Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Inundating Punch, Combatant, Ocean Prince
Cost: 500,000 Gold, 2 Weeks

Web-Vaprorizing Nova-Impact- (Technique Ability, Combatant) Possessor may use 'Web-Vaprorizing Nova-Impact' in conjunction with a 'Melee Overdrive', 'Powerful Attack', or 'Ultimate Attack' action so long as no other technique is used and possessor has a weapon aspect of the artifact 'The Sunhand' equipped. Said action gains +36,000 Melee Attack and both ignores and removes all buffs from Insects on its targets that increase Defense or Resistances; said action may also gain '1 hit against 15,000' and deal 1/2 Damage.
Not for Sale

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

Wind-Up Punch- (Technique Ability, Combatant) Possessor may use 'Wind-Up Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack and is delayed for 1 round.
Requires: Fist Weapon Wielding III
Cost: 8,000,000 Gold, 2 Weeks

Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
Requires: Basic Unarmed Technique Attunement, Basic Combat Arts Attunement, Basic Fist Weapon Training
Cost: 60,000 Gold, 3 Weeks

Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Requires: Basic Fist Weapon Training
Cost: 190,000 Gold, 3 Weeks

Zero Punch- (Technique Ability, Combatant) Possessor may use 'Zero Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

~Controller (Force)~

Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Accurate Force Use- (Passive Ability, Controller) Possessor gains +1% To Hit when a Force is equipped
Requires: Force Wielding III, Impulse Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Impulse- (Technique Ability, Controller) Possessor may use 'Acidic Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
Requires: Controller, 50 other Controller Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

All-Problem Congregating Art- (Technique Ability, Controller) Possessor may use 'All-Problem Congregating Art' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action applies a nonstacking debuff that increases the odds of minor and moderate negative status effects being applied to its possessor by 25%
Not for Sale

And Build Me Up <An Invisible> Pyre- (Passive Ability, Controller) If possessor has an Aspect of the artifact 'The Eternal Pyre' equipped and has its stats scanned by an opposing entity, possessor may deal (Possessor's Level*500) Flat Mystery & Psychic element MIN Damage to said individual and may obtain a non-stacking buff that makes its possessor gain the element Mystery
Not for Sale

Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Requires: Basic Force Training, 3 other Controller abilities
Cost: 125,000 Gold, 2 Weeks

Arcane Impulse- (Technique Ability, Controller) Possessor may use 'Arcane Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Impulse, Adept Force Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

♢Assertion of Supremacy- (Passive Ability, Controller) Possessor may, at the start of each round, become the controller of any number of summons that are non-unique and either lower-Level than possessor or controlled by one of possessor's allies

Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Requires: Asterismic-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Asterismic-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Asterismics, gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Requires: Asterismic-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Avalanche Impulse- (Technique Ability, Controller) Possessor may use 'Avalanche Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Impulse, Adept Force Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Impulse- (Technique Ability, Controller) Possessor may use 'Awesome Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Impulse, Apprentice Force Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Force Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Bascaradine Soulsculpture-Variant Tsayyikproofing- (Passive Ability, Controller) Possessor may use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage
Not for Sale

Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Black Impulse- (Technique Ability, Controller) Possessor may use 'Black Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Impulse- (Technique Ability, Controller) Possessor may use 'Blitz Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Impulse, Controller, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Impulse- (Technique Ability, Controller) Possessor may use 'Blizzard Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Impulse, Adept Force Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bloody Impulse- (Technique Ability, Controller) Possessor may use 'Bloody Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Impulse
Cost: 300,000 Gold, 2 Weeks

Blustering Impulse- (Technique Ability, Controller) Possessor may use 'Blustering Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Bolt Impulse- (Technique Ability, Controller) Possessor may use 'Bolt Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Electrical element.
Requires: Basic Force Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Brainblank Impulse- (Technique Ability, Controller) Possessor may use 'Brainblank Impulse' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is wielding a Force. Said action deals 500 MIN Damage.
Not for Sale

Brainwave Impulse- (Technique Ability, Controller) Possessor may use 'Brainwave Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Impulse, Controller, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Impulse- (Technique Ability, Controller) Possessor may use 'Breathless Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Impulse, Apprentice Force Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Burning Impulse- (Technique Ability, Controller) Possessor may use 'Burning Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Burst Impulse- (Technique Ability, Controller) Possessor may use 'Burst Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable Impulse, Controller, Countess of Power
Cost: 300,000 Gold, 2 Weeks

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

Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Impulse- (Technique Ability, Controller) Possessor may use 'Cluster Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Impulse, Controller, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Impulse- (Technique Ability, Controller) Possessor may use 'Code Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Technology element.
Requires: Basic Force Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Requires: Basic Force Training
Cost: 200,000 Gold, 4 Weeks

Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Requires: Apprentice Force Training, 10 other Controller abilities
Cost: 125,000 Gold, 4 Weeks

Corona Impulse- (Technique Ability, Controller) Possessor may use 'Corona Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Impulse, Adept Force Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crisis Overcrash: Convergence of Self- (Technique Ability, Controller) Possessor may use 'Crisis Overcrash: Convergence of Self' in conjunction with an 'Overdrive', 'Melee Overdrive', 'Ranged Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Force equipped. Said action gains +10,000 Magical Attack, +10,000 Melee Attack, +10,000 Ranged Attack, and a Prime Attribute of 'All Stats'. Said action sets its user's MP to 0 for the remainder of the thread.
Not for sale

Current Impulse- (Technique Ability, Controller) Possessor may use 'Current Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Impulse, Apprentice Force Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Requires: Daemon-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Force Use- (Passive Ability, Controller) Possessor gains +1% Critical when a Force is equipped
Requires: Force Wielding III, Impulse Mastery
Cost: 2,500,000 Gold, 2 Weeks

Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deletion Impulse- (Technique Ability, Controller) Possessor may use 'Deletion Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Impulse, Apprentice Force Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Destined Impulse- (Technique Ability, Controller) Possessor may use 'Destined Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Fate element, and gains '50% inflicts Voidstruck: Marked for Demise'.
Requires: Thread-Cutting Impulse, Adept Force Training, Adept Fate Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Destroyer Impulse- (Technique Ability, Controller) Possessor may use 'Destroyer Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Impulse, Adept Force Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dicing Impulse- (Technique Ability, Controller) Possessor may use 'Dicing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Impulse, Apprentice Force Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Impulse- (Technique Ability, Controller) Possessor may use 'Dissolution Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Impulse, Apprentice Force Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Not for Sale

Enchanted Impulse- (Technique Ability, Controller) Possessor may use 'Enchanted Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Magic element.
Requires: Basic Force Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Impulse- (Technique Ability, Controller) Possessor may use 'Enchanting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Impulse, Apprentice Force Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Impulse- (Technique Ability, Controller) Possessor may use 'Energized Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Force Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Impulse- (Technique Ability, Controller) Possessor may use 'Erosion Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Impulse, Controller, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Esoteric Impulse- (Technique Ability, Controller) Possessor may use 'Esoteric Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Mystic element, and gains '50% inflicts Manablasted: Mystic Overload'.
Requires: True Magic Impulse, Adept Force Training, Adept Mystic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Eternal Flame, Take Me Higher- (Passive Ability, Controller) If possessor has an Aspect of the artifact 'The Eternal Pyre' equipped and has its stats scanned by an opposing entity, possessor's base stats are increased by 2 while said entity is present
Not for Sale

Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
Not for Sale

Expert Force Training- (Passive Ability, Controller) The Melee Attack bonus, Ranged Attack bonus, or Magical Attack bonus granted by up to one Force weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Force)
Requires: Adept Force Training, 100 other Controller Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Explosive Impulse- (Technique Ability, Controller) Possessor may use 'Explosive Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Impulse, Controller, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Fate Ripple- (Technique Ability, Controller) Possessor may use 'Fate Ripple' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is wielding a Force. Said action becomes solely the element Fate and gains a 30% chance of inflicting Voidstruck: Marked for Demise.
Not for Sale

FEEL THE HYPE!- (Technique Ability, Controller) Possessor may use 'FEEL THE HYPE!' in conjunction with a 'Magical Attack', 'Ranged Attack', or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action gains +1 Ranged Attack, +1 Melee Attack, and +1 Magical Attack and is delayed 5 rounds,
Not for Sale

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

Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Requires: Apprentice Force Training
Cost: 500,000 Gold, 2 Weeks

Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Not for Sale

Force of Self- (Passive Ability, Controller) +20,000 Melee Attack, +20,000 Magical Attack, +20,000 Ranged Attack, Wielder's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may use any single stat out of Strength, Agility, Constitution, Mind, and Spirit as their Prime Attribute
Not for Sale

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

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

Force Wielding III- (Passive Ability, Controller) Possessor gains +200 to all stats when a Force is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when a Force is equipped
Requires: Force Wielding II, Controller
Cost: 100,000 Gold, 2 Weeks

Forcible Electrical Shutdown Impulse- (Technique Ability, Controller) Possessor may use 'Forcible Electrical Shutdown Impulse' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as no other technique is used and a Force is equipped. Said action has a 50% chance of applying a non-stacking debuff that makes its possessor unable to perform Electrical element actions for 1 action if its possessor is Level 60 or lower.
Not for Sale

Foretold Barrage- (Technique Ability, Controller) Possessor may use 'Strike Within the Wind of Destiny' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as no other technique is used and possessor is wielding a Fate element Force. Said action gains +1,000 Ranged Attack, and is delayed 1-5 rounds (chosen by caster).
Not for Sale

Fountain Impulse- (Technique Ability, Controller) Possessor may use 'Fountain Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Impulse- (Technique Ability, Controller) Possessor may use 'Frigid Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Impulse, Apprentice Force Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Impulse- (Technique Ability, Controller) Possessor may use 'Frost Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Ice element.
Requires: Basic Force Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Impulse- (Technique Ability, Controller) Possessor may use 'Frozen Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Impulse- (Technique Ability, Controller) Possessor may use 'Gale Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Impulse, Controller, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gigawatt Impulse- (Technique Ability, Controller) Possessor may use 'Gigawatt Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Impulse, Adept Force Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Impulse- (Technique Ability, Controller) Possessor may use 'Glowing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Golem-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Requires: No Prerequisites
Cost: 30,000 Gold, 3 Weeks

Greater Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Greater Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Impulse, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Impulse, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Great Healing Force- (Technique Ability, Controller) Possessor may use 'Great Healing Force' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Force equipped. Said action gains +(100* Possessor Level) Magical Attack and 'Heals'.
Not for Sale

Hard to Disarm With a Force- (Passive Ability, Controller) Individuals below Level 20 may not unequip or steal possessor's equipped Forces without possessor's permission
Requires: Force Wielding III
Cost: 50,000 Gold, 2 Weeks

Holy Power Externalized- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level * (5 - the number of negative status effects possessor is afflicted with, minimum 0)) Magical Attack while wielding a Force, Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may count as including the casting of an additional Divine Magic spell if possessor has a Force equipped
Not for Sale

Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.Requires: Horror-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hurricane Impulse- (Technique Ability, Controller) Possessor may use 'Hurricane Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Impulse, Adept Force Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Impulse- (Technique Ability, Controller) Possessor may use 'Hyperadvanced Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Impulse, Adept Force Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Impulse- (Technique Ability, Controller) Possessor may use 'Hypersolvent Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Impulse, Adept Force Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Impulse- (Technique Ability, Controller) Possessor may use 'Ignition Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Impulse, Apprentice Force Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Inevitable Impulse- (Technique Ability, Controller) Possessor may use 'Inevitable Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise'.
Requires: Predetermined Impulse, Apprentice Force Training, Apprentice Fate Synchronization
Cost: 300,000 Gold, 2 Weeks

Infuse Essence With Hostile Fire- (Technique Ability, Controller) Possessor may use 'Infuse Essence With Hostile Fire' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action inflicts an instance of Burning that cannot be cured by sources below Level 20.
Not for Sale

Inundating Impulse- (Technique Ability, Controller) Possessor may use 'Inundating Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Impulse, Apprentice Force Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Lightning Impulse- (Technique Ability, Controller) Possessor may use 'Lightning Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Light Ripple- (Technique Ability, Controller) Possessor may use 'Light Ripple' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is wielding a Force. Said action becomes solely the element Light and gains a 30% chance of inflicting Awestruck.
Not for Sale

Magical Impulse- (Technique Ability, Controller) Possessor may use 'Magical Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magma Impulse- (Technique Ability, Controller) Possessor may use 'Magma Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Impulse, Adept Force Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Maiming Impulse- (Technique Ability, Controller) Possessor may use 'Maiming Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded: Maimed'.
Requires: Bloody Impulse
Cost: 300,000 Gold, 2 Weeks

Mindblowing Impulse- (Technique Ability, Controller) Possessor may use 'Mindblowing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Impulse, Apprentice Force Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Impulse- (Technique Ability, Controller) Possessor may use 'Mindwipe Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Impulse, Adept Force Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Mystical Impulse- (Technique Ability, Controller) Possessor may use 'Mystical Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Mystic element.
Requires: Basic Force Training, Basic Mystic Synchronization
Cost: 300,000 Gold, 2 Weeks

Night Impulse- (Technique Ability, Controller) Possessor may use 'Night Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Impulse, Controller, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Overwhelming Impulse- (Technique Ability, Controller) Possessor may use 'Overwhelming Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Impulse, Adept Force Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Patterned Impulse- (Technique Ability, Controller) Possessor may use 'Patterned Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unearthly Impulse, Controller, Esoteric Wiseman
Cost: 300,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Force- (Passive Ability, Controller) Possessor treats Force as a Tier 2 Weapon subtype. Other entities treat instances of Forces wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Force Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks

Pitch Force- (Technique Ability, Controller) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Not for Sale

Postal Service Improvement Expert- (Passive Ability, Controller) Whenever a source prevents possessor or one of possessor's allies from trading an item, purchasing an item, or moving a buff or debuff from one allied source to another, possessor obtains a Postal Improvement Point, which lasts the duration of the thread. Sources below the lower of possessor's Level and possessor's number of Postal Improvement Points cannot prevent possessor or one of possessor's allies from trading an item, purchasing an item, or moving a buff or debuff from one allied source to another.
Not for Sale

Predetermined Impulse- (Technique Ability, Controller) Possessor may use 'Predetermined Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Fate element.
Requires: Basic Force Training, Basic Fate Synchronization
Cost: 300,000 Gold, 2 Weeks

Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Psi Impulse- (Technique Ability, Controller) Possessor may use 'Psi Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Pulse Impulse- (Technique Ability, Controller) Possessor may use 'Pulse Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Energy element.
Requires: Basic Force Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Puzzle Blast- (Technique Ability, Controller) Possessor may use 'Puzzle Blast' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor is wielding a Fate element Force. Said action gains +1,000 Magical Attack, and 'target's next attack uses MIN as its Prime Attribute if target is below Level 60 and not 20 or more Levels above caster'.
Not for Sale

Rampantly Fish-Dooming Burst- (Technique Ability, Controller) Possessor may use 'Rampantly Fish-Dooming Burst' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action gains a 60% chance of inflicting Hexed on up to 20 target Aquatics and a 1% chance of inflicting Instant Death on up to 20 Aquatics below Level 10.
Not for Sale

Rise From the 'Ashes'- (Passive Ability, Controller) Possessor may, once per thread, if killed by a source below Level 80 while possessing an ally named 'Vannessa Ashes' who possesses an ability or constant effect called 'Possesses Vashna's Essence' immdiately resurrect itself
Not for Sale

Rock Impulse- (Technique Ability, Controller) Possessor may use 'Rock Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Impulse- (Technique Ability, Controller) Possessor may use 'Rockslide Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Impulse, Apprentice Force Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Impulse- (Technique Ability, Controller) Possessor may use 'Rumbling Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Impulse, Controller, Mountain King
Cost: 300,000 Gold, 2 Weeks

Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Darkness element.
Requires: Basic Force Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Impulse- (Technique Ability, Controller) Possessor may use 'Shining Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Impulse, Controller, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Silent Tide's Grasp- (Technique Ability, Controller) Possessor may use 'Silent Tide's Grasp' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action moves its target to the front row or the back row and cannot be countered by individuals below Level 45.
Not for Sale

Sleeting Impulse- (Technique Ability, Controller) Possessor may use 'Sleeting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Impulse, Controller, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Solar Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Sorcerous Impulse- (Technique Ability, Controller) Possessor may use 'Sorcerous Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Impulse, Controller, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Spirit-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

♢Start of Armageddon- (Technique Ability, Controller) Possessor may use 'Start of Armageddon' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Force equipped. Said action gains '1 hit against all opponents' and, if possessor does not possess an Apocalypse Counter or possessor's Apocalypse Counter is set to 0, possessor gains an Apocalypse Counter of 1.
Not for Sale

Stone Impulse- (Technique Ability, Controller) Possessor may use 'Stone Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Earth element.
Requires: Basic Force Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Story-Erasing Flameblast- (Technique Ability, Controller) Possessor may use 'Story-Erasing Flameblast' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as the item '*Flame that Burns All Wisdom' is equipped and no other technique is used. Said action gains +75,000 Magical Attack and removes up to 5 Wonder, Whimsy, Knowledge, Magic, or Fate element buffs from sources below Level 80 from its target.
Not for Sale

Strike Within the Wind of Destiny- (Technique Ability, Controller) Possessor may use 'Strike Within the Wind of Destiny' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fate element Force. Said action gains +1,000 Magical Attack, and uses (Caster's Dodge + 100%) as its To Hit value.
Not for Sale

Strong Impulse- (Technique Ability, Controller) Possessor may use 'Strong Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense
Not for Sale

Sweeping Impulse- (Technique Ability, Controller) Possessor may use 'Sweeping Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Impulse, Controller, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Thought Impulse- (Technique Ability, Controller) Possessor may use 'Thought Impulse!' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Psychic element.
Requires: Basic Force Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Thread-Cutting Impulse- (Technique Ability, Controller) Possessor may use 'Thread-Cutting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Fate element, and gains '30% inflicts Voidstruck: Marked for Demise'.
Requires: Weaving Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

True Magic Impulse- (Technique Ability, Controller) Possessor may use 'True Magic Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Mystic element, and gains '30% inflicts Manablasted: Mystic Devastation'.
Requires: Patterned Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks

Tsunami Impulse- (Technique Ability, Controller) Possessor may use 'Tsunami Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Impulse, Adept Force Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Impulse- (Technique Ability, Controller) Possessor may use 'Umbral Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Impulse, Apprentice Force Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Umbral-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Umbrals and gains +25% Critical against Umbrals.
Requires: Umbral-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Umbral-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Umbrals and gains +5% To Hit against Umbrals.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Umbral-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Requires: Umbral-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Unearthly Impulse- (Technique Ability, Controller) Possessor may use 'Unearthly Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation'.
Requires: Mystical Impulse, Apprentice Force Training, Apprentice Mystic Synchronization
Cost: 300,000 Gold, 2 Weeks

Unstable Impulse- (Technique Ability, Controller) Possessor may use 'Unstable Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Impulse, Apprentice Force Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Void Impulse- (Technique Ability, Controller) Possessor may use 'Void Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Impulse, Adept Force Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Weaving Impulse- (Technique Ability, Controller) Possessor may use 'Weaving Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inevitable Impulse, Controller, Destiny Weaver
Cost: 300,000 Gold, 2 Weeks

Well-Timed Plotter- (Passive Ability, Controller) Possessor may choose a round number at the start of battle, and, on the first round of said number in battle, gain +200 MIN as a non-stacking buff that lasts until the end of the round
Not for Sale

Wave Impulse- (Technique Ability, Controller) Possessor may use 'Wave Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Impulse, Controller, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Wind Impulse- (Technique Ability, Controller) Possessor may use 'Wind Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Air element.
Requires: Basic Force Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Wind Riddle- (Technique Ability, Controller) Possessor may use 'Wind Riddle' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action deals 1,000 Flat Air element MIN Damage and applies a nonstacking debuff that causes non-Air element targets below caster's Level with lower MIN than caster who are below Level 75 to have a 25% chance of skipping their actions that does not stack.
Not for Sale

Zero Impulse- (Technique Ability, Controller) Possessor may use 'Zero Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Impulse, Level 20
Cost: 500,000 Gold, 2 Weeks


~Defender (Shield)~

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

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

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

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

Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Requires: Apprentice Shield Training
Cost: 150,000 Gold, 3 Weeks

Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Requires: Block Around the Clock
Cost: 140,000 Gold, 3 Weeks

Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Requires: Apprentice Shield Training, 10 other Defender abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Fire-Guarding Stance- (Stance Ability, Defender) Possessor and possessor's allies gain 30% Fire Resistance while this stance is active
Not for Sale

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

Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Requires: Apprentice Shield Training
Cost: 200,000 Gold, 2 Weeks

Ice-Guarding Stance- (Stance Ability, Defender) Possessor and possessor's allies gain 30% Ice Resistance while this stance is active
Not for Sale

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

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

Peerless Understanding of the True Power of the Shield- (Passive Ability, Defender) Possessor treats Shield as a Tier 2 Weapon subtype. Other entities treat instances of Shields wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Shield Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks

Self-Defending Phalanx Formation- (Stance Ability, Defender) If possessor is a unit and has both a Shield and either a Spear or Sword equipped, possessor, at the start of each round, obtains a non-stacking buff that provides +250 * the number of Thresholds possessor possesses (to a max of 40 thresholds) that lasts until the end of the round
Not for Sale

Shieldmaster's Stance- (Stance Ability, Defender) +3 Defense per Defense granted to possessor by equipped Shields
Requires: Defensive Stance II, Apprentice Shield Training, 5 Defender abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 750,000 Gold, 4 Weeks

Shield of Purity- (Technique Ability, Defender) Possessor may use 'Shield Of Purity' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Shield equipped and no other technique is used. Said action grants its targets 35% Disease Resistance, 35% Poison Resistance, and 35% Hexed Resistance for 1 round.
Not for Sale

Shield Other- (Technique Ability, Defender) Possessor may use 'Shield Other' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Shield equipped and no other technique is used. Defense buffs applied by said action are increased by 25 points as a non-stacking effect.
Not for Sale

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

Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Requires: Shield Wielding I
Cost: 60,000 Gold, 2 Weeks

Steadfast Legion's Shieldwall Stance- (Stance Ability, Defender) Possessor, if possessor has a Shield equipped, gains +100 Defense for every ally who is also in Steadfast Legion's Shieldwall Stance with a Shield equipped, to a max of 20 such allies.
Requires: Defensive Stance
Cost: 40,000 Gold, 3 Weeks

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

Stunning Shield-Slam- (Technique Ability, Defender) Possessor may use 'Stunning Shield-Slam' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Shield equipped. Said action gains +500 Melee Attack and a 40% chance of inflicting Fatigued: Stun.
Not for Sale

Thunder-Guarding Stance- (Stance Ability, Defender) Possessor and possessor's allies gain 30% Electrical Resistance while this stance is active
Not for Sale

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

Tunnel-Plugging Stance- (Stance Ability, Defender) If possessor is the only individual in the front row and possessor has only one ally in the back row, then said ally takes 1/4 damage from being in the back row as opposed to 1/2, with effects that ignore or alter the damage division of individuals in the back row still doing so as though this stance were not in effect; this stance has no effect if possessor's side of battle has a non-standard row formation
Requires: Defensive Stance
Cost: 80,000 Gold, 3 Weeks

Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.
Requires: Basic Shield Training
Cost: 160,000 Gold, 2 Weeks

Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense
Requires: Basic Shield Training
Cost: 60,000 Gold, 2 Weeks

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

~Dominator (Whip)~

Abstract-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Abstract-Bane Lash' in conjunction with a 'Melee Attack'' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Abstract-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Abstract-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Accurate Whip Use- (Passive Ability, Dominator) Possessor gains +1% To Hit when an Whip is equipped
Requires: Whip Wielding III, Lash Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Whip Training- (Passive Ability, Dominator) Whip weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Whip weapons equipped that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Whip
Requires: Dominator, 50 other Dominator abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aerial-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Aerial-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Aerial-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Aerial-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Animal-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Animal-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Animal-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Aquatic-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Aquatic-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Aquatic-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Aquatic-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks


Arm-Binding Lash- (Technique Ability, Dominator) Possessor may use 'Arm-Binding Lash' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor has a Whip equipped. Said action gains +150 Melee Attack and a 30% chance of inflicting Paralyzed, Stat Drain: ATK Drain, Stat Drain: MEL Drain, and Stat Drain: RAT Drain
Requires: Apprentice Whip Training, Whip Wielding II
Cost: 300,000 Gold, 2 Weeks


Astral Being-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Astral Being-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Astral Being-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Astral Being-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Avalanche Lash- (Technique Ability, Dominator) Possessor may use 'Avalanche Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +2,500 Melee Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Lash, Adept Whip Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Lash- (Technique Ability, Dominator) Possessor may use 'Awesome Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Lash, Apprentice Whip Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Lash- (Technique Ability, Dominator) Possessor may use 'Banishing Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Whip Wielding III
Cost: 1,000,000 Gold, 2 Weeks

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

Black Lash- (Technique Ability, Dominator) Possessor may use 'Black Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Lash, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Lash- (Technique Ability, Dominator) Possessor may use 'Blitz Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +300 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Lash, Dominator, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Lash- (Technique Ability, Dominator) Possessor may use 'Blizzard Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +2,500 Melee Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Lash, Adept Whip Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Body-Part-Severing Force-Focusing Precision War-Lash- (Technique Ability, Dominator) Possessor may use 'Body-Part-Severing Force-Focusing Precision War-Lash' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor has a Whip equipped. Said action gains +1,500 Melee Attack and a 60% chance of inflicting Wounded: Maimed.
Requires: Dominator, Level 30
Cost: 5,000,000 Gold, 2 Weeks

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

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

Burning Lash- (Technique Ability, Dominator) Possessor may use 'Burning Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Lash, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Cluster Lash- (Technique Ability, Dominator) Possessor may use 'Cluster Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Lash, Dominator, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

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

Corona Lash- (Technique Ability, Dominator) Possessor may use 'Corona Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Lash, Adept Whip Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Cthonian-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Cthonian-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Cthonian-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Cthonian-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Current Lash- (Technique Ability, Dominator) Possessor may use 'Current Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Lash, Apprentice Whip Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Whip Use- (Passive Ability, Dominator) Possessor gains +1% Critical when an Whip is equipped
Requires: Whip Wielding III, Lash Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

Deletion Lash- (Technique Ability, Dominator) Possessor may use 'Deletion Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Lash, Apprentice Whip Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Demon-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Demon-Bane Lash' in conjunction with a 'Melee Attack'' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Demon-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Demon-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Deva-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Deva-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Deva-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Do It NOW!- (Passive Ability, Dominator) When possessor gives an action to one of possessor's pets or summons, said pet or summon is cured of Paralyzed, Fatigued, and Charm if possessor is wielding a Whip
Requires: Obey!
Cost: 5,000,000 Gold, 2 Weeks

Dominator- (Passive Ability, Dominator) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Whip equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Whip equipped
Requires: Apprentice Whip Training, 10 other Dominator abilities
Cost: 125,000 Gold, 4 Weeks

Dual Whip-Wielding- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has two Whips or a Whip that is a Weaponx2 equipped
Requires: Apprentice Whip Training
Cost: 60,000 Gold, 2 Weeks

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

Enthusiastic Slave-Driver Principle- (Passive Ability, Dominator) Possessor's pets and summons gain +200 to all stats while possessor is wielding a Whip
Requires: Charming Lash, Painful Lash
Cost: 200,000 Gold, 2 Weeks

Erasure Lash- (Technique Ability, Dominator) Possessor may use 'Erasure Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Whip Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Excessively Sexy Pose- (Stance Ability, Dominator) Possessor's Charm infliction chances are increased by 200%
Not for Sale

Explosive Lash- (Technique Ability, Dominator) Possessor may use 'Explosive Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Lash, Dominator, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

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

Frigid Lash- (Technique Ability, Dominator) Possessor may use 'Frigid Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Lash, Apprentice Whip Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Frozen Lash- (Technique Ability, Dominator) Possessor may use 'Frozen Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +500 Melee Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Lash, Level 20
Cost: 500,000 Gold, 2 Weeks

Gigawatt Lash- (Technique Ability, Dominator) Possessor may use 'Gigawatt Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +2,500 Melee Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Lash, Adept Whip Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Lash- (Technique Ability, Dominator) Possessor may use 'Glowing Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Lash, Level 20
Cost: 500,000 Gold, 2 Weeks

Gravity Lash- (Technique Ability, Dominator) Possessor may use 'Gravity Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack gains +200 Melee Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Whip Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing Lash- (Technique Ability, Dominator) Possessor may use 'Greater Banishing Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Lash, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Lash- (Technique Ability, Dominator) Possessor may use 'Erasure Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Lash, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With an Whip- (Passive Ability, Dominator) Individuals below Level 20 may not unequip or steal possessor's equipped Whips without possessor's permission
Requires: Whip Wielding III
Cost: 50,000 Gold, 2 Weeks

Head-Binding Lash- (Technique Ability, Dominator) Possessor may use 'Head-Binding Lash' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor has a Whip equipped. Said action gains +150 Melee Attack and a 30% chance of inflicting Paralyzed, Impaired: Blind, Impaired: Deaf, and Impaired: Mute
Requires: Apprentice Whip Training, Whip Wielding II
Cost: 300,000 Gold, 2 Weeks

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

Human-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Human-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Human-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Human-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Humanoid-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Humanoid-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Humanoid-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hungering Lash- (Technique Ability, Dominator) Possessor may use 'Hungering Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Dominator
Cost: 500,000 Gold, 3 Weeks

Hyperadvanced Lash- (Technique Ability, Dominator) Possessor may use 'Hyperadvanced Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +2,500 Melee Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Lash, Adept Whip Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Lash- (Technique Ability, Dominator) Possessor may use 'Ignition Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Lash, Apprentice Whip Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Improved Painful Lash- (Passive Ability, Dominator) Possessor's 'Painful Lash' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Lash
Cost: 20,000 Gold, 1 Week

Insubordination-Preventing Whipborn Terror- (Passive Ability, Dominator) Possessor's pets and summons gain 30% Charm Resistance (which is added in a non-stacking manner to any Minor Status Effect Resistance they possess) if possessor is wielding a Whip
Requires: Enthusiastic Slave-Driver Principle
Cost: 200,000 Gold, 2 Weeks

Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Requires: Basic Whip Training
Cost: 70,000 Gold, 2 Weeks

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

Lash that Splits the Line Between Pleasure and Pain- (Passive Ability, Dominator) If possessor is wielding a Whip, whenever possessor inflicts Charm on an individual, possessor may choose to have a 30% chance of inflicting Pain on that individual and whenever possessor inflicts Pain on an individual, possessor may choose to have a 30% chance of inflicting Charm on that individual
Requires: Whip Finesse, Charming Lash, Painful Lash
Cost: 300,000 Gold, 2 Weeks

Leg-Binding Lash- (Technique Ability, Dominator) Possessor may use 'Leg-Binding Lash' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor has a Whip equipped. Said action gains +150 Melee Attack and a 30% chance of inflicting Paralyzed, Impaired: Slow, Stat Drain: SPD Drain, and Stat Drain: DODGE Drain
Requires: Apprentice Whip Training, Whip Wielding II
Cost: 300,000 Gold, 2 Weeks

Lightning Lash- (Technique Ability, Dominator) Possessor may use 'Lightning Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Lash, Level 20
Cost: 500,000 Gold, 2 Weeks

Magma Lash- (Technique Ability, Dominator) Possessor may use 'Magma Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +2,500 Melee Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Lash, Adept Whip Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Mamma Bear Lash- (Technique Ability, Dominator) Possessor may use 'Mamma Bear Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Whip Training
Cost: 300,000 Gold, 2 Weeks

Night Lash- (Technique Ability, Dominator) Possessor may use 'Night Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Lash, Dominator, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Obey!- (Passive Ability, Dominator) When possessor is wielding a Whip and one of possessor's opponents who was afflicted with an instance of Charm with possessor as its source would recover from said status effect, possessor may deal said opponent 25,000 Flat Physical element Damage, and, if at least 1 point of non-Healing Damage is successfully dealt out of said quantity, said Charm recovery has a 5% chance of not occurring
Requires: Dominator, Enthusiastic Slave-Driver Principle
Cost: 2,500,000 Gold, 2 Weeks

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

Prehensile Hair- (Passive Ability, Dominator) Possessor gains +400 Melee Attack
Requires: No Prerequisites
Cost: 4,000,000 Gold, 3 Weeks

Prime-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Prime-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Prime-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Prime-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Primes and gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Rapunzel Hair- (Passive / Active Ability, Dominator) Possessor may count as having an additional Whip equipped and may deal full Damage to individuals below Level 20 in the back row, Possessor may spend an action to allow an ally to enter either posssessor's battlespace if in a different battlespace or enter a different battlespace if in possesssor's battlespace so long as no individual of Level 30 or greater in either the battlespace said individual is enter or the battlespace said individual is leaving objects
Not for Sale

Rock Lash- (Technique Ability, Dominator) Possessor may use 'Rock Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +500 Melee Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Lash, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Lash- (Technique Ability, Dominator) Possessor may use 'Rockslide Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +200 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Lash, Apprentice Whip Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Lash- (Technique Ability, Dominator) Possessor may use 'Rumbling Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +300 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Lash, Dominator, Mountain King
Cost: 300,000 Gold, 2 Weeks

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

Shining Lash- (Technique Ability, Dominator) Possessor may use 'Shining Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Lash, Dominator, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Lash- (Technique Ability, Dominator) Possessor may use 'Sleeting Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +300 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Lash, Dominator, Snow Queen
Cost: 300,000 Gold, 2 Weeks

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

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

♢Tendrils of Heaven's Light- (Passive Ability, Dominator) Possessor may choose to count as having up to 4 additional Whip weapons equipped that are worth X Gold, Possessor gains +(Possessor Level * 1,000) Melee Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor gains +(Possessor Level * 1,000) Magical Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor's attacks that involve a Whip or Basilisk Emblem gain 'may Heal', Possessor's attacks that target a Demon, Devil, or Daemon gain '100% may inflict any one minor negative status effect'
Not for Sale

Thirsty Lash- (Technique Ability, Dominator) Possessor may use 'Thirsty Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack gains +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Dominator
Cost: 500,000 Gold, 3 Weeks

Umbral Lash- (Technique Ability, Dominator) Possessor may use 'Umbral Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Lash, Apprentice Whip Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Undeads and gains +25% Critical against Undeads.
Requires: Undead-Hunting Lash, Dominator, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Undeads and gains +5% To Hit against Undeads.
Requires: Basic Whip Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Undeads, gains +25% Critical against Undeads, gains +5% To Hit against Undeads, and gains 5% inflicts Instant Death against Undeads.
Requires: Undead-Bane Lash, Adept Whip Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Vampire Slayer- (Technique Ability, Dominator) Possessor may use 'Vampire Slayer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +10,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +25% To Hit against Undead, gains 5% inflicts Instant Death against Undead, and gains a 30% chance of inflicting Instant Death on Undead whose name includes 'Vampire' or 'Vampiric'.
Requires: Undead-Slaying Lash
Cost: 20,000,000 Gold, 4 Weeks

Void Lash- (Technique Ability, Dominator) Possessor may use 'Void Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Lash, Adept Whip Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Whip Finesse- (Passive Ability, Dominator) When wielding a Whip, possessor's 'Melee Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may use Strength or Agility as their Prime Attribute
Requires: Dominator, Whip Wielding III, 5 Base STR, 5 Base AGI
Cost: 5,000,000 Gold, 3 Weeks

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

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

Whip Wielding III- (Passive Ability, Dominator) Possessor gains +200 to all stats when an Whip is equipped and +200 Melee Attack, Melee Attack, and Melee Attack when an Whip is equipped
Requires: Whip Wielding II, Dominator
Cost: 100,000 Gold, 2 Weeks

Zero Lash- (Technique Ability, Dominator) Possessor may use 'Zero Lash' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Whip equipped. Said attack +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Lash, Level 20
Cost: 500,000 Gold, 2 Weeks


~Dragoon (Polearm)~

Air-Splitting Hack- (Technique Ability, Dragoon) Possessor may use 'Air-Splitting Hack' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +15,000 Melee Attack and may destroy a Zone of Air.
Requires: Bolt Hack, Critical Hack, Dragoon
Cost: 15,000,000 Gold, 2 Weeks

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

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

Blitz Dive- (Technique Ability, Dragoon) Possessor may use 'Blitz Dive' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +16,000 Melee Attack, may be delayed up to 2 rounds, gains the element Electrical, may gain '60% inflicts Electrocuted', and deals 1,600,000 Flat Electrical element Damage to up to 60 targets.
Requires: Gigawatt Hack, Sky Plunge
Cost: 60,000,000 Gold, 2 Weeks

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

Burning Jump-Charge- (Passive Ability, Dragoon) Possessor's 'Prepare Jump' technique's applied buff may, when being applied, gain the text 'the next 'Melee Attack' or 'Melee Overdrive' action this buff's possessor performs while in the back row to deal an additional 10,000 Damage and gains the element Fire'
Requires: Prepare Jump
Cost: 5,000,000 Gold, 2 Weeks

Charging Hack - (Technique Ability, Dragoon) Possessor may use 'Charging Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Polearm Training
Cost: 500,000 Gold, 2 Weeks

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

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

Dead Sky Nail- (Active Ability, Dragoon) This character may use Dead Sky Nail in conjunction with a Melee Attack, so long as no other technique is used and a Polearm is equipped. This attack gains +11,500 Melee Attack, may be made from the back row, deals full damage to the enemy back row, and has a 15% chance of inflicting Stunned: Wracked.
Not For Sale

Dragonheart Slice- (Technique Ability, Dragoon) Possessor may use 'Dragonheart Slice' in conjunction with a 'Melee Attack' action if possessor has a Polearm equipped. Said action's user counts as a Dragon during said action
Requires: Dragoon, Basic Dragon Lord Knowledge
Cost: 400,000 Gold, 3 Weeks

Dragon's Tongue- (Technique Ability, Dragoon) Possessor may use 'Dragon's Tongue' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +14,000 Melee Attack, gains the element Fire, gains '1 hit against 30', and gains '60% inflicts Burning'.
Requires: Dragonheart Slice, Dragon Lord, Magma Hack
Cost: 40,000,000 Gold, 2 Weeks

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

Dragoon Bounce- (Passive Ability, Dragoon) Possessor's 'Melee Attack' and 'Melee Overdrive' actions may gain '1 hit against 2' if possessor is in the back row and has a Polearm equipped
Requires: Dragoon Jump, Adept Polearm Training
Cost: 30,000,000 Gold, 2 Weeks

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

Electric Jump-Charge- (Passive Ability, Dragoon) Possessor's 'Prepare Jump' technique's applied buff may, when being applied, gain the text 'the next 'Melee Attack' or 'Melee Overdrive' action this buff's possessor performs while in the back row to deal an additional 10,000 Damage and gains the element Electrical'
Requires: Prepare Jump, Bolt Hack
Cost: 5,000,000 Gold, 2 Weeks

Erasure Hack- (Technique Ability, Dragoon) Possessor may use 'Erasure Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Polearm Wielding III
Cost: 1,000,000 Gold, 2 Weeks

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

Gloom Fisher's Hook- (Active Ability, Dragoon) Possessor, if in a Dragoon stance, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 1,702 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Polearm weapons, that deals x5 damage on a successful Critical (to a max of 500,000,000 additional Damage), that is solely Physical or Darkness & Air element, and that costs 0 MP
Requires: Gloom Fisher Stance
Cost: 3,000,000 Gold, 5 Weeks

Gloom Fisher's Leap- (Active Ability, Dragoon) Possessor, if in a Dragoon stance, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 1,405 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Polearm weapons, that deals x4 damage on a successful Critical (to a max of 400,000,000 additional Damage), that deals full Damage to the back row, that is solely Physical or Water & Darkness element, and that costs 7,550 MP
Requires: Gloom Fisher Stance, Dragoon Jump
Cost: 3,000,000 Gold, 5 Weeks

Grandbeard Clan Tunnel-Fighting Formation- (Stance Ability, Dragoon) If posessor is in a Zone of Earth, possessor's allies who are in the same Zone of Earth may be in the back row if possessor is in the front row regardless of how many other individuals are in each of said two rows. If possessor is in a Zone of Earth, is wielding a Polearm, and is in the back row, possessor may make 'Melee Attack' and 'Melee Overdrive' actions as though possessor were in the front row.
Not for Sale

Grandbeard Glaive Strike- (Technique Ability, Dragoon) Possessor may use 'Grandbeard Glaive Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Polearm. Said action gains +300 Melee Attack and deals 60,000 additional Damage to Cthonians and Humanoids who do not have 'Dwarf' or 'Dwarven' in their name.
Not for Sale

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

Haft Strike- (Technique Ability, Dragoon) Possessor may use 'Haft Strike' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and a 30% chance of inflicting Fatigued: Stun.
Requires: Apprentice Polearm Training
Cost: 150,000 Gold, 2 Weeks

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

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

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

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

Masterful Dragoon Jump- (Passive Ability, Dragoon) Possessor may conduct 'Melee Overdrive' actions from the back row if possessor has a Polearm equipped
Requires: Prepare Jump, Adept Polearm Training
Cost: 50,000,000 Gold, 2 Weeks

Mounted Dragoon- (Passive Ability, Dragoon) Possessor's 'Melee Attack' and 'Charge' actions deal 25,000 additional Damage while possessor is in a Steed transformation
Requires: Dragoon, Rider
Cost: 3,000,000 Gold, 2 Weeks

Ogre Cleaver Stance (Polearms)- (Stance Ability, Dragoon) Possessor may wield Weaponx2 Polearms as though they were Weaponx1 Polearms Possessor's equipped Weaponx2 Polearms gain +1,200 additional Melee Attack
Not for Sale

Polearm Leap- (Technique Ability, Dragoon) Possessor may use 'Polearm Leap' in conjunction with a 'Melee Attack' action if possessor has a Polearm equipped. Said action deals full Damage to targets below Level 60 who are equal to or below Level (Possessor's Level - 5)
Requires: Dragoon Jump
Cost: 300,000 Gold, 3 Weeks

Polearm Sweep- (Technique Ability, Dragoon) Possessor may use 'Polearm Sweep' in conjunction with a 'Melee Attack' action if possessor has a Polearm equipped. Said action gains '1 hit against 3 targets in the same row' and deals 1/3 Damage
Requires: Apprentice Polearm Training
Cost: 300,000 Gold, 3 Weeks

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

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

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

Powerful Jump Attacks- (Passive Ability, Dragoon) Possessor may use 'Polarm Leap' in conjunction with 'Powerful Attack' actions.
Requires: Polearm Leap, Attack With Finesse
Cost: 300,000 Gold, 1 Week

Precise Jump Attacks- (Passive Ability, Dragoon) Possessor may use 'Polarm Leap' in conjunction with 'Attack With Finesse' actions.
Requires: Polearm Leap, Attack With Finesse
Cost: 300,000 Gold, 1 Week

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

Prepare Jump- (Technique Ability, Dragoon) Possessor may use 'Prepare Jump' in conjunction with a 'Defend' action. Said action applies a buff to its performer that stacks 3 times and causes the next 'Melee Attack' or 'Melee Overdrive' action its possessor performs while in the back row to deal an additional 100,000 Damage.
Requires: Dragoon Jump
Cost: 10,000,000 Gold, 3 Weeks

Professional Golfer- (Passive Ability, Dragoon) Possessor gains 120% To Hit if a Polearm is equipped; said Polearm must provide both a Melee Attack bonus and a Ranged Attack bonus to qualify unless this ability's possessor is at least level 18
Not For Sale

Rumblecleave- (Technique Ability, Dragoon) Possessor may use 'Rumblecleave' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Polearm. Said action gains +600 Melee Attack, 30% inflicts Confusion, and 40% inflicts Entombed.
Not for Sale

Sky Plunge- (Technique Ability, Dragoon) Possessor may use 'Sky Plunge' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +13,500 Melee Attack, is delayed 1 round, and gives its performer +50% Dodge and 40% Earth Resistance as a non-stacking effect while it is delayed.
Requires: Masterful Dragoon Jump, Precision Leaping, Dragoon Bounce
Cost: 37,000,000 Gold, 2 Weeks

Spinning Polearm Defense- (Passive Ability, Dragoon) Possessor's equipped Polearms provide +300 Defense if they otherwise would not provide a Defense bonus
Requires: Dragoon
Cost: 300,000 Gold, 2 Weeks

Thousandfold Rain- (Technique Ability, Dragoon) Possessor may use 'Thousandfold Rain' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +20,000 Melee Attack and '1 hit against 1,000', and it may be delayed up to 2 rounds.
Requires: Shadow-Clone Flurry, Sky Plunge
Cost: 60,000,000 Gold, 2 Weeks

Thunder Whisker- (Technique Ability, Dragoon) Possessor may use 'Thunder Whisker' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +14,000 Melee Attack, gains the element Electrical, gains '1 hit against 30', and gains '60% inflicts Electrocuted'.
Requires: Dragonheart Slice, Dragon Lord, Gigawatt Hack
Cost: 40,000,000 Gold, 2 Weeks

Unified Knowledge of Spears and Polearms- (Passive Ability, Dragoon) Possessor may count Dragoon abilities possessor possesses as Lancer abilities (including for prerequisite purposes), Possessor may count Lancer abilities possessor possesses as Dragoon abilities (including for prerequisite purposes)
Requires: Lancer, Dragoon, Guilassimo's Impaling Polearm Stance, Hack Mastery, Thrust Mastery, Longarm Stance
Cost: 5,000,000 Gold, 2 Weeks

Ventblast- (Technique Ability, Dragoon) Possessor may, up to once per thread, use 'Ventblast' in conjunction with a 'Melee Overdrive' action so long as possessor has a Polearm equipped. Said action, in addition to the normal Damage it would deal if any such Damage exists, deals an amount of Flat Damage equal to the amount of Flat Damage possessor's 'Dragon's Breath' action would deal (with any costs for such still having to be paid), may gain any elements that possessor's 'Dragon's Breath' action could gain (with any costs for such still having to be paid), and may inflict any status effects that possessor's 'Dragon's Breath' action could gain (with any costs for such still having to be paid and with the same infliction chances)
Requires: Dragon's Breath, Dragonheart Slice, Hack Master, Level 40
Cost: 60,000,000 Gold, 3 Weeks


~Gunner (Gun)~

Accurate Aim- (Passive Ability, Gunner) Possessor gains +5% To Hit, to a max of 200%
Requires: Gunner, Archer
Cost: 30,000,000 Gold, 3 Weeks

Accurate Gun Use- (Passive Ability, Gunner) Possessor gains +1% To Hit when a Gun is equipped
Requires: Gun Wielding III, Shot Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Gun
Requires: Gunner, 50 other Gunner Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aerial-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Alien Blaster- (Technique Ability, Gunner) Possessor may use Alien Blaster in conjunction with a Ranged Attack action, so long as no other technique is used and a Gun is equipped. Said Ranged Attack action gains +50 Ranged Attack against Aliens
Requires: Basic Gun Training
Cost: 110,000 Gold, 2 Weeks

Alien-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Animals, gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Shot, Adept Gunner, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Aquatic-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Armor-Piercing Shot- (Technique Ability, Gunner) Possessor may use 'Armor-Piercing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack pierces 200 Defense.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral Being-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Shot, Adept Gunner, Level 40
Cost: 300,000 Gold, 2 Weeks

Atom Shot- (Technique Ability, Gunner) Possessor may use 'Atom Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +500 Ranged Attack, becomes solely Atomic element, and gains '30% inflicts Antimatter: Atomic Meltdown'.
Requires: Nuclear Shot, Level 20
Cost: 500,000 Gold, 2 Weeks

Atom-Tickling Waveform Shot- (Technique Ability, Gunner) Possessor may use 'Atom-Tickling Waveform Shot' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Said action gains +600 Ranged Attack, gains a 15% chance of inflicting Poison: Irradiated, and gains the element Atomic
Not for Sale

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

Beat Death in a Gunfight- (Passive Ability, Gunner) The first time each thread that possessor is killed (to a max of once across all copies of this ability), possessor immediately self-resurrects, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection occurs (or is stopped from occurring)
Not for Sale

Bio-Horror-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Bio-Horror-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Bio-Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Bio-Horror-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Black Shot- (Technique Ability, Gunner) Possessor may use 'Black Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Shot, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Shot, Gunner, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Shot- (Technique Ability, Gunner) Possessor may use 'Blizzard Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +2,500 Ranged Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Shot, Adept Gun Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

Burning Shot- (Technique Ability, Gunner) Possessor may use 'Burning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Shot, Level 20
Cost: 500,000 Gold, 2 Weeks

Burst Shot- (Technique Ability, Gunner) Possessor may use 'Burst Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +300 Ranged Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable Shot, Gunner, Countess of Power
Cost: 300,000 Gold, 2 Weeks

Charged Bullet- (Technique Ability, Gunner) Possessor may use 'Charged Bullet' in conjunction with a 'Ranged Attack', 'Point Blank', or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, gains '20% inflicts Paralyzed', and becomes solely Electrical element.
Requires: Apprentice Gun Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Clockwork-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Clockworks, gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Shot, Adept Gunner, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Shot- (Technique Ability, Gunner) Possessor may use 'Cluster Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +300 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Shot, Gunner, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Coded Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Coded Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Requires: Coded Being-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Crippling Shot- (Technique Ability, Gunner) Possessor may use 'Crippling Shot' in conjunction with a 'Ranged Attack', 'Snipe', 'Point Blank', or 'Overdrive' action so long as no other technique is used and possessor has a Gun equipped. Said action gains +35,000 Ranged Attack, a 100% chance of inflicting Paralyzed, a 100% chance of inflicting Stat Drain: AGI Drain, and a 10% chance of inflicting Devastated: Crippled.
Not for Sale

Crisis Overcrash: All The Missiles- (Passive Ability, Gunner) Possessor gains an Overcrash Ammo Bank which may carry up to 100 chosen Ammo Accessories that do not otherwise count as being carried by possessor and may not be accessed save through means that specifically access them, If possessor is in a Crisis Zone, possessor gains the ability:
Supreme Overcrash: All The Missiles- Caster, for the duration of this action, equips all Ammo Accessories that are present in possessor's Overcrash Ammo Bank and then, in the middle of this action, performs a 'Ranged Attack' or 'Point Blank' action whose status-effect-infliction chances are not decreased on a per-hit basis for being multi-hit against targets below Level 80 who are below caster's Level, Technology & Air & Destruction & Law & Chaos, 1 MP, Reduces user's MP to 0 for remainder of thread and prevents user's MP from increasing above 0 for the remainder of thread, May not be used if possessor has 0 MP
Not for Sale

Crisis Overcrash: Execution Sentence- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Execution Sentence' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Gun equipped. Said action gains +10,000 Ranged Attack and '50% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Not for Sale

Crisis Overcrash: Horizon Breach- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Horizon Breach' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Gun equipped. Said action gains +300,000 Ranged Attack, pierces 3,000,000 Defense, and may target entities in any battlespace. Said action sets its user's MP to 0 for the remainder of the thread.
Not for Sale

Crisis Shot- (Technique Ability, Gunner) Possessor may use 'Crisis Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack.
Requires: Gun Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

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

Cthonian-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Cthonian-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Cthonian-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Cthonian-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cunning Aim- (Passive Ability, Gunner) Once per battle, possessor may choose for an attack that possessor performs to ignore To Hit reductions from debuffs present on possessor.
Not for Sale

Current Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Shot, Apprentice Gun Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Gun Use- (Passive Ability, Gunner) Possessor gains +1% Critical when a Gun is equipped
Requires: Gun Wielding III, Shot Mastery
Cost: 2,500,000 Gold, 2 Weeks

Darkspawn-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

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

Deletion Shot- (Technique Ability, Gunner) Possessor may use 'Deletion Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Overload'.
Requires: Pulse Shot, Apprentice Gun Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Disconnection Shot- (Technique Ability, Gunner) Possessor may use 'Disconnection Shot' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used, possessor is Level 40 or greater, and a Gun is equipped. Said action gains +2,000 Ranged Attack and gains a 5% chance of inflicting Instant Death on Golems, Robots, Clockworks, and Machines.
Not for Sale

Dizzying Shot- (Technique Ability, Gunner) Possessor may use 'Dizzying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

♢Doomhunter- (Passive Ability, Gunner) If possessor is targeting an enemy, boss, pet, or summon with an attack and possessor is wielding a Gun, possessor's Critical chance against said target is increased by a value equal to the highest Instant Death infliction chance of said entity's abilities, with 'inflicts Instant Death' conferring an automatic Critical
Not for Sale

Dragon-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Dragon-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dual Gun-Wielding- (Passive Ability, Gunner) Possessor gains +50 Ranged Attack if possessor has two Guns or a Gun that is a Weaponx2 equipped
Requires: Apprentice Gun Training
Cost: 60,000 Gold, 2 Weeks

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

Energized Shot- (Technique Ability, Gunner) Possessor may use 'Energized Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +500 Ranged Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Shot, Level 20
Cost: 500,000 Gold, 2 Weeks

Envenomed Shot- (Technique Ability, Gunner) Possessor may use 'Envenomed Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

Execution-Style Shot- (Technique Ability, Gunner) Possessor may use 'Execution-Style Shot' in conjunction with a 'Point Blank' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack against targets afflicted with Paralyzed and kills targets below Level 5 who are afflicted with Paralyzed.
Requires: Basic Gun Training, Basic Deadly Item Training
Cost: 500,000 Gold, 2 Weeks

Explosive Shot- (Technique Ability, Gunner) Possessor may use 'Ignition Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Shot, Gunner, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fivespace Angle-Bouncing Crossdimensional Gunfight Experience- (Passive Ability, Gunner) Spatial element debuffs may not reduce possessor's To Hit if possessor has a Gun equipped, Possessor may ignore Dodge bonuses from Spatial element buffs if possessor has a Gun equipped
Not for Sale

Frigid Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frigid Shot, Apprentice Gun Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Frozen Shot- (Technique Ability, Gunner) Possessor may use 'Frozen Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Shot, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Forehead-Deploying Grandcannon- (Passive Ability, Gunner) Possessor gains +80,000 Ranged Attack and counts as having an additional Gun equipped
Not for Sale

Fountain Shot- (Technique Ability, Gunner) Possessor may use 'Fountain Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +500 Ranged Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Shot, Level 20
Cost: 500,000 Gold, 2 Weeks

Gangsta- (Passive Ability, Gunner) Possessor gains +100 CON and 1% Illusion Resistance
Requires: Gangsta' Style Shooting
Cost: 200,000 Gold, 2 Weeks

Gangsta' Style Shooting- (Passive Ability, Gunner) Possessor's 'Ranged Attack' actions do not incorporate To Hit reductions from debuffs from sources below Level 5
Requires: Basic Gun Training
Cost: 60,000 Gold, 2 Weeks

Gigawatt Shot- (Technique Ability, Gunner) Possessor may use 'Gigawatt Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +2,500 Ranged Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Shot, Adept Gun Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Good at Aiming at Alien Weak Points- (Passive Ability, Gunner) Possessor gains +2% Critical against Aliens and +2% To Hit against Aliens, to a max of 100% and 200%, respectively, if possessor has a Gun equipped
Requires: Alien Blaster, Basic Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Government Task Force Stance- (Stance Ability, Gunner) Possessor may make up to one bonus Ranged Attack action per round as a Counter against an Alien below Level 60 taking any action while in this stance if possessor has a Gun equipped
Requires: Gunner, Improved Alien Countering, Good at Aiming at Alien Weak Points
Cost: 300,000 Gold, 4 Weeks

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

Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Requires: Apprentice Gun Training, 10 other Gunner abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Gun Wielding III- (Passive Ability, Gunner) Possessor gains +200 to all stats when a Gun is equipped and +200 Ranged Attack when a Gun is equipped
Requires: Gun Wielding II, Gunner
Cost: 100,000 Gold, 2 Weeks

Hard to Disarm With a Gun- (Passive Ability, Gunner) Individuals below Level 20 may not unequip or steal possessor's equipped Guns without possessor's permission
Requires: Gun Wielding III
Cost: 50,000 Gold, 2 Weeks

Heatseeking Target-Acquisition- (Technique Ability, Gunner) Possessor may use 'Heatseeking Target-Acquisition' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as no other technique is used and a Gun is equipped. Said action gains +200 Ranged Attack against Fire-element targets, gains +2% Critical against Fire-element targets, and gains +5% To Hit against Fire element targets.
Not for Sale

Heaven's Truth Golden Pistol Cannon- (Technique Ability, Gunner) Possessor may use 'Heaven's Truth Golden Pistol Cannon' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as possessor has a unqiue Gun named 'Dreamlighter' equipped and no other technique is used. Said action gains +400,000 Ranged Attack, gains '1 hit against 7,000,000', gains 'may Heal', and removes all Illusion Magic, Illusion element, and Mystery element buffs and debuffs from its targets.
Not for Sale

Horror-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Human-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Human-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Human-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Human-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hyperadvanced Shot- (Technique Ability, Gunner) Possessor may use 'Hyperadvanced Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +2,500 Ranged Attack, becomes solely Technology element, and gains '50% inflicts Overload'.
Requires: Zero Shot, Adept Gun Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Shot- (Technique Ability, Gunner) Possessor may use 'Ignition Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Shot, Apprentice Gun Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ill Shot- (Technique Ability, Gunner) Possessor may use 'Ill Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

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

Improved Alien Countering- (Passive, Ability, Gunner) Possessor's counters that deal damage to Aliens deal an additional 500 points
Requires: Alien Blaster
Cost: 100,000 Gold, 2 Weeks

Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Shot, Basic Gunslinging Attunement
Cost: 10,000 Gold, 1 Week

Insect-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Inundating Shot- (Technique Ability, Gunner) Possessor may use 'Inundating Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Shot, Apprentice Gun Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Shot, Level 20
Cost: 500,000 Gold, 2 Weeks

Long Gunner's Stance- (Stance Ability, Gunner) +50 Ranged Attack when a Gun is equipped and possessor is in the back row
Requires: Basic Gun Training
Cost: 70,000 Gold, 3 Weeks

Machine-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magma Shot- (Technique Ability, Gunner) Possessor may use 'Magma Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +2,500 Ranged Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Shot, Adept Gun Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

♢Maximum Suppression Stance- (Stance Ability, Gunner) If one of possessor's opponents is about to perform an attack that targets one of possessor's allies but does not target possessor, possessor may, up to (Possessor's Level) times per round (to a max of once per attack) as a preemptive counter conduct a 'Ranged Attack' action that may only target said opponent (and, optionally, also possessor)

Megaton Shot- (Technique Ability, Gunner) Possessor may use 'Megaton Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +2,500 Ranged Attack, becomes solely Atomic element, and gains '50% inflicts Antimatter: Atomic Meltdown'.
Requires: Atom Shot, Adept Gun Training, Adept Atomic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Monster-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Monster-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Monster-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Monster-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Nightmare-Erasing Shot- (Technique Ability, Gunner) Possessor may use 'Nightmare-Erasing Shot' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as possessor has a unqiue Gun named 'Dreamlighter' equipped and no other technique is used. Said action gains +30,000 Ranged Attack, and, if it kills an Agony or Corruption element target that is not 20 or more Levels greater than its performer (and is not greater than Level 80), it cures all debuffs with said target as a source.
Not for Sale

Night Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Shot, Gunner, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Nuclear Shot- (Technique Ability, Gunner) Possessor may use 'Nuclear Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +300 Ranged Attack, becomes solely Atomic element, and gains '15% inflicts Antimatter: Atomic Meltdown, deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Radioactive Shot, Gunner, Thermonuclear Disciple
Cost: 300,000 Gold, 2 Weeks

Ooze-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Ooze-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Ooze-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Ooze-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Ooze-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Ooze-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Requires: Ooze-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Overwhelming Shot- (Technique Ability, Gunner) Possessor may use 'Overwhelming Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +2,500 Ranged Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Shot, Adept Gun Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Painful Shot- (Technique Ability, Gunner) Possessor may use 'Painful Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Shot- (Technique Ability, Gunner) Possessor may use 'Paralytic Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

Pinpoint Cannon Barrage- (Technique Ability, Gunner) Possessor may use 'Pinpoint Cannon Barrage' in conjunction with a 'Ranged Attack', 'Point Blank', 'Snipe', or 'Ranged Overdrive' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +10,000 Ranged Attack, gains 200% to-hit, gains 50% Critical, and may have a 100% chance of inflicting Impaired: Blind
Not for Sale

Psigate Devastation- (Technique Ability, Gunner) Possessor may use 'Psigate Devastation' in conjunction with a 'Ranged Overdrive' action so long as no other technique is used and possessor is wielding a unique Gun weapon called '*Tremarris Pistol' as part of said action. Said action gains +1,800,000 Ranged Attack and may cast any one Psychic Arts spell from the Shop that is for Sale that is worth under 400,000,000 Gold as an additional spell on top of other spells said action could normally cast, incorporating any Magical Attack bonus of said spell as though it were a Ranged Attack spell, with said action's performer having to pay costs for said spell as though it were being cast normally.
Not for Sale

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

Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Requires: Basic Gun Training
Cost: 50,000 Gold, 2 Weeks

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

Radioactive Shot- (Technique Ability, Gunner) Possessor may use 'Radioactive Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Atomic element, and gains '15% inflicts Antimatter: Atomic Meltdown'.
Requires: Pulse Shot, Apprentice Gun Training, Apprentice Atomic Synchronization
Cost: 300,000 Gold, 2 Weeks

Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Requires: Basic Gun Training
Cost: 60,000 Gold, 2 Weeks

Reptile-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Reptile-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Reptile-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Robot-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Shapeshifter-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Shoot Swords- (Technique Ability, Gunner) Possessor may use 'Shoot Swords' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as possessor has a Gun equipped. For purposes of said action, all of said action's performer's Swords have their Melee Attack bonus converted into an equal Ranged Attack bonus (with said conversion replacing lower, but not higher, prexisting Ranged Attack bonuses and not stacking with prexisting Ranged Attack bonuses) and gain the subtype Ammo
Not for Sale

Shoot Their Eye Out!- (Technique Ability, Gunner) Possessor may use 'Shoot Their Eye Out!' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +50 Ranged Attack and '30% inflicts Impaired: Blind'.
Requires: Gun Accuracy Training
Cost: 300,000 Gold, 2 Weeks

Shot from Above the Sky- (Technique Ability, Gunner) Possessor may use 'Shot from Above the Sky' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Said action cannot miss targets below Level 60, cannot be countered by targets below Level 60, and deals full Damage to targets below Level 60 in the back row.
Not for Sale

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

Shot of the Alien Sea's Mariner- (Technique Ability, Gunner) Possessor may use 'Shot of the Alien Sea's Mariner' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and a Gun is equipped. Said action gains +500 Ranged Attack, gains +5% To Hit against Aliens, gains +5% To Hit against Aquatics, gains '50% inflicts Paralyzed', and pierces 200 Defense against CON Damage
Not for Sale

Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Gun Training
Cost: 500,000 Gold, 2 Weeks

Sleeting Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Shot, Gunner, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Sniping Shot- (Technique Ability, Gunner) Possessor may use 'Sniping Shot' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used, possessor is in the back row, and possessor has a Gun equipped. Said attack gains +100 Ranged Attack and +5% To Hit.
Requires: Gun Accuracy Training
Cost: 300,000 Gold, 2 Weeks

Sticky Shot- (Technique Ability, Gunner) Possessor may use 'Sticky Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

Sublime Gunslinger- (Passive Ability, Gunner) Gun Weapons equipped by possessor gain +(100 * Possessor Level) additional Ranged Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Gun
Not for Sale

♢Sublime Overcrash: Requiem for the Reaper- (Technique Ability, Gunner) Possessor may use 'Sublime Overcrash: Requiem for the Reaper' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor has a Gun equipped. Possessor may, up to once per thread, when possessor would be killed by an action, if possessor is wielding a Gun, has not previously used this Overcrash during this thread, and not in Burnout, gain an unpreventable-by-non-Overcrash-effects, uncounterable-by-non-Overcrash-counters, action that must involve the use of this Overcrash. Said action gains +(10,000 * Possessor's Level) Ranged Attack, may target only one opponent, and causes said target opponent, if either below performer's Level or a Tier 3 or lower subtype, to obtain obtain a non-removable debuff that does not vanish upon death that makes its possessor unable to kill this action's performer.
Not for Sale

Swiftest Killshot- (Passive Ability, Gunner) If no opponent has greater AGI than possessor and possessor is wielding a Gun, possessor's offensive actions that involve possessor's Ranged Attack bonus may not be countered (including preemptively) by lower-Level opponents than possessor who have not yet acted
Not for Sale

Totally-Mind-Breaking Hyped Up Gun Trick- (Technique Ability, Gunner) Possessor may use 'Totally-Mind-Breaking Hyped Up Gun Trick' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Said action gains +1 Ranged Attack, deals 1 Flat Psychic element Sanity Damage, and is delayed 5 rounds.
Not for Sale

Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Requires: Basic Gun Training
Cost: 75,000 Gold, 2 Weeks

Triple Shot- (Active Ability, Gunner) This character may use Triple Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character attacks 3 times, doing 66% normal damage for each shot with a 1% increased critical and a 1% increased miss chance
Not for Sale

Tsunami Shot- (Technique Ability, Gunner) Possessor may use 'Tsunami Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +2,500 Ranged Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Shot, Adept Gun Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Shot, Apprentice Gun Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Unfolding Multishot- (Technique Ability, Gunner) Possessor may use 'Unfolding Multishot' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Caster may treat any of caster's empty weapon slots as containing Gun weapons that provide +200 Ranged Attack for purposes of said action.
Not for Sale

Unstable Shot- (Technique Ability, Gunner) Possessor may use 'Unstable Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Shot, Apprentice Gun Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

♢Upon the Clocktower- (Passive Ability, Gunner) At the start of battle, possessor may create a Phantom Terrain of Clocktower that may also count as a Chronogeomantic Zone of Midnight (chosen at the time of its creation by its creator). If a Phantom Terrain of Clocktower is present, possessor gains (+(Possessor's Level)% Dodge, +(Possessor's Level)% Critical, and +(Possessor's Level)% To Hit) against entities who have not been in the battle alongside possessor for at least 5 rounds.
Not for Sale

Void Shot- (Technique Ability, Gunner) Possessor may use 'Void Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +2,500 Ranged Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Shot, Adept Gun Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Shot- (Technique Ability, Gunner) Possessor may use 'Wave Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +300 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Shot, Gunner, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Wind-Up Shot- (Technique Ability, Gunner) Possessor may use 'Wind-Up Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack and is delayed for 1 round.
Requires: Gun Wielding III
Cost: 8,000,000 Gold, 2 Weeks

Zero Shot- (Technique Ability, Gunner) Possessor may use 'Zero Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +500 Ranged Attack, becomes solely Technology element, and gains '30% inflicts Overload'.
Requires: Cluster Shot, Level 20
Cost: 500,000 Gold, 2 Weeks


~Lawbringer (Mace)~

♢Above the Land and Its Laws- (Passive Ability, Lawbringer) Possessor may ignore effects attached to Zones of Law by sources that are not 20 or more Levels greater than possessor
Not for Sale

Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated
Requires: Lawyer
Cost: 60,000 Gold, 2 Weeks

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

♢Awesome Blows- (Passive Ability, Lawbringer) Whenever possessor kills an opponent while wielding a Mace or Hammer, said opponent's allies have (should possessor desire such) a 100% chance of being afflicted with Awestruck
Not for Sale

Bad Cop Stance- (Stance Ability, Lawbringer) Possessor's attacks gain 25 additional points of their relevant attack bonus and deal 20 additional points of any type of stat damage they would inflict; These bonuses increase to 500 points and 50 points, respectively, should one of possessor's allies be in Good Cop Stance
Requires: Officer of the Law
Cost: 80,000 Gold, 3 Weeks

♢Banishing Verdict- (Passive Ability, Lawbringer) When possessor inflicts Entombed: Incarcerated on an entity that is not 10 or more Levels greater than possessor, possessor may unsummon it if possessor is wielding a Hammer or Mace
Not for Sale

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

Blasphemy Strike- (Technique Ability, Lawbringer) Possessor may use 'Heresy Strike' in conjunction with a 'Melee Attack' action if a Mace is equipped and no other technique is used. Said action gains +400 Melee Attack, and a Divine Magic spell with a Magical Attack bonus may be cast as part of it, with said action obtaining a Melee Attack bonus equal to said spell's Magical Attack bonus and said spell counting as a Dark Magic, Rune Magic, or Demon Magic spell for purposes of said action.
Not for Sale

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

Daytime TV Judge- (Passive Ability, Lawbringer) +1 Fame, Possessor may choose to count as possessing the element Law if at least 200 entities are in the same battle as possessor, across all battlespaces
Not for Sale

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

Dual Mace-Wielding- (Passive Ability, Lawbringer) Possessor gains +50 Melee Attack if possessor has two Maces or a Mace that is a Weaponx2 equipped
Requires: Apprentice Mace Training
Cost: 60,000 Gold, 2 Weeks

Enforces the Law through Strength- (Passive Ability, Lawbringer) Possessor's Entombed: Encarcerated infliction chances are increased by 15% against targets with a lower STR than possessor
Not for Sale

Erasure Bash- (Technique Ability, Lawbringer) Possessor may use 'Erasure Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Mace Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Fist of Civilization- (Active Ability, Lawbringer) Possessor may use Fist of Civilization in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +60 Melee Attack for this attack; this bonus increases to +2,500 Melee Attack if possessor is allied with a Large Structure. This attack gains an additional +250 Melee Attack against Humanoids
Requires: Basic Mace Training
Cost: 400,000 Gold, 2 Weeks

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

Forces of Justice- (Stance Ability, Lawbringer) Possessor and all of possessor's allies who either have at least 5 Lawbringer abilities or are Celestials, Illuminated, or Daemons, gain +50 to all stats, stacks 4 times
Requires: 3 Lawbringer Abilities
Cost: 120,000 Gold, 3 Weeks

Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated
Requires: Appeal Verdict, Judge (2)
Cost: 190,000 Gold, 2 Weeks

♢Fundamental Controlling Law- (Passive Ability, Lawbringer) Possessor's actions may not be cancelled or caused to fail by preemptive counters from lower-Level sources

Good Cop Stance- (Stance Ability, Lawbringer) Possessor's attacks that have a chance of inflicting Charm have a 5% greater chance of doing so, Possessor acts as though possessor were 2 levels higher for purposes of scanning targets; These bonuses increase to 10% and 5 levels, respectively, should one of possessor's allies be in Bad Cop Stance
Requires: Officer of the Law
Cost: 80,000 Gold, 3 Weeks

Handcuff 'Em- (Active Ability, Lawbringer) Possessor may use Handcuff 'Em in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. This character gains a 15% chance of inflicting Paralysis and a 5% chance of inflicting Entombed: Incarcerated with this attack. Alternately, possessor may choose to spend an action to have a 15% chance of inflicting Paralysis and a 5% chance of inflicting Entombed: Incarcerated on one target.
Requires: Officer of the Law
Cost: 70,000 Gold, 2 Weeks

♢Heaven-Judge's Banishing Hammerblow- (Technique Ability, Lawbringer) Possessor may use 'Heaven-Judge's Banishing Hammerblow' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Attack With Finesse', or 'Combined Attack' action so long as possessor has a Mace or Hammer equipped. Said action gains +2,000 Melee Attack and unsummons up to 40 entities below Level 60 that are Demons, Devils, or Daemons that are not 20 or more Levels greater than its performer.
Not for Sale

♢Heaven's-Justice Strike- (Technique Ability, Lawbringer) Possessor may use 'Heaven's-Justice Strike' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Attack With Finesse', or 'Combined Attack' action so long as a Mace or Hammer is equipped. Said action gains a Melee Attack bonus equal to the Magical Attack bonus of one Celestial Magic or Holy Magic spell equipped by its performer (with said spell not counting as being cast as part of said action to provide said bonus)
Not for Sale

Heresy Strike- (Technique Ability, Lawbringer) Possessor may use 'Heresy Strike' in conjunction with a 'Melee Attack' action if a Mace is equipped and no other technique is used. Said action gains +300 Melee Attack, and its targets cannot cast Divine Magic spells for 6 rounds if below Level 80.
Not For Sale

Hostile Judge Stance- (Passive Ability, Lawbringer) If possessor has a Hammer equipped, possessor may choose once per round to prevent the infliction of a Litigamancy debuff or buff on an individual
Not for Sale

♢I Am The Only Justice- (Passive Ability, Lawbringer) Possessor gains (Possessor's Level * 2)% inflicts Entombed: Incarcerated, Possessor may choose to prevent lower Level entities from inflicting Entombed: Incarcerated
Not for Sale

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

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

♢Imperious Final Blow- (Passive Ability, Lawbringer) Once per round, possessor may choose for an attack that possessor performs to deal (the number of possessor's allies who have attacked already that round * 10,000) additional Damage, to a max of (Possessor's Level * 1,000,000) additional Damage to opponents of possessor, with further attacks possessor makes against at least one of the same targets that is an opponent dealing half Damage
Not for Sale

♢Imposition of Inarguable Circumstance- (Passive Ability, Lawbringer) Status effects inflicted by possessor may not be cured or automatically recovered from by sources of lower Level than caster.
Not for Sale

Infuse Mace With Dark Energies- (Passive Ability, Lawbringer) At the beginning of each round, if possessor is wielding a Mace, possessor may deal 50 Flat Darkness element MP drain to an allied pet or summon Daemon, Devil, or Demon, gaining +50 Melee Attack as a non-stacking buff until the end of the round if possessor does so
Not For Sale

Judge (2)- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Requires: Knowledge of Legal Codes, Basic Mace Training
Cost: 180,000 Gold, 2 Weeks

♢Judge of the Heavens- (Passive Ability, Lawbringer) If possessor is a Celestial, possessor gains +(Possessor Level * 100) Melee Attack while wielding a Mace, Possessor may choose to inflict Awestruck instead of Entombed: Incarcerated or Entombed: Incarcerated instead of Awestruck if wielding a Mace, Possessor may treat Hammers as Maces for purposes of Lawbringer abilities if possessor is a Celestial
Not for Sale

Judicious Smackdown- (Active Ability, Lawbringer) Possessor may use Judicious Smackdown in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +150 Melee Attack for this attack and has a 5% chance of inflicting Fatigued: Stunned with it
Requires: Basic Mace Training
Cost: 180,000 Gold, 2 Weeks

JUSTICE HAMMAH- (Technique Ability, Lawbringer) Possessor may use 'JUSTICE HAMMAH' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Mace. Said action gains +2,000 Melee Attack and gains a 50% chance of inflicting Entombed: Incarcerated.
Not for Sale

Knock 'Em Into The Slammer- (Technique Ability, Lawbringer) Possessor may use 'Knock 'Em Into The Slammer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used. Said action, if it would kill a target due to HP Damage, instead leaves said target's HP at 1 and inflicts a special instance of Entombed: Incarcerated on said target that possesses no natural per-round recover chance and causes its possessor to count as dead for purposes of victory conditions.
Not for Sale

Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Requires: None
Cost: 90,000 Gold, 3 Weeks

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

Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Requires: Knowledge of Legal Codes
Cost: 210,000 Gold, 3 Weeks

Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Requires: Apprentice Mace Training
Cost: 2500,000 Gold, 3 Weeks

Mace of Law- (Passive Ability, Lawbringer) Possessor gains +80 to all stats when opposing Devas, Abstracts, or Demons so long as possessor has a Mace equipped; possessor gains +100 Melee Attack against Devas, Abstracts, and Demons so long as possessor has a Mace equipped
Requires: Basic Mace Training
Cost: 60,000 Gold, 2 Weeks

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

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

♢Metaphysically Final Rulings- (Passive Ability, Lawbringer) Possessor's actions may not be countered by lower-Level sources
Not for Sale

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

Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds
Requires: Basic Mace Training, Basic Gun Training, Basic Clothing Mastery
Cost: 200,000 Gold, 2 Weeks

Pound the Gavel- (Active Ability, Lawbringer) Possessor may use Pound the Gavel in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +35 Melee Attack, a 1% chance of inflicting 2 hits against 1, and cancels up to 3 debuffs applied by this attack's target or targets, providing that said target or targets are below user's level with this attack
Requires: Judge (2)
Cost: 80,000 Gold, 2 Weeks

Pronounce Moral Verdict (Hope Variant)- (Technique Ability, Lawbringer) Possessor may use 'Pronounce Moral Verdict' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used, so long as said action only targets entities whose stats possessor has scanned on the previous round, and so long as possessor has not dealt damage to any allies previously in the thread. Said action causes its targets to take each an amount of Flat Hope element damage equal to the quantity of non-Healing Damage they have dealt their allies previously in the thread (to a max of <possessor level * 1,000,000> Damage).
Not for Sale

Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Requires: Basic Mace Training
Cost: 90,000 Gold, 3 Weeks

Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Requires: Level 10, Basic Mace Training
Cost: 200,000 Gold, 2 Weeks

♢Retributive Sentence- (Passive Ability, Lawbringer) If possessor is wielding a Mace or a Hammer and is a Celestial, up to once per round, when an entity inflicts a debuff or negative status effect on an ally of possessor, possessor may choose to have a 200% chance of inflicting Entombed: Incarcerated on said entity
Not for Sale

Sloth Hammer- (Technique Ability, Lawbringer) Possessor may use 'Sloth Hammer' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has a Mace or Hammer equipped. Said action gains +30 Melee Attack and applies a debuff that stacks 4 times that provides -50 AGI.
Not For Sale

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

♢Sublime Overcrash: Insurmountable Verdict- (Technique Ability, Lawbringer) Possessor may use 'Sublime Overcrash: Insurmountable Verdict' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor has a Mace or Hammer equipped. Said action gains +50,000 Melee Attack, unsummons all Demons, Devils, Daemons, Arch-Demons, Arch-Daemons, Arch-Devils, and Fiends, and gives all entities in caster's battlespace a non-stacking debuff that makes its possessors unable to summon Demons, Devils, Daemons, Arch-Demons, Arch-Daemons, Arch-Devils, or Fiends, with said debuff not being removable without user's permission if user is alive. Said action sets its user's MP to 0 for the remainder of the thread.
Not for Sale

♢The Last Judge- (Passive Ability, Lawbringer) If possessor is wielding a Mace, is wearing Robes, and is Law element, possessor's opponents of equal and lower Level cannot counter possessor's counters, including preemptively
Not for Sale

♢The Lawbringer, Bane of Primes- (Passive Ability, Lawbringer) Possessor's Critical chance is doubled (to a max of adding five times possessor's Level to it) against Primes if possessor is wielding a Mace
Not for Sale

♢Wielding the Heavenly Judge's Gavel- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack while possessor is a Celestial and is wielding a Mace or Hammer, Possessor's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may use Spirit as their Prime Attribute if possessor is a Celestial and is wielding a Mace or Hammer, Possessor may use Spirit to determine possessor's per-item Melee Attack bonus caps if possessor is a Celestial and is wielding a Mace or a Hammer
Not for Sale

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:35 pm
by Administrator
Weapon-Based Classes (M-Z)

~Manipulator (Remote)~

Peerless Understanding of the True Power of the Remote- (Passive Ability, Manipulator) Possessor treats Remote as a Tier 2 Weapon subtype. Other entities treat instances of Remotes wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Remote Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks


~Musician (Instrument)~

Ability to Play Zone-Altering Ocarina Songs- (Active Ability, Musician) Possessor may spend an action to create a Zone of any base element if possessor has an Instrument with 'Ocarina' in its name equipped, Possessor may spend an action to destroy any Zone created by a source below Level 20 if possessor has an instrument with 'Ocarina' in its name equipped, Possessor may spend an action to change the element of any Zone that is of any single base element into any other single base element if it was created by possessor or any individual below Level 20
Requires: Apprentice Instrument Training, Apprentice Bardic Music Attunement, Apprentice Geomancy Attunement
Cost: 200,000 Gold, 2 Weeks

Adept Instrument Training- (Passive Ability, Musician) Instrument weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Instrument weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Instrument
Requires: Musician, 50 other Musician Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Air Guitar- (Passive Ability, Musician) Possessor may count as having an Air-element Instrument named 'Air Guitar' that provides +250 Magical Attack equipped if possessor has 2 empty Weapon slots
Requires: Can Play the Guitar, Apprentice Air Synchronization
Cost: 400,000 Gold, 2 Weeks

Appreciator of Fine Music- (Passive Ability, Musician) Stat buffs possessor obtains from Bardic Music spells worth over 5,000,000 Gold are increased by 600 points, to a max of 60,000 additional points per stat across all buffs
Not for Sale

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

Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blart!- (Active Ability, Musician) Possessor may use Blart! in conjunction with a Ranged Attack, so long as no other technique is used and an Instrument is equipped. Possessor gains +60 Ranged Attack, gains a 15% chance of inflicting Confusion with this attack, and cannot inflict other status effects or buffs with this attack
Requires: Basic Instrument Training
Cost: 70,000 Gold, 2 Weeks

Call Your Steed via Ocarina- (Passive Ability, Musician) Possessor may, at the start of any round that possessor has an Instrument whose name includes 'Ocarina' equipped, choose to equip any one Steed summon
Requires: Can Play the Ocarina, Basic Steed Use
Cost: 60,000 Gold, 2 Weeks

Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Requires: Basic Instrument Training
Cost: 80,000 Gold, 2 Weeks

Can Play the Accordian- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Accordian' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Banjo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Banjo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Bassoon- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bassoon' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Bell- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bell' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Bongos- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bongo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Castanets- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Castanet' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Fife- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Fife' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Gong- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Gong' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Harmonica- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harmonica' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Jug- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Jug' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Kazoo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Kazoo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Keyboard- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Keyboard' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Lute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Lute' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Mandolin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Mandolin' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Maracas- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Maraca' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Oboe- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Oboe' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Piccolo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piccolo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Recorder- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Recorder' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Sitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Sitar' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Trombone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trombone' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Tuba- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Tuba' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Turntable- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Turntable' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Ukulele- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ukulele' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Viola- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Viola' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Whistle- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Whistle' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Zither- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Zither' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Charming Note- (Technique Ability, Musician) Possessor may use 'Charming Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Instrument Training
Cost: 300,000 Gold, 2 Weeks

Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Requires: Basic Divine Magic Attunement, Can Play the Organ
Cost: 100,000 Gold, 2 Weeks

Combat Flute Use- (Passive Ability, Musician) Possessor gains +200 Melee Attack if possessor has an instrument with 'Flute' or 'Lute' or 'Recorder' in its name equipped; said bonus increases to +1,000 and becomes an uncapped, nonstacking bonus for purposes of offensive actions targetting only individiuals afflicted with Fatigued: Stun
Not for Sale

Debilitating Note- (Technique Ability, Musician) Possessor may use 'Debilitating Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Instrument Training
Cost: 300,000 Gold, 2 Weeks

Deranged Music- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped
Not for Sale

Dizzying Note- (Technique Ability, Musician) Possessor may use 'Dizzying Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Instrument Training
Cost: 300,000 Gold, 2 Weeks

Drop a Piano On Them!- (Technique Ability, Musician) Possessor may use 'Drop a Piano On Them!' in conjuction with a 'Ranged Attack' action so long as no other technique is used and possessor has an Instrument with 'Piano' in its name equipped. Said action gains +500 Melee Attack and a 20% chance of inflicting Fatigued: Stun.
Requires: Can Play the Piano, Brawny
Cost: 100,000 Gold, 2 Weeks

Expert at Playing the Ocarina- (Passive Ability, Musician) Possessor gains +500 Magical Attack and +250 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Requires: Musician, Can Play the Ocarina, 3 other Musician abilities with 'Ocarina' in their name
Cost: 500,000 Gold, 1 Week

Expert at Playing the Organ- (Passive Ability, Musician) Possessor gains +500 Magical Attack and +250 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Requires: Musician, Can Play the Organ, 3 other Musician abilities with 'Organ' in their name
Cost: 500,000 Gold, 1 Week

Expert at Playing the Piano- (Passive Ability, Musician) Possessor gains +500 Magical Attack and +250 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Requires: Musician, Can Play the Piano, 3 other Musician abilities with 'Piano' in their name
Cost: 500,000 Gold, 1 Week

Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped
Requires: Can Play the Piano
Cost: 100,000 Gold, 2 Weeks

Horrifically Annoying Cacophany- (Passive Ability, Musician) If possessor has an instrument equipped, at the end of each round, each of possessor's opponents that is below Level 40 that did not target possessor with an offensive action during said round gains -200 to all stats as a debuff that stacks 10 times.
Not for Sale

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

Improved Debilitating Note- (Passive Ability, Musician) Possessor's 'Debilitating Note' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Shot, Basic Bardic Music Attunement
Cost: 10,000 Gold, 1 Week

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

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

Lazy Note- (Technique Ability, Musician) Possessor may use 'Lazy Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Instrument equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Instrument Training
Cost: 300,000 Gold, 2 Weeks

Meditative Assumption of this Disorienting Song I am Listening To with Sand In Its Title- (Stance Ability, Musician) +30% Dodge, +30% to possessor's Confusion infliction chances, +30% to the MP Cost of all Bardic Music spells carried by, equipped by, or cast by possessor
Not for Sale

Miniature Instrument Use- (Passive Ability, Musician) If possessor has a Weaponx.5 equipped that is an Instrument, possessor gains +1,000 Magical Attack and possessor's 'Magical Attack' actions may gain '30% inflicts Confusion: Depression'
Not for Sale

Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Requires: Apprentice Instrument Training, 10 other Musician abilities
Cost: 125,000 Gold, 4 Weeks

Ocarina Lullaby- (Technique Ability, Musician) Possessor may use 'Ocarina Lullaby' in conjuction with a 'Magical Attack' action so long as no other technique is used and possessor has an Instrument with 'Ocarina' in its name equipped. Said action gains +30 Magical Attack and a 30% chance of inflicting Fatigued: Asleep.
Requires: Can Play the Ocarina
Cost: 100,000 Gold, 2 Weeks

Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Requires: Can Play the Organ
Cost: 100,000 Gold, 2 Weeks

One Wild Beat- (Passive Ability, Musician) Once per round, when possessor performs an attack that incorporates an attack bonus of an Instrument with 'Bongo' in its name, one of possessor's Animal allies or Beast element allies may immediately be given an action
Not for Sale

Organ Music that Echoes through the Halls- (Passive Ability, Musician) Possessor's 'Magical Attack' actions deal full Damage to individuals below Level 20 who are in the back row, Individuals below possessor's Level who are below Level 40 have a 50% chance of being unable to counter possessor's 'Magical Attack' actions if possessor has an Instrument with 'Organ' in its name equipped
Requires: Expert at Playing the Organ, Can Make Sound Carry Well, Level 20
Cost: 600,000 Gold, 2 Weeks

Phantom Organmaster- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '60% inflicts Confusion: Fear' if possessor is an Undead and has an Instrument with 'Organ' in its name equipped
Requires: Deathless One, Musician, Can Play the Organ
Cost: 400,000 Gold, 2 Weeks

Proper Instrument Tuning- (Passive Ability, Musician) Possessor may remove any number of debuffs from Instrument items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Requires: Basic Instrument Training
Cost: 100,000 Gold, 2 Weeks

Puppetmaster's Organ-Song- (Passive Ability, Musican) Possessor's summons and possessor's allies summons gain +400 to all stats as a non-stacking buff that cannot raise their stats above 2000% of their natural values if possessor is in the back row and has an Instrument with 'Organ' in its name equipped
Requires: Apprentice Summoner Magic Attunement, Basic Puppet Master Knowledge, Apprentice Instrument Training, Can Play the Organ
Cost: 300,000 Gold, 2 Weeks

Rimshot- (Passive Ability, Musician) If possessor has an Instrument with the word 'Drum' or 'Cymbal' in its name equipped, possessor may increase the Confusion: Overcome by Laughter infliction chances of possessor's allies by 5%
Requires: Can Play the Drums, Can Play the Cymbals
Cost: 300,000 Gold, 2 Weeks

Sorrow of the Drowned Orchestra- (Passive Ability, Musician) If possessor is wielding an Instrument, possessor's infliction chances of Confusion: Depression and Drowning are increased by 20%, and Possessor may choose for instances of Confusion: Depression that possessor inflicts to gain 'Possessor takes an amount of Water element damage equal to 1% of possessor's Max HP at the start of every round'
Not for Sale

Soul-Stirringly Good Music- (Passive Ability, Musician) If possessor has an Instrument equipped, possessor's 'Magical Attack' actions may either heal 5,000 SPI Damage and inflict Stat Boost: SPI Boost or deal 2,500 SPI Damage and have a 100% chance of inflicting Stat Drain: SPI Drain
Not for Sale

Stunning Note- (Technique Ability, Musician) Possessor may use 'Stunning Note' in conjunction with a 'Magical Attack' action if possessor has an Instrument equipped and no other technique is used. Said action gains '60% inflicts Fatigued: Stun'.
Not for Sale

Supreme Overcrash: Those Deadly, Deadly Blues- (Technique Ability, Musician) Possessor may use 'Supreme Overcrash: Those Deadly, Deadly Blues' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor has an Instrument equipped. Said action gains +2,000,000 Ranged Attack, gains +2,000,000 Magical Attack, gains the elements Water & Darkness, gains '1 hit against 77,000,000,000, gains a 100% chance of inflicting Instant Death, ignores the Instant Death Immunity of Undead, ignores Resistance and Immunity to Confusion: Depression, changes all Fire element actions of its targets to have the element Fire replaced with the elements Water & Darkness as a non-stacking debuff, and checks its status effect infliction chances an additional time if it fails to inflict them. Said action sets its user's MP to 0 for the remainder of the thread.
Not for Sale

Tickle the Ivory Keys- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '10% inflicts Confusion: Overcome by Laughter' if possessor has an Instrument with 'Piano' in its name equipped
Requires: Can Play the Piano
Cost: 80,000 Gold, 2 Weeks

Whistle Blower- (Passive Ability, Musician) If possessor has an Instrument with the word 'Whistle' in its name equipped, possessor's 'Magical Attack' actions may gain '15% inflicts Entombed: Incarcerated'
Requires: Can Play the Whistle
Cost: 600,000 Gold, 3 Weeks

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



~Ravager (Axe)~

Abstract-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Abstract-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Abstract-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Abstract-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Adept Axe Training- (Passive Ability, Ravager) Possessor's Axe weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Axe Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Axe
Requires: Ravager, 50 other Ravager Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Alien-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Alien-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Alien-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Alien-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Annihilatory Malice- (Passive Ability, Ravager) Possessor's first attack of each round deals 40,000,000 additional Damage to bosses if possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Not for Sale

Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Requires: Basic Axe Training, 3 other Ravager abilities
Cost: 125,000 Gold, 2 Weeks

Armor-Piercing Chop- (Technique Ability, Ravager) Possessor may use 'Armor-Piercing Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack pierces 200 Defense.
Requires: Apprentice Axe Training
Cost: 300,000 Gold, 2 Weeks

Astermic-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Astermic-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Astermics and gains +25% Critical against Astermics.
Requires: Astermic-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Astermic-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Astermic-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Astermics and gains +5% To Hit against Astermics.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Astermic-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Astermic-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Astermics, gains +25% Critical against Astermics, gains +5% To Hit against Astermics, and gains 5% inflicts Instant Death against Astermics.
Requires: Astermic-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Axe of a Thousand Years- (Technique Ability, Ravager) Possessor may use 'Axe of a Thousand Years' in conjunction with a 'Melee Attack', 'Powerful Attack' or 'Overdrive' attack so long as possessor has an Axe equipped and no other technique is used. Said action gains +600,000 Melee Attack, gains the element Time, and gains a 200% chance of inflicting Fatigued: Elderly.
Not for Sale

~Axe Pingpong- (Passive Ability, Ravager) If possessor is wielding an Axe, when a source below Level 40, an air element source below level 60, or (if possessor is at Level 40 or greater) a source below level 60, reflects one of possessor's 'Melee Attack' or 'Melee Overdrive' actions or attacks, possessor may, up to six times per round, assign a new target for said reflected action instead of the reflected action or attack targeting possessor
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Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Requires: Basic Axe Training
Cost: 20,000 Gold, 2 Weeks

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

Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Requires: None
Cost: 40,000 Gold, 3 Weeks

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

Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Requires: Barbarian's Fortitude or Gladiator's Pride
Cost: 90,000 Gold, 2 Weeks

Bloody Hacking- (Active Ability, Ravager) +35 Melee Attack, 5% inflicts Wounded, this ability may be used in conjunction with a Melee Attack if an Axe is equipped so long as no other technique is used
Requires: Basic Axe Training, Berserker Rage
Cost: 60,000 Gold, 2 Weeks

Blood-Soaked Glory- (Passive Ability, Ravager) Possessor gains +200 to all stats if at least 100 individuals have died in this thread
Not for Sale

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

Carriage-Surfing Axeman- (Passive Ability, Ravager) Possessor may make 'Melee Attack' actions while a passanger in Vehicles, but if possessor does so, possessor may be targetted for one round as though possessor were not a passanger in said vehicle(s)
Not for Sale

Celestial-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Celestial-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Celestial-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Celestial-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Cleaver-Handed Stance- (Stance Ability, Ravager) Wielder may count open weapon slots as Axes for purposes of Ravager abilities
Not for Sale

Cleaving Axe- (Active Ability, Ravager) Once per action, if possessor defeats at least one enemy using a Melee Attack involving an Axe, possessor gets to make another identical attack at the same MP cost against another target if possessor so desires
Requires: Basic Axe Training
Cost: 50,000 Gold, 3 Weeks

Clockwork-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Clockwork-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Clockwork-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Clockwork-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Clockworks, gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Requires: Gladiator's Pride, Berserker Rage
Cost: 50,000 Gold, 3 Weeks

Crisis Overcrash: Final Cleave- (Technique Ability, Ravager) Possessor may use 'Crisis Overcrash: Final Cleave' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has an Axe equipped. Said action gains +10,000 Melee Attack and deals double Damage (to a max of 50,000,000 additional Damage). Said action sets its user's MP to 0 for the remainder of the thread.
Requires: Adept Axe Training, Crisis Zone
Cost: 100,000,000 Gold, 24 Weeks

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

Cthonian-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Cthonian-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Cthonian-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Cthonian-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Daemon-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Daemon-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Daemon-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Requires: Daemon-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Darkspawn-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Darkspawns and gains +25% Critical against Darkspawns.
Requires: Darkspawn-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Darkspawn-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Darkspawns and gains +5% To Hit against Darkspawns.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Darkspawn-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Darkspawns, gains +25% Critical against Darkspawns, gains +5% To Hit against Darkspawns, and gains 5% inflicts Instant Death against Darkspawns.
Requires: Darkspawn-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Requires: Controlled Rage
Cost: 80,000 Gold, 3 Weeks

Dragon-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Dragon-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Dragon-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Dragon-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Dragon-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Dragon-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Dual Axe-Wielding- (Passive Ability, Ravager) Possessor gains +50 Melee Attack if possessor has two Axes or a Axe that is a Weaponx2 equipped
Requires: Apprentice Axe Training
Cost: 60,000 Gold, 2 Weeks

Expert Axe Training- (Passive Ability, Ravager) The Melee Attack bonus granted by up to one Axe weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that was an Axe)
Requires: Adept Axe Training, 100 other Ravager Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

♢Feels No Cold- (Passive Ability, Ravager) Possessor suffers no negative effects from the status effect Frozen, Possessor gains 40% Ice Resistance
Not for Sale

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

Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Requires: Barbarian's Fortitude, Berserker Rage
Cost: 60,000 Gold, 2 Weeks

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

Fury Burns in This Old Heart- (Passive Ability, Ravager) Possessor ignores all penalties from the ability Elderly and possesses Fatigued: Elderly Immunity, Possessor gains +25 STR, +25 CON, +25 AGI, and +25 Melee Attack, Possessor may inflict Confusion: Berserk on self 10 additional times per thread
Not for Sale

Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Requires: None
Cost: 90,000 Gold, 2 Weeks

Gravity Chop- (Technique Ability, Ravager) Possessor may use 'Gravity Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Axe Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Head-Lopper- (Active Ability, Ravager) +75 Melee Attack, 5% inflicts Fear on each of target's allies if target of attack is killed by this attack, this ability may be used in conjunction with a Melee Attack so long as an Axe is equipped so long as no other technique is used
Requires: Basic Axe Training
Cost: 280,000 Gold, 2 Weeks

Hockey Maniac- (Passive Ability, Ravager) Possessor gains +2,000 Melee Attack if an Axe is equipped, Possessor may choose to count Polearms as Axes for purposes of Ravager abilities
Not for Sale

Holiday Overeater- (Passive Ability, Ravager) Possessor gains 50% Pain: Discomfort: Stomachache Resistance. On up to one round per battle, possessor may choose, when using a Food consumable with only possessor as it target, to use two charges of the consumable instead of one.
Not for Sale

Horrid Barbarian Grammar- (Passive Ability, Ravager) Possessor gains '30% inflicts Confusion: Enraged' against targets who possess one or more Scholar abilities, Scholar abilities cost possessor 30,000 additional Gold and 1 additional Week to learn, Non-'Combat Arts' spells cost posessor 500 more MP to cast
Requires: No Prerequisites
Cost: 10,000 Gold, 1 Week

Human-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Human-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Human-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Human-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Humanoid-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Humanoid-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Humanoid-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Illuminated-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Illuminated-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Illuminated-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Internalized Weapon-Crystal: Axe- (Passive Ability, Ravager) Possessor's Dol-Quorsii Weapon Proficiency Rating for Axe increases to A
Not for Sale

Languishes During Peacetime- (Passive Ability, Ravager) Possessor suffers a debuff of -200 to all stats each round that possessor does not perform an offensive action against another individual or object, this debuff stacks 200 times and all stacked instances of it are removed upon possessor conducting an offensive action against another individual or object
Not for Sale

Mamma Bear Chop- (Technique Ability, Ravager) Possessor may use 'Mamma Bear Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Axe Training
Cost: 300,000 Gold, 2 Weeks

Mancleaver- (Active Ability, Ravager) This character may use Mancleaver in conjunction with a Melee Attack, so long as no other technique is used and an Axe is equipped. This character gains +25 Melee Attack against Humans and +20 additional Melee Attack against Humans and Humanoids.
Requires: Basic Axe Mastery
Cost: 60,000 Gold, 2 Weeks

Monster-Bane Chop- (Technique Ability, Ravager) Possessor may use 'Monster-Bane Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Chop, Ravager, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Monster-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Chop- (Technique Ability, Ravager) Possessor may use 'Monster-Slaying Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Hunting Chop, Adept Ravager, Level 40
Cost: 300,000 Gold, 2 Weeks

Ogre Cleaver Stance (Axes!)- (Stance Ability, Ravager) Possessor may wield Weaponx2 Axes as though they were Weaponx1 Axes Possessor's equipped Weaponx2 Axes gain +1,200 additional Melee Attack
Not for Sale

Orcish Cleaver Fighting Stance- (Stance Ability, Ravager) +50 Melee Attack against Humanoids, +25 Melee Attack against Humans, +10 Melee Attack against Fae, +8 CON, an Axe must be equipped for this stance to function
Requires: Basic Axe Mastery
Cost: 90,000 Gold, 3 Weeks

Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Requires: Basic Axe Training, Font of Rage
Cost: 70,000 Gold, 2 Weeks

Raging Strike- (Technique Ability, Ravager) Possessor may use 'Raging Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if possessor is afflicted with Confusion: Berserk. Said action gains +500 Melee Attack as an uncapped bonus.
Requires: Berserker Rage
Cost: 100,000 Gold, 2 Weeks

Raging Swordsmaster- (Passive Ability, Ravager) Each Sword equipped gains +25 Melee Attack while possessor is Berserk
Requires: Basic Sword Training, Font of Rage
Cost: 70,000 Gold, 2 Weeks

Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Requires: Apprentice Axe Training, 10 other Ravager abilities
Cost: 125,000 Gold, 4 Weeks

Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Requires: Barbarian's Fortitude
Cost: 150,000 Gold, 2 Weeks

Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Requires: Controlled Rage
Cost: 100,000 Gold, 2 Weeks

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

Skull-Splitter- (Active Ability, Ravager) +45 Melee Attack, 5% inflicts Silence, this ability may be used in conjunction with a Melee Attack so long as an Axe is equipped so long as no other technique is used
Requires: Basic Axe Training
Cost: 102,000 Gold, 2 Weeks

Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Requires: Directed Rage, Raging Axemaster
Cost: 80,000 Gold, 3 Weeks

Sports-Inspired Bloodlust- (Passive Ability, Ravager) If any individual in battle takes damage, possessor gains a non-stacking buff that causes its possessor's 'Melee Attack' actions to gain '10% inflicts Wounded' and its possessor's 'Melee Overdrive' actions to gain '40% inflicts Wounded'
Not for Sale

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

The War Is Gone, But It Still Blazes Within My Heart- (Passive Ability, Ravager) Possessor may choose to conduct an action at the end of battle; said action may not give anyone additional actions. Taking such an action counts as going a round without performing an offensive action for all purposes unless said action was an offensive action.
Not for Sale

Unnaturally Thick Skin- (Passive Ability, Ravager) 3% Resilience, +40 Defense
Not For Sale

War Lumberjacking- (Active Ability, Ravager) Possessor may spend an action to inflict Instant Death on a willing Plant ally to deal (Said Plant's HP, to a max of 1,000,000 points) Flat Physical or Earth element Damage to any one target
Not for Sale

Woodsman's Expertise- (Passive Ability, Ravager) +25 Melee Attack against Animals when an Axe is equipped, +50 Melee Attack against Plants when an Axe is equipped
Requires: Basic Axe Training
Cost: 40,000 Gold, 3 Weeks


~Reaper (Scythe)~
Accurate Scythe Use- (Passive Ability, Reaper) Possessor gains +1% To Hit when a Scythe is equipped
Requires: Scythe Wielding III, Harvest Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Scythe Training- (Passive Ability, Reaper) Scythe weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Scythe Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Scythe
Requires: Reaper, 50 other Reaper Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aerial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Alien-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Angel-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Angels and gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Requires: Basic Scythe Training, 3 other Reaper abilities
Cost: 125,000 Gold, 2 Weeks

Aquatic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Astral Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Asterismic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Asterismics and gains +25% Critical against Asterismics.
Requires: Asterismic-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Asterismic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Asterismics and gains +5% To Hit against Asterismics.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Asterismic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Asterismics and gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Requires: Asterismic-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Bee-Chopper- (Active Ability, Reaper) This character may use Bee-Chopper in conjunction with a Melee Attack, so long as no other technique is used and a Scythe is equipped. This character gains +35 Melee Attack against Insects and +7% Critical against Insects
Requires: Basic Scythe Training
Cost: 70,000 Gold, 2 Weeks

Bio-Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Black Harvest- (Technique Ability, Reaper) Possessor may use 'Black Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Harvest, Level 20
Cost: 500,000 Gold, 2 Weeks

Blustering Harvest- (Technique Ability, Reaper) Possessor may use 'Blustering Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Harvest, Level 20
Cost: 500,000 Gold, 2 Weeks

Burning Harvest- (Technique Ability, Reaper) Possessor may use 'Burning Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Harvest, Level 20
Cost: 500,000 Gold, 2 Weeks

Celestial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Celestials and gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Clockwork-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Coded Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Requires: Coded Being-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Crisis Overcrash: Fatal Harvest- (Technique Ability, Reaper) Possessor may use 'Crisis Overcrash: Fatal Harvest' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Scythe equipped. Said action gains +10,000 Melee Attack, '1 hit against all opponents', and '30% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Not for Sale

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

Cthonian-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Scythe Use- (Passive Ability, Reaper) Possessor gains +1% Critical when a Scythe is equipped
Requires: Scythe Wielding III, Harvest Mastery
Cost: 2,500,000 Gold, 2 Weeks

Deva-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dragon-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Dragon-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Dragon-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Elemental-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Elementals and gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Expert Scythe Training- (Passive Ability, Reaper) The Melee Attack bonus granted by up to one Scythe weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that was an Scythe)
Requires: Adept Scythe Training, 100 other Reaper Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Explosive Harvest- (Technique Ability, Reaper) Possessor may use 'Explosive Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Harvest, Reaper, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Famous Calamari-Scything Art- (Technique Ability, Reaper) Possessor may use 'Famous Calamari-Scything Art' in conjunction with a 'Melee Attack' action so long as a Scythe is equipped and no other technique is used. Said action gains +200 Melee Attack against Aquatic, and wielder counts as possessing 1 additional Fame during said action.
Not for Sale

Final Reaping- (Technique Ability, Reaper) Possessor may use 'Final Reaping' in conjunction with an 'Melee Overdrive' action that targets a max of one opponent of wielder so long as no other technique is used and possessor is wielding a unique Scythe weapon called '*Mortiis Finalis' as part of said action and both wielder and said unique weapon are Level 79 or greater. Said action gains +2,000,000 Melee Attack, has its chances of inflicting Instant Death increased by 75%, and cannot target additional opponents of its performer.
Not for Sale

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

Fortress-Collapsing Wind-Slash- (Technique Ability, Reaper) Possessor may use 'Fortress-Collapsing Wind-Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +1,000 Melee Attack, and it gains +50% Critical against Large Structures.
Not for Sale

Fortune Sever- (Technique Ability, Reaper) Possessor may use 'Fortune Sever' in conjunction with a 'Ranged Attack' or 'Melee Overdrive' action so long as possessor is Level 40 or greater, a Scythe is equipped, and no other technique is used. Said action gains +2,000 Melee Attack and '5% inflicts Cursed'
Not for Sale

Gale Harvest- (Technique Ability, Reaper) Possessor may use 'Gale Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Harvest, Reaper, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hard to Disarm With a Scythe- (Passive Ability, Reaper) Individuals below Level 20 may not unequip or steal possessor's equipped Scythes without possessor's permission
Requires: Scythe Wielding III
Cost: 50,000 Gold, 2 Weeks

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

Harvester's Scythe- (Passive Ability, Reaper) Possessor gains +80 Melee Attack against Plants
Requires: Basic Scythe Training
Cost: 160,000 Gold, 2 Weeks

Harvest-Killing Scythestrike- (Technique Ability, Reaper) Possessor may use 'Harvest-Killing Scythestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +700 Melee Attack, and its targets may not summon or heal plants as a non-stacking debuff.
Not for Sale

Haunted Claw- (Technique Ability, Reaper) Possessor may use ‘Haunted Claw’ in conjunction with a Melee Attack action, provided that possessor has a Scythe equipped and no other Technique is used. Said action gains +210 Melee Attack, 5% inflicts Confusion: Fear, 10% inflicts Stat Drain: CON Drain, and 15% inflicts Hexed.
Requires: Apprentice Scythe Training
Cost: 100,000 Gold, 3 Weeks

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

Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Human-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hungering Harvest- (Technique Ability, Reaper) Possessor may use 'Hungering Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Reaper
Cost: 500,000 Gold, 3 Weeks

Hurricane Harvest- (Technique Ability, Reaper) Possessor may use 'Hurricane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Harvest, Adept Scythe Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyped-Up Slash- (Technique Ability, Reaper) Possessor may use Hyped-Up Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +1 Melee Attack and is delayed for 5 rounds.
Not for Sale

Illuminated-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Improved Hexing Harvest- (Passive Ability, Reaper) Possessor's 'Hexing Harvest' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Harvest, Basic Dark Magic Attunement
Cost: 10,000 Gold, 1 Week

Insect-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Insect-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Insect-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Insect-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Jack-O-Lantern Flamescythe- (Technique Ability, Reaper) Possessor may use 'Jack-O-Lantern Flamescythe' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +300 Melee Attack, gains the element Fire, and gains a 30% chance of inflicting Confusion: Fear
Not for Sale

Keen Scything Stance- (Stance Ability, Reaper) +5% Critical when a Scythe is equipped, +25 Melee Attack when a Scythe is equipped
Requires: Basic Scythe Training
Cost: 70,000 Gold, 3 Weeks

Lurker in the Corn- (Passive Ability, Reaper) Possessor gains 15% Dodge while the terrain or phantom terrain is Farmland, Possessor gains +10% To Hit on the first round of battle if the terrain or phantom terrain is farmland and no opponent is either above Level 20 or has acted during this battle
Requires: Attuned to Terrain: Farmland, Basic Scythe Training
Cost: 85,000 Gold, 2 Weeks

Machine-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Machines and gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magic Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magma Harvest- (Technique Ability, Reaper) Possessor may use 'Magma Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +2,500 Melee Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Harvest, Adept Scythe Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Monster-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Monster-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Monster-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Monster-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Monsters and gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Night Harvest- (Technique Ability, Reaper) Possessor may use 'Night Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Harvest, Reaper, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Ooze-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Ooze-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Ooze-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Ooze-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Ooze-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Ooze-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Oozes and gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Requires: Ooze-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Requires: Outsider-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Outsider-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Outsiders and gains +25% Critical against Outsiders, gains +5% To Hit against Outsiders, and gains 5% inflicts Instant Death against Outsiders.
Requires: Outsider-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Peasant's Work Ethic- (Passive Ability, Reaper) 5% Fatigued Resistance
Requires: No Prerequisites
Cost: 10,000 Gold, 3 Weeks

Plant-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Plant-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Plant-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Prime-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Primes and gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Radiantly-Exploding Torpedo Scythe- (Technique Ability, Reaper) Possessor may use 'Radiantly-Exploding Torpedo Scythe' in conjunction with a 'Ranged Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +2,000 Ranged Attack and inflicts Charm: Impressed on all of target's allies below Level 40. One of wielder's Scythes has its Melee Attack bonus changed into a Ranged Attack bonus for the duration of said action. Said Scythe is unequipped and then destroyed if worth under 10,000,000 Gold or is unequipped and then removed from the thread if it is worth 10,000,000 Gold or more unless caster possesses the ability 'Assassin'.
Not for Sale

Rapid Reaping- (Passive Ability, Reaper) Whenever possessor kills an opponent with a Melee Attack action that includes no Techniques and possessor has a Scythe equipped, possessor may immediately make another Melee Attack action that cannot target or affect individuals already targeted by wielder’s prior Melee Attack actions this round and may only target one individual; this ability may grant a maximum of 3 additional actions per round.
Requires: Apprentice Scythe Training, Swift Scything
Cost: 2,000,000 Gold, 4 Weeks

Reaper- (Passive Ability, Reaper) Possessor gains +700 Melee Attack and +50 to all stats when a Scythe is equipped plus an additional +10 Melee Attack and +5 to all stats per Level of possessor.
Requires: Apprentice Scythe Training, 10 other Reaper abilities
Cost: 125,000 Gold, 4 Weeks

Reaper's Countainance- (Passive Ability, Reaper) Possessor gains 5% Confusion Resistance, 5% Pain Resistance, and 5% Charm Resistance if possessor has a Scythe equipped.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 3 Weeks

Reptile-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Reptile-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Reptile-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Reptile-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Reptile-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Reptile-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Reptiles and gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Reslaying Scythe- (Technique Ability, Reaper) Possessor may use 'Reslaying Scythe' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Scythe equipped. Said action gains +36,000 Melee Attack against targets that are Undead or that have been resurrected during this thread; said action gains '20% inflicts Instant Death' against targets that have been resurrected during this thread.
Not for Sale

Robot-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Robots and gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

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

Scythe Wielding III- (Passive Ability, Reaper) Possessor gains +200 to all stats when a Scythe is equipped and +200 Melee Attack when a Scythe is equipped
Requires: Scythe Wielding II, Reaper
Cost: 100,000 Gold, 2 Weeks

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

Shapeshifter-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Shapeshifter-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Shapeshifter-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Shapeshifter-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Solar Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Solar Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Solar Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Spirit-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Spooky Scything- (Passive Ability, Reaper) Possessor’s Melee Attack actions gain 10% inflicts Confusion: Fear and 10% inflicts Hexed while possessor is wielding a Scythe.
Requires: Haunted Claw, Swift Scything
Cost: 80,000 Gold, 3 Weeks

Suddenly Elongate Scythe- (Technique Ability, Reaper) Possessor may use ‘Suddenly Elongate Scythe’ in conjunction with a Melee Attack action that solely targets individuals in the front row, provided that possessor has a Scythe equipped and no other Technique is used. Possessor gains +80 Melee Attack and may, after seeing the damage said Melee Attack action dealt to each individual in the front row, choose to not apply damage or any other effects from the Melee Attack action save the actual targeting of the individual as part of a Melee Attack action to any chosen number of front-row targets and make a second attack as part of the same Melee Attack action that solely targets a number of individual in the back row equal to the number of damage-forfeited targets in the front row, with this technique not being able to cancel damage and / or create a new attack more than once per round; this technique may re-assign missed and dodged hits.
Requires: Apprentice Scythe Training
Cost: 200,000 Gold, 3 Weeks

Swift Scything- (Passive Ability, Reaper) Possessor gains +140 AGI when possessor has a Scythe equipped if possessor’s AGI is already at least 300.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 2 Weeks

Thirsty Harvest- (Technique Ability, Reaper) Possessor may use 'Thirsty Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Reaper
Cost: 500,000 Gold, 3 Weeks

Undead-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Undead and gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Void Harvest- (Technique Ability, Reaper) Possessor may use 'Void Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Harvest, Adept Scythe Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.
Requires: Apprentice Scythe Training, Warlock
Cost: 800,000 Gold, 4 Weeks

Whirling Scything Stance- (Stance Ability, Reaper) +15 Melee Attack, Possessor's Melee Attacks deal 1/5 damage and gain 1 hit against 3, 5% possessor may counter Physical element attacks with a basic Melee Attack that involves no techniques or spells, -5% Dodge, a Scythe must be equipped to utilize this stance's abilities, excepting the Dodge penalty
Requires: Basic Scythe Training
Cost: 160,000 Gold, 3 Weeks

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

Wind Sickle- (Technique Ability, Reaper) Possessor may use Wind Sickle in conjunction with a Melee Attack or Ranged Attack action, so long as no other technique is used and possessor has a Scythe equipped. Said action gains +70 Melee Attack if a Melee Attack action or +70 Ranged Attack if a Ranged Attack action, Said action has a 35% chance of dealing full damage to targets below Level 30 who are in the back row, Said action may, if less than 3 elements and only base elements, be changed to be solely Air element or Magic element.
Requires: Apprentice Scythe Training
Cost: 90,000 Gold, 3 Weeks

Zombie-Decapitator- (Technique Ability, Reaper) Possessor may use Zombie-Decapitator in conjunction with a Melee Attack action, so long as no other technique is used and possessor has a Scythe equipped. Said action gains +70 Melee Attack against Undead and has a 5% chance of afflicting Undead with Wounded.
Requires: Basic Scythe Training
Cost: 90,000 Gold, 3 Weeks


~Sage (Staff)~

Adept Staff Training- (Passive Ability, Sage) Possessor's Staff weapons can provide an additional +10,000 Melee Attack and Magical Attack before capping, Possessor's Staff Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's Staff Weapons that provide a Magical Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Staff
Requires: Sage, 50 other Sage Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks


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

Arcane Bolstering- (Active Ability, Sage) Possessor, if in a Sage stance, may spend an action to give target individual a buff that provides +400 to all stats, with said buff stacking 3 times, is solely Physical & Earth element, and costs 2,100 MP
Not for Sale

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

As a Pillar of Heaven- (Technique Ability, Sage) Possessor may use 'As a Pillar of Heaven' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Staff equipped. For said action, one of wielder's equipped Staff weapons has its Magical Attack bonus converted into an equal Melee Attack bonus and added to any Melee Attack bonus that it would otherwise possess, Said action uses Spirit as its Prime Attribute, Wielder's per-item Melee Attack capping becomes based on Spirit for purposes of said action, Said action gains '100% inflicts Fatigued: Stun' and may gain '1 hit against 10,000' and deal 1/2 Damage
Not for Sale

Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Demon-Banishing Ritual Smiting- (Technique Ability, Sage) Possessor may use 'Demon-Banishing Ritual Smiting' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +1,600 Magical Attack, gains an additional +1,600 Magical Attack against Demons, Unsummons Demons below Level 60, and gains a 60% chance of inflicting Awestruck: Sealed on Demons.
Not for Sale

Dread Headmaster- (Passive Ability, Sage) Possessor possesses five Intrinsic Skillsets, each of which maintains its own set of abilities. Possessor may choose at the beginning of a thread to use, for the entirety of said thread, one of possessor's Intrinsic Skillsets instead of possessor's normal abilities, with this not being a buff. Each of possessor's Intrinsic Skillsets gains a bonus week whenever possessor would gain a bonus week due to levelling. Each time possessor would gain an ability, possessor's active Intrinsic Skillset gains it instead of possessor's normal ability list if one of possessor's Intrinsic Skillsets is active. Abilities gained from using items in the Shop thread may go to possessor's ability list or to any single one of possessor's Intrinsic Skillset. Each of possessor's Intrinsic Skillsets may operate in as though it were a different character in Ability Shops. Each of possessor's Intrinsic Skillsets counts abilities inside itself for prerequitie purposes, but possessor's normal abilitiy list and each Intrinsic Skilset do not count abilities in other Intrinsic Skillsets for prerequisite purposes.
Not for Sale

Earth-to-Mud-Tap- (Technique Ability, Sage) Possessor may use 'Earth-to-Mud-Tap' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Cast a Spell' action so long as no other technique is used and possessor has a Staff equipped. Said action may add an effect to a Zone of Earth that provides -30% Dodge to all individuals in said Zone whose name does not include 'Mud' and does not stack.
Not for Sale

Earth-to-Tar-Tap- (Technique Ability, Sage) Possessor may use 'Earth-to-Tar-Tap' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Cast a Spell' action so long as no other technique is used and possessor has a Staff equipped. Said action may add an effect to a Zone of Earth that provides -60% Dodge to all individuals in said Zone whose name does not include 'Tar' and does not stack.
Not for Sale

Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Requires: Basic Staff Training
Cost: 70,000 Gold, 2 Weeks

Extreme Pole-Vault- (Technique Ability, Sage) Possessor may use 'Extreme Pole-Vault' in conjunction with a 'Switch Rows' action so long as no other technique is used and possessor has a Staff equipped. Said action gives its performer a buff that lasts until the end of the round after the current round that causes its possessor to deal full Damage to targets below Level 60 in the back row.
Not for Sale

Lordly Rod-Blast- (Technique Ability, Sage) Possessor may use 'Lordly Rod-Blast' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +600 Magical Attack, a 30% chance of inflicting Charm, and an optional 30% chance of inflicting Paralyzed
Not for Sale

Mana Bolt- (Active Ability, Sage) Possessor, if in a Sage stance, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 1,500 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 2 equipped Staff weapons, is solely Magic element, and costs 0 MP
Not for Sale

Noggin Thwack- (Active Ability, Sage) Possessor may use Noggin Thwack in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +45 Melee Attack has a 5% chance of inflicting Confusion, has a 5% chance of inflicting Stun, and has a 50% chance of dealing 5 MIN damage.
Requires: Old Man's Head Bonker
Cost: 130,000 Gold, 2 Weeks

Orge High-Shaman's Skull-Bash- (Technique Ability, Sage) Possessor may use 'Orge High-Shaman's Skull-Bash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +1,200 Melee Attack, deals 1,200 MIN Damage, and gains a 60% chance of inflicting Fatigued: Stun and Stat Drain: MIN Drain
Not for Sale

Old Man's Head Bonker- (Active Ability, Sage) Possessor may use Old Man's Head Bonker in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +35 Melee Attack and has a 5% chance of inflicting Confusion.
Requires: Basic Staff Training
Cost: 90,000 Gold, 2 Weeks

Piercing Blast- (Technique Ability, Sage) Possessor may use 'Piercing Blast' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +800 Magical Attack and pierces 1,600 Defense.
Not for Sale

Point the Staff at the Stands- (Technique Abliliy, Sage) Possessor may use 'Point the Staff at the Stands' in conjunction with a 'Focus', 'Aim', or 'Change Stance' action so long as no other technique is used, at least 5 non-opposing entities other than possessor are present in the same battlespace and possessor has a Staff equipped. Said action applies a non-stacking buff to its performer that gives +15% To Hit for purposes of its possessor's next attack.
Not for Sale

Raging Earth Smash- - (Technique Ability, Sage) Possessor may use 'Raging Earth Smash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +1,200 Melee Attack, gains the element Earth, and may gain '1 hit against 30' and 'deals 3/4 Damage'
Not for Sale

Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Requires: Apprentice Staff Training, 10 other Sage abilities
Cost: 125,000 Gold, 4 Weeks

Sense the Earth's Vibrations- (Passive Ability, Sage) 5% Dodge non-Aerials, 104% to Hit non-Aerials, Possessor ignores the status effect Impaired: Blind, but not its sub-status effects, when attacking Earth element individuals while not in a Zone that is not a Zone of Earth
Requires: Basic Staff Training
Cost: 120,000 Gold, 3 Weeks

Shockwave-Generating Staff-Strike- (Technique Ability, Sage) Possessor may use 'Shockwave-Generating Staff-Strike' in conjunction with a 'Magical Attack', 'Melee Attack', 'Overdrive', or 'Melee Overdrive' action so long as no other technique is used and so long as possessor is wielding a staff. Said action gains +300 Magical Attack, gains +300 Melee Attack, and gains a 25% chance per entity of moving up to 25 individuals from each row-order-formation targeted by at least one hit of said action to the back row, with a 75% chance of inflicting Fatigued: Stun on any individual moved in said manner.
Not for Sale


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

Spiral Staff Strike II- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +160 Melee Attack and has a 5% chance of inflicting Stun.
Requires: Apprentice Staff Training, Spiral Staff Strike, Twin-Ended Staff Style
Cost: 240,000 Gold, 2 Weeks

Staff-Bat the Spell at the Target- (Technique Ability, Sage) Possessor may use 'Staff-Bat the Spell at the Target' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used, so long as a spell with a Magical Attack bonus is cast as part of said action, and so long as possessor is wielding a staff. Said action gains +70 Magical Attack and deals full Damage to targets below Level 10 in the back row.
Not for Sale

Staff-Charge- (Passive Ability, Sage) When possessor casts a Wizard Magic spell that possesses a Magical Attack bonus, possessor may add the Magical Attack bonus of one equipped staff to said bonus (with capping still being obeyed)
Not For Sale

Staff of Infection- (Active Ability, Sage) Possessor may use Staff of Infection in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +30 Melee Attack has a 5% chance of inflicting Disease.
Requires: Basic Staff Training, Basic Blight Magic Attunement
Cost: 90,000 Gold, 2 Weeks

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

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

Stunning Staff-Slam- (Technique Ability, Sage) Possessor may use 'Stunning Staff-Slam' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Staff equipped. Said action gains +500 Melee Attack and a 40% chance of inflicting Fatigued: Stun.
Not for Sale

Strike Which Brings Water from Rocks- (Active Ability, Sage) Possessor may use Strike Which Brings Water from Rocks in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +70 Melee Attack against Earth element targets, and, if this attack deals damage to an Earth element target, then user may immediately deal 2,000 flat Water element damage to up to 5 targets.
Requires: Empower Staff
Cost: 130,000 Gold, 2 Weeks

Ten-Staff Shuffle- (Technique Ability, Sage) Possessor may use 'Ten-Staff Shuffle' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Magical Attack', or 'Magical Overdrive' action so long as no other technique is used, possessor has a Staff equipped, and possessor is carrying at least 9 unequipped Staff weapons. Possessor may unequip one Staff before each hit of said action and may then equip one Staff before each hit of said action
Not for Sale

The Pimp's Cane Brooks No Disobedience From Hos- (Passive Ability, Sage) Once per round, possessor, if wielding a Staff, may conduct a 'Melee Attack' action as a preemptive counter against the source of an action that would have a chance of inflicting Charm on possessor; if said counter deals Damage, said action may not inflict Charm
Not for Sale

Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Requires: Empower Staff, Basic Elemental Magic Attunement
Cost: 140,000 Gold, 2 Weeks

Transform Staff (Serpents)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a group of serpents that acts on its creator's first action each turn, the group of serpents, as an action, may initiate a Magical Attack that is solely Acid element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 10% chance of inflicting Poison, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the group of serpents is destroyed, the staff is removed from the thread, The group of serpents' creator may spend an action to turn it back into a staff and re-equip it, A group of serpents thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Requires: Empower Staff
Cost: 140,000 Gold, 2 Weeks

Transform Staff (Whirlwind)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a whirlwind that acts on its creator's first action each turn, the whirlwind, as an action, may initiate a Magical Attack that is solely Air element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 1% chance of moving its target to the front row, provided its target its under level 25, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the whirlwind is destroyed, the staff is removed from the thread, The whirlwind's creator may spend an action to turn it back into a staff and re-equip it, A whirlwind thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread, This ability cannot be used on cursed items (though such items cannot be unequipped normally anyway, thus making it rather hard to even attempt to)
Requires: Empower Staff, Envoy of Air
Cost: 140,000 Gold, 2 Weeks

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

Whack With Staff- (Active Ability, Sage) Possessor, if in a Sage stance, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 200 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Staff weapons, is solely Physical & Earth element, and costs 0 MP
Not for Sale

Whirlwind Staff- (Technique Ability, Sage) Possessor may use 'Whirlwind Staff' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor has an Air-element Staff equipped. Said action gains +45,000 Magical Attack, gains '100% may inflict Fatigued: Stun', and may incorporate one equipped Air element staff's Melee Attack bonus as though it were an equivalent Magical Attack bonus (with said bonus replacing said staff's actual Magical Attack bonus if higher and being ignored if equal or higher)
Not for Sale

~Scholar (Book)~

Abstract-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Abstract-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Abstract-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Abstract-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Adept Book Training- (Passive Ability, Scholar) Book weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Book weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Book
Requires: Scholar, 50 other Scholar abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Accurate Book Use- (Passive Ability, Scholar) Possessor gains +1% To Hit when a Book is equipped
Requires: Book Wielding III, Passage Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Passage- (Technique Ability, Scholar) Possessor may use 'Acidic Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Angel-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks

Arcane Passage- (Technique Ability, Scholar) Possessor may use 'Arcane Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Passage, Adept Book Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Asterismic-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Asterismic-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Asterismics and gains +25% Critical against Asterismics.
Requires: Asterismic-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Asterismic-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Asterismic-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Asterismics and gains +5% To Hit against Asterismics.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Asterismic-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Asterismic-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Asterismics, gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Requires: Asterismic-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Astral Being-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Astral Being-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Astral Being-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Astral Being-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Avalanche Passage- (Technique Ability, Scholar) Possessor may use 'Avalanche Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Passage, Adept Book Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Passage- (Technique Ability, Scholar) Possessor may use 'Awesome Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Passage, Apprentice Book Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Badass Cartographer Stance- (Stance Ability, Scholar) +2,000 STR, +20% To Hit, Large Structures below Level 80 may not Dodge possessor, Possessor ignores Dodge and Resilience buffs present on individuals that come from Geomancy spells cast by sources that are not 20 or more Levels greater than possessor, to a max of Level 90
Not for Sale

Banishing Passage- (Technique Ability, Scholar) Possessor may use 'Banishing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Book Wielding III
Cost: 1,000,000 Gold, 2 Weeks

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

Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks

Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Knowledge of Dimensions, Knowledge of Portals
Cost: 100,000 Gold, 2 Weeks

Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Dream Realms- (Passive Ability, Scholar) Possessor gains +300 MIN if in a Zone of Magic & Psychic or a Zone of Dream
Not for Sale

Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 2 Weeks

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

Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Requires: Basic Understanding of Mana Patterns, Basic Artifice Attunement, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of the Essence of Dreams- (Passive Ability, Scholar) Possessor gains +200 MIN during actions that target one or more individuals afflicted with Fatigued: Asleep
Not for Sale

Black Passage- (Technique Ability, Scholar) Possessor may use 'Black Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Passage- (Technique Ability, Scholar) Possessor may use 'Blitz Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Passage, Scholar, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Passage- (Technique Ability, Scholar) Possessor may use 'Blizzard Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Passage, Adept Book Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Blustering Passage- (Technique Ability, Scholar) Possessor may use 'Blustering Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Bolt Passage- (Technique Ability, Scholar) Possessor may use 'Bolt Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Requires: Basic Book Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Book-Blasted Spell- (Technique Ability, Scholar) Possessor may use 'Book-Blasted Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as a Book is equipped, a spell that possesses a Magical Attack bonus is cast as part of said action, and no other technique is used as part of said action. All spells cast as part of said action that possess a Magical Attack bonus have said bonus increased by 300 points; said action gains +5% To Hit.
Requires: Apprentice Book Training, Apprentice Wizard Magic Attunement
Cost: 200,000 Gold, 2 Weeks

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

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

Book Wielding III- (Passive Ability, Scholar) Possessor gains +200 to all stats when a Book is equipped and +200 Magical Attack when a Book is equipped
Requires: Book Wielding II, Scholar
Cost: 100,000 Gold, 2 Weeks

Breathless Passage- (Technique Ability, Scholar) Possessor may use 'Breathless Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Passage, Apprentice Book Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Burning Passage- (Technique Ability, Scholar) Possessor may use 'Burning Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Burst Passage- (Technique Ability, Scholar) Possessor may use 'Burst Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable Passage, Scholar, Countess of Power
Cost: 300,000 Gold, 2 Weeks

Can Read Archaic Dwarven Languages- (Passive Ability, Scholar) +300 MIN, Possessor gains an additional +200 MIN if any of possessor's opponents' names include 'Dwarf' or 'Dwarven'
Not for Sale

Can Recite Works of Literature from Memory- (Passive Ability, Scholar) +500 MIN, If possessor unequips a Book or Tome or has a Book or Tome forcibly unequipped, possessor may obtain a non-stacking buff that allows its possessor to count that Book or Tome as still being equipped
Not for Sale

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

Celestial-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Charming Passage- (Technique Ability, Scholar) Possessor may use 'Charming Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Book Training
Cost: 300,000 Gold, 2 Weeks

Corona Passage- (Technique Ability, Scholar) Possessor may use 'Corona Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Passage, Adept Book Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crisis Overcrash: Supremacy Formula- (Technique Ability, Scholar) Possessor may use 'Crisis Overcrash: Supremacy Formula' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Book equipped. Said action gains +10,000 Magical Attack, inflicts all minor and moderate positive status effects on its caster, provides its caster with a non-stacking buff that provides +10,000 to all stats, inflicts all minor negative status effects on its target, and inflicts a non-stacking debuff that provides -10,000 to all stats. Said action sets its user's MP to 0 for the remainder of the thread.
Not for sale

Current Passage- (Technique Ability, Scholar) Possessor may use 'Current Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Passage, Apprentice Book Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Requires: Daemon-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Book Use- (Passive Ability, Scholar) Possessor gains +1% Critical when a Book is equipped
Requires: Book Wielding III, Passage Mastery
Cost: 2,500,000 Gold, 2 Weeks

Darkspawn-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Debilitating Passage- (Technique Ability, Scholar) Possessor may use 'Debilitating Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Book Training
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Demon-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Demon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Demon-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Deva-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Deva-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Deva-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Devil-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Devil-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Devil-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dissolution Passage- (Technique Ability, Scholar) Possessor may use 'Dissolution Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Passage, Apprentice Book Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Passage- (Technique Ability, Scholar) Possessor may use 'Dizzying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice BookTraining
Cost: 300,000 Gold, 2 Weeks

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

Elemental-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Elemental-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Elemental-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Elemental-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Enchanted Passage- (Technique Ability, Scholar) Possessor may use 'Enchanted Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Book Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Passage- (Technique Ability, Scholar) Possessor may use 'Enchanting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Passage, Apprentice Book Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Passage- (Technique Ability, Scholar) Possessor may use 'Energized Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Envenomed Passage- (Technique Ability, Scholar) Possessor may use 'Envenomed Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Book Training
Cost: 300,000 Gold, 2 Weeks

Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Not for Sale

Erasure Passage- (Technique Ability, Scholar) Possessor may use 'Erasure Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Book Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Passage- (Technique Ability, Scholar) Possessor may use 'Erosion Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Passage, Scholar, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Esoteric Passage- (Technique Ability, Scholar) Possessor may use 'Esoteric Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Mystic element, and gains '50% inflicts Manablasted: Mystic Overload'.
Requires: True Magic Passage, Adept Book Training, Adept Mystic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Explosive Calligraphy- (Active Ability, Scholar) Possessor may spend an action to obtain a buff that stacks 20 times that allows its possessor to optionally deal 250,000 Flat Fire element Damage to an entity that attacks its possessor (after said attack) or that scans its possessor's stats (at the end of said scan)
Not for Sale

Explosive Passage- (Technique Ability, Scholar) Possessor may use 'Explosive Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Passage, Scholar, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Fae-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Fae-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Fae-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Familiarity with Notable Books- (Passive Ability, Scholar) Possessor obtains +150 MIN while an opponent has a Book equipped
Requires: Speed Reading, Studious
Cost: 200,000 Gold, 2 Weeks
Not for Sale

Fictionalize- (Technique Ability, Scholar) Possessor may use 'Fictionalize' in conjunction with a 'Magical Attack' or 'Overdrive' action if possessor has a Book equipped. Said action gains '60% inflicts Vanished on targets below possessor's Level who are below Level 40'
Not for Sale

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

Forcibly Ship Crack Pairing- (Active Ability, Scholar) Possessor may spend an action to have any one individual in battle that is either willing or below Level 60 inflict Charm, Charm: Lust, or Charm: Lovestruck on any one target that is a different subtype that is also either willing or below Level 60
Not for Sale

Fountain Passage- (Technique Ability, Scholar) Possessor may use 'Fountain Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Passage- (Technique Ability, Scholar) Possessor may use 'Frigid Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Passage, Apprentice Book Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Passage- (Technique Ability, Scholar) Possessor may use 'Frost Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Ice element.
Requires: Basic Book Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Passage- (Technique Ability, Scholar) Possessor may use 'Frozen Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Passage- (Technique Ability, Scholar) Possessor may use 'Gale Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Passage, Scholar, Wind Duke
Cost: 300,000 Gold, 2 Weeks

General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
Not for Sale

General Knowledge of Primitive Societies that Include Dinosaurs- (Passive Ability, Scholar) Possessor gains +25 MIN
Not for Sale

General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

General Understanding of the Psychology of Spawned Humans- (Passive Ability, Scholar) +100 MIN
Requires: Basic Understanding of Area Mana Patterns, Basic Understanding of Entity Mana Patterns, General, Knows the Fundamentals of Psychology
Cost: 300,000 Gold, 2 Weeks

Gigawatt Passage- (Technique Ability, Scholar) Possessor may use 'Gigawatt Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Passage, Adept Book Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Passage- (Technique Ability, Scholar) Possessor may use 'Glowing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Golem-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Golem-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Golem-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Golem-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Greater Banishing Passage- (Technique Ability, Scholar) Possessor may use 'Greater Banishing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Passage, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Passage- (Technique Ability, Scholar) Possessor may use 'Erasure Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Passage, Level 40
Cost: 1,000,000 Gold, 2 Weeks

♢Guidance Offered- (Passive Ability, Scholar) Whenever possessor casts a non-unique spell, possessor's lower-Level allies, as a buff that lasts until the end of the round that does not stack that ends if the ally stops being possessor's ally, add that spell to their Inherent Spell Lists, gaining Inherent Spell Lists as part of the buff if necessary
Not for Sale

Hard to Disarm With a Book- (Passive Ability, Scholar) Individuals below Level 20 may not unequip or steal possessor's equipped Books without possessor's permission
Requires: Book Wielding III
Cost: 50,000 Gold, 2 Weeks

Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Requires: Basic Book Training, 10 Base MIN
Cost: 500,000 Gold, 5 Weeks

Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Studious
Cost: 30,000 Gold, 1 Week

Has Read the Books of Lindel'Dyarr- (Passive Ability, Scholar) Possessor gains +600 MIN and +6,000 MP
Not for Sale

Hexing Passage- (Technique Ability, Scholar) Possessor may use 'Hexing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Book Training
Cost: 300,000 Gold, 2 Weeks

Horror-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Horror-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Horror-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Horror-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.Requires: Horror-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hurricane Passage- (Technique Ability, Scholar) Possessor may use 'Hurricane Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Passage, Adept Book Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Passage- (Technique Ability, Scholar) Possessor may use 'Hypersolvent Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Passage, Adept Book Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Passage- (Technique Ability, Scholar) Possessor may use 'Ignition Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Passage, Apprentice Book Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ill Passage- (Technique Ability, Scholar) Possessor may use 'Ill Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Book Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Illuminated-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Illuminated-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Illuminated-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Improved Understanding of Mana Patterns, Basic Subspace Architect Knowledge
Cost: 200,000 Gold, 2 Weeks

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

Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Requires: Basic Understanding of Entity Mana Patterns, Basic Understanding of Dimensional Mana Patterns, Basic Understnading of Item Mana Patterns, Basic Understanding of Effect / Mana-Pattern Interaction
Cost: 500,000 Gold, 2 Weeks

Inundating Passage- (Technique Ability, Scholar) Possessor may use 'Inundating Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Passage, Apprentice Book Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Knowledge of Common Curses and Curse-Protection Rituals- (Passive Ability, Scholar) Possessor's Hexed infliction chances are increased by 5%, Possessor gains +5% Hexed Resistance
Requires: Basic Dark Magic Attunement, Basic Ritual Magic Attunement, Basic Abjuration Attunement, Basic Soul Training, Basic Understanding of Item Mana Patterns, Basic Understanding of Entity Mana Patterns
Cost: 200,000 Gold, 2 Weeks

Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +250 MIN, Possessor gains +250 additional MIN and +250 SPI if a Zone, Terrain, or Phantom Terrain is present
Requires: Understanding of Mana Patterns, Scholar of Dimensions
Cost: 5,000,000 Gold, 2 Weeks

Knowledge of Common Methods of Undeath- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Undead
Requires: Basic Necromancer Attunement, Basic Deathless One Knowledge, Basic Understanding of Entity Mana Patterns
Cost: 60,000 Gold, 2 Weeks

Knowledge of Common Paralytic Substances and Their Counter-Agents- (Passive Ability, Scholar) Possessor's Paralyzed infliction chances are increased by 5%, Possessor gains +5% Poison Resistance
Requires: Basic Thief Arts Attunement, Basic Healer Magic Attunement, Basic Biomancy Attunement, Basic Viscous Lord Knowledge, Basic Understanding of Item Mana Patterns
Cost: 200,000 Gold, 2 Weeks

Knowledge of Common Poisons and Poison-Treatment Techniques- (Passive Ability, Scholar) Possessor's Poison infliction chances are increased by 5%, Possessor gains +5% Poison Resistance
Requires: Basic Thief Arts Attunement, Basic Healer Magic Attunement, Basic Knife Training, Basic Throwing Weapon Training, Basic Understanding of Item Mana Patterns
Cost: 200,000 Gold, 2 Weeks

Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 5,000 less MP to cast
Requires: Scholar of Dimensions, Wanderer
Cost: 5,000,000 Gold, 2 Weeks

Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 600,000 Gold, 4 Weeks

Knowledge of Major Dwarven Clans- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humanoids whose name includes 'Dwarf' or 'Dwarven'
Requires: Basic Warlord Knowledge, Basic Understanding of Entity Mana Patterns
Cost: 60,000 Gold, 2 Weeks

Knowledge of Major Elven Houses- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are
Fae whose name includes 'Elf' or 'Elven'
Requires: Basic Counselor of Faerie Knowledge, Basic Understanding of Entity Mana Patterns
Cost: 60,000 Gold, 2 Weeks

Knowledge of Major Goblinoid Hordes- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humanoids whose name includes 'Goblin' or 'Orc'
Requires: Basic Warlord Knowledge, Basic Understanding of Entity Mana Patterns
Cost: 60,000 Gold, 2 Weeks

Knowledge of Major Human Nations- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humans
Requires: Basic General Knowledge, Basic Understanding of Entity Mana Patterns
Cost: 60,000 Gold, 2 Weeks

Knowledge of Major Religions- (Passive Ability, Scholar) Possessor gains +50 MIN and +50 SPI
Requires: Basic Divine Magic Attunement, Basic Healer Magic Attunement OR Basic Dark Magic Attunement, Basic Understanding of Entity Mana Patterns
Cost: 60,000 Gold, 2 Weeks

Knowledge of Major Restaurant Chains- (Passive Ability, Scholar) Possessor gains +20 MIN if an opponent has a Food item equipped or has a chance of dropping a Food item
Requires: Basic Chef Proficiency, Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Knowledge of Many Monsters- (Passive Ability, Scholar) Possessor treats the Resistances of all opponents that are on the Enemy List, are non-unique, and are below Level 40 as being 5% Lower if possessor has a Book equipped
Requires: Studious, Basic Understanding of Entity Mana Patterns, Level 19
Cost: 500,000 Gold, 4 Weeks

Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Knowledge of Proper Etiquette- (Passive Ability, Scholar) Possessor gains +50 MIN, possessor gains +50 additional MIN if an opponent is Nobility element
Requires: Basic General Knowledge, Basic Counselor of Faerie Knowledge, Basic Leadership Attunement, Basic Fan Training, Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Knowledge of Technology from Multiple Eras- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Basic Engineering Proficiency, Basic Gearwright Knowledge, Basic Gun Training, Basic Technology Synchronization, Basic Vehicle User, Basic Vessel User, Basic Mech User, Basic Assault Matrix Training, Basic Roboticist Knowledge, Basic Mechanist Knowledge, Scholar of History
Cost: 200,000 Gold, 2 Weeks

Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Basic Knowledge of Common Dimensional Traits
Cost: 50,000 Gold, 2 Weeks

Knowledge of the Ryathic Planes- (Passive Ability, Scholar) Possessor obtains +5,000 MIN and +5% To Hit against Outsiders
Not for Sale

Knowledge of Why Bears Are Awesome- (Passive Ability, Scholar) Possessor gains +50 MIN if one of possessor's allies names includes 'Bear', Possessor pets and summons whose name includes 'Bear' gain +200 to all stats
Requires: Basic Beastmaster Knowledge, Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Knows the Fundamentals of Psychology- (Passive Ability, Scholar) +15 MIN
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Lazy Passage- (Technique Ability, Scholar) Possessor may use 'Lazy Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Book equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Book Training
Cost: 300,000 Gold, 2 Weeks

Lecturer's Stance- (Stance Ability, Scholar) Allies gain +20 to any one stat whenever possessor casts a spell so long as a Book is equipped. This effect counts as a buff that lasts 5 rounds and stacks 5 times (with different stat choices not counting as different buffs for stacking purposes). Leadership spells cost 50 less MP to cast and affect 3 more targets if they already affect multiple targets.
Requires: Basic Book Training, Basic Leadership Attunement
Cost: 60,000 Gold, 3 Weeks

Lightning Passage- (Technique Ability, Scholar) Possessor may use 'Lightning Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Not for Sale

Magical Passage- (Technique Ability, Scholar) Possessor may use 'Magical Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Magic Being-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Magic Being-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Magic Being-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Magic Being-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magma Passage- (Technique Ability, Scholar) Possessor may use 'Magma Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Passage, Adept Book Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Mastery of Many Topics- (Passive Ability, Scholar) Scholar abilities whose name includes 'Scholar of', 'Undestanding of', or 'Knowledge of' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
Requires: General Knowledge of the Main Universe within the Second Holy Empire, Scholar, 5 Scholar abilities whose name includes 'Scholar of'
Cost 10,000,000 Gold, 5 Weeks

Monster-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Mystical Passage- (Technique Ability, Scholar) Possessor may use 'Mystical Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Mystic element.
Requires: Basic Book Training, Basic Mystic Synchronization
Cost: 300,000 Gold, 2 Weeks

Night Passage- (Technique Ability, Scholar) Possessor may use 'Night Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Passage, Scholar, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Open-Book Stance- (Stance Ability, Scholar) +30 Magical Atttack so long as a Book is equipped
Requires: Basic Book Training
Cost: 30,000 Gold, 3 Weeks

Overwhelming Passage- (Technique Ability, Scholar) Possessor may use 'Overwhelming Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Passage, Adept Book Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Paralytic Passage- (Technique Ability, Scholar) Possessor may use 'Paralytic Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Book Training
Cost: 300,000 Gold, 2 Weeks

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

Patterned Passage- (Technique Ability, Scholar) Possessor may use 'Patterned Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unearthly Passage, Scholar, Esoteric Wiseman
Cost: 300,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Book- (Passive Ability, Scholar) Possessor treats Book as a Tier 2 Weapon subtype. Other entities treat instances of Books wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Book Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks

Prime-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Prime-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Prime-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Prime-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Pulse Passage- (Technique Ability, Scholar) Possessor may use 'Pulse Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Requires: Basic Book Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Reader of Glyphs- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Glyph Magic is equipped. Glyph Magic spells cost 150 less MP and take 1 less turn to cast if they are ally-buffing spells that take multiple turns.
Requires: Basic Book Training, Basic Glyph Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
Requires: Basic Book Training
Cost: 150,000 Gold, 3 Weeks

Reader of Runes- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Rune Magic is equipped. Rune Magic spells cost 150 less MP and take 1 less turn to cast if they are summoning spells that take multiple turns.
Requires: Basic Book Training, Basic Rune Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Reader of Sigils- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Sigil Magic is equipped. Sigil Magic spells cost 150 less MP and take 1 less turn to cast if they are self-buffing spells that take multiple turns.
Requires: Basic Book Training, Basic Sigil Magic Attunement
Cost: 150,000 Gold, 3 Weeks

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

Researcher (2)- (Passive Ability, Scholar) Possessor may, up to once per two months, post in the ability shop to gain a bonus week
Not for Sale

Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Not for Sale

Rock Passage- (Technique Ability, Scholar) Possessor may use 'Rock Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Passage- (Technique Ability, Scholar) Possessor may use 'Rockslide Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Passage, Apprentice Book Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks

Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Requires: Scholar, Studious, Has Engaged in Lengthy Studies
Cost: 300,000 Gold, 2 Weeks

Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Requires: Scholar, Basic Understanding of Dimensional Mana Patterns, Basic Knowledge of Dimensional Connectivity, Basic Knowledge of Common Dimensional Traits
Cost: 500,000 Gold, 4 Weeks

Scholar of Distant Worlds- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone of Astral is present
Requires: Scholar, Astromancer, Starkeeper, Basic Knowledge of Common Dimensional Traits
Cost: 500,000 Gold, 4 Weeks

Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: Scholar, 15 abilities from 'Element-based classes'
Cost: 500,000 Gold, 4 Weeks

Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Requires: Scholar, Student of Histories, Studious
Cost: 500,000 Gold, 4 Weeks

Scholar of Horrible Secrets- (Passive Ability, Scholar) Possessor gains +400 MIN, 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' spells cost possessor 15,000 less MP to cast if possessor has a Book equipped, Possessor's 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' summons gain +200 to all stats as a bonus that cannot raise their stats to more than 500% of their normal values
Not for Sale

Scholar of Lost Wisdom- (Passive Ability, Scholar) Possessor gains +5,000 MIN if any of possessor's allies are Primes, Asurii, Hollow-Souls, Asterismics, Ethryl, Nathryl, Reptiles, Ancients, Radiants, or Emissaries
Not for Sale

Scholar of Monsters- (Passive Ability, Scholar) Possessor treats all opponents that are on the Enemy List, are non-unique, and are below Level 40 as having had their stats scanned by possessor if possessor has a Book equipped
Requires: Scholar, Knowledge of Many Monsters
Cost: 500,000 Gold, 4 Weeks

Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Requires: Scholar, 50 abilities from spell-based classes
Cost: 500,000 Gold, 4 Weeks

Scholar of Wars- (Passive Ability, Scholar) Possessor gains +50 MIN, +100 Melee Attack, and +100 Magical Attack, Possessor's Unit allies gain +400 Defense as a non-stacking bonus
Requires: Knowledge of History, Scholar, Basic General Knowledge, Basic Warlord Knowledge
Cost: 400,000 Gold, 3 Weeks

Secret Lecture (and Debate) Technique: Lull them Into Vaguely-Unhappy Boredom with Long, Meandering Anecdotes about Dead Animals, Then Surprise 'Em With Sudden, Loud, Insulting Rappers Accompanied by Posses of Vaping Clowns with Laser Vision- (Technique Ability, Scholar) Possessor may use 'Secret Lecture (and Debate) Technique: Lull them Into Vaguely-Unhappy Boredom with Long, Meandering Anecdotes about Dead Animals, Then Surprise 'Em With Sudden, Loud, Insulting Rappers Accompanied by Posses of Vaping Clowns with Laser Vision' in conjunction with a 'Cast a Spell' action so long as no other Technique is used and possessor has a Book equipped. Said action gains a 100% chance of inflicting Fatigued: Tired and a 50% chance of inflicting Confusion: Depression, and generates a buff on its performer that allows its performer, at the end of the round said buff was acquired, to deal 3,000,000 Flat Sonic & Psychic & Air & Energy & Moon element Damage to all opponents, with this Damage being being multiplied by 10 (to a max of 30,000,000 additional points) against targets that are afflicted with Fatigued: Tired, and to have a 100% chance of infliction Confusion and Confusion: Berserk on all opponents; the acquisition of this buff, if its possessor is engaged in a Hyper Debate, results in the loss of Debate Momentum and attempts to provoke an Attention Lull while conducting a Focused Attack on the Current Point with an amplified Factualness of 3; the expenditure of this buff may, if its possessor is engaged in a Hyper Debate, to, up to once per Topic Field and up to three times per Hyper Debate, gain control of Debate Rhythm, with this effect ignoring Combination Chains, Debate Momentum, Diplomacy Comparisons, and Attention Lulls, but with this effect not overruling Codified Debate Strictures.
Not for Sale

Shadow Passage- (Technique Ability, Scholar) Possessor may use 'Shadow Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Book Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Passage- (Technique Ability, Scholar) Possessor may use 'Shining Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Passage, Scholar, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Passage- (Technique Ability, Scholar) Possessor may use 'Sleeting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Passage, Scholar, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Solar Being-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Solar Being-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Solar Being-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Solar Being-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Solar Being-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Solar Being-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Sorcerous Passage- (Technique Ability, Scholar) Possessor may use 'Sorcerous Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Passage, Scholar, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Speaker of the Text of Air- (Stance Ability, Scholar) If a Air element Book is equipped, possessor may choose to make magical attacks solely Air element. +75 Magical Attack to Air element magical attacks.
Requires: Basic Book Training, Envoy of Air
Cost: 190,000 Gold, 3 Weeks

Speaker of the Text of Fall- (Stance Ability, Scholar) If an Acid element Book is equipped, possessor may choose to make magical attacks solely Acid element. +75 Magical Attack to Acid element magical attacks.
Requires: Basic Book Training, Envoy of Fall
Cost: 380,000 Gold, 6 Weeks

Speaker of the Text of Fire- (Stance Ability, Scholar) If a Fire element Book is equipped, possessor may choose to make magical attacks solely Fire element. +75 Magical Attack to Fire element magical attacks.
Requires: Basic Book Training, Envoy of Fire
Cost: 190,000 Gold, 3 Weeks

Speaker of the Text of Earth- (Stance Ability, Scholar) If a Earth element Book is equipped, possessor may choose to make magical attacks solely Earth element. +75 Magical Attack to Earth element magical attacks.
Requires: Basic Book Training, Envoy of Earth
Cost: 190,000 Gold, 3 Weeks

Speaker of the Text of Metal- (Stance Ability, Scholar) If a Metal element Book is equipped, possessor may choose to make magical attacks solely Metal element. +75 Magical Attack to Metal element magical attacks.
Requires: Basic Book Training, Envoy of Metal
Cost: 190,000 Gold, 3 Weeks

Speaker of the Text of Spring- (Stance Ability, Scholar) If an Electrical element Book is equipped, possessor may choose to make magical attacks solely Electrical element. +75 Magical Attack to Electrical element magical attacks.
Requires: Basic Book Training, Envoy of Spring
Cost: 380,000 Gold, 6 Weeks

Speaker of the Text of Summer- (Stance Ability, Scholar) If a multi-element Book is equipped, possessor may choose to make magical attacks solely Energy element. +75 Magical Attack to multi-element magical attacks.
Requires: Basic Book Training, Envoy of Summer
Cost: 380,000 Gold, 6 Weeks

Speaker of the Text of Water- (Stance Ability, Scholar) If a Water element Book is equipped, possessor may choose to make magical attacks solely Water element. +75 Magical Attack to Water element magical attacks.
Requires: Basic Book Training, Envoy of Water
Cost: 190,000 Gold, 3 Weeks

Speaker of the Text of Winter- (Stance Ability, Scholar) If an Ice element Book is equipped, possessor may choose to make magical attacks solely Iceelement. +75 Magical Attack to Ice element magical attacks.
Requires: Basic Book Training, Envoy of Winter
Cost: 380,000 Gold, 6 Weeks

Speaker of the Text of Wood- (Stance Ability, Scholar) If a Wood element Book is equipped, possessor may choose to make magical attacks solely Wood element. +75 Magical Attack to Air element magical attacks.
Requires: Basic Book Training, Envoy of Wood
Cost: 190,000 Gold, 3 Weeks

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

Spirit-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Spirit-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Passage, Scholar, Level 20
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Spirit-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Slaying Passage- (Technique Ability, Scholar) Possessor may use 'Spirit-Slaying Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +1,000 Magical Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Passage, Adept Book Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Stone Passage- (Technique Ability, Scholar) Possessor may use 'Stone Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Requires: Basic Book Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Requires: Studious
Cost: 60,000 Gold, 2 Weeks

Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks

Teacher (2)- (Passive Ability, Scholar) Possessor possesses a Tutoring-Based Ability Shop called <PC Name's> Trainable Ability Shop, Tutoring Effect
Not for Sale

Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60
Not for Sale

True Magic Passage- (Technique Ability, Scholar) Possessor may use 'True Magic Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +500 Magical Attack, becomes solely Mystic element, and gains '30% inflicts Manablasted: Mystic Devastation'.
Requires: Patterned Passage, Level 20
Cost: 500,000 Gold, 2 Weeks

Tsunami Passage- (Technique Ability, Scholar) Possessor may use 'Tsunami Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +2,500 Magical Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Passage, Adept Book Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Passage- (Technique Ability, Scholar) Possessor may use 'Umbral Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Passage, Apprentice Book Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Understanding of Emptiness and Destruction- (Passive Ability, Scholar) Possessor gains +200 to all stats for each Null element item possessor has equipped, to a max of 200 items, Possessor gains +10 to all stats as a buff that lasts 10 rounds whenever an item is destroyed or an individual dies, with said buff stacking 50 times
Not for Sale

Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 2 Levels higher (to a max of Level 99) as an effect that does not bypass 'Immune to below Level X' abilities, Possessor obtains +500 MIN
Requires: Class-name abilities for 5 pet/entity-subtype-based classes, Understanding of Mana Patterns, Scholar of Monsters
Cost: 5,000,000 Gold, 2 Weeks

Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.
Requires: Basic Understanding of Entity Mana Patterns, Basic Understanding of Dimensional Mana Patterns, Basic Understanding of Item Mana Patterns, Scholar
Cost: 5,000,000 Gold, 2 Weeks

Understanding of the Essence of Dreams- (Passive Ability, Scholar) Possessor gains +500 MIN during actions that target one or more individuals afflicted with Fatigued: Asleep
Not for Sale

Unearthly Passage- (Technique Ability, Scholar) Possessor may use 'Unearthly Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Overload'.
Requires: Mystical Passage, Apprentice Book Training, Apprentice Mystic Synchronization
Cost: 300,000 Gold, 2 Weeks

Vexatious Passage- (Technique Ability, Scholar) Possessor may use 'Vexatious Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Book Wielding III
Cost: 700,000 Gold, 2 Weeks

Well-Read Regarding Common Plants- (Passive Ability, Scholar) Possessor gains +25 to all stats if any opponent is a plant and possessor is wielding a Book
Not for Sale

You Are Not LEARNING!- (Technique Ability, Scholar) Possessor may use 'You Are Not LEARNING!' in conjunction with a 'Melee Attack' action so long as a Book is equipped and no other technique is used as part of said action. Said action gains +50 Melee Attack and, if its target's 5 most-recently-acquired buffs all come from sources below Level 20 and do not increase MIN or MP, removes the most-recently-acquired buff from target.
Requires: Basic Book Training
Cost: 60,000 Gold, 2 Weeks


~Shadow Blade (Knife)~

Adept Knife Training- (Passive Ability, Shadow Blade) Knife weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Knife Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Knife
Requires: Shadow Blade, 50 other Shadow Blade Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aerial-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Alien-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Alien-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Alien-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Alien-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Angel-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Animals, gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Anguilbiddian Jester-Strike- (Passive Ability, Shadow Blade) Possessor may use 'Anguilbiddian Jester-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +60,000 Melee Attack, gains a 25% chance of inflicting Instant Death on Celestials, Angels, Devas, Illuminated, Outsiders, Daemons, Devils, Demons, Spirits, and Elementals, and applies a non-stacking debuff that causes its possessor's actions to have a 25% chance of gaining the element Chaos.
Requires: Expert Knife Training, Wanderer, Deadly Stabs, Shadow-Clone Flurry, Debilitation Stab, Celestial-Slaying Stab, Angel-Slaying Stab, Deva-Slaying Stab, Illuminated-Slaying Stab, Outsider-Slaying Stab, Daemon-Slaying Stab, Devil-Slaying Stab, Demon-Slaying Stab, Spirit-Slaying Stab, Elemental-Slaying Stab
Cost: 220,000,000 Gold, 3 Weeks

Animate Shadow- (Passive Ability, Shadow Blade) Possessor gains +500 Melee Attack and counts as possessing an additional Umbral ally
Requires: Shadow Blade, Ebon Chancellor, Umbramancer, Shadow Stab
Cost: 750,000 Gold, 2 Weeks

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

Armor-Piercing Stab- (Technique Ability, Shadow Blade) Possessor may use 'Armor-Piercing Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack pierces 200 Defense.
Requires: Apprentice Knife Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Assassin's Deathblow- (Passive Ability, Shadow Blade) When possessor possesses a stacked instance of the buff provided by the ability 'Contemplation of Murder', actions that would benefit from the Melee Attack buff provided by said ability gain a 5% chance of inflicting Instant Death, with said infliction chance rising to 10% if two stacked instances of said buff are possessed and rising to 15% if three stacked instances of said buff are possessed
Requires: Human-Slaying Stab, Humanoid-Slaying Stab, Fae-Slaying Stab, Contemplation of Murder
Cost: 60,000,000 Gold, 2 Weeks

Avalanche of Knives- (Technique Ability, Shadow Blade) Possessor may use 'Avalanche of Knives' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains Said action gains +2,000 Ranged Attack, incorporates the Ranged Attack bonus of each equipped Knife as though it was an equivalent Melee Attack bonus instead, and gains '1 hit against 100'.
Requires: Stab Flurry
Cost: 15,000,000 Gold, 2 Weeks

Backstab (2)- (Technique Ability, Shadow Blade) Possessor may use Backstab(2) in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +45 Melee Attack, Backstab has no effect if used after target has taken an action unless its user is in its target's row formation.
Requires: Basic Knife Training
Cost: 60,000 Gold, 2 Weeks

Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bio-Horror-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bio-Horror-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bio-Horror-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bio-Horror-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

♢Bladed Hurricane Stance- (Stance Ability, Shadow Blade) Whenever one of possessor's attacks ends, possessor may unequip and then equip any number of Knives and/or Swords, Possessor gains one weapon slot that may only hold a Knife or Sword weapon
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Bloodletter- (Technique Ability, Shadow Blade) Possessor may use Bloodletter in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +10 Melee Attack and a 5% chance of inflicting Wounded: Bleeding
Requires: Basic Knife Training
Cost: 90,000 Gold, 2 Weeks

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

Celestial-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Charging Stab- (Technique Ability, Shadow Blade) Possessor may use 'Charging Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Knife Training
Cost: 500,000 Gold, 2 Weeks

Clever Move- (Active Ability, Shadow Blade) Possessor may spend an action to cause target, who may not be more than double possessor's level or above Level 39, to count as not having acted yet for possessor's purposes
Requires: 10 Base MIN, 10 Base AGI, Apprentice Knife Training
Cost: 90,000 Gold, 3 Weeks

Contemplation of Murder- (Technique Ability, Shadow Blade) Possessor may use 'Contemplation of Murder' in conjunction with a 'Meditate' action so long as no other technique is used and a Knife is equipped. As part of said action, said action's performer chooses a target and obtains a buff that provides +500 Melee Attack for the next 'Melee Attack' action that possessor conducts targeting said target while possessor is wielding a Knife, with said buff stacking three times for the same target, not stacking across different targets, and vanishing if possessor conducts an attack that targets an individual who is not said targeted individual.
Requires: Shadow Blade, Assassin, Thief, Meditate, Knife Fighter, Human-Bane Stab, 5 Base MIN
Cost: 300,000 Gold, 2 Weeks

Crisis Stab- (Technique Ability, Shadow Blade) Possessor may use 'Crisis Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Knife equipped. Said attack gains +1,000 Melee Attack.
Requires: Knife Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

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

Cthonian-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Cthonian-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Cthonian-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Cthonian-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Requires: Daemon-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Dark Inferno Stab- (Passive Ability, Shadow Blade) Possessor may use 'Dark Inferno Stab' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +40,000 Melee Attack, becomes solely Fire & Darkness element, and gains '75% inflicts Burning and Voidstruck'
Requires: Magma Stab, Void Stab
Cost: 30,000,000 Gold, 2 Weeks

Darkspawn-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Darkspawn-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Darkspawns, gains +25% Critical against Darkspawns, gains +5% To Hit against Darkspawns, and gains 5% inflicts Instant Death against Darkspawns.
Requires: Darkspawn-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Darkspawn-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Darkspawns and gains +5% To Hit against Darkspawns.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Darkspawn-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Darkspawns and gains +25% Critical against Darkspawns.
Requires: Darkspawn-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Deadly Knife Strikes- (Passive Ability, Shadow Blade) Possessor's offensive actions gain '30% inflicts Wounded' if possessor is wielding a Knife
Requires: Knife Fighter, Knife Wielding II, Shadow Blade, Throat-Slitter, Level 20
Cost: 30,000,000 Gold, 2 Weeks

Deadly Stabs- (Passive Ability, Shadow Blade) Shadow Blade technique abilities whose name includes 'Stab' that are peformed by possessor have bonuses to Melee Attack that they provide increased by 5,000 points and provide the actions they are used as part of with +5% Critical
Requires: Stab Master, Deadly Knife Strikes, Adept Knife Training
Cost: 20,000,000 Gold, 3 Weeks

Debilitation Stab- (Technique Ability, Shadow Blade) Possessor may use 'Debilitation Stab' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor is wielding a Knife. Said action gains +1,000 Melee Attack and '10% inflicts each minor negative status effect'.
Requires: Vexatious Stab, Shadow Blade, Level 20
Cost: 10,000,000 Gold, 2 Weeks

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

Demon-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deva-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deva-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deva-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Dragon-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dragon-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dragon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dragon-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Dragon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dragon-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Dual Knife-Wielding- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack if possessor has two Knives or a Knife that is a Weaponx2 equipped
Requires: Apprentice Knife Training
Cost: 60,000 Gold, 2 Weeks

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

Dwarven Thief's Unseen Blade- (Passive Ability, Shadow Blade) If possessor's To Hit is at least 50% greater than the Dodge value of the target of one of possessor's attacks and said target has not acted yet on the round of said attack, possessor may gain a 30% chance of inflicting Wounded: Bleeding on the targets of said attacks provided that they were part of one of possessor's 'Melee Attack' actions and possessor is wielding a Knife
Not for Sale

Elemental-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Elemental-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Elemental-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Elemental-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

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

Expert Knife Training- (Passive Ability, Shadow Blade) The Melee Attack bonus granted by up to one Knife weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Knife)
Requires: Adept Knife Training, 100 other Shadow Blade Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Eye-Remover- (Technique Ability, Shadow Blade) Possessor may use Eye-Remover in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Blind
Requires: Bloodletter
Cost: 110,000 Gold, 2 Weeks

Fae-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Fae-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against fae, gains +25% Critical against fae, gains +5% To Hit against fae, and gains 5% inflicts Instant Death against fae.
Requires: Fae-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Fae-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against fae and gains +5% To Hit against fae.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Fae-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

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

Fancy Knifework- (Passive Ability, Shadow Blade) Possessor's offensive actions gain '30% inflicts Charm: Impressed' if possessor is wielding a Knife
Requires: Knife Fighter, Knife Wielding II, Shadow Blade, Level 20
Cost: 30,000,000 Gold, 2 Weeks

Fling Knife- (Technique Ability, Shadow Blade) Possessor may use 'Fling Knife' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Knife equipped. Said action incorporates the Melee Attack bonus of one equipped Knife as though it were an equivalent Ranged Attack bonus instead.
Requires: Apprentice Throwing Weapong Training, Apprentice Knife Training
Cost: 300,000 Gold, 2 Weeks

Frontstab- (Technique Ability, Shadow Blade) Possessor may use Frontstab in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. +45 Melee Attack, may not be used on targets who are in possessor's row formation.
Requires: Backstab
Cost: 60,000 Gold, 2 Weeks

Hamstring- (Technique Ability, Shadow Blade) Possessor may use Hamstring in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Slow
Requires: Backstab, Bloodletter
Cost: 150,000 Gold, 2 Weeks

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

Hide Within Shadows- (Passive Ability, Shadow Blade) Possessor gains +10% Dodge if possessor has not conducted an offensive action on the current round or previous round and a Zone of Darkness is present
Requires: Shadow-Dancer Stance, Hide in Shadows, Thief, Meditative Assumption of Darkness
Cost: 500,000 Gold, 2 Weeks

Horror-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Horror-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Horror-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Horror-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Horror-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Human-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Hundred Stabbing Raindrops- (Technique Ability, Shadow Blade) Possessor may use 'Hundred Stabbing Raindrops' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +2,000 Ranged Attack, incorporates the Melee Attack bonus of each equipped Knife as though it was an equivalent Ranged Attack bonus instead, and gains '1 hit against 100'.
Requires: Knife Thrower, Level 20, 10 Base AGI
Cost: 30,000,000 Gold, 2 Weeks

Hungering stab- (Technique Ability, Shadow Blade) Possessor may use 'Hungering stab' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Shadow Blade
Cost: 500,000 Gold, 3 Weeks

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

Illuminated-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Illuminated-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Illuminated-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Illuminated-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

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

Improved Envenomed Stab- (Passive Ability, Shadow Blade) Possessor's 'Envenomed Slash' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Stab, Basic Thief Arts Attunement
Cost: 10,000 Gold, 1 Week

Improved Paralytic Stab- (Passive Ability, Shadow Blade) Possessor's 'Paralytic Stab' technique has its chance of inflicting Paralyzed increased to 30%
Requires: Paralytic Stab
Cost: 20,000 Gold, 1 Week

♢Infinite Knife Hurricane- (Passive Ability, Shadow Blade) Possessor's actions that involve a Shadow Blade technique may gain '(The number of Knife weapons possessor has equipped, to a max of possessor's Level) hits against 1'
Not for Sale

Insects-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Insects-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Insectss, gains +25% Critical against Insectss, gains +5% To Hit against Insectss, and gains 5% inflicts Instant Death against Insectss.
Requires: Insects-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Insects-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Insects-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Insectss and gains +5% To Hit against Insectss.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Insects-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Insects-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Insectss and gains +25% Critical against Insectss.
Requires: Insects-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Knife-Fighter- (Passive Ability, Shadow Blade) Possessor gains +1% To Hit, +1% Dodge, and deals 200 additional Damage while possessor has a Knife equipped
Requires: Apprentice Knife Training, Basic Unarmed Technique Training
Cost: 300,000 Gold, 2 Weeks

Knife-Sharpening- (Passive Ability, Shadow Blade) Possessor gains +5% Critical while wielding a Knife
Not for Sale

Knife Thrower- (Passive Ability, Shadow Blade) Possessor may treat Knife weapons that possess a Ranged Attack bonus as Throwing Weapon weapons for purposes of Assassin abilities
Requires: Fling Knife, Assassin, Shadow Blade
Cost: 500,000 Gold, 2 Weeks

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

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

Knife Wielding III- (Passive Ability, Shadow Blade) Possessor gains +200 to all stats when a Knife is equipped and +200 Melee Attack when a Knife is equipped
Requires: Knife Wielding II, Shadow Blade
Cost: 100,000 Gold, 2 Weeks

Knives-as-Pitons Wall-Scaling Art- (Passive Ability, Shadow Blade) Possessor gains +10% To Hit and Critical against Large Structures if possessor has at least two Knives equipped
Requires: Knives-Through-Hands Pinning Blow, Thief, 5 Base AGI
Cost: 2,000,000 Gold, 2 Weeks

Knives-Through-Hands Pinning Blow- (Technique Ability, Shadow Blade) Possessor may use 'Knives-Through-Hands Pinning Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has two Knives equipped. Said action gains +1,500 Melee Attack, gains a 75% chance of inflicting Paralyzed, gains a 50% chance of inflicting Pain, gains a 50% chance of inflicting Impaired, gains a 50% chance of inflicting Wounded, and applies a debuff that prevents its possessor from leaving a chosen Zone, Terrain, Phantom Terrain, or Battlespace if its possessor is below Level 40.
Requires: Eye-Remover, Impairing Stab, Improved Paralytic Stab, Nasty Scarstrike, Vexatious Stab, Surgical Knife-Precision, 10 Base STR
Cost: 3,000,000 Gold, 2 Weeks

Knives Up the Sleeves- (Passive Ability, Shadow Blade) At the start of each of possessor's actions, possessor may equip up to two Knives
Requires: Shadow Blade, Thief
Cost: 5,000,000 Gold, 2 Weeks

Liberator of Shadows- (Passive Ability, Shadow Blade) Whenever possessor inflicts the debuff provided by the Technique 'Shadow-Severing Knife', possessor may obtain a minor random positive status effect
Requires: Shadow-Severing Knife, Thief
Cost: 5,000,000 Gold, 2 Weeks

Lingering Shadow Clones- (Passive Ability, Shadow Blade) Buffs provided by possessor's 'Trails Blurred Shadow Clones' ability last 5 rounds longer
Requires: Shadow-Clone Attack-Echoes, Warrior
Cost: 20,000,000 Gold, 2 Weeks

Lingering Shadow-Monster Creation- (Passive Ability, Shadow Blade) Summons created by possessor's 'Severed-Shadows-Into-Monsters Art' ability may choose not to be unsummoned when the clause 'with said summon being unsummoned when the debuff causing its creation is removed by a cause other than its possessor's death' would otherwise unsummon them.
Requires: Severed-Shadows-Into-Monsters Art, Shadow Duke
Cost: 15,500,000 Gold, 2 Weeks

Lunging Stab- (Technique Ability, Shadow Blade) Possessor may use 'Lunging Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Stab, Shadow Blade
Cost: 500,000 Gold, 2 Weeks

Master Knife Training- (Passive Ability, Shadow Blade) Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of entities who are half possessor's Level or lower if possessor is wielding a Knife, Possessor deals 5% additional Damage while possessor has a Knife equipped (as a bonus that does not stack with bonuses granted by other Master-tier weapon-based-class abilities), Possessor may, once per round, deal 50,000,000 additional Damage to a Boss if possessor has a Knife equipped and is not 20 or more Levels below said Boss's Level
Requires: Expert Knife Training, 250 other Shadow Blade Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

Master of Cutlery- (Passive Ability, Shadow Blade) If possessor is wielding a Knife, quantities of possessor's HP that are healed by Food consumables are increased by 2,000 points
Requires: Shadow Blade, Chef
Cost: 5,000,000 Gold, 3 Weeks

Mob-of-Shadows Stab- (Technique Ability, Shadow Blade) Possessor may use 'Mob-of-Shadows Stab' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, possessor has a Knife equipped, and possessor possesses at least one stacked instance of a buff provided by the ability 'Trails Blurred Shadow Clones'. Said action obtains +1,000 Melee Attack for each stacked instance of a buff provided by the ability 'Trails Blurred Shadow Clones' that possessor possesses, to a max of +15,000 Melee Attack, and may check its miss chance an additional number of times equal to the number of stacked instances of a buff provided by the ability 'Trails Blurred Shadow Clones' that possessor possesses, to a maximum of 15 times.
Requires: Shadow-Trailing Motion, Shadow-Clone Stab
Cost: 30,000,000 Gold, 2 Weeks

Monster-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Monster-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Nasty Scarstrike- (Technique Ability, Shadow Blade) Possessor may use Nasty Scarstrike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +30 Melee Attack and a 20% chance of inflicting Impaired
Requires: Bloodletter
Cost: 70,000 Gold, 2 Weeks

Nerve Strike- (Technique Ability, Shadow Blade) Possessor may use Nerve Strike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +70 Melee Attack and a 20% chance of inflicting Pain
Requires: Backstab, Bloodletter
Cost: 70,000 Gold, 2 Weeks

Night's Caress- (Technique Ability, Shadow Blade) Possessor may use 'Night's Caress' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor is wielding a Knife. Said action gains +1,000 Melee Attack, gains '30% inflicts Fatigued: Asleep', and 'This attack cannot cure Fatigued or cause it to remove itself from its possessor'.
Requires: Shadow Blade, Enchanter, Thief, Level 20
Cost: 10,000,000 Gold, 2 Weeks

Ooze-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Ooze-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozess.
Requires: Oozes-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Oozes-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Oozes-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Oozess and gains +5% To Hit against Oozess.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Oozes-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Oozes-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Oozess and gains +25% Critical against Oozess.
Requires: Oozes-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Outsider-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Outsider, gains +25% Critical against Outsider, gains +5% To Hit against Outsider, and gains 5% inflicts Instant Death against Outsider.
Requires: Outsider-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Outsider-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Outsider and gains +5% To Hit against Outsider.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Outsider-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Outsider and gains +25% Critical against Outsider.
Requires: Outsider-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

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

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

Pelican Ripper- (Active Ability, Shadow Blade) This character may use Pelican Ripper in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. This attack gains +400 Melee Attack against Aerials and has a 5% chance of inflicting AGI Drain on Aerials.
Requires: Basic Knife Training
Cost: 120,000 Gold, 3 Weeks

Plant-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Plant-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Plant-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Plant-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Plants and gains +5% To Hit against Plants.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Plant-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Plant-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Pumpkin-Carver- (Technique Ability, Shadow Blade) Possessor may use 'Pumpkin-Carver' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action. Said action gains +500 Melee Attack against Plants and may apply a buff or debuff that provides +500 or -500 to all stats of its possessor that stacks 3 times.
Requires: Plant-Bane Stab, Pelican Ripper
Cost: 700,000 Gold, 2 Weeks

Red-Omega Turkey-Buster- (Technique Ability, Shadow Blade) Possessor may use 'Red-Omega Turkey-Buster' in conjunction with a 'Melee Overdrive' or 'Ranged Overdrive' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains (+150,000 Melee Attack and/or +150,000 Ranged Attack) against Aerials as an uncapped bonus and automatically Criticals Aerials below Level 80.
Not for Sale

Reptile-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Reptile-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Reptile-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Reptile-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Reptile-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Reptile-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Severed-Shadows-Into-Monsters Art- (Passive Ability, Shadow Blade) Whenever possessor inflicts the debuff provided by the Technique 'Shadow-Severing Knife', possessor may summon an Umbral from the Enemy List that is normally fightable for drops, is equal to or below the Level of the individual afflicted with said debuff, is below possessor's Level, and that is below Level 60, with said summon being unsummoned when the debuff causing its creation is removed by a cause other than its possessor's death and a max of 10 summoned.
Requires: Shadow-Severing Knife
Cost: 5,000,000 Gold, 3 Weeks

Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Requires: Apprentice Knife Training, 10 other Shadow Blade abilities
Cost: 125,000 Gold, 4 Weeks

Shadow-Clone Attack-Echoes- (Passive Ability, Shadow Blade) Whenever possessor either has a Knife equipped or is Darkness element and conducts a 'Melee Attack' or 'Ranged Attack' action, possessor checks a number of times equal to ((1 + the number of stacked instances of a buff provided by the ability 'Trails Blurred Shadow Clones' present on possessor), to a max of 5) of adding 1 hit to the first attack of said action (to a max of 5 added hits) against each target, with a ((1 + the number of stacked instances of a buff provided by the ability 'Trails Blurred Shadow Clones' present on possessor), to a max of 5)% chance of each hit being added
Requires: Shadow-Clone Stab, Monk, Shadow-Dancer Stance, Adept Knife Training
Cost: 50,000,000 Gold, 2 Weeks

Shadow-Clone Flurry- (Passive Ability, Shadow Blade) Possessor's 'Trails Blurred Shadow Clones' may generate a stacked instance of the buff it provides for each hit that is part of an action that it would provide buffs during instead of a single stacked instance of said buff for the whole of said action.
Requires: Stab Flurry, Shadow-Trailing Motion
Cost: 2,000,000 Gold, 2 Weeks

Shadow-Clone Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow-Clone Stab' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, possessor has a Knife equipped, and possessor possesses at least one stacked instance of a buff provided by the ability 'Trails Blurred Shadow Clones'. Said action gains +7,500 Melee Attack, counts as coming from a source whose subtypes either additionally or solely include Umbral, obtains +50% To Hit, obtains +25% Critical, and has a 25% chance of canceling any counter to it that would be conducted by a source below Level 60 with each such countered counter removing one stacked instace of a buff provided by the ability 'Trails Blurred Shadow Clones' from this action's performer and failing to cancel said counter if such a stacked instance cannot be removed from said individual.
Requires: Trails Blurred Shadow-Clones, Animate Shadow, Enchanter, Level 20
Cost: 30,000,000 Gold, 2 Weeks

Shadow-Dancer Stance- (Stance Ability, Shadow Blade) If a Zone of Darkness is present and possessor has a Knife equipped, possessor gains +5,000 Melee Attack, +25% Dodge, +25% To Hit, and +25% Critical
Requires: Shadow Stepping, Dancer
Cost: 7,500,000 Gold, 3 Weeks

Shadow-Gathering Sprint- (Technique Ability, Shadow Blade) Possessor may use 'Shadow-Gathering Sprint' in conjunction with a 'Switch Rows' action. Said action provides possessor with a buff that does not stack, lasts 2 rounds, and provides +15% Dodge.
Requires: Switch Rows, Darkness Manipulation, Apprentice Unarmed Technique Attunement, Apprentice Knife Training
Cost: 70,000 Gold, 2 Weeks

Shadow-Severing Knife- (Technique Ability, Shadow Blade) Possessor may use 'Shadow-Severing Knife' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Knife. Said action gains +1,000 Melee Attack and 'if target is below Level 60 and is not 20 or more Levels greater than caster, target obtains a non-stacking debuff that halves Darkness-element Damage that target deals and prevents target from acting more than once per round if target is Darkness element'.
Requires: Shadow Blade, Umbramancer, Ebon Chancellor, Warrior, Kensei, Level 20
Cost: 7,000,000 Gold, 2 Weeks

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

Shadow Stepping- (Passive Ability, Shadow Blade) Possessor gains +5% To Hit and +5% Dodge while a Zone of Darkness is present
Requires: Shadow-Stepping Strike, Umbramancer
Cost: 5,000,000 Gold, 2 Weeks

Shadow-Stepping Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow-Stepping Stab' in conjunction with a 'Melee Attack', 'Charge', or ' Attack with Finesse' action so long as no other technique is used and a Knife is equipped. Said action gains +500 Melee Attack and moves its performer to the front row or back row of target row-order formation.
Requires: Shadow-Stepping Strike, Backstab (2), Charging Stab, Thief, Surprise Stab, Ninja
Cost: 500,000 Gold, 2 Weeks

Shadow-Stepping Strike- (Passive Ability, Shadow Blade) Whenever possessor conducts a 'Melee Attack' action and a Zone of Darkness is present that both possessor and at least one target of said action are present in, possessor may choose to move to the back row of one row-order formation containing one such target.
Requires: Shadow Blade, Shadow Stab, Ebon Chancellor, Very Clever Moves
Cost: 7,500,000 Gold, 2 Weeks

Shadow-Trailing Motion- (Passive Ability, Shadow Blade) Whenever possessor switches rows, is either Darkness element or has a Knife equipped, and does not have the option to have the ability 'Trails Blurred Shadows Clones' provide it with a buff due to the ability 'Shadow-Trailing Sprint', possessor may choose for the ability 'Trails Blurred Shadow Clones' to provide possessor with a copy of the buff it provides that lasts until the end of the round
Requires: Shadow-Trailing Sprint, Level 20, 10 Base AGI
Cost: 300,000 Gold, 2 Weeks

Shadowed Mind- (Passive Ability, Shadow Blade) Possessor gains +500 Defense against MIN Damage, 15% Stat Drain: MIN Drain Resistance, and (+15% Dodge against Psychic-element actions) if possessor is either Darkness-element or in a Shadow Blade stance
Requires: Hide Within Shadows, 10 Base MIN
Cost: 3,000,000 Gold, 2 Weeks

Shadow-Trailing Sprint- (Passive Ability, Shadow Blade) Whenever possessor conducts a 'Switch Rows' action and is either Darkness element or has a Knife equipped, possessor may choose for the ability 'Trails Blurred Shadow Clones' to provide possessor with a copy of the buff it provides that lasts until the end of the round
Requires: Shadow-Gathering Sprint, Trails Blurred Shadow Clones
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Skinning Slice- (Technique Ability, Shadow Blade) Possessor may use 'Skinning Slice' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +500 Melee Attack against Aerials, Animals, Aquatics, Cthonians, Monsters, Reptiles and Shapeshifters from the Enemy List that are normally fightable for drops, inflicts a non-stacking debuff against targets of those subtypes that provides -20% Resilience and -10,000 Defense and, if said debuff is successfully applied, creates a temporary armor with the name '<Target's Name> Pelt', a subtype of Pelt, the same elements as the target's original unmodified elements, and a Gold value equal to (Target's Level * 100,000) that provides +(Target's Level * 200) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level)% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000) Melee Attack, with said temporary armour not being able to be created as a result of targeting the same instance of an entity more than once per thread.
Not for Sale

Sly Thorn- (Technique Ability, Shadow Blade) Possessor may use 'Sly Thorn' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor is wielding a Knife. Said action gains +1,000 Melee Attack, cannot be countered by individuals below Level 60, and has a 30% chance of causing targets below Level 60 to skip their next action as a chance that can be checked once per round and does not stack.
Requires: Adept Knife Training, Subtle Needle, Debilitation Stab
Cost: 40,000,000 Gold, 2 Weeks

Spirit-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Spirit-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Spirit-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Spirit-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Spine-Splitting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Spine-Splitting Stab' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +2,500 Melee Attack, gains a 50% chance of inflicting Pain, gains a 100% chance of inflicting Paralyzed, and gains a 100% chance of inflicting Impaired.
Requires: Deadly Knife Strikes, Eye-Remover, Impairing Stab, Improved Paralytic Stab, Nasty Scarstrike, Nerve Strike, Vexatious Stab, Surgical Knife-Precision
Cost: 5,000,000 Gold, 2 Weeks

Spring-Heeled Maniac Stance- (Stance Ability, Shadow Blade) Possessor gains +25% To Hit, deals full Damage to targets below Level 60, gains +25% Critical against Large Structures and Humans, may make 'Melee Attack' actions from the back row, and may move to the front row or back row at the end of each of its 'Melee Attack' actions
Requires: Shadow Blade, Monk, Human-Bane Stab
Cost: 11,500,000 Gold, 3 Weeks

Stab Flurry- (Technique Ability, Shadow Blade) Possessor may use 'Stab Flurry' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains '3 hits against 1' and deals 1/3 Damage.
Requires: Stab! Stab! Stab!, Adept Knife Training, Hungering Stab, Thirsty Stab, Unexpected Stab, Surprise Stab, Lunging Stab, Charging Stab, Stab Master, 10 Base AGI
Cost: 5,000,000 Gold, 5 Weeks

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

Stab! Stab! Stab!- (Technique Ability, Shadow Blade) Possessor may use 'Stab! Stab! Stab!' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +300 Melee Attack and inflicts Invigorated on its performer.
Requires: Throat Slitter, Bloodletter, Pelican Ripper, 5 Base AGI
Cost: 2,000,000 Gold, 2 Weeks

Stake Knife- (Passive Ability, Shadow Blade) Possessor gains '15% inflicts Instant Death' against Undead while possessor is wielding a Knife
Requires: Master of Cutlery, Undead-Slaying Stab, Deadly Stabs, Adept Knife Training
Cost: 50,000,000 Gold, (2 Weeks if 'Wounding Puns' is possessed, 12 Weeks if 'Wounding Puns' is not possessed)

Subtle Needle- (Technique Ability, Shadow Blade) Possessor may use 'Subtle Needle' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor is wielding a Knife. Said action gains +300 Melee Attack and cannot be countered by individuals below Level 40.
Requires: Clever Move, Unexpected Stab
Cost: 500,000 Gold, 2 Weeks

Surgical Knife-Precision- (Passive Ability, Shadow Blade) Possessor gains +5% To Hit while a Knife is equipped
Requires: Healer, Apprentice Knife Training
Cost: 5,000,000 Gold, 2 Weeks

Surprise Stab- (Technique Ability, Shadow Blade) Possessor may use 'Surprise Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Melee Attack against targets that have not yet acted.
Requires: Unexpected Stab, Level 30
Cost: 300,000 Gold, 2 Weeks

Thirsty stab- (Technique Ability, Shadow Blade) Possessor may use 'Thirsty stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Shadow Blade
Cost: 500,000 Gold, 3 Weeks

Thought-Splitting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Thought-Splitting Stab' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +5,000 Melee Attack, deals 500 MIN Damage, and applies a non-stacking debuff that halves its possessor's turn-order-determining stat sum for turn-order-determining purposes if one of its possessor's turn-order-determining stats is Mind.
Requires: Mindwipe Stab, Deadly Knife Strikes, Fancy Knifework, Nerve Strike, Deft Stab, Stab Mastery
Cost: 50,000,000 Gold, 2 Weeks

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

Throat-Slitter- (Active Ability, Shadow Blade) +55 Melee Attack, 5% inflicts Silence, 5% inflicts Wounded, this attack has no effect if used after target has taken an action, this ability may be used in conjunction with a Melee Attack so long as a Dagger is equipped so long as no other technique is used
Requires: Basic Knife Training
Cost: 115,000 Gold, 2 Weeks

Toxin Blow- (Technique Ability, Shadow Blade) Possessor may use 'Toxin Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Knife. Said action gains +600 Melee Attack and '50% inflicts Poison'.
Requires: Shadow Blade, Thief, Improved Envenomed Stab
Cost: 300,000 Gold, 2 Weeks

Trails Blurred Shadow-Clones- (Passive Ability, Shadow Blade) When possessor either has a Knife equipped or is Darkness element and conducts a 'Melee Attack' or 'Ranged Attack' action, possessor obtains a buff that lasts until the end of the round, stacks 5 times, and provides +5% Dodge
Requires: Shadow Blade, Thief, Ninja, Ebon Chancellor, Shadow Stab
Cost: 7,000,000 Gold, 2 Weeks

Undead-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Stab, Shadow Blade, Level 20
Cost: 300,000 Gold, 2 Weeks

Unexpected Stab- (Technique Ability, Shadow Blade) Possessor may use 'Unexpected Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +500 Melee Attack against targets that have not yet acted.
Requires: Knife Wielding III
Cost: 300,000 Gold, 2 Weeks

Very Clever Moves- (Passive Ability, Shadow Blade) There is a 75% chance that possessor immediately gains another action after spending an action to use Clever Move
Requires: Clever Move
Cost: 100,000 Gold, 2 Weeks

Vexatious Stab- (Technique Ability, Shadow Blade) Possessor may use 'Vexatious Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Melee Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Knife Wielding III
Cost: 700,000 Gold, 2 Weeks


~Slayer (Deadly Item)~

Android-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Robots.
Requires: Basic Deadly Item Training
Cost: 200,000 Gold, 3 Weeks

Accurate Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a To Hit value equal to ((Its value divided by 100,000) plus 100)%, to a max of 110% To Hit
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

Adept Deadly Item Training- (Passive Ability, Slayer) Deadly Item weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Deadly Item Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Deadly Item Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Deadly Item Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Deadly Item.
Requires: Slayer, 50 other Slayer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Agility-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Agility bonus equal to its value divided by 1,000, to a max of +1,000 AGI
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

Anchors Away- (Technique Ability, Slayer) Possessor may use 'Captain Rush!' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Said action gains +900 Melee Attack, 50% inflicts 'Fatigued: Stun', and 'targets below Level 40 may not shift rows voluntarily and have their turn-order-determining stat sum reduced by 500 for turn-order-determining purposes as a non-stacking debuff'.
Not for Sale

And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
Requires: Basic Weapon Improvisation, Apprentice Darkness Synchroniation, Apprentice Zonal Acclimation of Darkness
Cost: 100,000 Gold, 1 Week

And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 2 Weeks

Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Requires: Basic Deadly Item Training, 3 other Slayer abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Requires: Apprentice Deadly Item Training, Basic Weapon Improvisation
Cost: 200,000 Gold, 2 Weeks

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

Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Requires: Basic Deadly Item Training
Cost: 40,000 Gold, 2 Weeks

Beast-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Animals.
Requires: Basic Deadly Item Training
Cost: 200,000 Gold, 3 Weeks

Bird-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Aerials.
Requires: Basic Deadly Item Training
Cost: 200,000 Gold, 3 Weeks

Bloody-Handed Murder's Thirst- (Passive Ability, Slayer) Possessor suffers a 20% reduction in stats (to a max of losing 5,000 points per stat) at the start of every thread that lasts until possessor kills a number of targets whose combined Levels equal or exceed possessor's Level, after which point possessor instead gains +300 to all stats and regenerates 1,500 HP per round
Not for Sale

Boat-Based Combat Techniques- (Passive Ability, Slayer) Possessor gains +500 Melee Attack, +500 Defense, +1% To Hit, and +1% Resilience if possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'.
Not for Sale

Bringer of Many Deaths- (Passive Ability, Slayer) Possessor gains +(100 * Possessor Level) Melee Attack, Magical Attack, and Ranged Attack while possessor is wielding a Deadly Item
Not for Sale

Captain Rush!- (Technique Ability, Slayer) Possessor may use 'Captain Rush!' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Said action gains +1,000 Melee Attack, '1 hit against 30', and 'all of this action's targets must be in the same row'.
Not for Sale

Combo Attack: Dark Dragon's Demise- (Technique Ability, Slayer) Possessor may use 'Combo Attack: Dark Dragon's Demise' in conjunction with a 'Melee Overdrive' action provided that possessor has a Spear equipped, that no other technique is used, and its possessor possesses a unique ally named 'Summer'. Said action consumes the next action of said individual named 'Summer' and is a combo move. Said action uses the combined Spirit and Strength of its two participants as its Prime Attribute, deals 1.2 times normal Damage (to a max of 5,000,000 additional Damage) to non-Celestial, non-Angel, non-Deva, non-'Holy One' Dragons, and prevents its users from being afflicted with negative status effects or debuffs with Dragons below Level 40 that are not 20 or more Levels greater than both of its users, This combo move does not effect good-aligned Dragons as an RP effect.
Not for Sale

Constitution-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Constitution bonus equal to its value divided by 1,000, to a max of +1,000 CON
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

Critical Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Critical Chance value equal to its value divided by 100,000, to a max of 10% Critical
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

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

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

Defensive Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

Demihuman-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Humanoids.
Requires: Basic Deadly Item Training
Cost: 200,000 Gold, 3 Weeks

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

Dragonsbane- (Passive Ability, Slayer) Damage possessor deals to Dragons that exist as Dragons on the Enemy List or Boss List is increased by 50%, Damage possessor deals to Dragons that do not exist as Dragons on the Enemy List or Boss List is instead increased by 5%
Not for Sale

Dragonslayer- (Passive Ability, Slayer) Possessor deals 20% more Damage (not including Healing) to Dragons of equal or lower Level (to a max of Level 80)
Not for Sale

Drake-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Dragons.
Not for Sale

Drake-Wounding Blow- (Technique Ability, Slayer) Possessor may use 'Drake-Wounding Blow' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +25 Melee Attack, Ranged Attack, or Magical Attack against Dragons and gains +1% Critical against Dragons.
Not for Sale

Elf-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Fae.
Requires: Basic Deadly Item Training
Cost: 200,000 Gold, 3 Weeks

Fish-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Aquatics.
Requires: Basic Deadly Item Training
Cost: 200,000 Gold, 3 Weeks

Fleet Rush- (Technique Ability, Slayer) Possessor may use 'Fleet Rush' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Said action gains +5,000 Melee Attack and '1 hit against X', where X is equal to the number of unequipped Antiquities, Deadly Items, or Vessels whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht' that its performer is carrying, to a max of 200.
Not for Sale

Giantkin-Slaying Stance- (Stance Ability, Slayer) Possessor gains +400 Melee Attack, +400 Magical Attack, +400 Ranged Attack, and +10% Critical against Humanoids.
Requires: Demihuman-Slaying Stance, Apprentice Deadly Item Training
Cost: 500,000 Gold, 3 Weeks

Hull Bash- (Technique Ability, Slayer) Possessor may use 'Hull Bash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Said action gains +200 Melee Attack and a 40% chance of inflicting Fatigued: Stun.
Not for Sale

Knowledge of Basic Dwarven Dragon-Fighting Techniques- (Passive Ability, Slayer) Possessor gains +1% Dodge, Resilience, To Hit, and Critical against Dragons
Not for Sale

Knows the Common Weak Points of Dragons- (Passive Ability, Slayer) Possessor gains +1% Critical against Dragons while wielding a Deadly Item
Not for Sale

Knows the Secret Weaknesses of Dragons- (Passive Ability, Slayer) Possessor gains +25% Critical against Dragons and 10% Dragon Resistance
Not For Sale

Lizard-Slayer- (Passive Ability, Slayer) Possessor deals 50,000 additional Damage to individuals below Level 60 who subtype is Reptile or whose name includes 'Lizard'
Not for Sale

Man-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Humans.
Requires: Basic Deadly Item Training
Cost: 200,000 Gold, 3 Weeks

Mind-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Mind bonus equal to its value divided by 1,000, to a max of +1,000 MIN
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

Nimble Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Dodge value equal to its value divided by 100,000, to a max of 10% Dodge
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Deadly Item- (Passive Ability, Slayer) Possessor treats Deadly Item as a Tier 2 Weapon subtype. Other entities treat instances of Deadly Items wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Deadly Item Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks

PLANK Walks YOU- (Technique Ability, Slayer) Possessor may use 'PLANK Walks YOU' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Said action gains +600 Melee Attack and a 50% chance of inflicting Drowning.
Not for Sale

Professional Ooze Hunter- (Passive Ability, Slayer) Possessor's Critical Chance is doubled against Oozes (gaining a max of twice possessor's Level in percentile points)
Not for Sale

Resilient Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Resilience value equal to its value divided by 100,000, to a max of 10% Resilience
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

Ride Upon the Magma Sea- (Technique Ability, Slayer) Possessor may use 'Ride Upon the Magma Sea' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Said action gains +8,500 Melee Attack, becomes solely the element Fire, gains '1 hit against 7,000', and gains a 30% chance of inflicting Burning: Igneous.
Not for Sale

Serpent-Slayer- (Passive Ability, Slayer) Possessor's offensive actions deal 1,000,000 additional Damage to Serpent Blessed
Not for Sale

Seven Seas' Surfslash- (Technique Ability, Slayer) Possessor may use 'Seven Seas' Surfslash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Said action gains +5,500 Melee Attack, gains the element Water, may check its miss chance against targets below Level 60 up to 6 additional times, and gains a 65% chance of inflicting Wounded.
Not for Sale

Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Requires: Basic Deadly Item Training
Cost: 90,000 Gold, 3 Weeks

Skeleton-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Undead.
Requires: Basic Deadly Item Training
Cost: 200,000 Gold, 3 Weeks

Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Requires: Apprentice Deadly Item Training, 10 other Slayer abilities
Cost: 125,000 Gold, 4 Weeks

Spirit-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Spirit bonus equal to its value divided by 1,000, to a max of +1,000 SPI
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

Stat-Defense-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage
Requires: Defensive Improvisation
Cost: 250,000 Gold, 2 Weeks

Stright-Into-The-Mouth Stadium Burger-Toss- (Technique Ability, Slayer) Possessor may use Stright-Into-The-Mouth Stadium Burger-Toss in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Burger', 'Sandwitch', 'Hot Dog', or 'Pizza'. Said action gains +10% To Hit as a non-stacking effect, 'May Heal', and '30% may inflict Suffocation'
Not for Sale

Strength-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Strength bonus equal to its value divided by 1,000, to a max of +1,000 STR
Requires: Basic Weapon Improvisation
Cost: 250,000 Gold, 2 Weeks

Tar-Sea-Captain's All-Terrain Boating Rampage-Stance- (Stance Ability, Slayer) Possessor, if wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht', counts as being in an additional Zone of Earth, Water, and Darkness and counts as additionally being in the Phantom Terrain 'Ocean' and 'Tar Pit', additionally gaining +1,000 to all stats and +1,000 Melee Attack
Not for Sale

Ten-Boat Acrobatic Mid-Battle Shuffle-Step- (Technique Ability, Slayer) Possessor may use 'Ten-Boat Acrobatic Mid-Battle Shuffle-Step' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Ranged Overdrive' action so long as no other technique is used, possessor has a wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht' equipped, and possessor is carrying at least 9 unequipped wielding a Deadly Items whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Possessor may unequip one wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht' before each hit of said action and may then equip one wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht' before each hit of said action
Not for Sale

The Boat Stops Here- (Technique Ability, Slayer) Possessor may use 'The Boat Stops Here' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Said action gains +1,200 Melee Attack and a prevents its target from dealing Gold Damage to its caster for 3 rounds.
Not for Sale

You Will REMEMBER My Boat- (Technique Ability, Slayer) Possessor may use 'You Will REMEMBER My Boat' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht'. Said action gains +3,500 Melee Attack and a prevents its target, if its target is below Level 60 and not 20 or more Levels greater than caster's, from resetting battle to a point earlier than said action.
Not for Sale


~Sorceress (Wand)~

Abstract-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Abstract-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Abstract-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Abstract-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Acidic Blast- (Technique Ability, Sorceress) Possessor may use 'Acidic Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Accurate Wand Use- (Passive Ability, Sorceress) Possessor gains +1% To Hit when a Wand is equipped
Requires: Wand Wielding III, Blast Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Wand Training- (Passive Ability, Sorceress) Wand weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Wand weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Wand
Requires: Sorceress, 50 other Sorceress abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Acid Splashing- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Acid element Wand is equipped
Requires: Basic Wand Training
Cost: 65,000 Gold, 2 Weeks

Angel-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Angel-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Angel-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Angel-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Arcane Blast- (Technique Ability, Sorceress) Possessor may use 'Arcane Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Blast, Adept Wand Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Asterismic-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Asterismic-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Asterismics and gains +25% Critical against Asterismics.
Requires: Asterismic-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Asterismic-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Asterismic-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Asterismics and gains +5% To Hit against Asterismics.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Asterismic-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Asterismic-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Asterismics, gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Requires: Asterismic-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Astral Being-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Astral Being-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Astral Being-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Astral Being-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Attunement of the Faintly Drifting Clouds- (Passive Ability, Sorceress) This character gains +2% Dodge when an Air element Wand is equipped
Requires: Basic Wand Training
Cost: 92,000 Gold, 2 Weeks

Avalanche Blast- (Technique Ability, Sorceress) Possessor may use 'Avalanche Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Blast, Adept Wand Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Blast- (Technique Ability, Sorceress) Possessor may use 'Awesome Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Blast, Apprentice Wand Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Black Blast- (Technique Ability, Sorceress) Possessor may use 'Black Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Blitz Blast- (Technique Ability, Sorceress) Possessor may use 'Blitz Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Blast, Sorceress, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Blast- (Technique Ability, Sorceress) Possessor may use 'Blizzard Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Blast, Adept Wand Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Blustering Blast- (Technique Ability, Sorceress) Possessor may use 'Blustering Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Bolt Blast- (Technique Ability, Sorceress) Possessor may use 'Bolt Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Requires: Basic Wand Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Breathless Blast- (Technique Ability, Sorceress) Possessor may use 'Breathless Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Blast, Apprentice Wand Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Burning Blast- (Technique Ability, Sorceress) Possessor may use 'Burning Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Burst Blast- (Technique Ability, Sorceress) Possessor may use 'Burst Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: UnBlastle Blast, Sorceress, Countess of Power
Cost: 300,000 Gold, 2 Weeks

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

Celestial-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Celestial-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Celestial-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Celestial-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Charming Blast- (Technique Ability, Sorceress) Possessor may use 'Charming Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Wand Training
Cost: 300,000 Gold, 2 Weeks

Corona Blast- (Technique Ability, Sorceress) Possessor may use 'Corona Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Blast, Adept Wand Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crisis Blast- (Technique Ability, Sorceress) Possessor may use 'Crisis Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack.
Requires: Wand Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

Current Blast- (Technique Ability, Sorceress) Possessor may use 'Current Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Blast, Apprentice Wand Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Daemon-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Daemon-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Daemon-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Requires: Daemon-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Darkspawn-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Darkspawn-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Darkspawn-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Wand Use- (Passive Ability, Sorceress) Possessor gains +1% Critical when a Wand is equipped
Requires: Wand Wielding III, Blast Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Blast- (Technique Ability, Sorceress) Possessor may use 'Debilitating Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Wand Training
Cost: 300,000 Gold, 2 Weeks

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

Demon-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Demon-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Demon-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Demon-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Deva-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Deva-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Deva-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Devil-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Devil-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Devil-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dissolution Blast- (Technique Ability, Sorceress) Possessor may use 'Dissolution Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Blast, Apprentice Wand Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Blast- (Technique Ability, Sorceress) Possessor may use 'Dizzying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice WandTraining
Cost: 300,000 Gold, 2 Weeks

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

Elemental-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Elemental-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Elemental-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Elemental-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Enchanted Blast- (Technique Ability, Sorceress) Possessor may use 'Enchanted Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Wand Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Blast- (Technique Ability, Sorceress) Possessor may use 'Enchanting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Blast, Apprentice Wand Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Blast- (Technique Ability, Sorceress) Possessor may use 'Energized Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Envenomed Blast- (Technique Ability, Sorceress) Possessor may use 'Envenomed Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Wand Training
Cost: 300,000 Gold, 2 Weeks

Erasure Blast- (Technique Ability, Sorceress) Possessor may use 'Erasure Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Wand Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Blast- (Technique Ability, Sorceress) Possessor may use 'Erosion Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Blast, Sorceress, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Eternal Youth and Vigor- (Passive Ability, Sorceress) Possessor gains Fatigued Immunity, Possessor regenerates (Possessor Level * 1,000) MP at the start of each round
Not for Sale

Expert Wand Training- (Passive Ability, Sorceress) The Magical Attack bonus granted by up to one Wand weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Wand)
Requires: Adept Wand Training, 100 other Sorceress Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Explosive Blast- (Technique Ability, Sorceress) Possessor may use 'Explosive Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Blast, Sorceress, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Fae-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Fae-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Fae-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Flame Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when a Fire element Wand is equipped
Requires: Basic Wand Training
Cost: 65,000 Gold, 2 Weeks

Fountain Blast- (Technique Ability, Sorceress) Possessor may use 'Fountain Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Blast- (Technique Ability, Sorceress) Possessor may use 'Frigid Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Blast, Apprentice Wand Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Blast- (Technique Ability, Sorceress) Possessor may use 'Frost Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +100 Magical Attack and becomes solely Ice element.
Requires: Basic Wand Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Blast- (Technique Ability, Sorceress) Possessor may use 'Frozen Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Blast- (Technique Ability, Sorceress) Possessor may use 'Gale Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Blast, Sorceress, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gigawatt Blast- (Technique Ability, Sorceress) Possessor may use 'Gigawatt Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Blast, Adept Wand Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Blast- (Technique Ability, Sorceress) Possessor may use 'Glowing Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Golem-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Golem-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Golem-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Golem-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Greater Erasure Blast- (Technique Ability, Sorceress) Possessor may use 'Erasure Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Blast, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hand of the Sparkling Wand- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an multi-element Wand is equipped
Requires: Basic Wand Training
Cost: 75,000 Gold, 2 Weeks

Hard to Disarm With a Wand- (Passive Ability, Sorceress) Individuals below Level 20 may not unequip or steal possessor's equipped Wands without possessor's permission
Requires: Wand Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Blast- (Technique Ability, Sorceress) Possessor may use 'Hexing Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Wand Training
Cost: 300,000 Gold, 2 Weeks

Horror-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Horror-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Horror-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Horror-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Humanoid-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Humanoid-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Humanoid-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hurricane Blast- (Technique Ability, Sorceress) Possessor may use 'Hurricane Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Blast, Adept Wand Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Blast- (Technique Ability, Sorceress) Possessor may use 'Hypersolvent Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Blast, Adept Wand Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ice Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Ice element Wand is equipped
Requires: Basic Wand Training
Cost: 65,000 Gold, 2 Weeks

Ignition Blast- (Technique Ability, Sorceress) Possessor may use 'Ignition Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Blast, Apprentice Wand Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ill Blast- (Technique Ability, Sorceress) Possessor may use 'Ill Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Wand Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Illuminated-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Illuminated-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Illuminated-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Inundating Blast- (Technique Ability, Sorceress) Possessor may use 'Inundating Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Blast, Apprentice Wand Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Lazy Blast- (Technique Ability, Sorceress) Possessor may use 'Lazy Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Wand equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Wand Training
Cost: 300,000 Gold, 2 Weeks

Lightning Blast- (Technique Ability, Sorceress) Possessor may use 'Lightning Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Magic Being-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Magic Being-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Magic Being-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Magic Being-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magical Blast- (Technique Ability, Sorceress) Possessor may use 'Magical Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Magma Blast- (Technique Ability, Sorceress) Possessor may use 'Magma Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Blast, Adept Wand Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Master Wand Training- (Passive Ability, Sorceress) Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of entities who are half possessor's Level or lower if possessor is wielding a Wand, Possessor deals 5% additional Damage while possessor has a Wand equipped (as a bonus that does not stack with bonuses granted by other Master-tier weapon-based-class abilities), Possessor may, once per round, deal 50,000,000 additional Damage to a Boss if possessor has a Wand equipped and is not 20 or more Levels below said Boss's Level
Requires: Expert Wand Training, 250 other Sorceress Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

Monster-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Monster-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Monster-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Monster-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Night Blast- (Technique Ability, Sorceress) Possessor may use 'Night Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Blast, Sorceress, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Necromantic Autocounterspell- (Passive Ability, Sorceress) If possessor is wielding a Wand, up to once per round, when an equal or lower Level nonunique entity (or a unique entity 5 Levels or more below possessor) performs an action that involves the casting of a non-unique Necromancy spell, and possessor has a Necromancy spell of equal or greater value equipped (or the Necromancy spell involved in said action does not have a specific value listed), possessor may, if possessor has at least 5 Necromancy spells equipped, cancel said action as a preemptive counter
Not for Sale

Overwhelming Blast- (Technique Ability, Sorceress) Possessor may use 'Overwhelming Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Blast, Adept Wand Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Painter (2)- (Passive Ability, Sorceress) Items that possessor creates obtain a non-stacking buff that causes SPI bonuses they provide to be increased by 150 points
Requires: No Prerequisites
Cost: 300,000 Gold, 2 Weeks

Paralytic Blast- (Technique Ability, Sorceress) Possessor may use 'Paralytic Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Wand Training
Cost: 300,000 Gold, 2 Weeks

Post-Strike CUTE POSE AND CATCHPHRASE- (Passive Ability, Sorceress) Possessor may choose to have a 60% chance of inflicting Charm on up to 15 targets at the end of each of possessor's actions that involved an attack that successfully inflicted Fatigued: Stun on at least on target
Not for Sale

Prime-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Prime-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Prime-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Prime-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Pulse Blast- (Technique Ability, Sorceress) Possessor may use 'Pulse Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Requires: Basic Wand Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Rock Blast- (Technique Ability, Sorceress) Possessor may use 'Rock Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Blast, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Blast- (Technique Ability, Sorceress) Possessor may use 'Rockslide Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Blast, Apprentice Wand Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Blast- (Technique Ability, Sorceress) Possessor may use 'Rumbling Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Blast, Sorceress, Mountain King
Cost: 300,000 Gold, 2 Weeks

Shadow Blast- (Technique Ability, Sorceress) Possessor may use 'Shadow Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Wand Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Blast- (Technique Ability, Sorceress) Possessor may use 'Shining Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Blast, Sorceress, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Blast- (Technique Ability, Sorceress) Possessor may use 'Sleeting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Blast, Sorceress, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Solar Being-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Solar Being-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Solar Being-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Solar Being-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Solar Being-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Solar Being-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Sorceress- (Passive Ability, Sorceress) Possessor gains +700 Magical Attack and +50 to all stats when a Wand is equipped plus an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats if a Wand is equipped.
Requires: Apprentice Wand Training, 10 other Sorceress abilities
Cost: 125,000 Gold, 4 Weeks

Sorcerous Blast- (Technique Ability, Sorceress) Possessor may use 'Sorcerous Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Blast, Sorceress, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Spirit-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Spirit-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Spirit-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Spirit-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Stage Magician- (Passive Ability, Sorceress) Possessor may cast Thief Arts spells as though they were Wizard Magic spells or Illusion Magic spells, Possessor may cast Wizard Magic spells as though they were Illusion Magic spells, Possessor may cast Illusion Magic spells that possessor did not convert from Wizard Magic spells through this ability as though they were Thief Arts spells
Requires: Sorceress, Thief, Illusionist, Wizard, Card Mystic
Cost: 500,000 Gold, 3 Weeks

Stage Magician's Upsleeve Wand-Hiding Trick- (Passive Ability, Sorceress) Possessor may carry an unequipped Wand into threads, Possessor may, at the start of any round, up to once per battle, equip an unequipped Wand that possessor is carrying
Requires: Stage Magician
Cost: 200,000 Gold, 3 Weeks

Stone Blast- (Technique Ability, Sorceress) Possessor may use 'Stone Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Requires: Basic Wand Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Surprise Blast- (Technique Ability, Sorceress) Possessor may use 'Surprise Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against targets that have not yet acted.
Requires: Unexpected Blast, Level 30
Cost: 300,000 Gold, 2 Weeks

Sword and Wand Stance- (Stance Ability, Sorceress) +25 Melee Attack, +25 Magical Attack, Character must have both a Wand and a Sword equipped to activate this stance
Requires: Basic Wand Training, Basic Sword Training, 2 other Swordsman abilities, 3 other Sorceress abilities
Cost: 65,000 Gold, 3 Weeks

Thunder Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Electrical element Wand is equipped
Requires: Basic Wand Training
Cost: 65,000 Gold, 2 Weeks

Tsunami Blast- (Technique Ability, Sorceress) Possessor may use 'Tsunami Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Blast, Adept Wand Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Blast- (Technique Ability, Sorceress) Possessor may use 'Umbral Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Blast, Apprentice Wand Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Umbral-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Umbral-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Umbrals and gains +25% Critical against Umbrals.
Requires: Umbral-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Umbral-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Umbral-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Umbrals and gains +5% To Hit against Umbrals.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Umbral-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Umbral-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Requires: Umbral-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Blast- (Technique Ability, Sorceress) Possessor may use 'Undead-Bane Blast' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +750 Magical Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Blast, Sorceress, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Undead-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Blast- (Technique Ability, Sorceress) Possessor may use 'Undead-Slaying Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +1,000 Magical Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Blast, Adept Wand Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Unexpected Blast- (Technique Ability, Sorceress) Possessor may use 'Unexpected Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +500 Magical Attack against targets that have not yet acted.
Requires: Wand Wielding III
Cost: 300,000 Gold, 2 Weeks

Unstable Blast- (Technique Ability, Sorceress) Possessor may use 'UnBlastle Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Blast, Apprentice Wand Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Vexatious Blast- (Technique Ability, Sorceress) Possessor may use 'Vexatious Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Wand Wielding III
Cost: 700,000 Gold, 2 Weeks

Wand Burst- (Passive Ability, Sorceress) If possessor has a Wand weapon equipped that shares the exact same combination of elements as a spell that possessor has equipped, possessor gains +300 Magical Attack
Not for Sale

Wand Juggler's Stance- (Stance Ability, Sorceress) +25 Magical Attack per wand equipped, possessor may, as a free action once each turn, exchange one equipped Wand for one of two unequipped wands that are designated as "Juggling Wands" at the beginning of a battle or quest
Requires: Basic Wand Training, 2 other Sorceress abilities
Cost: 75,000 Gold, 3 Weeks

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

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

Wand Wielding III- (Passive Ability, Sorceress) Possessor gains +200 to all stats when a Wand is equipped and +200 Magical Attack when a Wand is equipped
Requires: Wand Wielding II, Sorceress
Cost: 100,000 Gold, 2 Weeks

Wave Blast- (Technique Ability, Sorceress) Possessor may use 'Wave Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +300 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Blast, Sorceress, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Wind Blast- (Technique Ability, Sorceress) Possessor may use 'Wind Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +100 Magical Attack and becomes solely Air element.
Requires: Basic Wand Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Void Blast- (Technique Ability, Sorceress) Possessor may use 'Void Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Blast, Adept Wand Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


~Swordsman (Sword)~

Accurate Sword Use- (Passive Ability, Swordsman) Possessor gains +1% To Hit when a Sword is equipped
Requires: Sword Wielding III, Slash Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Requires: Swordsman, 50 other Swordsman Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Adventurous Spirit- (Passive Ability, Swordsman) Possessor obtains no negative effects from the status effect Charm: Wanderlust
Requires: Wanderer, Warrior, Geomancer, Skykeeper, 15 Base SPI
Cost: 300,000,000 Gold, 20 Weeks

Aerial-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Alien-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Armored Swordsmanship- (Passive Ability, Swordsman) +60 Melee Attack while possessor has both a Sword and a Heavy Armor equipped, +1% To Hit while possessor has both a Sword and a Heavy Armor equipped
Requires: Swordsman, Guardian
Cost 200,000 Gold, 2 Weeks

Armor-Piercing Slash- (Technique Ability, Swordsman) Possessor may use 'Armor-Piercing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack pierces 200 Defense.
Requires: Apprentice Sword Training
Cost: 300,000 Gold, 2 Weeks

Awesome Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Slash, Apprentice Sword Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Ball Lightning Slash- (Technique Ability, Swordsman) Possessor may use 'Ball Lightning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, gains '20% inflicts Electrocuted', and may repeat again on the next round as long as none of its performer's other actions have already repeated that round (repeating a max of once), with said repeated attack being able to choose new targets but dealing 1/3 Damage.
Not for Sale

Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Sword Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Requires: Basic Sword Training
Cost: 60,000 Gold, 2 Weeks

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

Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Blade of Eternal Red- (Technique Ability, Swordsman) Possessor may use 'Blade of Eternal Red' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Damage from this attack cannot be healed by individuals below Level 60'.
Not for Sale

♢Blade of the Beyond- (Passive Ability, Swordsman) Possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions ignore the Resistances of lower-Level entities if possessor is wielding a Sword that provides a Melee Attack bonus
Not for Sale

Blade of the Radiance- (Passive Ability, Swordsman) Sword Weapons equipped by possessor gain +(100 * Possessor Level) additional Melee Attack, Possessor may choose to add Light to the elements of any Damage possessor deals while wielding a Sword and may choose for any Sword weapons that possessor is wielding to count as possessing the element Light
Not for Sale

Blade Parry- (Active Ability, Swordsman) This character may use Blade Parry in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains one weapon's melee attack bonus as a bonus to defense for 2 turns
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Black Slash- (Technique Ability, Swordsman) Possessor may use 'Black Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Slash, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Slash- (Technique Ability, Swordsman) Possessor may use 'Current Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Slash, Swordsman, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Slash- (Technique Ability, Swordsman) Possessor may use 'Blizzard Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Slash, Adept Sword Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bloodcount Thrust- (Technique Ability, Swordsman) Possessor may use 'Bloodcount Thrust' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Deals HP Drain'.
Not for Sale

Bloody Slash- (Technique Ability, Swordsman) Possessor may use 'Bloody Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Slash
Cost: 300,000 Gold, 2 Weeks

Blustering Slash- (Technique Ability, Swordsman) Possessor may use 'Blustering Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Slash, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Breathless Slash- (Technique Ability, Swordsman) Possessor may use 'Breathless Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Slash, Apprentice Sword Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Burning Slash- (Technique Ability, Swordsman) Possessor may use 'Burning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Slash, Level 20
Cost: 500,000 Gold, 2 Weeks

Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Sword Training
Cost: 500,000 Gold, 2 Weeks

Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Coded Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Requires: Coded Being-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Colorless Slash- (Technique Ability, Swordsman) Possessor may use 'Colorless Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +800 Melee Attack, cannot be countered by individuals below Level 50, and may become solely the element 'Null' or the element 'Void'.
Not for Sale

Corona Slash- (Technique Ability, Swordsman) Possessor may use 'Corona Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Slash, Adept Sword Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful Slash
Cost: 125,000 Gold, 2 Weeks

Crisis Overcrash: Million-Sword Rain- (Technique Ability, Swordsman) Possessor may use 'Crisis Overcrash: Million-Sword Rain' in conjunction with a 'Melee Overdrive', 'Ranged Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Sword equipped. Said action gains +10,000 Melee Attack, +10,000 Ranged Attack, a Prime Attribute of 'STR + AGI', deals 1/2 Damage, and gains '10 hits against all opponents'. Said action sets its user's MP to 0 for the remainder of the thread.
Not for sale

Crisis Slash- (Technique Ability, Swordsman) Possessor may use 'Crisis Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack.
Requires: Sword Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

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

Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Current Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Slash, Apprentice Sword Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Sword Use- (Passive Ability, Swordsman) Possessor gains +1% Critical when a Sword is equipped
Requires: Sword Wielding III, Slash Mastery
Cost: 2,500,000 Gold, 2 Weeks

Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dead Giant's Strike- (Technique Ability, Swordsman) Possessor may use 'Dead Giant's Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +5,000 Melee Attack and replaces target's corpse with a summoned Darkness Giant if target is killed by this action, Max 10 summoned.
Not for Sale

Deadly Finesse- (Passive Ability, Swordsman) Possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may use Agility as their Prime Attribute; Possessor's per-item Melee Attack bonus capping may be based on Agility.
Not for Sale

Defanging Blade-Strike- (Technique Ability, Swordsman) Possessor may use 'Defanging Blade-Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Attack with Finesse' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +36 Melee Attack and applies a non-stacking debuff that reduces the Damage values of its possessor's abilities' whose names include 'Bite' or 'Fang' by 600 points.
Requires: Swordsman, Beastmaster
Cost: 300,000 Gold, 2 Weeks

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

Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Destroyer Slash- (Technique Ability, Swordsman) Possessor may use 'Destroyer Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Slash, Adept Sword Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Diamondbreaker- (Technique Ability, Swordsman) Possessor may use 'Diamondbreaker' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Sword equipped and no other technique is used. Said action gains +30,000 Melee Attack and reduces its target's Defense by 3,000 as a debuff that stacks 5 times.
Requires: Adept Sword Training, Mountain King
Cost: 300,000,000 Gold, 3 Weeks

Dicing Slash- (Technique Ability, Swordsman) Possessor may use 'Dicing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Slash, Apprentice Sword Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Drakeling-Bane Blade- (Passive Ability, Swordsman) Possessor gains +40 Melee Attack against Dragons if a Sword is equipped.
Requires: Basic Sword Training
Cost: 100,000 Gold, 2 Weeks

Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
Requires: Basic Sword Training, Good Balance
Cost: 30,000 Gold, 1 Week

Double Slash- (Technique Ability, Swordsman) Possessor may use 'Double Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '2 hits against 1' and deals 1/3 Damage.
Requires: Basic Sword Training
Cost: 60,000 Gold, 3 Weeks

Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Not for Sale

Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Requires: Apprentice Sword Training
Cost: 60,000 Gold, 2 Weeks

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

Duelist's Slash- (Technique Ability, Swordsman) Possessor may use 'Duelist's Slash' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and a Sword is equipped. Said action gains +2,500 Melee Attack and applies a debuff that stacks 5 times that is removed when its source dies or enters a different battlespace than its possessor that causes its possessor to deal 25,000 less Damage to targets that are not its source while its source is alive and in the same battlespace.
Requires: Fencer (2), Protector
Cost: 25,000,000 Gold, 3 Weeks

Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Sword Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Expert Sword Training- (Passive Ability, Swordsman) The Melee Attack bonus granted by up to one Sword weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Sword)
Requires: Adept Sword Training, 100 other Swordsman Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Explosive Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Slash, Swordsman, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Famous Slash- (Technique Ability, Swordsman) Possessor may use 'Famous Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Gobsmacking Slash, Swordsman, Living Legend
Cost: 300,000 Gold, 2 Weeks

Fancy Fencer- (Passive Ability, Swordsman) Possessor gains 120% To Hit when a Sword is equipped, Possessor's Attack with Finesse actions may deal an additional 1,000 damage, Possessor gains +2% Dodge at all times when possessor's last action was an Attack with Finesse Action
Requires: Fencer (2)
Cost: 60,000 Gold, 2 Weeks

Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Requires: Basic Sword Training
Cost: 70,000 Gold, 2 Weeks

~Faustian Finesse- (Passive Ability, Swordsman) Possessor's actions that involve Swordsman techniques gains an additional +(1,000 * possessor Level, to a max of 99,000) Melee Attack, Possessor gains 1 bonus week per month that may only be spent on Swordsman techniques
Not for Sale

Fencer (2)- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may deal an additional 5,000 damage, Possessor gains +5% Dodge at all times when possessor's last action was an Attack with Finesse Action, Possessor may conduct an Attack with Finesse action as a counter against any individual who conducts an offensive Physical element action or attack against possessor up to once per round
Requires: Swordsman, Precision Strikes, Swordsman's Footwork, Fencer's Riposte
Cost: 225,000 Gold, 4 Weeks

Fencer's Disengage- (Technique Ability, Swordsman) Possessor may use Fencer's Disengage in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Sword equipped. Said attack suffers -5% To-Hit and its user is moved to the back row after the attack.
Requires: Fancy Fencer
Cost: 300,000 Gold, 2 Weeks

Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Requires: Fencer's Thrust
Cost: 210,000 Gold, 2 Weeks

Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Requires: Basic Fencing Skills
Cost: 60,000 Gold, 2 Weeks

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

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

Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
Requires: Apprentice Sword Training
Cost: 60,000 Gold, 3 Weeks

Forest of Silver Thorns- (Technique Ability, Swordsman) Possessor may use 'Forest of Silver Thorns' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack, gains the element Metal, and gains 'this action repeats itself after each attack that targets possessor that comes from a source with under 80% Dodge, changing its target(s) to be solely the source of said attack, with said repeated attacks not also causing attacks to be repeated, to a max of 5 times per round'.
Not for Sale

Frigid Slash- (Technique Ability, Swordsman) Possessor may use 'Frigid Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frigid Slash, Apprentice Sword Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Frozen Slash- (Technique Ability, Swordsman) Possessor may use 'Frozen Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Slash, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Slash- (Technique Ability, Swordsman) Possessor may use 'Gale Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Slash, Swordsman, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gigawatt Slash- (Technique Ability, Swordsman) Possessor may use 'Gigawatt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Slash, Adept Sword Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Slash- (Technique Ability, Swordsman) Possessor may use 'Glowing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Slash, Level 20
Cost: 500,000 Gold, 2 Weeks

Gobsmacking Slash- (Technique Ability, Swordsman) Possessor may use 'Gobsmacking Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten'.
Requires: Great Slash, Apprentice Sword Training, Apprentice Glory Synchronization
Cost: 300,000 Gold, 2 Weeks

Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Greater Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Greater Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Slash, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Slash, Level 40
Cost: 1,000,000 Gold, 2 Weeks

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

Guardian Blade- (Passive Ability, Swordsman) Allies of this character gain +30 Defense when a Sword is equipped and this character is in the front row.
Requires: Basic Defensive Arts Training, Basic Sword Training
Cost: 20,000 Gold, 2 Weeks

Hard to Disarm With a Sword- (Passive Ability, Swordsman) Individuals below Level 20 may not unequip or steal possessor's equipped Swords without possessor's permission
Requires: Sword Wielding III
Cost: 50,000 Gold, 2 Weeks

Hefty Strike- (Passive Ability, Swordsman) Possessor's 'Powerful Attack' technique provides an additional +200 Melee Attack and may be used in conjunction with 'Powerful Attack' actions
Requires: Powerful Slash, Powerful Attack
Cost: 100,000 Gold, 2 Weeks

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

Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hungering Slash- (Technique Ability, Swordsman) Possessor may use 'Hungering Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Swordsman
Cost: 500,000 Gold, 3 Weeks

Hurricane Slash- (Technique Ability, Swordsman) Possessor may use 'Hurricane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Slash, Adept Sword Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Slash, Apprentice Sword Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Insect-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

King's Blade- (Technique Ability, Swordsman) Possessor may use 'King's Blade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +2,500 Melee Attack, inflicts Charm on target if target is an uncontrolled summon, and becomes solely the element Nobility.
Not for Sale

Knight (2)- (Passive Ability, Swordsman) Possessor obtains +300 Melee Attack, +300 STR, +300 AGI, and +300 CON
Requires: Apprentice Sword Training, Apprentice Spear Training, Apprentice Shield Training, Guardian, Rider
Cost: 200,000 Gold, 2 Weeks

Knight of the Kingdom- (Passive Ability, Swordsman) Possessor gains +3 Fame, Possessor gains an uncapped +25,000 to all stats if possessor possesses at least 5 different buffs from a single higher-Level, Nobility-element ally, Possessor may choose to append the prefix 'Realm Knight ', 'Sir ', 'Lady ', 'Knight ', or 'Knight of the Kingdom ' to the start of possessor's name when possessor's name is being checked or announced, Possessor may choose to append ', Realm Knight', or ', Knight of the Kingdom' to the end of possessor's name when possessor's name is being checked or announced
Not for Sale

Legendary Slash- (Technique Ability, Swordsman) Possessor may use 'Legendary Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Glory element, and gains '50% inflicts Awestruck: Myth-Eaten'.
Requires: Triumphant Slash, Adept Sword Training, Adept Glory Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Lightning Slash- (Technique Ability, Swordsman) Possessor may use 'Lightning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Slash, Level 20
Cost: 500,000 Gold, 2 Weeks

Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Slash, Swordsman
Cost: 500,000 Gold, 2 Weeks

Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magic Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magma Slash- (Technique Ability, Swordsman) Possessor may use 'Magma Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Slash, Adept Sword Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Maiming Slash- (Technique Ability, Swordsman) Possessor may use 'Maiming Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Slash
Cost: 300,000 Gold, 2 Weeks

Mamma Bear Slash- (Technique Ability, Swordsman) Possessor may use 'Mamma Bear Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Sword Training
Cost: 300,000 Gold, 2 Weeks

Man-Gutter- (Active Ability, Swordsman) This character may use Man-Gutter in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +75 Melee Attack against Humans and Humanoids for purposes of this attack, this attack has a 5% chance of inflicting Wounded on Humans and Humanoids, and this attack deals 15 CON damage to Humans and Humanoids.
Requires: Powerful Slash
Cost: 130,000 Gold, 2 Weeks

Master Sword Training- (Passive Ability, Swordsman) Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of entities who are half possessor's Level or lower if possessor is wielding a Sword, Possessor deals 5% additional Damage while possessor has a Sword equipped (as a bonus that does not stack with bonuses granted by other Master-tier weapon-based-class abilities), Possessor may, once per round, deal 50,000,000 additional Damage to a Boss if possessor has a Sword equipped and is not 20 or more Levels below said Boss's Level
Requires: Expert Sword Training, 250 other Swordsman Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

Monster-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Not for Sale

Night Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Slash, Swordsman, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Nonlethal Slash- (Technique Ability, Swordsman) Possessor may use 'Nonlethal Slash' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is wielding a Sword and no other technique is used. Said attack gains +100 Melee Attack and cannot reduce targets below 1 HP; Said attack inflicts Fatigued: Knocked Out if it would place its target at an HP value equal to or lower than 1 HP.
Requires: Apprentice Sword Arts Attunement
Cost: 500,000 Gold, 3 Weeks

Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Not for Sale

Ooze-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Ooze-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Ooze-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Requires: Ooze-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

One-Man-Against-The-World Slash- (Technique Ability, Swordsman) Possessor may use 'One-Man-Against-The-World Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +25,000 Melee Attack as a buff that does not stack and lasts until the end of the action if caster possesses no allies.
Not for Sale

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

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

Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Not for Sale

Plant-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Plant-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Plant-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Requires: Basic Sword Training
Cost: 100,000 Gold, 2 Weeks

Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Requires: Basic Sword Training
Cost: 50,000 Gold, 1 Week

Precision Strikes- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may gain a 15% chance of inflicting Impaired: Blind or Impaired Slow if targetting Humans or Humanoids, This ability only takes effect when possessor has a Sword equipped
Requires: Fencer's Thrust
Cost: 300,000 Gold, 3 Weeks

Prime-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Purifying Slash- (Technique Ability, Swordsman) Possessor may use 'Purifying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said action gains the element Light, gains +1,000 Melee Attack, and Demons, Devils, Daemons, Undead, and Darkspawn killed by said action cannot be resurrected by sources below Level 40.
Requires: Swordsman, Kensei, Paladin, Level 20
Cost: 10,000,000 Gold, 2 Weeks

Quick Sword Strike Training- (Passive Ability, Swordsman) Possessor's damage-dealing Melee Attack actions that involve more than one hit deal 250 additional Damage on every hit after the first.
Requires: Apprentice Sword Training, Fast Strikes
Cost: 200,000 Gold, 2 Weeks

Reptile-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Reptile-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Reptile-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Robot-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Rustblade- (Technique Ability, Swordsman) Possessor may use 'Rustblade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +300 Melee Attack and applies a debuff that stacks 200 times that provides Robots, Mechas, Clockworks, and Machines with -300 Defense.
Not for Sale

Screaming Terrorstrike- (Technique Ability, Swordsman) Possesor may use 'Screaming Terrorstrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +4,000 Melee Attack and '80% inflicts Confusion: Fear'.
Requires: Swordsman, Doombringer, Mentalist
Cost: 40,000,000 Gold, 3 Weeks

Second Sword's Shadow- (Technique Ability, Swordsman) Possessor may use 'Second Sword's Shadow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +250 Melee Attack, gains +5% To Hit, and, for the duration of said action, possessor may create a Temporary copy of a Sword wielded by possessor worth under 50,000,000 Gold, equipping that in any one empty weapon slot of possessor's.
Not for Sale

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

Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Shining Slash- (Technique Ability, Swordsman) Possessor may use 'Shining Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Slash, Swordsman, Radiant Heirophant
Cost: 300,000 Gold, 2 Weeks

Shining Slash (2)- (Technique Ability, Swordsman) Possessor may use 'Shining Slash (2)' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said action gains the element Light and +750 Melee Attack.
Requires: Shining Slash
Cost: 3,000,000 Gold, 2 Weeks

Skilled at Parrying Psychic Assaults- (Passive Ability, Swordsman) Possessor gains +3,000 Defense against Psychic as a Conditionally Effective Bonus while possessor has a Sword equipped, Possessor gains +2% Dodge against Psychic-element actions while possessor has a Sword equipped
Not for Sale

~Sky-Eater Slash- (Technique Ability, Swordsman) Possessor may use 'Sky-Eater Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said action may destroy up to 10 Zones created by sources that are both below level 75 and below (user's Level +10); this attack gains +10,000 Melee Attack and deals an additional 100,000 Damage for each Zone destroyed in this way (to a max of +100,000 Melee Attack and dealing 1,000,000 additional Damage).
Not for Sale

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

Sleeting Slash- (Technique Ability, Swordsman) Possessor may use 'Frigid Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Slash, Swordsman, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Solar Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Solar Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Solar Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Requires: Fast Strikes, Powerful Slash
Cost: 130,000 Gold, 2 Weeks

Strong Slash- (Technique Ability, Swordsman) Possessor may use 'Strong Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Slash, Level 20
Cost: 500,000 Gold, 2 Weeks

Subliminally-Improved Sword-Strike Timing- (Passive Ability, Swordsman) Possessor gains +1% To Hit while wielding a Sword
Not for Sale

Surgical Amputation Strike- (Technique Ability, Swordsman) Possessor may use 'Surgical Amputation Strike' in conjunction with a 'Melee Overdrive' or 'Attack with Finesse' action if possessor possesses the ability 'Doctor' and is wielding a Sword or Knife. Said action gains +2,000 Melee Attack, inflicts Wounded: Maimed, and removes one of its target's Weapon or Armor slots (chosen by its user) if its target is below Level 70 and is not 20 or more levels greater than its user as a non-stacking debuff
Not for Sale

Sweeping Slash- (Technique Ability, Swordsman) Possessor may use 'Sweeping Slash (2)' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Slash, Swordsman, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Sweeping Slash (2)- (Technique Ability, Swordsman) Possessor may use 'Sweeping Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '1 hit against 3' and deals 2/3 Damage.
Requires: Basic Sword Training
Cost: 300,000 Gold, 4 Weeks

Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
Requires: Fast Strikes
Cost: 120,000 Gold, 2 Weeks

Sword and Board Stance- (Stance Ability, Swordsman) Possessor gains +200 Melee Attack and +200 Defense if possessor has both a Sword and a Shield equipped while in this stance.
Requires: Basic Sword Training, Basic Shield Training
Cost: 40,000 Gold, 2 Weeks

Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Requires: Apprentice Sword Training, 10 other Swordsman abilities
Cost: 125,000 Gold, 4 Weeks

Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
Requires: Basic Fencing Skills
Cost: 150,000 Gold, 2 Weeks

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

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

Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Requires: Sword Wielding II, Swordsman
Cost: 100,000 Gold, 2 Weeks

The Governor's Best Offer- (Technique Ability, Swordsman) Possessor may use 'The Governor's Best Offer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as possessor has a unqiue Sword named 'Sword Named 'Governor Jeff'' equipped and no other technique is used. Said action gains a +15,000 Melee Attack and a 100% chance of inflicting Charm; at the end of the action, a Ballot Measure is proposed called 'Do the Allies of Governor Jeff Win this Battle?', each entity obtains a single vote on said Ballot Measure, If 100% of votes are 'Yes' instead of 'No', caster defeats all opponents below Level 80 who are 5 or more Levels below caster or are below Level 40.
Not for Sale

Throw Sword- (Technique Ability, Swordsman) Possessor may use 'Throw Sword' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Sword equipped. One of said action's user's equipped Swords is unequipped as part of said action and adds its Melee Attack bonus as a Ranged Attack bonus to said action, with capping applying.
Requires: Apprentice Sword Training, Assassin
Cost: 60,000 Gold, 3 Weeks

Tri Slash- (Technique Ability, Swordsman) Possessor may use 'Tri Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '3 hits against 1' and deals 2/3 Damage.
Requires: Basic Sword Training
Cost: 300,000 Gold, 4 Weeks

Triumphant Slash- (Technique Ability, Swordsman) Possessor may use 'Triumphant Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Glory element, and gains '30% inflicts Awestruck: Myth-Eaten'.
Requires: Sweeping Slash, Level 20
Cost: 500,000 Gold, 2 Weeks

Two-Handed Slash- (Technique Ability, Swordsman) Possessor may use 'Two-Handed Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Weaponx1 Sword with at least one weapon slot empty or occupied by a Shield. Said action applies a second copy of the Melee Attack bonus provided by one equipped Weaponx1 Sword, to a max of 1,000,000 points, as though said second copy were being applied by a different Sword weapon.
Not for Sale

Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Requires: Umbral-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Umbral-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Requires: Umbral-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Umbral Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Slash, Apprentice Sword Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Slash, Adept Sword Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Unmatched Fencer's Grace- (Passive Ability, Swordsman) Sword Weapons equipped by possessor gain +(50 * Possessor Level) additional Melee Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Sword, Possessor gains (Possessor Level)% Dodge while wielding a Sword
Not for Sale

Void-Collapsing Strike- (Technique Ability, Swordsman) Possessor may use 'Void-Collapsing Strike' with a 'Melee Overdrive' or 'Ultimate Attack' action so long as no other technique is used as part of it and wielder has a Sword equipped. Said action may destroy any number of present Zones of Void. For each such destroyed Zone, to a max of 200, said action deals 100,000 Flat Void element Damage (with said Damage being added together as part of the attack's first hit's Damage), gains +2,000 Melee Attack, and removes 1 buff from a source below Level 100 that is not 20 Levels or greater than caster from each target.
Not for Sale

Void Slash- (Technique Ability, Swordsman) Possessor may use 'Void Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Slash, Adept Sword Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.
Not for Sale

Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.
Requires: Apprentice Sword Training
Cost: 20,000 Gold, 1 Week

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:35 pm
by Administrator
Weapon-Based Classes (Nonbase and Derivatives)


Nonbase Derivatives

Axe Derivatives

~Blade Tyrant (Axe: Visage-Axe)~

~Bosun (Axe: Anchor)~

~Brave (Axe: Handaxe)~

~Butcher (Axe: Cleaver)~

~Clanlord (Axe: Battleaxe)~

~Executioner (Axe: Greataxe)~

~Jaguar Warrior (Axe: Macuahuitl)~

~Laborer (Axe: Adze)~

~Maniac (Axe: Chainsaw)~

~Prospector (Axe: Pickaxe)~

~Sirocco (Axe: Battle-Ring)~

~Woodsman (Axe: Hatchet)~



Book Derivatives

~Archivist (Book: Catalog)~

~Battle-Performer (Book: Popup)~

~Card Mystic (Book: Card)~

Accurate Card Use- (Passive Ability, Card Mystic) Possessor gains +1% To Hit when a Card is equipped
Requires: Card Wielding III, Deal Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Deal- (Technique Ability, Card Mystic) Possessor may use 'Acidic Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Arcane Deal- (Technique Ability, Card Mystic) Possessor may use 'Arcane Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Deal, Adept Card Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Avalanche Deal- (Technique Ability, Card Mystic) Possessor may use 'Avalanche Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Deal, Adept Card Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Deal- (Technique Ability, Card Mystic) Possessor may use 'Awesome Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Deal, Apprentice Card Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Black Deal- (Technique Ability, Card Mystic) Possessor may use 'Black Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Bladed Card Thrower- (Passive Ability, Card Mystic) Card weapons equipped by possessor provide +50 additional Ranged Attack if they already provide a Ranged Attack bonus
Requires: Basic Card Training, Basic Throwing Weapon Training
Cost: 80,000 Gold, 2 Weeks

Blitz Deal- (Technique Ability, Card Mystic) Possessor may use 'Blitz Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Deal, Card Mystic, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Deal- (Technique Ability, Card Mystic) Possessor may use 'Blizzard Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Deal, Adept Card Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Blustering Deal- (Technique Ability, Card Mystic) Possessor may use 'Blustering Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Bolt Deal- (Technique Ability, Card Mystic) Possessor may use 'Bolt Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Electrical element.
Requires: Basic Card Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Brainwave Deal- (Technique Ability, Card Mystic) Possessor may use 'Brainwave Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Deal, Card Mystic, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Deal- (Technique Ability, Card Mystic) Possessor may use 'Breathless Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Deal, Apprentice Card Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Bubble Deal- (Technique Ability, Card Mystic) Possessor may use 'Bubble Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Water element.
Requires: Basic Card Training, Basic Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Burning Deal- (Technique Ability, Card Mystic) Possessor may use 'Burning Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Requires: Apprentice Card Training, 10 other Card Mystic abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Card Wielding III- (Passive Ability, Card Mystic) Possessor gains +200 to all stats when a Card is equipped, +200 Ranged Attack and +200 Magical Attack when a Card is equipped
Requires: Card Wielding II, Card Mystic
Cost: 100,000 Gold, 2 Weeks

Caustic Deal- (Technique Ability, Card Mystic) Possessor may use 'Caustic Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Acid element.
Requires: Basic Card Training, Basic Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Charming Deal- (Technique Ability, Card Mystic) Possessor may use 'Charming Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Card Training
Cost: 300,000 Gold, 2 Weeks

Classical Training in Standard Combat Utilizing the Card- (Passive Ability, Card Mystic) Possessor may treat Card as a Base Weapon subtype
Not for Sale

Corona Deal- (Technique Ability, Card Mystic) Possessor may use 'Corona Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Deal, Adept Card Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Current Deal- (Technique Ability, Card Mystic) Possessor may use 'Current Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Deal, Apprentice Card Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Card Use- (Passive Ability, Card Mystic) Possessor gains +1% Critical when a Card is equipped
Requires: Card Wielding III, Deal Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

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

Dissolution Deal- (Technique Ability, Card Mystic) Possessor may use 'Dissolution Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Deal, Apprentice Card Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Requires: Basic Card Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanting Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Deal, Apprentice Card Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Envenomed Deal- (Technique Ability, Card Mystic) Possessor may use 'Envenomed Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Card Training
Cost: 300,000 Gold, 2 Weeks

Erosion Deal- (Technique Ability, Card Mystic) Possessor may use 'Erosion Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Deal, Card Mystic, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Explosive Deal- (Technique Ability, Card Mystic) Possessor may use 'Explosive Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Deal, Card Mystic, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fancy Dealer- (Passive Ability, Card Mystic) Possessor's offensive actions gain 1% inflicts Charm: Impressed if possessor has a Card equipped
Requires: Card Wielding I
Cost: 150,000 Gold, 2 Weeks

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

Fling Card- (Technique Ability, Card Mystic) Possessor may use 'Fling Card' in conjunction with a 'Ranged Attack' action. The Magical Attack bonus of one of possessor's equipped cards is converted into an equal Ranged Attack bonus for purposes of said action.
Requires: Card Mystic, Assassin
Cost: 300,000 Gold, 3 Weeks

Frigid Deal- (Technique Ability, Card Mystic) Possessor may use 'Frigid Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Deal, Apprentice Card Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Deal- (Technique Ability, Card Mystic) Possessor may use 'Frost Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Ice element.
Requires: Basic Card Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Deal- (Technique Ability, Card Mystic) Possessor may use 'Frozen Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Fountain Deal- (Technique Ability, Card Mystic) Possessor may use 'Fountain Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Deal- (Technique Ability, Card Mystic) Possessor may use 'Gale Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Deal, Card Mystic, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gigawatt Deal- (Technique Ability, Card Mystic) Possessor may use 'Gigawatt Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Deal, Adept Card Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Deal- (Technique Ability, Card Mystic) Possessor may use 'Glowing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Hard to Disarm With a Card- (Passive Ability, Card Mystic) Individuals below Level 20 may not unequip or steal possessor's equipped Cards without possessor's permission
Requires: Card Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Deal- (Technique Ability, Card Mystic) Possessor may use 'Hexing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Card Training
Cost: 300,000 Gold, 2 Weeks

Hurricane Deal- (Technique Ability, Card Mystic) Possessor may use 'Hurricane Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Deal, Adept Card Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Deal- (Technique Ability, Card Mystic) Possessor may use 'Hypersolvent Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Deal, Adept Card Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Deal- (Technique Ability, Card Mystic) Possessor may use 'Ignition Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Deal, Apprentice Card Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ill Deal- (Technique Ability, Cardner) Possessor may use 'Ill Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Card Training
Cost: 300,000 Gold, 2 Weeks

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

Inundating Deal- (Technique Ability, Card Mystic) Possessor may use 'Inundating Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Deal, Apprentice Card Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Lightning Deal- (Technique Ability, Card Mystic) Possessor may use 'Lightning Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Magical Deal- (Technique Ability, Card Mystic) Possessor may use 'Magical Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Magic Being-Bane Deal- (Technique Ability, Card Mystic) Possessor may use 'Magic Being-Bane Deal' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Deal, Card Mystic, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Deal- (Technique Ability, Card Mystic) Possessor may use 'Magic Being-Hunting Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Card Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Deal- (Technique Ability, Card Mystic) Possessor may use 'Magic Being-Slaying Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Deal, Adept Card Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magic Draw- (Technique Ability, Card Mystic) Possessor may use 'Magic Draw' in conjunction with a 'Magical Attack' action, so long as no other technique is used and a Card is equipped. Said action gains +15 Magical Attack.
Requires: Basic Card Training
Cost: 600,000 Gold, 3 Weeks

Magma Deal- (Technique Ability, Card Mystic) Possessor may use 'Magma Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Deal, Adept Card Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Mindblowing Deal- (Technique Ability, Card Mystic) Possessor may use 'Mindblowing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Deal, Apprentice Card Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Deal- (Technique Ability, Card Mystic) Possessor may use 'Mindwipe Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Deal, Adept Card Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Night Deal- (Technique Ability, Card Mystic) Possessor may use 'Night Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Deal, Card Mystic, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Painful Deal- (Technique Ability, Card Mystic) Possessor may use 'Painful Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Card Training
Cost: 300,000 Gold, 2 Weeks

Psi Deal- (Technique Ability, Card Mystic) Possessor may use 'Psi Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Rock Deal- (Technique Ability, Card Mystic) Possessor may use 'Rock Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +500 Magical Attack and +500 Ranged Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Deal, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Deal- (Technique Ability, Card Mystic) Possessor may use 'Rockslide Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Deal, Apprentice Card Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Deal- (Technique Ability, Card Mystic) Possessor may use 'Rumbling Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Deal, Card Mystic, Mountain King
Cost: 300,000 Gold, 2 Weeks

Shadow Deal- (Technique Ability, Card Mystic) Possessor may use 'Shadow Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Darkness element.
Requires: Basic Card Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Deal- (Technique Ability, Card Mystic) Possessor may use 'Shining Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Deal, Card Mystic, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Deal- (Technique Ability, Card Mystic) Possessor may use 'Sleeting Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Deal, Card Mystic, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Solar Being-Bane Deal- (Technique Ability, Card Mystic) Possessor may use 'Solar Being-Bane Deal' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Deal, Card Mystic, Level 20
Cost: 300,000 Gold, 2 Weeks

Solar Being-Hunting Deal- (Technique Ability, Card Mystic) Possessor may use 'Solar Being-Hunting Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Card Training
Cost: 300,000 Gold, 2 Weeks

Solar Being-Slaying Deal- (Technique Ability, Card Mystic) Possessor may use 'Solar Being-Slaying Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Deal, Adept Card Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Sorcerous Deal- (Technique Ability, Card Mystic) Possessor may use 'Sorcerous Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Deal, Card Mystic, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Stone Deal- (Technique Ability, Card Mystic) Possessor may use 'Stone Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Earth element.
Requires: Basic Card Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Thought Deal- (Technique Ability, Card Mystic) Possessor may use 'Thought Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Psychic element.
Requires: Basic Card Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Tsunami Deal- (Technique Ability, Card Mystic) Possessor may use 'Tsunami Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Deal, Adept Card Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Deal- (Technique Ability, Card Mystic) Possessor may use 'Umbral Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Deal, Apprentice Card Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Umbral-Bane Deal- (Technique Ability, Card Mystic) Possessor may use 'Umbral-Bane Deal' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Umbrals and gains +25% Critical against Umbrals.
Requires: Umbral-Hunting Deal, Card Mystic, Level 20
Cost: 300,000 Gold, 2 Weeks

Umbral-Hunting Deal- (Technique Ability, Card Mystic) Possessor may use 'Umbral-Hunting Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Umbrals and gains +5% To Hit against Umbrals.
Requires: Basic Card Training
Cost: 300,000 Gold, 2 Weeks

Umbral-Slaying Deal- (Technique Ability, Card Mystic) Possessor may use 'Umbral-Slaying Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Requires: Umbral-Bane Deal, Adept Card Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Void Deal- (Technique Ability, Card Mystic) Possessor may use 'Void Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Deal, Adept Card Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Deal- (Technique Ability, Card Mystic) Possessor may use 'Wave Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +300 Magical Attack and +300 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Deal, Card Mystic, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Wind Deal- (Technique Ability, Card Mystic) Possessor may use 'Wind Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Air element.
Requires: Basic Card Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks


~Curator (Book: Restricted Volume)~

~Hacker (Book: Console)~

~Lawgiver (Book: Tablet)~

~Onmyoji (Book: Talisman)~

~Origami Master (Book: Paper)~

~Poet (Book: Poem)~

~Postmaster (Book: Envelope)~

~Preacher (Book: Scripture)~

~Professor (Book: Treatise)~

~Spellslinger (Book: Spellbook)~


~Tallyman (Book: Ledger)~

Peerless Understanding of the True Power of the Ledger- (Passive Ability, Other: Tallyman) Possessor treats Ledger as a Tier 2 Weapon subtype. Other entities treat instances of Ledgers wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Ledger Training
Cost: 30,000,000 Gold, 30 Weeks


~Wonderlander (Book: Storybook)~

~Worldauthor (Book: Keytext)~



Bow Derivatives

~Ballista (Bow: Arbalest)~

~Crossbowman (Bow: Crossbow)~

~Deathrain (Bow: Greatbow)~

~Expeller (Bow: Worldcaster)~

~Infiltrator (Bow: Hand Crossbow)~

~Junksifter (Bow: Drossbow)~

~Poisoner (Bow: Blowgun)~

~Ranger (Bow: Longbow)~

~Skirmisher (Bow: Light Bow)~

~Slinger (Bow: Sling)~

Apprentice Sling Training- (Passive Ability, Other: Slinger) Possessor gains +500 Ranged Attack, +250 STR, and +250 AGI if possessor has a Sling equipped
Requires: Basic Sling Training, 3 other Slinger abilities
Cost: 125,000 Gold, 2 Weeks

Basic Sling Training- (Passive Ability, Other: Slinger) Possessor gains +6 Melee Attack if possessor has a Sling equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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



Deadly Item Derivatives

~Other: Boxmeister (Deadly Item: Box)~

Accurate Box Use- (Passive Ability, Other: Boxmeister) Possessor gains +1% To Hit when a Box is equipped
Requires: Box Wielding III, Surprise! Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Acidic Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Apprentice Box Training- (Passive Ability, Other: Boxmeister) Possessor gains +500 Magical Attack and +500 to all stats if possessor has a Box equipped
Requires: Basic Box Training, 3 other Boxmeister abilities
Cost: 125,000 Gold, 2 Weeks

Armor-Piercing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Armor-Piercing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack pierces 200 Defense.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Avalanche Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Avalanche Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Surprise!, Adept Box Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Banishing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Banishing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Box Wielding III
Cost: 1,000,000 Gold, 2 Weeks

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

Black Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Black Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Bloody Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Bloody Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Surprise!
Cost: 300,000 Gold, 2 Weeks

Blustering Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Blustering Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Boxmeister- (Passive Ability, Other: Boxmeister) Possessor gains +(500 * Possessor Level) Magical Attack if possessor has a Box equipped, Possessor gains +(250 * Possessor Level) to all stats if possessor has a Box equipped
Requires: Apprentice Box Training, 10 other Boxmeister abilities
Cost: 125,000 Gold, 4 Weeks

Box of Horrors: Tar Demon's Claw- (Technique Ability, Other: Boxmeister) Possessor may use 'Box of Horrors: Tar Demon's Claw' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has a Box equipped. Said action generates an additional attack that counts as coming from a source other than its performer that is a Level 58 Demon that is the elements Darkness, Earth, and Water, with said attack possessing a Prime Attribute of Strength or Consitution, coming from a source with 9,016 STR and 14,700 CON, with a Damage value of 26,500 that possesses a 150% chance of inflicting Paralyzed
Not for Sale

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

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

Box Wielding III- (Passive Ability, Other: Boxmeister) Possessor gains +200 to all stats when a Box is equipped and +200 Magical Attack when a Box is equipped
Requires: Box Wielding II, Other: Boxmeister
Cost: 100,000 Gold, 2 Weeks

Brainwave Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Brainwave Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Surprise!, Boxmeister, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Breathless Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Surprise!, Apprentice Box Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Burning Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Burning Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Charging Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Charging Surprise!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Box Training
Cost: 500,000 Gold, 2 Weeks

Charming Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Charming Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Crippling Surprise!- (Active Ability, Other: Boxmeister) This character may use Crippling Surprise! in conjunction with a Magical Attack, so long as no other technique is used and a Box is equipped. This character gains +25 Magical Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful Surprise!
Cost: 125,000 Gold, 2 Weeks

Crisis Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Crisis Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Box equipped. Said attack gains +1,000 Magical Attack.
Requires: Box Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

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

Dangerous Box Use- (Passive Ability, Other: Boxmeister) Possessor gains +1% Critical when a Box is equipped
Requires: Box Wielding III, Surprise! Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Debilitating Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

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

Destroyer Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Destroyer Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Surprise!, Adept Box Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Dicing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Dicing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Surprise!, Apprentice Box Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Dissolution Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Surprise!, Apprentice Box Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Dizzying Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Dual Box-Wielding- (Passive Ability, Other: Boxmeister) Possessor gains +50 Magical Attack if possessor has two Boxs or a Box that is a Weaponx2 equipped
Requires: Apprentice Box Training
Cost: 60,000 Gold, 2 Weeks

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

Envenomed Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Envenomed Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Erasure Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Erasure Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Box Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Erosion Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Surprise!, Boxmeister, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Explosive Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Explosive Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Surprise!, Boxmeister, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Other: Boxmeister- (Technique Ability, Other: Boxmeister) Possessor may use 'Fae-Bane Other: Boxmeister' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +750 Magical Attack against Faes and gains +25% Critical against Faes.
Requires: Fae-Hunting Other: Boxmeister, Other: Boxmeister, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Other: Boxmeister- (Technique Ability, Other: Boxmeister) Possessor may use 'Fae-Hunting Other: Boxmeister' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack against Faes and gains +5% To Hit against Faes.
Requires: Basic Box Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Other: Boxmeister- (Technique Ability, Other: Boxmeister) Possessor may use 'Fae-Slaying Other: Boxmeister' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +1,000 Magical Attack against Faes and gains +25% Critical against Faes, gains +5% To Hit against Faes, and gains 5% inflicts Instant Death against Faes.
Requires: Fae-Bane Other: Boxmeister, Adept Box Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Fountain Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Fountain Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Gale Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Surprise!, Boxmeister, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gravity Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Gravity Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Box Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Greater Banishing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Surprise!, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Erasure Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Surprise!, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Box- (Passive Ability, Other: Boxmeister) Individuals below Level 20 may not unequip or steal possessor's equipped Boxs without possessor's permission
Requires: Box Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Hexing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Human-Bane Other: Boxmeister- (Technique Ability, Other: Boxmeister) Possessor may use 'Human-Bane Other: Boxmeister' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Other: Boxmeister, Other: Boxmeister, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Other: Boxmeister- (Technique Ability, Other: Boxmeister) Possessor may use 'Human-Hunting Other: Boxmeister' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Box Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Other: Boxmeister- (Technique Ability, Other: Boxmeister) Possessor may use 'Human-Slaying Other: Boxmeister' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +1,000 Magical Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Other: Boxmeister, Adept Box Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Other: Boxmeister- (Technique Ability, Other: Boxmeister) Possessor may use 'Humanoid-Bane Other: Boxmeister' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Other: Boxmeister, Other: Boxmeister, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Other: Boxmeister- (Technique Ability, Other: Boxmeister) Possessor may use 'Humanoid-Hunting Other: Boxmeister' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Box Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Other: Boxmeister- (Technique Ability, Other: Boxmeister) Possessor may use 'Humanoid-Slaying Other: Boxmeister' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +1,000 Magical Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Other: Boxmeister, Adept Box Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hungering Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Hungering Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Other: Boxmeister
Cost: 500,000 Gold, 3 Weeks

Hurricane Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Hurricane Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Surprise!, Adept Box Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Hypersolvent Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Surprise!, Adept Box Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Ignition Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Surprise!, Apprentice Box Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ill Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Ill Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

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

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

Improved Bloody Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Bloody Surprise!' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Surprise!
Cost: 10,000 Gold, 1 Week

Improved Charming Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Charming Surprise!' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Surprise!
Cost: 10,000 Gold, 1 Week

Improved Debilitating Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Debilitating Surprise!' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Surprise!
Cost: 10,000 Gold, 1 Week

Improved Dizzying Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Dizzying Surprise!' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Surprise!
Cost: 10,000 Gold, 1 Week

Improved Envenomed Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Envenomend Surprise!' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Surprise!
Cost: 10,000 Gold, 1 Week

Improved Hexing Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Hexing Surprise!' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Surprise!
Cost: 10,000 Gold, 1 Week

Improved Ill Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Ill Surprise!' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Surprise!
Cost: 10,000 Gold, 1 Week

Improved Impairing Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Impairing Surprise!' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Surprise!
Cost: 10,000 Gold, 1 Week

Improved Lazy Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Lazy Surprise!' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Surprise!
Cost: 10,000 Gold, 1 Week

Improved Maiming Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Maiming Surprise!' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Surprise!
Cost: 10,000 Gold, 1 Week

Improved Painful Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Painful Surprise!' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Surprise!
Cost: 10,000 Gold, 1 Week

Improved Paralytic Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Paralytic Surprise!' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Surprise!
Cost: 10,000 Gold, 1 Week

Improved Sticky Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Sticky Surprise!' technique has its chance of inflicting Paralysis: Sticky increased to 30%
Requires: Sticky Surprise!
Cost: 10,000 Gold, 1 Week

Improved Tipsy Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Tipsy Surprise!' technique has its chance of inflicting Poison: Drunk increased to 30%
Requires: Tipsy Surprise!
Cost: 10,000 Gold, 1 Week

Inundation Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Inundation Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Surprise!, Apprentice Box Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Lazy Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Lazy Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Box equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Lunging Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Lunging Surprise!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Surprise!, Other: Boxmeister
Cost: 500,000 Gold, 2 Weeks

Magma Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Magma Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Surprise!, Adept Box Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Maiming Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Maiming Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Surprise!
Cost: 300,000 Gold, 2 Weeks

Mamma Bear Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Mamma Bear Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Mindblowing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Mindblowing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Surprise!, Apprentice Box Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Mindwipe Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Surprise!, Adept Box Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Mountain-Boxing Trick- (Technique Ability, Other: Boxmeister) Possessor may use 'Mountain-Boxing Trick' in conjunction with a 'Guard Back Rank' action so long as no other technique is used and possessor has a Box equipped. Said action may unsummon one of its targets that is a non-unique Earth element Elemental or Golem that is either willing or below Level 50, with said action's performer obtaining a buff that does not stack and allows it to summon a copy of said entity (if said entity is normally fightable for drops on the enemy list or was originally already a summon of said buff's possessor) at the start of any round or before any of its actions.
Not for Sale

Night Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Night Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Surprise!, Boxmeister, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Painful Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Painful Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Paralytic Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Box- (Passive Ability, Other: Boxmeister) Possessor treats Box as a Tier 2 Weapon subtype. Other entities treat instances of Boxes wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Box Training
Cost: 30,000,000 Gold, 30 Weeks

Powerful Surprise!- (Active Ability, Other: Boxmeister) This character may use Powerful Surprise! in conjunction with a Magical Attack, so long as no other technique is used and a Box is equipped. This character gains +50 Magical Attack for purposes of this attack.
Requires: Basic Box Training
Cost: 100,000 Gold, 2 Weeks

Psi Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Psi Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Rock Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Rock Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Rockslide Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Surprise!, Apprentice Box Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Rumbling Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Surprise!, Boxmeister, Mountain King
Cost: 300,000 Gold, 2 Weeks

Shadow Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Shadow Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Box Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Sticky Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Sticky Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Stone Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Stone Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Requires: Basic Box Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Strong Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Strong Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Surprise! on the Run- (Technique Ability, Other: Boxmeister) Possessor may use 'Surprise! on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Box Training
Cost: 500,000 Gold, 2 Weeks

Surprise Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Surprise Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +1,000 Magical Attack against targets that have not yet acted.
Requires: Unexpected Surprise!, Level 30
Cost: 300,000 Gold, 2 Weeks

Sweeping Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Sweeping Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Surprise!, Boxmeister, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Thought Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Thought Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Box Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Thirsty Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Thirsty Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Other: Boxmeister
Cost: 500,000 Gold, 3 Weeks

Tipsy Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Tipsy Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Tsunami Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Tsunami Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Surprise!, Adept Box Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Umbral Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Surprise!, Apprentice Box Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Unexpected Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Unexpected Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack against targets that have not yet acted.
Requires: Box Wielding III
Cost: 300,000 Gold, 2 Weeks

Vexatious Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Vexatious Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Box Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Void Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Surprise!, Adept Box Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Wave Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundation Surprise!, Boxmeister, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

What's In the Box? MUD!- (Technique Ability, Other: Boxmeister) Possessor may use 'What's In the Box? MUD!' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as no other technique is used and possessor has a Box equipped. Said action gains +300 Melee Attack, +300 Ranged Attack, +300 Magical Attack, the element Earth and a 30% chance of inflicting Impaired: Blind.
Not for Sale

Wind Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Wind Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Air element.
Requires: Basic Box Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Wind-Up Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Wind-Up Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack and is delayed for 1 round.
Requires: Box Wielding III
Cost: 8,000,000 Gold, 2 Weeks


~Clown (Deadly Item: Prank Weapon)~


~Other: Executive (Deadly Item: Cigar)~

Accurate Cigar Use- (Passive Ability, Executive) Possessor gains +1% To Hit when a Cigar is equipped
Requires: Cigar Wielding III, Drag Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Drag- (Technique Ability, Executive) Possessor may use 'Acidic Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Cigar Training- (Passive Ability, Executive) Cigar weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Cigar Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Cigar
Requires: Executive, 50 other Executive Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aerial-Bane Drag- (Technique Ability, Executive) Possessor may use 'Aerial-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Aerial-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Aerial-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Angel-Bane Drag- (Technique Ability, Executive) Possessor may use 'Angel-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Angel-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Angel-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Drag- (Technique Ability, Executive) Possessor may use 'Animal-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Animal-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Animal-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Apprentice Cigar Training- (Passive Ability, Executive) Possessor gains +50 Ranged Attack if possessor has a Cigar equipped
Requires: Basic Cigar Training, 3 other Executive abilities
Cost: 125,000 Gold, 2 Weeks

Banishing Drag- (Technique Ability, Executive) Possessor may use 'Banishing Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Cigar Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basic Cigar Training- (Passive Ability, Other: Executive) Possessor gains +6 Ranged Attack if possessor has a Cigar equipped
Requires: Slayer, Merchant, General, Commander, Blazing Sultan, Ebon Chancellor, Wind Duke
Cost: 50,000,000 Gold, 5 Weeks

Black Drag- (Technique Ability, Executive) Possessor may use 'Black Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

Blustering Drag- (Technique Ability, Executive) Possessor may use 'Blustering Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

Breathless Drag- (Technique Ability, Executive) Possessor may use 'Breathless Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Drag, Apprentice Cigar Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Burning Drag- (Technique Ability, Executive) Possessor may use 'Burning Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Celestial-Bane Drag- (Technique Ability, Executive) Possessor may use 'Celestial-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Celestial-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Celestial-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Charming Drag- (Technique Ability, Executive) Possessor may use 'Charming Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

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

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

Cigar Wielding III- (Passive Ability, Executive) Possessor gains +200 to all stats when a Cigar is equipped and +200 Ranged Attack when a Cigar is equipped
Requires: Cigar Wielding II, Executive
Cost: 100,000 Gold, 2 Weeks

Cluster Drag- (Technique Ability, Executive) Possessor may use 'Cluster Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Drag, Executive, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Drag- (Technique Ability, Executive) Possessor may use 'Code Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +100 Ranged Attack and becomes solely Technology element.
Requires: Basic Cigar Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Cigar Use- (Passive Ability, Executive) Possessor gains +1% Critical when a Cigar is equipped
Requires: Cigar Wielding III, Drag Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Drag- (Technique Ability, Executive) Possessor may use 'Debilitating Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Deletion Drag- (Technique Ability, Executive) Possessor may use 'Deletion Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Drag, Apprentice Cigar Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Drag- (Technique Ability, Executive) Possessor may use 'Deva-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Deva-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Deva-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dissolution Drag- (Technique Ability, Executive) Possessor may use 'Dissolution Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Drag, Apprentice Cigar Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Drag- (Technique Ability, Executive) Possessor may use 'Dizzying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Expert Cigar Training- (Passive Ability, Executive) The Ranged Attack bonus granted by up to one Cigar weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Cigar)
Requires: Adept Cigar Training, 100 other Executive Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

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

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

Elemental-Bane Drag- (Technique Ability, Executive) Possessor may use 'Elemental-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Elemental-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Elemental-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Envenomed Drag- (Technique Ability, Executive) Possessor may use 'Envenomed Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Erosion Drag- (Technique Ability, Executive) Possessor may use 'Erosion Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Drag, Executive, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Erasure Drag- (Technique Ability, Executive) Possessor may use 'Erasure Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Cigar Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Explosive Drag- (Technique Ability, Executive) Possessor may use 'Explosive Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Drag, Executive, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Drag- (Technique Ability, Executive) Possessor may use 'Fae-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Fae-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Fae-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Gale Drag- (Technique Ability, Executive) Possessor may use 'Gale Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Drag, Executive, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Greater Banishing Drag- (Technique Ability, Executive) Possessor may use 'Greater Banishing Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Drag, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Drag- (Technique Ability, Executive) Possessor may use 'Erasure Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Drag, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Cigar- (Passive Ability, Executive) Individuals below Level 20 may not unequip or steal possessor's equipped Cigars without possessor's permission
Requires: Cigar Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Drag- (Technique Ability, Executive) Possessor may use 'Hexing Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Human-Bane Drag- (Technique Ability, Executive) Possessor may use 'Human-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Human-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Human-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Drag- (Technique Ability, Executive) Possessor may use 'Humanoid-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Humanoid-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Humanoid-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hurricane Drag- (Technique Ability, Executive) Possessor may use 'Hurricane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Drag, Adept Cigar Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Drag- (Technique Ability, Executive) Possessor may use 'Hyperadvanced Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Drag, Adept Cigar Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Drag- (Technique Ability, Executive) Possessor may use 'Hypersolvent Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Drag, Adept Cigar Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Drag- (Technique Ability, Executive) Possessor may use 'Ignition Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Drag, Apprentice Cigar Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ill Drag- (Technique Ability, Executive) Possessor may use 'Ill Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

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

Improved Charming Drag- (Passive Ability, Executive) Possessor's 'Charming Drag' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Drag
Cost: 10,000 Gold, 1 Week

Improved Debilitating Drag- (Passive Ability, Executive) Possessor's 'Debilitating Drag' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Drag
Cost: 10,000 Gold, 1 Week

Improved Dizzying Drag- (Passive Ability, Executive) Possessor's 'Dizzying Drag' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Drag
Cost: 10,000 Gold, 1 Week

Improved Envenomed Drag- (Passive Ability, Executive) Possessor's 'Hexing Drag' technique has its chance of inflicting Poison increased to 30%
Requires: Hexing Drag
Cost: 10,000 Gold, 1 Week

Improved Hexing Drag- (Passive Ability, Executive) Possessor's 'Hexing Drag' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Drag
Cost: 10,000 Gold, 1 Week

Improved Ill Drag- (Passive Ability, Executive) Possessor's 'Ill Drag' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Drag
Cost: 10,000 Gold, 1 Week

Improved Impairing Drag- (Passive Ability, Executive) Possessor's 'Impairing Drag' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Drag
Cost: 10,000 Gold, 1 Week

Improved Lazy Drag- (Passive Ability, Executive) Possessor's 'Lazy Drag' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Drag
Cost: 10,000 Gold, 1 Week

Improved Paralytic Drag- (Passive Ability, Executive) Possessor's 'Paralytic Drag' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Drag
Cost: 10,000 Gold, 1 Week

Insect-Bane Drag- (Technique Ability, Executive) Possessor may use 'Insect-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Insect-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Insect-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Lazy Drag- (Technique Ability, Executive) Possessor may use 'Lazy Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Cigar equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Magma Drag- (Technique Ability, Executive) Possessor may use 'Magma Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Drag, Adept Cigar Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Night Drag- (Technique Ability, Executive) Possessor may use 'Night Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Drag, Executive, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Paralytic Drag- (Technique Ability, Executive) Possessor may use 'Paralytic Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Plant-Bane Drag- (Technique Ability, Executive) Possessor may use 'Plant-Bane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +750 Ranged Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Drag, Executive, Level 20
Cost: 300,000 Gold, 2 Weeks

Plant-Hunting Drag- (Technique Ability, Executive) Possessor may use 'Plant-Hunting Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack against Plants and gains +5% To Hit against Plants.
Requires: Basic Cigar Training
Cost: 300,000 Gold, 2 Weeks

Plant-Slaying Drag- (Technique Ability, Executive) Possessor may use 'Plant-Slaying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +1,000 Ranged Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Drag, Adept Cigar Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Shadow Drag- (Technique Ability, Executive) Possessor may use 'Shadow Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Requires: Basic Cigar Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Umbral Drag- (Technique Ability, Executive) Possessor may use 'Umbral Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Drag, Apprentice Cigar Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Vexatious Drag- (Technique Ability, Executive) Possessor may use 'Vexatious Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Cigar Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Drag- (Technique Ability, Executive) Possessor may use 'Void Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Drag, Adept Cigar Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wind Drag- (Technique Ability, Executive) Possessor may use 'Wind Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +100 Ranged Attack and becomes solely Air element.
Requires: Basic Cigar Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Zero Drag- (Technique Ability, Executive) Possessor may use 'Zero Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Drag, Level 20
Cost: 500,000 Gold, 2 Weeks


~Other: Fisherman (Deadly Item: Fish)~

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

Armor-Piercing FEEEEESH!- (Technique Ability, Other: Fisherman ) Possessor may use 'Armor-Piercing FEEEEESH!”' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack pierces 200 Defense.
Requires: Apprentice Fish Training
Cost: 300,000 Gold, 2 Weeks

Basic Fish Training- (Passive Ability, Other: Fisherman) Possessor gains +6 Melee Attack if possessor has a Fish equipped
Requires: Basic Water Synchronization, Seakeeper, Captain, Basic Improvised Weapon Use
Cost: 50,000 Gold, 3 Weeks

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

Code FEEEEESH!- (Technique Ability, Other: Fisherman ) Possessor may use 'Code FEEEEESH!"' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fish equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Requires: Basic FIsh Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Dizzying FEEEEESH!- (Technique Ability, Other: Fisherman ) Possessor may use 'Dizzying FEEEEESH!”' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Fish Training
Cost: 300,000 Gold, 2 Weeks

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

Fish Wielding I- (Passive Ability, Other: Fisherman) Possessor gains +5 to all stats when a Fish is equipped
Requires: Basic Fish Training
Cost: 20,000 Gold, 2 Weeks

Fish Wielding II- (Passive Ability, Other: Fisherman) Possessor gains +25 to all stats when a Fish is equipped, +50 Melee Attack when a Fish is equipped.
Requires: Fish Wielding I
Cost: 60,000 Gold, 2 Weeks

Fish Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Fish is equipped and +200 Melee Attack when a Fish is equipped
Requires: Fish Wielding II, Fisherman
Cost: 100,000 Gold, 2 Weeks

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

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

Whale-Wielding- (Passive Ability, Other: Fisherman) Possessor may equip Fish that are Weaponx2's in a single Weapon slot, Possessor gains +2,000 Melee Attack if possessor has a Weaponx2 that is a Fish equipped
Not for Sale


~Gentleman Assassin (Deadly Item: Bladecane)~

Abstract-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Abstract-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Abstract-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Abstract-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Accurate Bladecane Use- (Passive Ability, Gentleman Assassin) Possessor gains +1% To Hit when a Bladecane is equipped
Requires: Bladecane Wielding III, Slice Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Acidic Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +500 Melee Attack and Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Slice, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Bladecane Training- (Passive Ability, Gentleman Assassin) Bladecane weapons equipped by possessor can provide an additional +10,000 Melee Attack and Magical Attack before capping, Bladecane weapons equipped by possessor that provide a Melee Attack or Magical Attack bonus provide an additional +500 Melee Attack or Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Bladecane
Requires: Gentleman Assassin, 50 other Gentleman Assassin abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aerial-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Aerial-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Aerial-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Aerial-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Alien-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Alien-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Alien-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Alien-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Angel-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Angel-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Angel-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Angel-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Animal-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Animal-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Animal-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Animals, gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Aquatic-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Aquatic-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Aquatic-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Aquatic-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Armor-Piercing Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Armor-Piercing Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack pierces 200 Defense.
Requires: Apprentice Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Astral Being-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral Being-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Astral Being-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Astral Being-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Basic Disguised Weaponry Training- (Passive Ability, Gentleman Assassin) The attack bonuses of each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped increase by 45
Requires: Basic Bladecane Training
Cost: 70,000 Gold, 2 Weeks

Bio-Horror-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Bio-Horror-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Bio-Horror-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Bio-Horror-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Black Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Black Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +500 Melee Attack and Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Slice, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

Bladecane Wielding III- (Passive Ability, Gentleman Assassin) Possessor gains +200 to all stats when a Bladecane is equipped and +200 Melee Attack and Magical Attack when a Bladecane is equipped
Requires: Bladecane Wielding II, Gentleman Assassin
Cost: 100,000 Gold, 2 Weeks

Bloody Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Bloody Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +300 Melee Attack and Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Slice
Cost: 300,000 Gold, 2 Weeks

Blustering Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Blustering Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +500 Melee Attack and Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Slice, Level 20
Cost: 500,000 Gold, 2 Weeks

Breathless Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Breathless Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Slice, Apprentice Bladecane Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Celestial-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Celestial-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Celestial-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Celestial-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Classical Training in Standard Combat Utilizing the Bladecane- (Passive Ability, Gentleman Assassin) Possessor may treat Bladecane as a Base Weapon subtype
Not for Sale

Clockwork-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Clockwork-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Clockwork-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Clockwork-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Clockworks, gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Cthonian-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Cthonian-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Cthonian-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Cthonian-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Daemon-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Daemon-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Daemon-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Requires: Daemon-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Bladecane Use- (Passive Ability, Gentleman Assassin) Possessor gains +1% Critical when a Bladecane is equipped
Requires: Bladecane Wielding III, Slice Mastery
Cost: 2,500,000 Gold, 2 Weeks

Darkspawn-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Darkspawn-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Darkspawns and gains +25% Critical against Darkspawns.
Requires: Darkspawn-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Darkspawn-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Darkspawns and gains +5% To Hit against Darkspawns.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Darkspawn-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Darkspawns, gains +25% Critical against Darkspawns, gains +5% To Hit against Darkspawns, and gains 5% inflicts Instant Death against Darkspawns.
Requires: Darkspawn-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deadly Bladecane Skill- (Passive Ability, Gentleman Assassin) Bladecane Weapons equipped by possessor gain +(100 * Possessor Level) additional Melee Attack, Possessor gains (Possessor Level)% Critical while wielding a Bladecane
Not for Sale

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

Demon-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Demon-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Demon-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Demon-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Destroyer Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Destroyer Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +2,500 Melee Attack and Magical Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Slice, Adept Bladecane Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Deva-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Deva-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Deva-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Deva-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Devil-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Devil-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Devil-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dicing Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Dicing Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Slice, Apprentice Bladecane Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Dissolution Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Slice, Apprentice Bladecane Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Elemental-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Elemental-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Elemental-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Elemental-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Erosion Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Erosion Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +300 Melee Attack and Magical Attack, becomes solely Acid element, gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Slice, Gentleman Assassin, Caliph of Corrosion
Cost: 500,000 Gold, 2 Weeks

Exceptionally Skilled at Poisoning Coffee- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte' in its name, possessor may choose for said consumable to either possess a 60% greater chance of inflicting Poison or to possess a 100% chance of inflicting Poison
Not for Sale

Expert Bladecane Training- (Passive Ability, Gentleman Assassin) The Melee Attack and Magical Attack bonus granted by up to one Bladecane weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Bladecane)
Requires: Adept Bladecane Training, 100 other Gentleman Assassin Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fae-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Fae-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Faes and gains +25% Critical against Faes.
Requires: Fae-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Fae-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Faes and gains +5% To Hit against Faes.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Fae-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Faes, gains +25% Critical against Faes, gains +5% To Hit against Faes, and gains 5% inflicts Instant Death against Faes.
Requires: Fae-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Gale Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Gale Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +300 Melee Attack and Magical Attack, becomes solely Air element, gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Slice, Gentleman Assassin, Wind Duke
Cost: 500,000 Gold, 2 Weeks

Gentleman Assassin- (Passive Ability, Gentleman Assassin) Possessor gains +(50 * Possessor Level) Melee Attack and Magical Attack if possessor has a Bladecane equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Bladecane equipped
Requires: Apprentice Bladecane Training, 10 other Gentleman Assassin abilities
Cost: 125,000 Gold, 4 Weeks

Golem-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Golem-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Golem-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Golem-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hard to Disarm With a Bladecane- (Passive Ability, Gentleman Assassin) Individuals below Level 20 may not unequip or steal possessor's equipped Bladecanes without possessor's permission
Requires: Bladecane Wielding III
Cost: 50,000 Gold, 2 Weeks

Horror-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Horror-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Horror-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Horror-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Human-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Human-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Human-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Human-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Humanoid-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Humanoid-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Humanoid-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hurricane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Hurricane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +2,500 Melee Attack and Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Slice, Adept Bladecane Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Hypersolvent Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +2,500 Melee Attack and Magical Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Slice, Adept Bladecane Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

I'm Terribly Sorry About the Poison in the Coffee.- (Passive Ability, Gentleman Assassin) Possessor's actions that have a chance of inflicting Poison may not be countered by individuals below Level 40, excluding preemptive counters
Requires: Apprentice Bladecane Training, Basic Poisoner Training, Basic Chef Training, Polite
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Illuminated-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Illuminateds and gains +25% Critical against Illuminateds.
Requires: Illuminated-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Illuminated-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Illuminateds and gains +5% To Hit against Illuminateds.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Illuminated-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Illuminateds, gains +25% Critical against Illuminateds, gains +5% To Hit against Illuminateds, and gains 5% inflicts Instant Death against Illuminateds.
Requires: Illuminated-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Insect-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Insect-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Insect-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Insect-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Knowledge of Deadly Golf- (Passive Ability, Gentleman Assassin) Possessor may, at the beginning of battle, apply a debuff named 'Golf Weakness' to every opponent whose Level is lower than 80 and equal to or lower than possessor's Level, Possessor gains +2,000 Ranged Attack and 30% Critical if possessor has an item equipped whose named includes 'Golf'
Not for Sale

Knows Secret Methods of Brewing Coffee that Cause Those Who Imbibe It to Later Burst Into Flame- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte', possessor may choose to select a number of rounds between 1 and 30,000 and have it inflict a debuff that has a 200% chance of inflicting Burning on its possessor after the chosen number of rounds, with this debuff not being curable by entities whose MIN is lower than possessor's MIN, who are below Level 40, and who have not scanned possessor's stats
Not for Sale

Machine-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Machine-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Machine-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Machine-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magic Being-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Magic Being-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Magic Being-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Magic Being-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Maiming Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Maiming Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +500 Melee Attack and Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Slice
Cost: 300,000 Gold, 2 Weeks

Master Bladecane Training- (Passive Ability, Gentleman Assassin) Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of entities who are half possessor's Level or lower if possessor is wielding a Bladecane, Possessor deals 5% additional Damage while possessor has a Bladecane equipped (as a bonus that does not stack with bonuses granted by other Master-tier weapon-based-class abilities), Possessor may, once per round, deal 50,000,000 additional Damage to a Boss if possessor has a Bladecane equipped and is not 20 or more Levels below said Boss's Level
Requires: Expert Bladecane Training, 250 other Gentleman Assassin Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

Monster-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Monster-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Monster-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Monster-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

My Hat is Fatal, My Good Sir- (Passive Ability, Gentleman Assassin) If possessor has at least one open Weapon slot, all Hats equipped by possessor may optionally gain a Ranged Attack bonus equal to their Defense bonus
Requires: Basic Disguised Weaponry Training
Cost: 550,000 Gold, 2 Weeks

Night Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Night Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +300 Melee Attack and Magical Attack, becomes solely Darkness element, gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Slice, Gentleman Assassin, Ebon Chancellor
Cost: 500,000 Gold, 2 Weeks

Ooze-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Ooze-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Ooze-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Ooze-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Ooze-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Ooze-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Requires: Ooze-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Plant-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Plant-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Plant-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Plant-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Plants and gains +5% To Hit against Plants.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Plant-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Plant-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Prime-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Prime-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Prime-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Prime-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Reptile-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Reptile-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Reptile-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Reptile-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Reptile-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Reptile-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Robot-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Robot-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Robot-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Robot-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Shadow Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Shadow Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Bladecane equipped. Said attack gains +100 Melee Attack and Magical Attack and becomes solely Darkness element.
Requires: Basic Bladecane Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Shapeshifter-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Shapeshifter-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Shapeshifter-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Solar Being-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Solar Being-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Solar Being-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Solar Being-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Solar Being-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Solar Being-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Spirit-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Spirit-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Spirit-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Spirit-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Strong Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Strong Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +500 Melee Attack and Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Slice, Level 20
Cost: 500,000 Gold, 2 Weeks

Sudden Riposte- (Active Ability, Gentleman Assassin) Once per round, if possessor is wielding a Bladecane, possessor may perform this action as a counter. This action generates an attack targeting the individual it is countering that incorporates its user's Melee Attack bonus and uses Agility as its Prime Attribute.
Not for Sale

Surprise Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Surprise Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against targets that have not yet acted.
Requires: Unexpected Slice, Level 30
Cost: 300,000 Gold, 2 Weeks

Sweeping Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Sweeping Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +300 Melee Attack and Magical Attack, becomes solely Physical element, gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Slice, Gentleman Assassin, Kinetic Emperor
Cost: 500,000 Gold, 2 Weeks

Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Not for Sale

Umbral Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Umbral Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Slice, Apprentice Bladecane Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Undead-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Undeads and gains +25% Critical against Undeads.
Requires: Undead-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Undead-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Undeads and gains +5% To Hit against Undeads.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Undead-Slaying Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +1,000 Melee Attack and Magical Attack against Undeads, gains +25% Critical against Undeads, gains +5% To Hit against Undeads, and gains 5% inflicts Instant Death against Undeads.
Requires: Undead-Bane Slice, Adept Bladecane Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Unexpected Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Unexpected Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +500 Melee Attack and Magical Attack against targets that have not yet acted.
Requires: Bladecane Wielding III
Cost: 300,000 Gold, 2 Weeks

Vexatious Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Vexatious Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Bladecane Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Void Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +2,500 Melee Attack and Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Slice, Adept Bladecane Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wind Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Wind Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Bladecane equipped. Said attack gains +100 Melee Attack and Magical Attack and becomes solely Air element
Requires: Basic Bladecane Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks


~Grailkeeper (Deadly Item: Chalice)~

~Hypnotist (Deadly Item: Prank Weapon)~


~Ioun Master (Deadly Item: Stone)~

Accurate Stone Use- (Passive Ability, Ioun Master) Possessor gains +1% To Hit when a Stone is equipped
Requires: Stone Wielding III, Detonation Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

Avalanche Detonation- (Technique Ability, Ioun Master) Possessor may use 'Avalanche Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +2,500 Magical Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Detonation, Adept Stone Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Detonation- (Technique Ability, Ioun Master) Possessor may use 'Awesome Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Detonation, Apprentice Stone Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Black Detonation- (Technique Ability, Ioun Master) Possessor may use 'Black Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Detonation, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Detonation- (Technique Ability, Ioun Master) Possessor may use 'Blitz Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +300 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Detonation, Ioun Master, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Detonation- (Technique Ability, Ioun Master) Possessor may use 'Blizzard Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +2,500 Magical Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Detonation, Adept Stone Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bolt Detonation- (Technique Ability, Ioun Master) Possessor may use 'Bolt Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Requires: Basic Stone Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Burning Detonation- (Technique Ability, Ioun Master) Possessor may use 'Burning Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +500 Magical Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Detonation, Level 20
Cost: 500,000 Gold, 2 Weeks

Burst Detonation- (Technique Ability, Ioun Master) Possessor may use 'Burst Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +300 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable Detonation, Ioun Master, Countess of Power
Cost: 300,000 Gold, 2 Weeks

Classical Training in Standard Combat Utilizing the Stone- (Passive Ability, Ioun Master) Possessor may treat Stone as a Base Weapon subtype
Not for Sale

Corona Detonation- (Technique Ability, Ioun Master) Possessor may use 'Corona Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Detonation, Adept Stone Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Current Detonation- (Technique Ability, Ioun Master) Possessor may use 'Current Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Detonation, Apprentice Stone Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Stone Use- (Passive Ability, Ioun Master) Possessor gains +1% Critical when a Stone is equipped
Requires: Stone Wielding III, Detonation Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

Dual Stone-Wielding- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has two Stones or a Stone that is a Weaponx2 equipped
Requires: Apprentice Stone Training
Cost: 60,000 Gold, 2 Weeks

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

Elemental Scorn- (Technique Ability, Ioun Master) Possessor may use Elemental Scorn in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains a 5% chance of inflicting Burning if a Fire element Stone is equipped, a 5% chance of inflicting Suffocation if an Air element Stone is equipped, a 5% chance of inflicting Drowning if a Water element Stone is equipped, a 5% chance of inflicting Entombed if an Earth element Stone is equipped, a 5% chance of inflicting Awestruck if a Light element Stone is equipped, a 5% chance of inflicting Voidstruck if a Darkness element Stone is equipped, a 5% chance of inflicting Antimatter if a Technology element Stone is equipped, a 5% chance of inflicting Manablasted if a Magic element Stone is equipped, a 5% chance of inflicting Wounded if a Physical element Stone is equipped, a 5% chance of inflicting Mindblasted if a Psychic element stone is equipped, a 5% chance of inflicting Dissolving if an Acid element Stone is equipped, a 5% chance of inflicting Frozen if an Ice element Stone is equipped, or a 5% chance of inflicting Electrocuted if an Electrical element Stone is equipped
Requires: Focused Burst, Level 10
Cost: 70,000 Gold, 2 Weeks

Elemental-Bane Detonation- (Technique Ability, Ioun Master) Possessor may use 'Elemental-Bane Detonation' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +750 Magical Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Detonation, Ioun Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Detonation- (Technique Ability, Ioun Master) Possessor may use 'Elemental-Hunting Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Stone Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Detonation- (Technique Ability, Ioun Master) Possessor may use 'Elemental-Slaying Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +1,000 Magical Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Detonation, Adept Stone Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Energized Detonation- (Technique Ability, Ioun Master) Possessor may use 'Energized Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +500 Magical Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Detonation, Level 20
Cost: 500,000 Gold, 2 Weeks

~Ensnaring Seed Fling- (Technique Ability, Ioun Master) Posessor may use 'Ensnaring Seed Fling' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Aspect of the Artifact '*The First Seed' equipped. Said attack gains +10,000 Magical Attack, gains 1 hit against 50, and may have a 100% chance of inflicting Paralysis.
Not for Sale

Esoteric Detonation- (Technique Ability, Ioun Master) Possessor may use 'Esoteric Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +2,500 Magical Attack, becomes solely Mystic element, and gains '50% inflicts Manablasted: Mystic Overload'.
Requires: True Magic Detonation, Adept Stone Training, Adept Mystic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Explosive Detonation- (Technique Ability, Ioun Master) Possessor may use 'Explosive Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +300 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Detonation, Ioun Master, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fires Energy Lasers from Crystals- (Passive Ability, Ioun Master) Possessor gains +500 Magical Attack and +500 Ranged Attack for each equipped Stone, Ioun Stone, or Crystal, to a max of 200 such items
Not for Sale

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

Focused Burst- (Technique Ability, Ioun Master) Possessor may use Focused Burst in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains +90 Magical Attack
Requires: Basic Stone Training
Cost: 70,000 Gold, 2 Weeks

Frigid Detonation- (Technique Ability, Ioun Master) Possessor may use 'Frigid Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Detonation, Apprentice Stone Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Detonation- (Technique Ability, Ioun Master) Possessor may use 'Frost Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Ice element.
Requires: Basic Stone Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Detonation- (Technique Ability, Ioun Master) Possessor may use 'Frozen Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +500 Magical Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Detonation, Level 20
Cost: 500,000 Gold, 2 Weeks

Gigawatt Detonation- (Technique Ability, Ioun Master) Possessor may use 'Gigawatt Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +2,500 Magical Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Detonation, Adept Stone Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Detonation- (Technique Ability, Ioun Master) Possessor may use 'Glowing Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Detonation, Level 20
Cost: 500,000 Gold, 2 Weeks

Gravity Detonation- (Technique Ability, Ioun Master) Possessor may use 'Gravity Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Stone equipped. Said attack gains +200 Magical Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Stone Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Elemental Scorn- (Technique Ability, Ioun Master) Possessor may use Elemental Scorn in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains a 5% chance of inflicting Burning if a Fire element Stone is equipped, a 5% chance of inflicting Suffocation if an Air element Stone is equipped, a 5% chance of inflicting Drowning if a Water element Stone is equipped, a 5% chance of inflicting Entombed if an Earth element Stone is equipped, a 5% chance of inflicting Awestruck if a Light element Stone is equipped, a 5% chance of inflicting Voidstruck if a Darkness element Stone is equipped, a 5% chance of inflicting Antimatter if a Technology element Stone is equipped, a 5% chance of inflicting Manablasted if a Magic element Stone is equipped, a 5% chance of inflicting Wounded if a Physical element Stone is equipped, a 5% chance of inflicting Mindblasted if a Psychic element stone is equipped, a 5% chance of inflicting Dissolving if an Acid element Stone is equipped, a 5% chance of inflicting Frozen if an Ice element Stone is equipped, and a 5% chance of inflicting Electrocuted if an Electrical element Stone is equipped
Requires: Elemental Scorn, either Level 10 and Elementalist or Level 19
Cost: 200,000 Gold, 3 Weeks

Hard to Disarm With a Stone- (Passive Ability, Ioun Master) Individuals below Level 20 may not unequip or steal possessor's equipped Stones without possessor's permission
Requires: Stone Wielding III
Cost: 50,000 Gold, 2 Weeks

Ignition Detonation- (Technique Ability, Ioun Master) Possessor may use 'Ignition Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Detonation, Apprentice Stone Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Lightning Detonation- (Technique Ability, Ioun Master) Possessor may use 'Lightning Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +500 Magical Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Detonation, Level 20
Cost: 500,000 Gold, 2 Weeks

Magma Detonation- (Technique Ability, Ioun Master) Possessor may use 'Magma Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +2,500 Magical Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Detonation, Adept Stone Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Magic Being-Bane Detonation- (Technique Ability, Ioun Master) Possessor may use 'Magic Being-Bane Detonation' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +750 Magical Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Detonation, Ioun Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Detonation- (Technique Ability, Ioun Master) Possessor may use 'Magic Being-Hunting Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Stone Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Detonation- (Technique Ability, Ioun Master) Possessor may use 'Magic Being-Slaying Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +1,000 Magical Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Detonation, Adept Stone Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Mystical Detonation- (Technique Ability, Ioun Master) Possessor may use 'Mystical Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Mystic element.
Requires: Basic Stone Training, Basic Mystic Synchronization
Cost: 300,000 Gold, 2 Weeks

Night Detonation- (Technique Ability, Ioun Master) Possessor may use 'Night Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Detonation, Ioun Master, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Ooze-Bane Detonation- (Technique Ability, Ioun Master) Possessor may use 'Ooze-Bane Detonation' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +750 Magical Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Detonation, Ioun Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Ooze-Hunting Detonation- (Technique Ability, Ioun Master) Possessor may use 'Ooze-Hunting Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Stone Training
Cost: 300,000 Gold, 2 Weeks

Ooze-Slaying Detonation- (Technique Ability, Ioun Master) Possessor may use 'Ooze-Slaying Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +1,000 Magical Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Requires: Ooze-Bane Detonation, Adept Stone Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Overwhelming Detonation- (Technique Ability, Ioun Master) Possessor may use 'Overwhelming Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +2,500 Magical Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Detonation, Adept Stone Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

♢Parthevian Crystal Invoker's Casting- (Technique Ability, Ioun Master) Possessor may use 'Parthevia Crystal Invoker's Casting' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action, so long as possessor is casting a Wizard Magic spell as part of said action and is wielding a Stone that shares at least one element with said Wizard Magic spell. Said action treats said Wizard Magic spell's Magical Attack bonus (should it possess one) as being double its original value (subject to capping) and treats said Wizard Magic spell's MP cost (should it possess one) as being half its original value.
Not for Sale

Patterned Detonation- (Technique Ability, Ioun Master) Possessor may use 'Patterned Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +300 Magical Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unearthly Detonation, Ioun Master, Esoteric Wiseman
Cost: 300,000 Gold, 2 Weeks

Pulse Detonation- (Technique Ability, Ioun Master) Possessor may use 'Pulse Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Requires: Basic Stone Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Rock Detonation- (Technique Ability, Ioun Master) Possessor may use 'Rock Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Detonation, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Detonation- (Technique Ability, Ioun Master) Possessor may use 'Rockslide Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Detonation, Apprentice Stone Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Detonation- (Technique Ability, Ioun Master) Possessor may use 'Rumbling Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Detonation, Ioun Master, Mountain King
Cost: 300,000 Gold, 2 Weeks

Shadow Detonation- (Technique Ability, Ioun Master) Possessor may use 'Shadow Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Stone Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Detonation- (Technique Ability, Ioun Master) Possessor may use 'Shining Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Detonation, Ioun Master, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Detonation- (Technique Ability, Ioun Master) Possessor may use 'Sleeting Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +300 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Detonation, Ioun Master, Snow Queen
Cost: 300,000 Gold, 2 Weeks

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

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

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

Stone Wielding III- (Passive Ability, Ioun Master) Possessor gains +200 to all stats when a Stone is equipped and +200 Magical Attack when a Stone is equipped
Requires: Stone Wielding II, Ioun Master
Cost: 100,000 Gold, 2 Weeks

True Magic Detonation- (Technique Ability, Ioun Master) Possessor may use 'True Magic Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +500 Magical Attack, becomes solely Mystic element, and gains '30% inflicts Manablasted: Mystic Devastation'.
Requires: Patterned Detonation, Level 20
Cost: 500,000 Gold, 2 Weeks

Unearthly Detonation- (Technique Ability, Ioun Master) Possessor may use 'Unearthly Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation'.
Requires: Mystical Detonation, Apprentice Stone Training, Apprentice Mystic Synchronization
Cost: 300,000 Gold, 2 Weeks

Umbral Detonation- (Technique Ability, Ioun Master) Possessor may use 'Umbral Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Detonation, Apprentice Stone Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Unstable Detonation- (Technique Ability, Ioun Master) Possessor may use 'Unstable Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +200 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Detonation, Apprentice Stone Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Void Detonation- (Technique Ability, Ioun Master) Possessor may use 'Void Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Detonation, Adept Stone Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


~Other: Keeper (Deadly Item: Keyring)~

Abstract-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Abstract-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Abstract and gains +25% Critical against Abstract.
Requires: Abstract-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Abstract-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Abstract and gains +5% To Hit against Abstract.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Abstract-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Abstract and gains +25% Critical against Abstract, gains +5% To Hit against Abstract, and gains 5% inflicts Instant Death against Abstract.
Requires: Abstract-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Accurate Keyring Use- (Passive Ability, Other: Keeper) Possessor gains +1% To Hit when a Keyring is equipped
Requires: Keyring Wielding III, Gate Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Keyring Training- (Passive Ability, Other: Keeper) Keyring weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Keyring weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Keyring
Requires: Keeper, 50 other Keeper abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Angel-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Angel-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Angel and gains +25% Critical against Angel.
Requires: Angel-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Angel-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Angel and gains +5% To Hit against Angel.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Angel-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Angel and gains +25% Critical against Angel, gains +5% To Hit against Angel, and gains 5% inflicts Instant Death against Angel.
Requires: Angel-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Apprentice Keyring Training- (Passive Ability, Other: Keeper) Possessor gains +50 Magical Attack when a Keyring is equipped.
Requires: Basic Keyring Training, 3 other Keeper abilities
Cost: 125,000 Gold, 2 Weeks

Arcane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Arcane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Gate, Adept Keyring Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Avalanche Gate- (Technique Ability, Other: Keeper) Possessor may use 'Avalanche Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Gate, Adept Keyring Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Gate- (Technique Ability, Other: Keeper) Possessor may use 'Awesome Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Gate, Apprentice Keyring Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Gate- (Technique Ability, Other: Keeper) Possessor may use 'Banishing Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Keyring Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basic Keyring Training- (Passive Ability, Other: Keeper) Possessor gains +6 Magical Attack if possessor has a Keyring equipped
Requires: Slayer, Summoner, Wanderer, Weirdworker, Golomancer, Conjurer, Thief, Architect, Magewright
Cost: 5,000,000 Gold, 30 Weeks

Black Gate- (Technique Ability, Other: Keeper) Possessor may use 'Black Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Blustering Gate- (Technique Ability, Other: Keeper) Possessor may use 'Blustering Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Brainwave Gate- (Technique Ability, Other: Keeper) Possessor may use 'Brainwave Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Gate, Other: Keeper, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Gate- (Technique Ability, Other: Keeper) Possessor may use 'Breathless Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Gate, Apprentice Keyring Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Burning Gate- (Technique Ability, Other: Keeper) Possessor may use 'Burning Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Celestial-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Celestial-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Celestial and gains +25% Critical against Celestial.
Requires: Celestial-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Celestial-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Celestial and gains +5% To Hit against Celestial.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Celestial-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Celestial and gains +25% Critical against Celestial, gains +5% To Hit against Celestial, and gains 5% inflicts Instant Death against Celestial.
Requires: Celestial-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Gate- (Technique Ability, Other: Keeper) Possessor may use 'Cluster Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Gate, Keeper, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Gate- (Technique Ability, Other: Keeper) Possessor may use 'Code Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +100 Magical Attack and becomes solely Technology element.
Requires: Basic Keyring Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Gate- (Technique Ability, Other: Keeper) Possessor may use 'Corona Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Gate, Adept Keyring Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Daemon-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Daemon-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Daemon and gains +25% Critical against Daemon.
Requires: Daemon-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Daemon-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Daemon and gains +5% To Hit against Daemon.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Daemon-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Daemon and gains +25% Critical against Daemon, gains +5% To Hit against Daemon, and gains 5% inflicts Instant Death against Daemon.
Requires: Daemon-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Keyring Use- (Passive Ability, Other: Keeper) Possessor gains +1% Critical when a Keyring is equipped
Requires: Keyring Wielding III, Gate Mastery
Cost: 2,500,000 Gold, 2 Weeks

Darkspawn-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Darkspawn-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Darkspawn-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Darkspawn-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Darkspawn and gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deletion Gate- (Technique Ability, Other: Keeper) Possessor may use 'Deletion Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Gate, Apprentice Keyring Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Demon-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Demon and gains +25% Critical against Demon.
Requires: Demon-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Demon-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Demon and gains +5% To Hit against Demon.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Demon-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Demon and gains +25% Critical against Demon, gains +5% To Hit against Demon, and gains 5% inflicts Instant Death against Demon.
Requires: Demon-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Deva-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Deva and gains +25% Critical against Deva.
Requires: Deva-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Deva-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Deva and gains +5% To Hit against Deva.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Deva-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Deva and gains +25% Critical against Deva, gains +5% To Hit against Deva, and gains 5% inflicts Instant Death against Deva.
Requires: Deva-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Devil-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Devil and gains +25% Critical against Devil.
Requires: Devil-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Devil-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Devil and gains +5% To Hit against Devil.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Devil-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Devil and gains +25% Critical against Devil, gains +5% To Hit against Devil, and gains 5% inflicts Instant Death against Devil.
Requires: Devil-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dizzying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Dizzying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Keyring Training
Cost: 300,000 Gold, 2 Weeks

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

Elemental-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Elemental-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Elemental and gains +25% Critical against Elemental.
Requires: Elemental-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Elemental-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Elemental and gains +5% To Hit against Elemental.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Elemental-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Elemental and gains +25% Critical against Elemental, gains +5% To Hit against Elemental, and gains 5% inflicts Instant Death against Elemental.
Requires: Elemental-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Enchanted Gate- (Technique Ability, Other: Keeper) Possessor may use 'Enchanted Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Keyring Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Enchanting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Gate, Apprentice Keyring Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Erasure Gate- (Technique Ability, Other: Keeper) Possessor may use 'Erasure Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Keyring Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Expert Keyring Training- (Passive Ability, Other: Keeper) The Magical Attack bonus granted by up to one Keyring weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Keyring)
Requires: Adept Keyring Training, 100 other Keeper Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Explosive Gate- (Technique Ability, Other: Keeper) Possessor may use 'Explosive Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Gate, Other: Keeper, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Fae-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Fae-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Fae-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Fountain Gate- (Technique Ability, Other: Keeper) Possessor may use 'Fountain Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Gate- (Technique Ability, Other: Keeper) Possessor may use 'Gale Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Gate, Keeper, Wind Duke
Cost: 300,000 Gold, 2 Weeks

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

Glowing Gate- (Technique Ability, Other: Keeper) Possessor may use 'Glowing Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Hard to Disarm With a Keyring- (Passive Ability, Other: Keeper) Individuals below Level 20 may not unequip or steal possessor's equipped Keyring without possessor's permission
Requires: Keyring Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Gate- (Technique Ability, Other: Keeper) Possessor may use 'Hexing Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Keyring Training
Cost: 300,000 Gold, 2 Weeks

Hurricane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Hurricane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Gate, Adept Keyring Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Gate- (Technique Ability, Other: Keeper) Possessor may use 'Hyperadvanced Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Gate, Adept Keyring Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Gate- (Technique Ability, Other: Keeper) Possessor may use 'Ignition Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Gate, Apprentice Keyring Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Illuminated-Bane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +750 Magical Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Gate, Other: Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Illuminated-Hunting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Keyring Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Illuminated-Slaying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +1,000 Magical Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Gate, Adept Keyring Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Inundating Gate- (Technique Ability, Other: Keeper) Possessor may use 'Inundating Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Gate, Apprentice Keyring Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Keyring Wielding III- (Passive Ability, Other: Keeper) Possessor gains +200 to all stats when a Keyring is equipped and +200 Magical Attack when a Keyring is equipped
Requires: Keyring Wielding II, Other: Keeper
Cost: 100,000 Gold, 2 Weeks

Magical Gate- (Technique Ability, Other: Keeper) Possessor may use 'Magical Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Magma Gate- (Technique Ability, Other: Keeper) Possessor may use 'Magma Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Gate, Adept Keyring Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Mindblowing Gate- (Technique Ability, Other: Keeper) Possessor may use 'Mindblowing Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Gate, Apprentice Keyring Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Gate- (Technique Ability, Other: Keeper) Possessor may use 'Mindwipe Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Gate, Adept Keyring Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Night Gate- (Technique Ability, Other: Keeper) Possessor may use 'Night Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Gate, Keeper, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Psi Gate- (Technique Ability, Other: Keeper) Possessor may use 'Psi Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Rock Gate- (Technique Ability, Other: Keeper) Possessor may use 'Rock Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Gate- (Technique Ability, Other: Keeper) Possessor may use 'Rockslide Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Gate, Apprentice Keyring Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Gate- (Technique Ability, Other: Keeper) Possessor may use 'Rumbling Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Gate, Other: Keeper, Mountain King
Cost: 300,000 Gold, 2 Weeks

Shadow Gate- (Technique Ability, Other: Keeper) Possessor may use 'Shadow Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Keyring Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Gate- (Technique Ability, Other: Keeper) Possessor may use 'Shining Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Gate, Keeper, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sorcerous Gate- (Technique Ability, Other: Keeper) Possessor may use 'Sorcerous Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Gate, Keeper, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Stone Gate- (Technique Ability, Other: Keeper) Possessor may use 'Stone Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Requires: Basic Keyring Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Thought Gate- (Technique Ability, Other: Keeper) Possessor may use 'Thought Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Keyring Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Tsunami Gate- (Technique Ability, Other: Keeper) Possessor may use 'Tsunami Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Wave Gate, Adept Keyring Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Gate- (Technique Ability, Other: Keeper) Possessor may use 'Umbral Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Gate, Apprentice Keyring Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Void Gate- (Technique Ability, Other: Keeper) Possessor may use 'Void Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Gate, Adept Keyring Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Gate- (Technique Ability, Other: Keeper) Possessor may use 'Wave Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Gate, Other: Keeper, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Wind Gate- (Technique Ability, Other: Keeper) Possessor may use 'Wind Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +100 Magical Attack and becomes solely Air element.
Requires: Basic Keyring Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Zero Gate- (Technique Ability, Other: Keeper) Possessor may use 'Zero Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Gate, Level 20
Cost: 500,000 Gold, 2 Weeks


~Other: Lady of the Exceptional Leaf (Teapot)~

Accurate Teapot Use- (Passive Ability, Lady of the Exceptional Leaf) Possessor gains +1% To Hit when a Teapot is equipped
Requires: Teapot Wielding III, Pour Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Acidic Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Pour, Level 20
Cost: 500,000 Gold, 2 Weeks

Apprentice Teapot Training- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor gains +500 Magical Attack and +500 to all stats if possessor has a Teapot equipped
Requires: Basic Teapot Training, 3 other Lady of the Exceptional Leaf abilities
Cost: 125,000 Gold, 2 Weeks

Basic Teapot Training- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor gains +50 Magical Attack and +50 to all stats if possessor has a Teapot equipped
Requires: Noble, Slayer, Gentleman Assassin, Botanst, Alchemist
Cost: 15,000,000 Gold, 5 Weeks

Breath Which Can Boil or Freeze Water- (Passive Ability, Other: Lady of the Exceptional Leaf) Once per round, before one of possessor's actions, possessor may choose to add or remove the element Fire or Ice to a Zone of Water that was created by a source that is either lower Level than possessor or that is possessor
Not for Sale

Bubble Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Bubble Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +100 Magical Attack and becomes solely Water element.
Requires: Basic Teapot Training, Basic Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Caustic Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Caustic Pout' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +100 Magical Attack and becomes solely Acid element.
Requires: Basic Teapot Training, Basic Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Charming Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Charming Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

Dangerous Teapot Use- (Passive Ability, Lady of the Exceptional Leaf) Possessor gains +1% Critical when a Teapot is equipped
Requires: Teapot Wielding III, Pour Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Debilitating Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

Dissolution Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Dissolution Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Pour, Apprentice Teapot Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Dizzying Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

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

Envenomed Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Envenomed Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

Erasure Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Erasure Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Teapot Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Erosion Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +300 Magical Attack, becomes solely Acid element, gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Pour, Lady of the Exceptional Leaf, Caliph of Corrosion
Cost: 500,000 Gold, 2 Weeks

Extra-Potent Brewing- (Technique Ability, Other: Lady of the Exceptional Leaf) Possessor's minor status effect infliction chances that come from Teapots are increased by 50%, Possessor's moderate status effect infliction chances that come from Teapots are increased by 30%, Possessor's major status effect infliction chances that come from Teapots are increased by 5%
Not for Sale

Fae-Bane Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Fae-Bane Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Pour, Lady of the Exceptional Leaf, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Fae-Hunting Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Teapot Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Fae-Slaying Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +1,000 Magical Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Hunting Pour, Adept Teapot Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Fountain Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Fountain Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Pour, Level 20
Cost: 500,000 Gold, 2 Weeks

Greater Erasure Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Greater Erasure Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Pour, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Teapot- (Passive Ability, Lady of the Exceptional Leaf) Individuals below Level 20 may not unequip or steal possessor's equipped Teapots without possessor's permission
Requires: Teapot Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Hexing Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

Human-Bane Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Human-Bane Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +750 Magical Attack against Human and gains +25% Critical against Human.
Requires: Human-Hunting Pour, Lady of the Exceptional Leaf, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Human-Hunting Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack against Human and gains +5% To Hit against Human.
Requires: Basic Teapot Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Human-Slaying Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +1,000 Magical Attack against Human, gains +25% Critical against Human, gains +5% To Hit against Human, and gains 5% inflicts Instant Death against Human.
Requires: Human-Hunting Pour, Adept Teapot Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Humanoid-Bane Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +750 Magical Attack against Humanoid and gains +25% Critical against Humanoid.
Requires: Humanoid-Hunting Pour, Lady of the Exceptional Leaf, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Humanoid-Hunting Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack against Humanoid and gains +5% To Hit against Humanoid.
Requires: Basic Teapot Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Humanoid-Slaying Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +1,000 Magical Attack against Humanoid, gains +25% Critical against Humanoid, gains +5% To Hit against Humanoid, and gains 5% inflicts Instant Death against Humanoid.
Requires: Humanoid-Hunting Pour, Adept Teapot Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hypersolvent Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Hypersolvent Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +2,500 Magical Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Pour, Adept Teapot Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ill Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Ill Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

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

Improved Charming Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Charming Pour' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Pour
Cost: 10,000 Gold, 1 Week

Improved Debilitating Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Debilitating Pour' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Pour
Cost: 10,000 Gold, 1 Week

Improved Dizzying Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Dizzying Pour' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Pour
Cost: 10,000 Gold, 1 Week

Improved Envenomed Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Hexing Pour' technique has its chance of inflicting Poison increased to 30%
Requires: Hexing Pour
Cost: 10,000 Gold, 1 Week

Improved Hexing Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Hexing Pour' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Pour
Cost: 10,000 Gold, 1 Week

Improved Ill Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Ill Pour' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Pour
Cost: 10,000 Gold, 1 Week

Improved Impairing Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Impairing Pour' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Pour
Cost: 10,000 Gold, 1 Week

Improved Lazy Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Lazy Pour' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Pour
Cost: 10,000 Gold, 1 Week

Improved Painful Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Painful Pour' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Pour
Cost: 10,000 Gold, 1 Week

Improved Paralytic Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Paralytic Pour' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Pour
Cost: 10,000 Gold, 1 Week

Inundating Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Inundating Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Pour, Apprentice Teapot Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Kaleidoscopic Tea-Flavor Infusion Technique- (Technique Ability, Other: Lady of the Exceptional Leaf) Possessor may use 'Kaleidoscopic Tea-Flavor Infusion Technique' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', 'Melee Overdrive', 'Ranged Overdrive', 'Overdrive', 'Attack with Finesse', 'Point Blank', or 'Grand Spell' action so long as said action involves no other technique and incorporates at least one attack bonus provided by a Teapot possessor has equipped. Said action gains +15,000 Melee Attack, +15,000 Ranged Attack, or +15,000 Magical Attack, gains a 100% chance of inflicting any one minor status effect, and may gain any combination of elements that its performer possesses class-name abilities for.
Not for Sale

Ladies' Exceptionally Proper and Exquisitely Perilous Teatime- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Ladies' Exceptionally Proper and Exquisitely Perilous Teatime' in conjunction with a 'Rest' or 'Meditate' action, so long as no other technique is used and possessor has a Teapot equipped. Said action's performer selects three individuals (an individual may not be chosen by the same user of this technique more than once per battle) who are not Immune to Dominion or Teapots (and do not Reflect or Absorb either) and then the individual chosen who possesses the highest (MIN + SPI) begins assigning additional actions to them, each of which has a designated performer and a designated target; each individual must be assigned an action targeting each of the other three individuals individually (for three actions total, provided that none of the chosen individuals die or become untargetable/unselectable mid action sequence), and an individual may not be assigned an action until all other remaining individuals have been assigned the same number of actions. Each action must target its selected target and may only target that individual and its performer.
Not for Sale

Lady of the Exceptional Leaf- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor gains +(500 * Possessor Level) Magical Attack if possessor has a Teapot equipped, Possessor gains +(250 * Possessor Level) to all stats if possessor has a Teapot equipped
Requires: Apprentice Teapot Training, 10 other Lady of the Exceptional Leaf abilities
Cost: 125,000 Gold, 4 Weeks

Lazy Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Lazy Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Teapot equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

Painful Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Painful Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Paralytic Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Teapot- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor treats Teapot as a Tier 2 Weapon subtype. Other entities treat instances of Teapot wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Teapot Training
Cost: 30,000,000 Gold, 30 Weeks

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

Secret Ingredient: Demonic Tar- (Technique Ability, Other: Lady of the Exceptional Leaf) Possessor may use 'Secret Ingredient: Demonic Tar' in conjunction with a 'Melee Attack', 'Attack With Finesse', or 'Magical Attack' action so long as no other technique is used and possessor has a Teapot equipped. One hit of said action against each target gains +1,600 Magical Attack, gains +1,600 Melee Attack, deals 1,600 SPI Damage, gains 'may optionally not Heal, instead dealing non-Healing Damage (including stat point Damage and MP Damage)', counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, cannot be countered by individuals below Level 40 who are not Immune to Charm, and gains '80% inflicts Paralyzed'
Not for Sale

Teapot Wielding I- (Passive Ability, Lady of the Exceptional Leaf) +5 to all stats when a Teapot is equipped
Requires: Basic Teapot Training
Cost: 20,000 Gold, 2 Weeks

Teapot Wielding II- (Passive Ability, Lady of the Exceptional Leaf) +25 to all stats when a Teapot is equipped, +50 Magical Attack when a Teapot is equipped
Requires: Teapot Wielding I
Cost: 60,000 Gold, 2 Weeks

Teapot Wielding III- (Passive Ability, Lady of the Exceptional Leaf) Possessor gains +200 to all stats when a Teapot is equipped and +200 Magical Attack when a Teapot is equipped
Requires: Teapot Wielding II, Lady of the Exceptional Leaf
Cost: 100,000 Gold, 2 Weeks

Thirsty Pour- (Technique Ability, Other: Lady of the Exceptional Leaf) Possessor may use 'Thirsty Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Lady of the Exceptional Leaf
Cost: 500,000 Gold, 3 Weeks

Tipsy Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Tipsy Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Teapot Training
Cost: 300,000 Gold, 2 Weeks

Tsunami Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Tsunami Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +2,500 Magical Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Pour, Adept Teapot Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Vexatious Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Vexatious Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Teapot Wielding III
Cost: 700,000 Gold, 2 Weeks

Wave Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Wave Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +300 Magical Attack, becomes solely Water element, gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Pour, Lady of the Exceptional Leaf, Ocean Prince
Cost: 500,000 Gold, 2 Weeks


~Photographer (Deadly Item: Camera)~

~Reliquarian (Deadly Item: Relic)~

~Strategist (Deadly Item: Gameboard)~

Fortified Command Formation- (Stance Ability, Slayer: Strategist) If possessor's side of battle has more individuals in its back row than in its front row, counting bonus individuals that apply for row-order purposes, and this number is greater than either or both of the number of entities in each individual opposing side's front row and in each individual opposing side's back row, possessor's allies (including possessor) in the back row, have their MIN and Defense values increased by 25% (to a max of possessor's MIN not counting Stances), but have Damage they deal reduced by 95%
Not for Sale

~Trickster (Deadly Item: Trick Weapon)~



Fist Weapon Derivatives

~Battlethrasher (Fist Weapon: Slamtail)~

~Blaster (Fist Weapon: Beamglove)~

~Boxer (Fist Weapon: Battle Glove)~

~Brawler (Fist Weapon: Wrapping)~

~Kicker (Fist Weapon: Battle Boot)~

~Lich-Courtesan (Fist Weapon: Caress)~

~Mechanipulator (Fist Weapon: Grafthand)~

~Mobster (Fist Weapon: Knuckle)~

~Porcupine-Knight (Fist Weapon: Adornment)~

~Ripper (Fist Weapon: Claw)~

~Robo-Brawler (Fist Weapon: Spring-Fist)~

~Striker (Fist Weapon: Horn)~

~Vat-Wretch (Fist Weapon: War-Organ)~



Force Derivatives

~Arbiter of Trials (Force: Ordeal)~

Abstract-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Abstract-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Abstract-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Abstract-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Abstracts and gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Accurate Ordeal Use- (Passive Ability, Other: Arbiter of Trials) Possessor gains +1% To Hit when a Ordeal is equipped
Requires: Ordeal Wielding III, Trial Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Acidic Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Ordeal Training- (Passive Ability, Other: Arbiter of Trials) Ordeal weapons equipped by possessor can provide an additional +10,000 Ranged Attack, +10,000 Magical Attack and +10,000 Melee Attack before capping, Ordeal weapons equipped that provide a Magical Attack bonus provide an additional +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Ordeal
Requires: Arbiter of Trials, 50 other Arbiter of Trials abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aerial-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Aerial-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Aerial-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Aerial-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Alien-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Alien-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Alien-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Alien-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Aliens and gains +25% Critical against Alien, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Angel-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Angel-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Angel-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Angel-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Angels and gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Animal-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Animal-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Animal-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Apprentice Ordeal Training- (Passive Ability, Other: Arbiter of Trials) Possessor gains +50 Ranged Attack, +50 Magical Attack and +50 Melee Attack when a Ordeal is equipped.
Requires: Basic Ordeal Training, 3 other Arbiter of Trials abilities
Cost: 125,000 Gold, 2 Weeks

Aquatic-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Aquatic-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Aquatic-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Aquatic-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Arcane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Arcane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Trial, Adept Ordeal Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Armor-Piercing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Armor-Piercing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack pierces 200 Defense.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Astral Being-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral Being-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Astral Being-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Astral Being-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Avalanche Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Avalanche Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Trial, Adept Ordeal Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Awesome Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Trial, Apprentice Ordeal Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Banishing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Ordeal Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basic Ordeal Training- (Passive Ability, Other: Arbiter of Trials) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Ordeal equipped
Requires: Slayer, Geomancer, Summoner, Warrior, Monk, Ravager, Gentleman Assassin, Elementalist, Conjurer
Cost: 60,000,000 Gold, 60 Weeks

Bio-Horror-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Bio-Horror-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Bio-Horror-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Bio-Horror-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Black Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Black Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Blitz Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Trial, Other: Arbiter of Trials, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Blizzard Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Trial, Adept Ordeal Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bloody Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Bloody Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Trial
Cost: 300,000 Gold, 2 Weeks

Blustering Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Blustering Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Bolt Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Bolt Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Electrical element.
Requires: Basic Ordeal Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Brainwave Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Brainwave Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Trial, Arbiter of Trials, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Breathless Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Trial, Apprentice Ordeal Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Burning Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Burning Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Burst Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Burst Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable Trial, Other: Arbiter of Trials, Countess of Power
Cost: 300,000 Gold, 2 Weeks

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

Celestial-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Celestial-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Celestial and gains +25% Critical against Celestial.
Requires: Celestial-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Celestial-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Celestial and gains +5% To Hit against Celestial.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Celestial-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Celestial and gains +25% Critical against Celestial, gains +5% To Hit against Celestial, and gains 5% inflicts Instant Death against Celestial.
Requires: Celestial-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Charging Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Charging Trial' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Ordeal Training
Cost: 500,000 Gold, 2 Weeks

Charming Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Charming Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Cheery Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Cheery Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Hope element.
Requires: Basic Ordeal Training, Basic Hope Synchronization
Cost: 300,000 Gold, 2 Weeks

Clockwork-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Clockwork-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Clockwork-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Clockwork-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Cluster Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Trial, Arbiter of Trials, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Code Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Technology element.
Requires: Basic Ordeal Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Corona Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Trial, Adept Ordeal Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crippling Trial- (Active Ability, Other: Arbiter of Trials) This character may use Crippling Trial in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and a Ordeal is equipped. This character gains +25 Ranged Attack, +25 Magical Attack and +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful Trial
Cost: 125,000 Gold, 2 Weeks

Crisis Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Crisis Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack.
Requires: Ordeal Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

Critical Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Critical Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +5% Critical.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Cthonian-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Cthonian-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Cthonian-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Current Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Current Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Trial, Apprentice Ordeal Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Daemon-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Daemon and gains +25% Critical against Daemon.
Requires: Daemon-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Daemon-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Daemon and gains +5% To Hit against Daemon.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Daemon-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Daemon and gains +25% Critical against Daemon, gains +5% To Hit against Daemon, and gains 5% inflicts Instant Death against Daemon.
Requires: Daemon-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Ordeal Use- (Passive Ability, Other: Arbiter of Trials) Possessor gains +1% Critical when a Ordeal is equipped
Requires: Ordeal Wielding III, Trial Mastery
Cost: 2,500,000 Gold, 2 Weeks

Darkspawn-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Darkspawn-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Darkspawn-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Darkspawn-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Debilitating Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Debilitating Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

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

Deletion Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Deletion Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Trial, Apprentice Ordeal Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Demon-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Demon-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Demon-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Demons and gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Destroyer Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Destroyer Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Trial, Adept Ordeal Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Deva-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Deva-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Deva-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Deva-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Devil-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Devil-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Devil-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Devils and gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dicing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Dicing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Trial, Apprentice Ordeal Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Dissolution Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Trial, Apprentice Ordeal Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Dizzying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Dual Ordeal-Wielding- (Passive Ability, Other: Arbiter of Trials) Possessor gains +50 Ranged Attack, +50 Magical Attack and +50 Melee Attack if possessor has two Ordeals or a Ordeal that is a Weaponx2 equipped
Requires: Apprentice Ordeal Training
Cost: 60,000 Gold, 2 Weeks

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

Elemental-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Elemental-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Elemental-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Elemental-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Elementals and gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Eminent Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Eminent Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Zealous Trial, Other: Arbiter of Trials, Eternal Champion
Cost: 300,000 Gold, 2 Weeks

Enchanted Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Enchanted Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Magic element.
Requires: Basic Ordeal Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Enchanting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Trial, Apprentice Ordeal Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Energized Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Envenomed Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Envenomed Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Erasure Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Erasure Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Ordeal Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Erosion Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Trial, Other: Arbiter of Trials, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Expert Ordeal Training- (Passive Ability, Other: Arbiter of Trials) The Magical Attack bonus granted by up to one Ordeal weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Ordeal)
Requires: Adept Ordeal Training, 100 other Arbiter of Trials Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Explosive Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Explosive Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Trial, Arbiter of Trials, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Fae-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Fae-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Fae-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Fanatical Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Fanatical Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Hope element, and gains '50% inflicts Zealblasted'.
Requires: Hopeful Trial, Adept Ordeal Training, Adept Hope Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Fountain Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Fountain Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Frigid Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Trial, Apprentice Ordeal Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Frost Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Ice element.
Requires: Basic Ordeal Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Frozen Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Gale Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Trial, Arbiter of Trials, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gigawatt Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Gigawatt Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Trial, Adept Ordeal Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Golem-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Golem-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Golem-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Golem-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Glowing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Glowing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Gravity Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Gravity Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Ordeal Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Greater Banishing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Trial, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Erasure Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Trial, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Ordeal- (Passive Ability, Other: Arbiter of Trials) Individuals below Level 20 may not unequip or steal possessor's equipped Ordeal without possessor's permission
Requires: Ordeal Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hexing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Hopeful Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hopeful Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Hope element, and gains '30% inflicts Zealblasted'.
Requires: Eminent Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Horror-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Horror-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Horror-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Horror-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Human-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Human-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Human-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Human-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Humanoid-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Humanoid-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Humanoid-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hungering Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hungering Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Other: Arbiter of Trials
Cost: 500,000 Gold, 3 Weeks

Hurricane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hurricane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Trial, Adept Ordeal Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hyperadvanced Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Trial, Adept Ordeal Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hypersolvent Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Trial, Adept Ordeal Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Ignition Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Trial, Apprentice Ordeal Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ill Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Ill Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Illuminated-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Illuminated-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Illuminated-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Improved Bloody Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Bloody Trial' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Trial
Cost: 10,000 Gold, 1 Week

Improved Charming Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Charming Trial' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Trial
Cost: 10,000 Gold, 1 Week

Improved Debilitating Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Debilitating Trial' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Trial
Cost: 10,000 Gold, 1 Week

Improved Dizzying Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Dizzying Trial' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Trial
Cost: 10,000 Gold, 1 Week

Improved Envenomed Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Envenomend Trial' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Trial
Cost: 10,000 Gold, 1 Week

Improved Hexing Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Hexing Trial' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Trial
Cost: 10,000 Gold, 1 Week

Improved Ill Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Ill Trial' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Trial
Cost: 10,000 Gold, 1 Week

Improved Impairing Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Impairing Trial' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Trial
Cost: 10,000 Gold, 1 Week

Improved Lazy Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Lazy Trial' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Trial
Cost: 10,000 Gold, 1 Week

Improved Maiming Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Maiming Trial' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Trial
Cost: 10,000 Gold, 1 Week

Improved Painful Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Painful Trial' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Trial
Cost: 10,000 Gold, 1 Week

Improved Paralytic Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Paralytic Trial' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Trial
Cost: 10,000 Gold, 1 Week

Improved Sticky Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Sticky Trial' technique has its chance of inflicting Paralysis: Sticky increased to 30%
Requires: Sticky Trial
Cost: 10,000 Gold, 1 Week

Improved Tipsy Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Tipsy Trial' technique has its chance of inflicting Poison: Drunk increased to 30%
Requires: Tipsy Trial
Cost: 10,000 Gold, 1 Week

Insect-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Insect-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Insect-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Insect-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Inundating Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Inundating Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Trial, Apprentice Ordeal Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Lazy Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Lazy Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has an Ordeal equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Lightning Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Lightning Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Lunging Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Lunging Trial' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Trial, Other: Arbiter of Trials
Cost: 500,000 Gold, 2 Weeks

Machine-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Machine-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Machine-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Machine-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Machines and gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magical Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Magical Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Magic Being-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Magic Being-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Magic Being-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Magic Being-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magma Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Magma Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Trial, Adept Ordeal Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Maiming Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Maiming Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Trial
Cost: 300,000 Gold, 2 Weeks

Mamma Bear Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Mamma Bear Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Mindblowing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Mindblowing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Trial, Apprentice Ordeal Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Mindwipe Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Pulse Trial, Adept Ordeal Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Monster-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Monster-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Monster-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Monster-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Monsters and gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Night Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Night Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Trial, Arbiter of Trials, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Ooze-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Ooze-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Ooze-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Ooze-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Ooze-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Ooze-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Oozes and gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Requires: Ooze-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Ordeal Wielding I- (Passive Ability, Other: Arbiter of Trials) +5 to all stats when a Ordeal is equipped
Requires: Basic Ordeal Training
Cost: 20,000 Gold, 2 Weeks

Ordeal Wielding II- (Passive Ability, Other: Arbiter of Trials) +25 to all stats when a Ordeal is equipped, +50 Ranged Attack, +50 Magical Attack and +50 Melee Attack when a Ordeal is equipped
Requires: Ordeal Wielding I
Cost: 60,000 Gold, 2 Weeks

Ordeal Wielding III- (Passive Ability, Other: Arbiter of Trials) Possessor gains +200 to all stats when a Ordeal is equipped and +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack when a Ordeal is equipped
Requires: Ordeal Wielding II, Other: Arbiter of Trials
Cost: 100,000 Gold, 2 Weeks

Overwhelming Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Overwhelming Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Trial, Adept Ordeal Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Painful Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Painful Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Paralytic Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Ordeal- (Passive Ability, Other: Arbiter of Trials) Possessor treats Ordeal as a Tier 2 Weapon subtype. Other entities treat instances of Ordeals wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Ordeal Training
Cost: 30,000,000 Gold, 30 Weeks

Plant-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Plant-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Plant-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Plant-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Plant-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Plant-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Powerful Trial- (Active Ability, Other: Arbiter of Trials) This character may use Powerful Trial in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and a Ordeal is equipped. This character gains +50 Ranged Attack, +50 Magical Attack and +50 Melee Attack for purposes of this attack.
Requires: Basic Ordeal Training
Cost: 100,000 Gold, 2 Weeks

Prime-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Prime-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Prime-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Prime-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Primes and gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Psi Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Pulse Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Pulse Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Pulse Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Energy element.
Requires: Basic Ordeal Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Reptile-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Reptile-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Reptile-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Reptile-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Reptile-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Reptile-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Reptiles and gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Robot-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Robot-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Robot-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Robot-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Robots and gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Rock Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Rock Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Rockslide Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Trial, Apprentice Ordeal Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Rumbling Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Trial, Arbiter of Trials, Mountain King
Cost: 300,000 Gold, 2 Weeks

Shadow Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Shadow Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Darkness element.
Requires: Basic Ordeal Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Shapeshifter-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Shapeshifter-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Shapeshifter-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Shining Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Shining Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Trial, Arbiter of Trials, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Sleeting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Trial, Other: Arbiter of Trials, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Sorcerous Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Sorcerous Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Trial, Arbiter of Trials, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Spirit-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Spirit-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Spirit-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Spirit-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Sticky Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Sticky Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Stone Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Stone Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Earth element.
Requires: Basic Ordeal Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Strong Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Strong Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Surprise Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Surprise Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against targets that have not yet acted.
Requires: Unexpected Trial, Level 30
Cost: 300,000 Gold, 2 Weeks

Sweeping Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Sweeping Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Trial, Other: Arbiter of Trials, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Thirsty Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Thirsty Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Other: Arbiter of Trials
Cost: 500,000 Gold, 3 Weeks

Thought Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Thought Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Psychic element.
Requires: Basic Ordeal Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Tipsy Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Tipsy Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

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

Trial on the Run- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Trial on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Ordeal Training
Cost: 500,000 Gold, 2 Weeks

Tsunami Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Tsunami Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Wave Trial, Adept Ordeal Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Umbral Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Trial, Apprentice Ordeal Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Undead-Bane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +750 Ranged Attack, +750 Magical Attack and +750 Melee Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Trial, Arbiter of Trials, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Undead-Hunting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Undead-Slaying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against Undead and gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Trial, Adept Ordeal Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Unexpected Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Unexpected Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack against targets that have not yet acted.
Requires: Ordeal Wielding III
Cost: 300,000 Gold, 2 Weeks

Unstable Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Unstable Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Trial, Apprentice Ordeal Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Vexatious Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Vexatious Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Ordeal Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Void Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Trial, Adept Ordeal Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Wave Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Trial, Arbiter of Trials, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Wind Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Wind Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Air element.
Requires: Basic Ordeal Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Wind-Up Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Wind-Up Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack and is delayed for 1 round.
Requires: Ordeal Wielding III
Cost: 8,000,000 Gold, 2 Weeks

Zealous Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Zealous Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.
Requires: Cheery Trial, Apprentice Ordeal Training, Apprentice Hope Synchronization
Cost: 300,000 Gold, 2 Weeks

Zero Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Zero Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Trial, Level 20
Cost: 500,000 Gold, 2 Weeks


~Calculator (Force: Catastrophe Mind)~

Peerless Understanding of the True Power of the Catastrophe Mind- (Passive Ability, Other: Calculator) Possessor treats Catastrophe Mind as a Tier 2 Weapon subtype. Other entities treat instances of Catastrophe Minds wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Catastrophe Mind Training
Cost: 30,000,000 Gold, 30 Weeks


~Enslaver (Force: Soul)~

Accurate Soul Use- (Passive Ability, Enslaver) Possessor gains +1% To Hit when a Soul is equipped
Requires: Soul Wielding III, Command Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Soul Training- (Passive Ability, Enslaver) Soul weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Soul weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Soul
Requires: Enslaver, 50 other Enslaver abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Soul Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Command, Adept Soul Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Arcane Command- (Technique Ability, Enslaver) Possessor may use 'Arcane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Command, Adept Soul Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Artifical Array-Core- (Passive Ability, Enslaver) Possessor counts Robot, Machine, and Clockwork as Soul-Array-Approved subtypes
Not for Sale

Awesome Command- (Technique Ability, Enslaver) Possessor may use 'Awesome Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Command, Apprentice Soul Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Soul Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Requires: Soul Wielding II
Cost: 80,000 Gold, 2 Weeks

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

Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Command, Level 20
Cost: 500,000 Gold, 2 Weeks

Brainwave Command- (Technique Ability, Enslaver) Possessor may use 'Brainwave Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Command, Dominator, Mind Lord
Cost: 300,000 Gold, 2 Weeks

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

Cheeseburger Array- (Passive Ability, Enslaver) Whenever possessor performs a 'Soul Array' action, possessor creates 1 temporary 'Cheeseburger'
Requires: Soul Array, Chef, Walker From Beyond
Cost: 2,000,000 Gold, 2 Weeks

Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Soul Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Command, Adept Soul Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Classical Training in Standard Combat Utilizing the Soul- (Passive Ability, Enslaver) Possessor may treat Soul as a Base Weapon subtype
Not for Sale

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

Control Created Agent of Vashna: Vannessa Ashes- (Passive Ability, Enslaver) Possessor may inflict Charm on individuals named 'Vannessa Ashes' who possess an ability or constant effect called 'Possesses Vashna's Essence' at the start of each round or action
Not For Sale

Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Requires: Enslaving Force, Spiritual Mana Leaching, Slavemaster's Grip
Cost: 70,000 Gold, 2 Weeks

Corona Command- (Technique Ability, Enslaver) Possessor may use 'Corona Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Command, Adept Soul Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crisis Overcrash: Thousand Faces of Fury- (Technique Ability, Enslaver) Possessor may use 'Crisis Overcrash: Thousand Faces of Fury' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or Overcrash is being used, possessor has not previously acted during the round, and possessor has a Soul equipped. Said action replicates one action performable by each entity in its possessor's Soul Array as though a copy of said entity performed it; said action's possessor then gains a number of actions within this Overcrash-using-action equal to the number of such applications replicated divided by five, rounded down, to a max number of actions gained equal to the number of Stance abilities its performer possesses whose name includes 'Alternate Costume', with its performer exiting all stances and then immediately entering a stance whose name includes 'Alternate Costume' that has not been previously been entered through this ability's effect during the round, with none of these inner-action actions being able to cancel the original action that generated them or stop it from setting its user's MP to 0, with any effect that would cause such to be avoided, such as the round ending or the battle ending, instead having said setting of MP to 0 occur immediately before it and ending all such sub-action actions as well as the original action after it occurs. After performing said action, said action's performer cannot perform additional actions during the round. No action generated by this action or replicated by this action may summon or give individuals actions. No entity in this action's performer's Soul Array may be used as the base of replicating more than once action within the action involving this ability. Said action and its sub-actions may not be countered, save via Overcrashes. Said action sets its user's MP to 0 for the remainder of the thread.
Not for Sale

Dangerous Soul Use- (Passive Ability, Enslaver) Possessor gains +1% Critical when a Soul is equipped
Requires: Soul Wielding III, Command Mastery
Cost: 2,500,000 Gold, 2 Weeks

Deadly Soul Array Use- (Passive Ability, Enslaver) Possessor increases the Damage values of entities' abilities that are being replicated by possessor's 'Soul Array' ability by 45,000 points and increases their minor and moderate status effect infliction chances by 5%
Not for Sale

Destined Command- (Technique Ability, Enslaver) Possessor may use 'Destined Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +2,500 Magical Attack, becomes solely Fate element, and gains '50% inflicts Voidstruck: Marked for Demise'.
Requires: Thread-Cutting Command, Adept Soul Training, Adept Fate Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Soul Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Command, Adept Soul Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dual Soul-Wielding- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has two Souls or a Soul that is a Weaponx2 equipped
Requires: Apprentice SoulTraining
Cost: 60,000 Gold, 2 Weeks

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

Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Soul Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Command, Apprentice Soul Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Requires: Force of Command
Cost: 70,000 Gold, 2 Weeks

Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Soul Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Expert Soul Training- (Passive Ability, Enslaver) The Magical Attack bonus granted by up to one Soul weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Soul)
Requires: Adept Soul Training, 100 other Enslaver Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Soul Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Command, Adept Soul Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Requires: Basic Soul Training
Cost: 70,000 Gold, 2 Weeks

Glowing Command- (Technique Ability, Enslaver) Possessor may use 'Glowing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Command, Level 20
Cost: 500,000 Gold, 2 Weeks

Greater Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Greater Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Command, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Command, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Soul- (Passive Ability, Enslaver) Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Requires: Soul Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Soul Training, Basic Dark Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Soul Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Human-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Command, Adept Soul Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Soul Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Command, Adept Soul Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hungering Command- (Technique Ability, Enslaver) Possessor may use 'Hungering Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Enslaver
Cost: 500,000 Gold, 3 Weeks

Inevitable Command- (Technique Ability, Enslaver) Possessor may use 'Inevitable Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise'.
Requires: Predetermined Command, Apprentice Soul Training, Apprentice Fate Synchronization
Cost: 300,000 Gold, 2 Weeks

Magical Command- (Technique Ability, Enslaver) Possessor may use 'Magical Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Command, Level 20
Cost: 500,000 Gold, 2 Weeks

Materialize Shapes of the Fallen- (Technique Ability, Enslaver) Possessor may use 'Materialize Shapes of the Fallen' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor has a Soul equipped. Said action may count as coming from a source that is solely the subtypes possessed by any one entity killed by possessor during the current thread (provided that said entity possessed only base subtypes), should such an entity exist
Requires: Enslaver, Core Essence Grab, Basic Spirit Magic Attunement, Basic Necromancy Attunement, Basic Illusion Magic Attunement
Cost: 2,000,000 Gold, 2 Weeks

Mindblowing Command- (Technique Ability, Enslaver) Possessor may use 'Mindblowing Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Command, Apprentice Soul Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Command- (Technique Ability, Enslaver) Possessor may use 'Mindwipe Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Command, Adept Soul Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Requires: Minor Soul Health-Drain, Soul Wielding I
Cost: 70,000 Gold, 1 Week

Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Requires: Minor Soul Mana-Drain, Soul Wielding I
Cost: 70,000 Gold, 1 Week

Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Requires: Spiritual Mana Leeching
Cost: 70,000 Gold, 1 Week

Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Requires: Spiritual Mana Leeching
Cost: 70,000 Gold, 1 Week

Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Command, Enslaver, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Open Dimensional Breaches Through Slaughter- (Passive Ability, Enslaver) If possessor kills at least 10 entities within a round, possessor may, up to once per round, choose to move itself or a willing ally to another battlespace so long as no entity that is either 20 Levels greater than possessor or that is Level 80 or greater that is in either the battlespace being exited or the battlespace being entered objects
Not for Sale

Predetermined Command- (Technique Ability, Dominator) Possessor may use 'Predetermined Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Fate element.
Requires: Basic Soul Training, Basic Fate Synchronization
Cost: 300,000 Gold, 2 Weeks

Psi Command- (Technique Ability, Enslaver) Possessor may use 'Psi Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Command, Level 20
Cost: 500,000 Gold, 2 Weeks

Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Soul Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shield of Wailing Souls- (Stance Ability, Enslaver) Possessor's equipped Souls provide a Defense bonus equal to the Magical Attack bonus they provide and gain the subtype Aura
Requires: Basic Soul Manipulation, Slavemaster's Grip, Auramancer
Cost: 300,000 Gold, 2 Weeks

Shining Command- (Technique Ability, Enslaver) Possessor may use 'Shining Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Command, Enslaver, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Shove Soul Into Body- (Active Ability, Enslaver) Possessor may perform an action to resurrect an entity that was killed by a source that is not 20 or more Levels greater than possessor and is not Level 80 or greater, provided said entity was killed on the current round or one of the three rounds preceding it
Not for Sale

Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Requires: Slavemaster's Grip, Enslaving Force, Enslaver
Cost: 150,000 Gold, 2 Weeks

Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Requires: Soul Wielding I, Force of Command
Cost: 40,000 Gold, 2 Weeks

Sorcerous Command- (Technique Ability, Enslaver) Possessor may use 'Sorcerous Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Command, Enslaver, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Soul Array- (Passive/Active Ability, Enslaver) Possessor possesses a Soul Array, which possesses a Soul Capacity of 5, Possessor may, at the end of a battle in which possessor killed at least one non-summon of a type of enemy that is Level 19 or lower that possesses only subtypes that are considered Soul-Array-Approved subtypes by possessor that is normally fightable for drops on the Enemy List for drops that successfully drops XP for possessor, select one such enemy to place in one of possessor's Soul Array slots, with newly selected entries being able to override previous entries should possessor desire such, Possessor may spend an action to replicate an action performable by one of the enemies in possessor's Soul Array as though a copy of said entity performed said action, Possessor's counts Human, Humanoid, Fae, Monster, Celestial, Angel, Deva, Illuminated, Prime, Daemon, Devil, and Demon as Soul-Array-Approved subtypes
Not for Sale

Soul Array Combat Expansion- (Passive Ability, Enslaver) Possessor counts as having an additional Soul equipped for each of possessor's Soul Array slots that is filled; Possessor obtains +500 to all stats for each of possessor's Soul Array slots that is filled
Not for Sale

Soul Array Expansion 1- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 1
Not For Sale

Soul Array Expansion (Bascaradine-1)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 1
Not For Sale

Soul Array Expansion (Bascaradine-2)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 5
Not For Sale

Soul Array Subtype Expansion: Animal- (Passive Ability, Enslaver) Possessor's counts Animal as a Soul-Array-Approved subtype
Not For Sale

Soul Array Expansion (Special)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 5
Not for Sale

Soul Array Upgrade A- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 39 or lower
Requires: Soul Array, Enslaver
Cost: 1,000,000 Gold, 1 Week

Soul Array Upgrade B- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 59 or lower
Requires: Soul Array Upgrade A, Adept Soul Training
Cost: 10,000,000 Gold, 1 Week

Soul Array Upgrade C- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 79 or lower
Requires: Soul Array Upgrade A, Expert Soul Training
Cost: 100,000,000 Gold, 1 Week

Soul-Based Emotion Transfer- (Passive Ability, Enslaver) If possessor is afflicted with Confusion: Enraged, Confusion: Berserk, Confusion: Depression, Charm: Lovestruck, Charm: Lust, Confusion: Fear, or Confusion: Overwhelmed by Laughter, possessor's offensive actions that involve an attack bonus provided by at least one of possessor's equipped Soul weapons may gain a 30% chance of inflicting one of the above conditons that possessor is afflicted with, and, should such an action inflict such an effect on at least one of its targets that is not possessor, possessor may choose to be cured of said affliction instance
Requires: Enslaver, Channeler, Basic Psychic Power Attunement, Basic Soul Manipulation
Cost: 1,000,000 Gold, 2 Weeks

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

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

Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Requires: Soul Wielding II, Enslaver
Cost: 100,000 Gold, 2 Weeks

Spirit-Damaging Soul Wielding- (Passive Ability, Enslaver) Possessor's attacks that incorporate the attack bonus of at least one equipped Soul may deal 250 Spirit Damage
Requires: Minor Offensive Soul Mana-Drain, Soul Wielding II, Enslaver
Cost: 600,000 Gold, 2 Weeks

Spirit-Grabbing Pull- (Passive Ability, Enslaver) Possessor's attacks that Deal SPI Damage or have a chance of inflicting Stat Drain: SPI Drain gains +5% To Hit if possessor is wielding a Soul
Requires: Accurate Soul Use
Cost: 2,500,000 Gold, 2 Weeks

Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Requires: Basic Soul Training
Cost: 60,000 Gold, 2 Weeks

Superior Soul Array Use- (Passive Ability, Enslaver) Possessor increases the stat values of entities that are being replicated by possessor's 'Soul Array' ability by 5,000 points and increases their minor and moderate status effect infliction chances by 5%
Not for Sale

Thirsty Command- (Technique Ability, Enslaver) Possessor may use 'Thirsty Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Enslaver
Cost: 500,000 Gold, 3 Weeks

Thought Command- (Technique Ability, Enslaver) Possessor may use 'Thought Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Soul Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Thread-Cutting Command- (Technique Ability, Enslaver) Possessor may use 'Thread-Cutting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Fate element, and gains '30% inflicts Voidstruck: Marked for Demise'.
Requires: Weaving Command, Level 20
Cost: 500,000 Gold, 2 Weeks

Torrent of Souls- (Technique Ability, Enslaver) Possessor may use 'Torrent of Souls' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Ranged Overdrive' action so long as possessor possesses a Soul Array with at least one non-unique entity in it, possessor has a Soul equipped, and no other technique is used. Said action, at the end of the action, removes up to 5 non-unique entities from its performer's Soul Array and then replicates one action performable by each such entity as though a copy of said entity performed it.
Not for Sale

Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Command, Apprentice Soul Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Void Command- (Technique Ability, Enslaver) Possessor may use 'Void Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Command, Adept Soul Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Weaving Command- (Technique Ability, Enslaver) Possessor may use 'Weaving Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inevitable Command, Dominator, Destiny Weaver
Cost: 300,000 Gold, 2 Weeks

World Art: A Thousand Unborn Paper Cranes- (Technique Ability, Enslaver) Possessor may use 'World Art: A Thousand Unborn Paper Cranes' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'A Thousand Unborn Paper Cranes', gains +39,000 Magical Attack, gains '1 hit against 1,000', and gains '100% may inflict Wounded: Bleeding and/or Pain'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'A Thousand Unborn Paper Cranes', its possessor gains +30,000 AGI, 60% Dodge, 70% Critical, the subtype Aerial, +30,000 Ranged Attack, +30,000 Magical Attack, and +30% Critical, said individual may add the element Air and/or the element Physical to any of its attacks or actions, said individual, if in an Encounter Area, may choose, whenever an entity below Level 60 would be summoned from that area's encounter table, up to 5 times per round, to instead prevent said summoning and deal 600,000 Flat Air & Physical element Damage to up to 1,000 targets, and summons opposing said individual that are below Level 60 have a 50% chance of not being successfully summoned.
Not for Sale

World Art: Crystal Cosmos Command- (Technique Ability, Enslaver) Possessor may use 'World Art: Crystal Cosmos Command' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Crystal Cosmos Command', gains +200,000 Magical Attack, gains the elements Crystal (2) and Astral, gains '1 hit against 10,000,000', and gains '30% inflicts Dominion on targets that are not 20 or more Levels greater than performer'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Crystal Cosmos Command', its possessor gains +200,000 SPI, +180,000 MIN, 30% Crystal (2) Resistance, 30% Astral Resistance, the subtypes Golem and Magic Being, +200,000 Magical Attack, and '5% inflicts Dominion', said individual may add the element Crystal (2) and/or Astral to any of its attacks or actions, and becomes Immune to Dominion from lower-Level sources below Level 90.
Not for Sale

World Art: Demon Master's Foul Dominion- (Technique Ability, Enslaver) Possessor may use 'World Art: Demon Master's Foul Dominion' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Snipe' action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Demon Master's Foul Dominion', gains +100,000 Magical Attack, +100,000 Melee Attack, and +100,000 Ranged Attack, gains the element Darkness, gains '2 hit against 2,000,000', and gains '30% inflicts Smitten: Great Atrocity'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Demon Master's Foul Dominion', its possessor gains +100,000 to all stats, +100,000 Magical Attack, Melee Attack, and Ranged Attack, 40% Darkness Resistance, the subtypes Demon and Outsider, and '15% inflicts Smitten: Great Atrocity'
Not for Sale

World Art: Malice of the Grave-Scaled City- (Technique Ability, Enslaver) Possessor may use 'World Art: Malice of the Grave-Scaled City' in conjunction with a 'Melee Overdrive' action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'Malice of the Grave-Scaled City', gains +45,000 Melee Attack, gains '100% inflicts Fear', gains '100% inflicts Fatigued: Stun', and may not be countered by non-Undead below Level 60; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Malice of the Grave-Scaled City', its possessor gains +40,000 CON, +36,000 STR, +36,000 Defense, the subtype Undead, and may, when targeted with a counter, but before said counter generates any attacks, choose to gain the subtype Large Structure as a non-stacking buff until the end of the round, and, if hit by any hit generated by an attack that is part of such a counter in response to which said buff was gained, may choose to summon up to 2 Undead of lower Level that are below Level 60, with a max of 40 such Undead summoned.
Not for Sale


~Historian (Force: Remnant)~

~Maelstrom (Force: Nimbus)~

~Mindsculptor (Force: Driftmind)~


~Protean Being (Force: Essence Reconfiguration)~

Peerless Understanding of the True Power of the Essence Reconfiguration- (Passive Ability, Other: Protean Being) Possessor treats Essence Reconfiguration as a Tier 2 Weapon subtype. Other entities treat instances of Essence Reconfigurations wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Essence Reconfiguration Training
Cost: 30,000,000 Gold, 30 Weeks


~Raptor of Anarchy (Force: Chaos Talon)~

Peerless Understanding of the True Power of the Chaos Talon- (Passive Ability, Other: Raptor of Anarchy) Possessor treats Chaos Talon as a Tier 2 Weapon subtype. Other entities treat instances of Chaos Talons wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Chaos Talon Training
Cost: 30,000,000 Gold, 30 Weeks


~Stellar Armsmaster (Force: Starlight)~

Peerless Understanding of the True Power of the Starlight- (Passive Ability, Other: Stellar Armsmaster) Possessor treats Starlight as a Tier 2 Weapon subtype. Other entities treat instances of Starlight wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Starlight Training
Cost: 30,000,000 Gold, 30 Weeks


~Stormsmiter (Force: Lightning)~

Peerless Understanding of the True Power of the Lightning- (Passive Ability, Other: Stormsmiter) Possessor treats Lightning as a Tier 2 Weapon subtype. Other entities treat instances of Lightning wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Lightning Training
Cost: 30,000,000 Gold, 30 Weeks


~Thinker (Force: Notion)~



Gun Derivatives

~Broadcaster (Gun: Wave Emitter)~

~Bughunter (Gun: Zapper)~

~Clockguard (Gun: Disc-Launcher)~

~Commando (Gun: Heavy Weapon)~

~Cowboy (Gun: Pistol)~

~Diver (Gun: Speargun)~

~Exterminator (Gun: Spray)~

Accurate Spray Use- (Passive Ability, Other: Exterminator) Possessor gains +1% To Hit when a Spray is equipped
Requires: Spray Wielding III, Extermination Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Acidic Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +500 Ranged Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Extermination, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Spray Training- (Passive Ability, Other: Exterminator) Possessor's Spray weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Spray Weapons that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Spray
Requires: Exterminator, 50 other Exterminator Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Alien-Bane Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Alien-Bane Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +750 Ranged Attack against Alien and gains +25% Critical against Alien.
Requires: Alien-Hunting Extermination, Other: Exterminator, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Alien-Hunting Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack against Alien and gains +5% To Hit against Alien.
Requires: Basic Spray Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Alien-Slaying Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +1,000 Ranged Attack against Alien and gains +25% Critical against Alien, gains +5% To Hit against Alien, and gains 5% inflicts Instant Death against Alien.
Requires: Alien-Bane Extermination, Adept Spray Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Animal-Bane Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +750 Ranged Attack against Animal and gains +25% Critical against Animal.
Requires: Animal-Hunting Extermination, Other: Exterminator, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Animal-Hunting Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack against Animal and gains +5% To Hit against Animal.
Requires: Basic Spray Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Animal-Slaying Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +1,000 Ranged Attack against Animal and gains +25% Critical against Animal, gains +5% To Hit against Animal, and gains 5% inflicts Instant Death against Animal.
Requires: Animal-Bane Extermination, Adept Spray Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Banishing Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Banishing Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Spray Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basic Spray Training- (Passive Ability, Other: Exterminator) Possessor gains +6 Ranged Attack if possessor has a Spray equipped
Requires: Slayer, Hunter, Scientist, Gunner, Crafter, Biomancer, Power Trooper
Cost: 5,000,000 Gold, 5 Weeks

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

Burning Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Burning Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +500 Ranged Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Extermination, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Dangerous Spray Use- (Passive Ability, Other: Exterminator) Possessor gains +1% Critical when a Spray is equipped
Requires: Spray Wielding III, Extermination Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Debilitating Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

Dissolution Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Dissolution Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Extermination, Apprentice Spray Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Envenomed Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Envenomed Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

Erasure Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Erasure Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Spray Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Erosion Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +300 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Extermination, Exterminator, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Expert Spray Training- (Passive Ability, Other: Exterminator) The Ranged Attack bonus granted by up to one Spray weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Spray)
Requires: Adept Spray Training, 100 other Exterminator Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Explosive Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Explosive Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Extermination, Exterminator, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

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

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

Fountain Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Fountain Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +500 Ranged Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Extermination, Level 20
Cost: 500,000 Gold, 2 Weeks

Hard to Disarm With a Spray- (Passive Ability, Other: Exterminator) Individuals below Level 20 may not unequip or steal possessor's equipped Sprays without possessor's permission
Requires: Spray Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Hexing Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

Human-Bane Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Human-Bane Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +750 Ranged Attack against Human and gains +25% Critical against Human.
Requires: Human-Hunting Extermination, Other: Exterminator, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Human-Hunting Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack against Human and gains +5% To Hit against Human.
Requires: Basic Spray Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Human-Slaying Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +1,000 Ranged Attack against Human and gains +25% Critical against Human, gains +5% To Hit against Human, and gains 5% inflicts Instant Death against Human.
Requires: Human-Bane Extermination, Adept Spray Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hypersolvent Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Hypersolvent Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +2,500 Ranged Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Extermination, Adept Spray Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Ignition Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Extermination, Apprentice Spray Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ill Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Ill Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

Insect-Bane Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Insect-Bane Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +750 Ranged Attack against Insect and gains +25% Critical against Insect.
Requires: Insect-Hunting Extermination, Other: Exterminator, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Insect-Hunting Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack against Insect and gains +5% To Hit against Insect.
Requires: Basic Spray Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Insect-Slaying Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +1,000 Ranged Attack against Insect and gains +25% Critical against Insect, gains +5% To Hit against Insect, and gains 5% inflicts Instant Death against Insect.
Requires: Insect-Bane Extermination, Adept Spray Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Inundating Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Inundating Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Extermination, Apprentice Spray Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Magma Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Magma Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +2,500 Ranged Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Extermination, Adept Spray Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Paralytic Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Paralytic Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

Plant-Bane Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Plant-Bane Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +750 Ranged Attack against Plant and gains +25% Critical against Plant.
Requires: Plant-Hunting Extermination, Other: Exterminator, Level 20
Cost: 300,000 Gold, 2 Weeks

Plant-Hunting Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Plant-Hunting Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack against Plant and gains +5% To Hit against Plant.
Requires: Basic Spray Training
Cost: 300,000 Gold, 2 Weeks

Plant-Slaying Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Plant-Slaying Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +1,000 Ranged Attack against Plant and gains +25% Critical against Plant, gains +5% To Hit against Plant, and gains 5% inflicts Instant Death against Plant.
Requires: Plant-Bane Extermination, Adept Spray Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Spray Wielding III- (Passive Ability, Other: Exterminator) Possessor gains +200 to all stats when a Spray is equipped and +200 Ranged Attack when a Spray is equipped
Requires: Spray Wielding II, Other: Exterminator
Cost: 100,000 Gold, 2 Weeks

Tsunami Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Tsunami Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +2,500 Ranged Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Extermination, Adept Spray Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Wave Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +300 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Extermination, Exterminator, Ocean Prince
Cost: 300,000 Gold, 2 Weeks


~Facility Director (Gun: Missile)~

~Gazer (Gun: Beameye)~

~Gunmage (Gun: Magecaster)~

~Lensman (Gun: Lens)~

~Mad Trapper (Gun: Field-Switch)~

~Marine (Gun: Automatic Weapon)~

~Powder-Dragoon (Gun: Blunderbuss)~

~Rancher (Gun: Shotgun)~

~Sniper (Gun: Rifle)~



Instrument Derivatives

~Astral Orchestrist (Instrument: Songsphere)~

~Choirmaster (Instrument: Bell)~

~Drummer (Instrument: Percussion Instrument)~

~Kennelmaster (Instrument: Whistle)~

~Organist (Instrument: Keyboard Instrument)~

~Maestro (Instrument: String Instrument)~

~Marcher (Instrument: Brass Instrument)~

~Recordmaster (Instrument: Deck)~

~Seacaller (Instrument: Shellhorn)~

~Singer (Instrument: Microphone)~

~Virtuoso (Instrument: Wind Instrument)~

~Voice-Stealer (Instrument: Tongue)~



Knife Derivatives

~Barber-Surgeon (Knife: Razor)~

~Battle-Dancer (Knife: Katar)~

~Criminal (Knife: Switchblade)~

~Cultist (Knife: Ritual Blade)~

~Disabler (Knife: Stungun)~

~Killer (Knife: Dagger)~

~Monster-Hunter (Knife: Stake)~

~Parasite (Knife: Syringe)~

Apprentice Syringe Training- (Passive Ability, Other: Parasite) Possessor gains +50 Melee Attack if possessor has a Syringe equipped. Quantities of HP Drain and MP Drain possessor deals are increased by 500 points if possessor has a Syringe equipped.
Requires: Basic Syringe Training, 3 other Parasite abilities
Cost: 125,000 Gold, 2 Weeks

Basic Syringe Training- (Passive Ability, Other: Parasite) Possesor gains +6 Melee Attack if possessor has a Syringe equipped. Quantities of HP Drain and MP Drain possessor deals are increased by 60 points if possessor has a Syringe equipped.
Requires: Shadow Blade, Scientist, Thief, Deathless One, Mad Scientist, Vermin Lord
Cost: 5,000,000 Gold, 30 Weeks

Cure-Researching- (Passive Ability, Shadow Blade: Parasite) Whenever possessor, as part of an action incorporating at least one attack bonus possessed by a Syringe Weapon that possessor has equipped, scans a not-previously-scanned target's stats that is not an enemy type from the Enemy List that has already had its stats scanned during the current thread for purposes of this ability, possessor, as a buff, banks a Cure Component. Possessor may bank a max of 30 Cure Components. Possessor may, when conducting a non-offensive action, spend up to one Cure Token per target to cure a minor negative status effect possessed by a each chosen target (with different status effects being able to be chosen on a per-target basis).
Not for Sale

Parasite- (Passive Ability, Other: Parasite) Possessor gains +(700 +10 * Possessor's Level) Melee Attack and +(50 + 5 * Possessor's Level) to all stats if possessor has a Syringe equipped. Quantities of HP Drain and MP Drain possessor deals are increased by (10,000 +100 * Possessor's Level) points if possessor has a Syringe equipped.
Requires: Apprentice Syringe Training, 10 other Parasite abilities
Cost: 125,000 Gold, 4 Weeks


~Problem Solver (Knife: Pocketknife)~

~Silencer (Knife: Sai)~

~Surgeon (Knife: Scalpel)~

Precision Surgery- (Passive Ability, Shadow Blade: Surgeon) Add (possessor's AGI x possessor's To Hit x .001) to quantities of HP healed by possessor while possessor is wielding a Scalpel
Not for Sale

~Trailblazer (Knife: Machete)~



Mace Derivatives

~Bug-Buster (Mace: Swatter)~

~Caveman (Mace: Club)~

~Constable (Mace: Truncheon)~

~Exorcist (Mace: Censer)~

~Flagellant (Mace: Flail)~

~Judge (Mace: Gavel)~

~Martial Artist (Mace: Nunchaku)~

Apprentice Nunchaku Training- (Passive Ability, Other: Martial Artist) Possessor gains +500 Magical Attack and +500 STR if possessor has a Nunchaku equipped
Requires: Basic Nunchaku Training, 3 other Martial Artist abilities
Cost: 125,000 Gold, 2 Weeks

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

Martial Artist- (Passive Ability, Other: Martial Artist) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Nunchaku equipped, Possessor gains +(50 * Possessor Level) STR and AGI if possessor has a Nunchaku equipped
Requires: Apprentice Nunchaku Training, 10 other Martial Artist abilities
Cost: 125,000 Gold, 4 Weeks


~Prowler (Mace: Crowbar)~

~Pyromaniac (Mace: Torch)~

~Slugger (Mace: Bat)~

~Traditional Combatant (Mace: Tonfa)~

~Warpriest (Mace: Morningstar)~

~Warsmith (Mace: Greatmaul)~



Polearm Derivatives

~Athlete (Polearm: Javelin)~

Preposterously Baller- (Passive Ability, Dragoon: Athlete) Possessor gains +1 to all base stats and +30 Fame, Any of possessor's opponents, at the start of the first round that said opponent is in the same battlespace as possessor in the thread, may choose to be afflicted with Confusion: Surprised and 5 instances of Stat Drain: MIN Drain to, as a non-stacking debuff that cannot be removed by possessor or by individuals below Level 80, remove the portion of this ability's text that says 'Possessor gains +1 to all base stats and +30 Fame, '
Not for Sale

Spear-Yeeting- (Passive Ability, Dragoon: Athlete) Possessor may treat possessor's equipped Spear weapons as though they had a Ranged Attack bonus that is equal to their Melee Attack bonuses if it would otherwise be lower or nonexistant; possessor additionally treats them as Javelins while doing so (and may choose to treat them as Javelins if they possess an equal or greater Ranged Attack bonus to their Melee Attack bonus without this ability altering bonuses)
Not for Sale


~Battlemaster (Polearm: Twinblade)~

~Billman (Polearm: Hookblade)~

~Bounty Hunter (Polearm: Mancatcher)~

~Emblem-Knight (Polearm: Signpost)~

Beatdown With Your Name On It- (Passive Ability, Dragoon: Emblem-Knight) Possessor gains +25% To Hit and +25% Critical against targets whose name is contained within the name of one or more weapons equipped by possessor (without rearranging letter order); this bonus is uncapped (but additions to it are not) if the weapon in question is a Sign
Not for Sale


~Goaltender (Polearm: Sportstick)~

~Golfer (Polearm: Golf Club)~

~Gourmand (Polearm: Fork)~

~Harbinger (Polearm: Poleaxe)~

Ill and Bitter Tidings- (Passive Ability, Dragoon: Harbinger) If possessor enters a battlespace while wielding a Poleaxe, all opponents of possessor in that battlespace have an 80% chance of being afflicted with Hexed; these instances of Hexed, in addition to their other effects, reduce their possessor's STR and MIN by 5% of their respective non-status-effect-counting, non-stat-damage-counting values while possessor is in the same battlespace and wielding a Poleaxe.
Not for Sale


~Jouster (Polearm: Lance)~

Back to the Stables!- (Passive Ability, Dragoon: Jouster) Possessor may use 'Back to the Stables!' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used, possessor is in the front row, possessor is not in a Transformation, and possessor has a Lance equipped. Said attack gains +250 Melee Attack, moves its performer to the back row, and transforms its performer into one of its performer's equipped Steed transformations.
Not for Sale

Boil Lancing- (Technique Ability, Dragoon: Jouster) Possessor may use 'Boil Lancing' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Lance equipped. Said attack gains +3,500 Melee Attack, may gain the elements Fire & Water, and, if doing so, deal an additional 35,000 Fire element HP Damage, and, if said technique's performer is afflicted with Disease or one of Disease's sub-status effect, the technique gains a 200% chance of inflicting an instance of one such chosen status effect on its performer, and, if said infliction would be successful, instead of inflicting a new instance of the status effect or sub-status effect, an existing instance of said status effect or sub-status effect, complete with any modifications present on it, is transferred from the technique's performer to one of the attack's targets.
Not for Sale

Dismounting Tilt- (Technique Ability, Dragoon: Jouster) Possessor may use 'Dismounting Tilt' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Lance equipped. Said attack gains +4,500 Melee Attack, and gains a 45% chance of detransforming any of its targets who are in Steed transformations.
Not for Sale

Dragon-Lancer- (Technique Ability, Dragoon: Jouster) Possessor may use 'Dragon-Lancer' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Lance equipped. Said attack gains +30,000 Melee Attack against Dragons, gains +80% Critical against Dragons, and deals double Damage to Dragons (to a max of 500,000,000 additional Damage total per round).
Not for Sale

Formation-Breaker- (Technique Ability, Dragoon: Jouster) Possessor may use 'Formation-Breaker' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Lance equipped. Said attack gains +7,000 Melee Attack, and, if it hits a target with a MIN equal to or lower than its performer's STR that is not 20 or more Levels greater than its performer, then, if its target is, due to a Stance that its target is in, causing its (the target's) side of battle to be an abstandard row-order formation, the target is removed from the Stance.
Mech-Lancer- (Passive Ability, Dragoon: Jouster) Possessor's Jouster abilities may treat Mechs as Steeds
Not for Sale

Mounted Charging- (Passive Ability, Dragoon: Jouster) If possessor is wielding a Lance, immediately before making an offensive attack targeting at least one opponent, possessor may move to the front row; this ability is retained while possessor is in Steed Transformations and counts Lances equipped outside of the Transformations while transformed
Not for Sale

Ominous Tournament Reputation- (Passive Ability, Dragoon: Jouster) If possessor enters battle while wielding a Lance, possessor, to a max of once per battle, has a 100% chance of inflicting Confusion: Fear on all opponents. If possessor is wielding an Lance and entered battle wielding a Lance, possessor, during the first 10 rounds of battle, cannot obtain debuffs coming from Lances wielded by individuals who have lower Fame than possessor provided the Lance the debuff is coming from is lower in Gold value than possessor's highest-Gold-value equipped Lance and that said individual with lower Fame is not 10 or more Levels greater than possessor. If possessor is wielding an Lance and entered battle wielding a Lance, possessor's opponents who are wielding Lances who are lower-Level than or equal Level to possessor cannot cure themselves of debuffs that come from Lances wielded by possessor or from possessor's Jouster abilities, provided that said opponents do not possess equal or greater Fame to possessor and are not wielding at least one Lance that is greater in terms of Gold value than every Lance wielded by possessor (checked individually on a per-Lance basis rather than in aggregate). If possessor is wielding an Lance and entered battle wielding a Lance, possessor's opponents who are wielding Lances cannot be cured of debuffs (that come from Lances wielded by possessor or from possessor's Jouster abilities) by individuals who are 9 or fewer Levels greater than possessor. If possessor is wielding an Lance and entered battle wielding a Lance, possessor's opponents with lower Fame than possessor who are afflicted with Charm, Confusion, Dominion, Insanity, or a sub-status effect of one of the aforementioned status effects cannot unequip Lances without possessor's permission. If possessor is in a Tournament Battle, possessor's Confusion: Fear infliction chances are increased by 100% if possessor is wielding a Lance. If possessor is in a Tournament Battle, possessor's Base Stats are increased by 1 each if possessor is wielding a Lance.
Not for Sale

Principle Assault: Armor of the Hedgehog Knight- (Technique Ability, Dragoon: Jouster) Possessor may use 'Principle Assault: Armor of the Hedgehog Knight' in conjunction with an 'Attack with Finesse' action, so long as no other technique is used and possessor has a Lance equipped. Said attack gains +9,000 Melee Attack, and, provided it deals Damage to at least opponent, gives its performer a non-stacking buff that lasts until the end of the round that gives its possessor +(the Damage dealt to one chosen opposing target, to a max of 10,000,000) Defense, causes its possessor, to a max of once per round per opponent, when attacked by an opponent, at the end of the first hit of the attack from said opponent, to optionally deal that opponent (the Damage dealt to the same chosen opposing target, to a max of 10,000,000) Flat Physical & Psychic element Damage, and that gives its possessor the additional subtypes Conceptual & Humanoid & Animal.
Not for Sale

Puncture Hit- (Passive Ability, Dragoon: Jouster) Possessor may use 'Puncture Hit' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Lance equipped. Said attack gains +5,000 Melee Attack and Pierces an amount of Defense equal to its Melee Attack bonus (to a max of 50,000,000 points).
Not for Sale

Tilted Tilting- (Passive Ability, Dragoon: Jouster) Possessor obtains +100% To Hit for purposes of attacks that incorporate the Melee Attack bonus of at least one Lance weapon while possessor is afflicted by Confusion: Berserk or Confusion: Enraged, Possessor's Critical Damage Multiplier is increased by 1 as a non-stacking bonus for purposes of attacks that incorporate the Melee Attack bonus of at least one Lance weapon while possessor is afflicted by Confusion: Berserk or Confusion: Enraged
Not for Sale

Unicorn's Triumph- (Technique Ability, Dragoon: Jouster) Possessor may use 'Unicorn's Triumph' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', 'Melee Overdrive', 'Magical Attack', or 'Overdrive' action, so long as no other technique is used and possessor has a Lance equipped. Said attack gains +6,000 Melee Attack, +6,000 Magical Attack, may become additionally or solely Light element, and, provided it kills at least one opposing Demon, Devil, Undead, or Darkspawn, (optionally has a 300% chance of inflicting Impaired: Blind on up to 60,000 opponents provided the attack was Light element and, regardless of the attack's elements, cures up to 60,000 of its user's allies of all minor negative status effects, up to three moderate negative status effects each, and all debuffs from opposing Demons, Devils, Undead, and Darkspawn of equal Level to or lower Level than the greatest Level opposing Demon, Devil, Undead, or Darkspawn killed by the attack.)
Not for Sale


~Lancer (Spear)~

Aleth-Drathangan Thrusting Stance- (Stance Ability, Lancer) User must have a Spear that takes up only one Weapon slot and one free Weapon slot equipped. The selected Spear takes up an additional slot and provides double Melee Attack bonus, to a max of 14,000 more Melee Attack.
Requires: Basic Spear Training
Cost: 65,000 Gold, 3 Weeks

Anti-Cavalry Spearwall Stance- (Stance Ability, Lancer) Possessor may make a Melee Attack counterattack against a Steed attacking possessor that gains a bonus of +245 Melee Attack with an additional +50 Melee Attack provided with each ally of possessor who both possesses Training Against Mounted Foes and has a Spear equipped
Requires: Training Against Mounted Foes
Cost: 60,000 Gold, 3 Weeks

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

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

Bear Spearer- (Technique Ability, Lancer) Possessor may use 'Bear Spearer' in conjunction with a 'Melee Attack' action, so long as no other technique is used and a Spear is equipped. Said action gains +200 Melee Attack against Animals, and the Ranged Attack bonus from 'Hunter of Beasts' applies to said attack
Requires: Apprentice Spear Training, Boar Spearer
Cost: 80,000 Gold, 2 Weeks

Bird Impaler- (Active Ability, Lancer) This character may use Bird Impaler in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +90 Melee Attack against Aerials and has a 5% chance of inflicting Wounded on Aerials.
Requires: Fish Spearer
Cost: 70,000 Gold, 2 Weeks

Boar Spearer- (Technique Ability, Lancer) Possessor may use 'Boar Spearer' in conjunction with a 'Melee Attack' action, so long as no other technique is used and a Spear is equipped. Said action gains +35 Melee Attack against Animals, and the Ranged Attack bonus from 'Hunter of Beasts' applies to said attack
Requires: Basic Spear Training, Hunter of Beasts
Cost: 40,000 Gold, 2 Weeks

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

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

Butterfly Pin- (Technique Ability, Lancer) Possessor may use 'Butterfly Pin' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Charge Attack' action so long as possessor has a Spear equipped. Said action gains +30,000 Melee Attack against Insects and prevents Insects below Level 60 from acting during the next round of combat, preventing a max of 5 actions in a row.
Not for Sale

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

Chaos Thorn Style- (Stance Ability, Lancer) Possessor may only target opponents and may only perform offensive actions while afflicted with Confusion if possessor has a Spear or Polearm equipped.
Not for Sale

Charging Thrust- (Technique Ability, Lancer) Possessor may use 'Charging Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Spear Training
Cost: 500,000 Gold, 2 Weeks

Classical Training in Standard Combat Utilizing the Spear- (Passive Ability, Lancer) Possessor may treat Spear as a Base Weapon subtype
Not for Sale

Dismount Him!- (Active Ability, Lancer) This character may use Dismount Him! in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +40 Melee Attack against Steeds and has a 5% chance of de-transforming target if target is in a Steed transformation and said target at said transformation are both no more than 1 level higher than user.
Requires: Training Against Mounted Foes
Cost: 50,000 Gold, 2 Weeks

Expert At Dismounting Foes- (Passive Ability, Lancer) Dismount Him!'s chance of de-transforming those hit by it increases to 25%
Requires: Dismount Him!
Cost: 50,000 Gold, 2 Weeks

Falling Star of Another Galaxy- (Technique Ability, Lancer) Possessor may use 'Falling Star of Another Galaxy' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +350,000 Melee Attack, gains +350,000 Ranged Attack, gains +350,000 Magical Attack, becomes solely the elements Astral & Spatial, may gain '1 hit against 500,000,000', and may, provided it is targeting no non-caster individuals in the current battlespace, target entities in a single other battlespace (provided no entity of Level 95 or greater in either the user's current battlespace or the other target battlespace objects), moving the user into that other battlespace at the end of the action.
Not for Sale

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

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

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

Ghostly Spearman's Fighting Style- (Stance Ability, Lancer) Possessor, if an Undead who is wielding a Spear, counts as being in a Deathless One Stance while in this Stance, obtains 25% Psychic Weakness, 10% Light Weakness, and 10% Darkness Weakness, and may use Spirit as the Prime Attribute of 'Melee Attack' actions that incorporate the Melee Attack bonus of at least one Spear; This stance does not count towards the maximum number of stances that possessor may be in unless any of possessor's other stances include 'Fighting Style' in their name
Requires: Phantasmal Impale, Lancer, Wave of Spears, Deathless One
Cost: 10,000 Gold, 10 Weeks

Greenspear Stance- (Stance Ability, Lancer) If possessor is wielding a Spear, possessor gains the subtype Undead, gains the element Water, counts as being in a Seakeeper Stance, Ocean Prince Stance, and Geomancer Stance, regenerates 2,000 HP and 2,000 MP at the start of each round, obtains +5,000 uncapped Defense against sources that are not Spears, gains 30% Water Resistance, gains 100% Drowning Resistance, gains 20% Physical Resistance, gains 15% Fire Resistance, gains 15% Ice Resistance, and gains 5% Electrical Resistance; If possessor is wielding a Spear, Physical element attacks have an additional 50% chance of missing possessor
Not for Sale

Guilassimo's Impaling Polearm Stance- (Stance Ability, Lancer) While this stace is active, Polearms may be used in place of Spears for Lancer Active abilities.
Requires: Basic Spear Training
Cost: 90,000 Gold, 3 Weeks

Hungering Thrust- (Technique Ability, Lancer) Possessor may use 'Hungering Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Lancer
Cost: 500,000 Gold, 3 Weeks

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

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

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

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

Increased Spear Pointiness- (Passive Ability, Lancer) Possessor gains +1% Critical while possessor is wielding a Spear, and possessor's Pain infliction chances are increased by 5% while possessor is wielding a Spear
Not for Sale

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

Javelain Throw- (Technique Ability, Lancer) Possessor may use 'Javelain Throw' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and a Spear is equipped. Said action counts the Melee Attack bonus of one equipped Spear as an equal Ranged Attack bonus.
Requires: Lancer, Assassin
Cost: 300,000 Gold, 2 Weeks

Jellyfish Hunter- (Active Ability, Lancer) This character may use Jellyfish Hunter in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +85 Melee Attack against Aquatics and user gains 15% Poison Resistance and 5% Electrical Resistance until user's next turn.
Requires: Fish Spearer
Cost: 65,000 Gold, 2 Weeks

Knight's Dragonslayer- (Technique Ability, Lancer) Possessor may use 'Knight's Dragonslayer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Spear is equipped and no other technique is used. Said action gains +500 Melee Attack against Dragon and '100% inflicts Wounded' against Dragons
Requires: Knight (2), Lancer
Cost: 200,000 Gold

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

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

Lances of the Far Heavens- (Technique Ability, Lancer) Possessor may use 'Lances of the Far Heavens' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +117,000 Melee Attack, gains +117,000 Ranged Attack, gains +117,000 Magical Attack, gains '17 hits against 1', becomes solely the element Astral, and cannot miss targets who are below Level 65 who are not Astral Beings.
Not for Sale

Lancing Charge- (Technique Ability, Lancer) Possessor may use 'Lancing Charge' in conjunction with a 'Charge Attack' action so long as possessor has a Spear equipped. Said action deals full Damage to individuals in the back rank if no higher-Level individual than its user is in the front rank of the targetted row-oder-formation.
Not for Sale

Mosquito’s Thirst- (Technique Ability, Lancer) Possessor may use ‘Mosquito’s Thirst’ in conjunction with a Melee Attack action so long as a Spear is equipped and no other Technique is used. Said action gains +160 Melee Attack and deals HP Drain.
Requires: Apprentice Spear Training
Cost: 200,000 Gold, 3 Weeks

Nerve Prick- (Technique Ability, Lancer) Possessor may use 'Nerve Prick' in conjunction with a 'Melee Attack' or 'Attack with Fineese' action so long as a Spear is equipped and no other technique is used. Said action gains +200 Melee Attack, a 30% chance of inflict Paralyzed, and a 30% chance of inflicting Pain.
Requires: Bolt Thrust, Impairing Thrust
Cost: 200,000 Gold, 2 Weeks

Painful Piercing- (Passive Ability, Lancer) Possessor’s Melee Attack actions gain 5% inflicts Pain while possessor is wielding a Spear.
Requires: Basic Spear Training
Cost: 80,000 Gold, 2 Weeks

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

Rhino Beetle Thrust- (Active Ability, Lancer) This character may use Rhino Beetle Thrust in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +55 Melee Attack and has a 5% chance of inflicting Wounded.
Requires: Basic Spear Training
Cost: 80,000 Gold, 2 Weeks

Rock Drill- (Technique Ability, Lancer) Possessor may use ‘Rock Drill’ in conjunction with a Melee Attack or Melee Overdrive action so long as a Spear is equipped and no other Technique is used. Said action gains +220 Melee Attack against Earth element targets and ignores 5% of the Physical Resistance of Earth-element targets below Level 40.
Requires: Apprentice Spear Training
Cost: 200,000 Gold, 3 Weeks

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

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

Stargate-Banishment Single-Point Implosion-Strike- (Technique Ability, Lancer) Possessor may use Stargate-Banishment Single-Point Implosion-Strike' in conjunction with an 'Attack with Finesse' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +140,000 Melee Attack, gains a 15% chance of inflicting Vanished, and unsummons targets that are either below Level 60 or that are Astral Beings
Not for Sale

Star-Gate Rift-Detonation- (Technique Ability, Lancer) Possessor may use 'Star-Gate Rift-Detonation' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +200,000 Melee Attack, gains +200,000 Ranged Attack, gains +200,000 Magical Attack, uses its target's CON as its Prime Attribute, becomes solely Astral & Spatial element, and, so long as it deals at least 1 Damage, allows its wielder and up to 30 of its wielder's allies to move to another preexisting battlespace so long as no entity of Level 80 or greater in either the battlespace being entered or the battlespace being left objects.
Not for Sale

The Greenspear- (Passive Ability, Lancer) At the start of battle if possessor is in Greenspear Stance and wielding a Spear (or when possessor enters said Stance while wielding a Spear and does not possess a Greenspear's Mark) possessor may designate one opponent who is wielding a Spear as its Greenspear's Mark (with this effect counting as a buff that sits on possessor), Possessor may possess a max of 1 Greenspear's Mark at any time, Possessor, while wielding a Spear and in Greenspear Stance and the stance Ghostly Spearman's Fighting Style, deals double Damage to its Greenspear's Mark (to a max of 50,000,000 additional Damage) and gains +50,000 uncapped Defense against individuals who are not its Greenspear's Mark who are not wielding a Spear, Said individual stops being possessor's Greenspear's Mark if it dies, is afflicted with a Major Negative status effect, stops being in the same battlespace as possessor, stops counting as wielding a Spear, or has any of its stats reduced to a value below 10% of their natural values, Possessor may, either at the start of any round that possessor is in Greenspear Stance wielding a Spear and does not possess a Greenspear's Mark or at any point that possessor's Greenspear's Mark stops being possessor's Greenspear's Mark that is a point where possessor is in Greenspear Stance and wielding a Spear, designate an opponent who is wielding a Spear as its Greenspear's Mark
Not for Sale

Thirsty Thrust- (Technique Ability, Lancer) Possessor may use 'Thirsty Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Lancer
Cost: 500,000 Gold, 3 Weeks

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

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

Training from the Spear Fishermen of Lashot'Ahngoon- (Passive Ability, Lancer) +45 Melee Attack against Aquatics when a Spear is equipped
Requires: Fish Spearer
Cost: 125,000 Gold, 3 Weeks

Warpspeed Jousting- (Technique Ability, Lancer) Possessor may use 'Warpspeed Jousting' in conjunction with a 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +135,000 Melee Attack, deals full Damage to the back row, cannot miss targets who are below Level 80, and may, if no entity of Level 80 or greater or that is both Level 60 or greater and greater Level than wielder in either wielder's current battlespace or wielder's chosen destination battlespace objects, wielder may, at the beginning of said action, move to another battlespace and target entities in that battlespace with said action.
Not for Sale

War-Seamstress- (Skill Tree, Lancer)
[][][][][]- Possessor gains +5% To Hit when wielding a Spear whose name includes 'Needle'; each box costs 1 Skill Point
[][][][][]- Possessor gains +5% Critical when wielding a Spear whose name includes 'Needle'; each box costs 1 Skill Point
[][][][][]- Possessor gains +1% Defense from Clothes; each box costs 3 Skill Points
[]- Possessor may spend an action to repair a broken Clothes, Hat, Gloves, or Shoes while wielding a spear whose name includes 'Needle'; the box costs 3 skill points
[]- Possessor's Golem summons gain +5,000 Defense if possessor is wearing Clothes and wielding a Spear whose name includes 'Needle' at the time of summoning; the box costs 5 skill points
[]- Possessor's attacks gain 'May Heal Golems' while possessor is wielding a Spear whose name includes 'Needle'; the box costs 5 skill points
[]- Possessor may treat every Spear's name as though it includes 'Needle'; the box costs 5 skill points
Not for Sale

Wave of Spears- (Active Ability, Lancer) Possessor, if in a Lancer stance, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 300 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack or Ranged Attack bonuses of up to 10 equipped Spear weapons, that possesses '1 hit against 20', that possesses a 2% chance of inflicting Pain, that is solely Technology & Fire element, and that costs 1,100 MP
Requires: Impale, Inventive Spear Technique Use, Mass-Production Haunting
Cost: 3,000,000 Gold, 3 Weeks

Wields the Spear of Blackest Night- (Passive Ability, Lancer) Possessor's Spear weapons gain +(Possessor Level * 100) Melee Attack, (Possessor Level * 2)% inflicts Voidstruck, and the element Darkness
Not for Sale

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


~Prodder (Polearm: Pole)~

~Rower (Polearm: Oar)~

~Ruinbreaker (Polearm: Polehammer)~

~Shark (Polearm: Cue)~

~Sohei (Polearm: Naginata)~

~Spearman (Polearm: Greatspear)~

~Whaler (Polearm: Harpoon)~



Remote Derivatives

~Crossrealm Storyteller (Remote: Stage)~

Basic Stage Training- (Passive Ability, Other: Crossrealm Storyteller) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Stage equipped
Requires: Slayer, Geomancer, Summoner, Monk, Dancer, Bard, Musician, Wanderer, Diviner, Scholar, Seer, Magus, Card Mystic, Transmuter, Veilwalker, Subspace Architect, Unreality Coordinator, Genesis Architect
Cost: 60,000,000 Gold, 60 Weeks

Peerless Understanding of the True Power of the Stage- (Passive Ability, Other: Crossrealm Storyteller) Possessor treats Stage as a Tier 2 Weapon subtype. Other entities treat instances of Stages wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Stage Training
Cost: 30,000,000 Gold, 30 Weeks


~Matrix Keeper (Remote: Assault Matrix)~

Accurate Assault Matrix Use- (Passive Ability, Matrix Keeper) Possessor gains +1% To Hit when an Assault Matrix is equipped
Requires: Assault Matrix Wielding III, Assault Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Assault Matrix Training- (Passive Ability, Matrix Keeper) Assault Matrix weapons equipped by possessor can provide an additional +10,000 Magical Attack and Ranged Attack before capping, Assault Matrix weapons equipped by possessor that provide a Magical Attack or Ranged Attack bonus provide an additional +500 Magical Attack or Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Assault Matrix
Requires: Matrix Keeper, 50 other Matrix Keeper abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Alien-Bane Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Alien-Bane Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +750 Ranged Attack and Magical Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Assault, Matrix Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Alien-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Alien-Slaying Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +1,000 Ranged Attack and Magical Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Assault, Adept Assault Matrix Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Requires: Basic Assault Matrix Training, 3 other Matrix Keeper abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

Assault Matrix Wielding III- (Passive Ability, Matrix Keeper) Possessor gains +200 to all stats when an Assault Matrix is equipped and +200 Ranged Attack and Magical Attack when an Assault Matrix is equipped
Requires: Assault Matrix Wielding II, Matrix Keeper
Cost: 100,000 Gold, 2 Weeks

Awesome Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Awesome Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Assault, Apprentice Assault Matrix Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Beam Net- (Technique Ability, Matrix Keeper) Possessor may use 'Beam Net' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and an Assault Matrix is equipped. Said action may not be Dodged by or Miss any target that is below Level 15.
Requires: Basic Assault Matrix Training
Cost: 150,000 Gold, 3 Weeks

Bio-Horror-Bane Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Bio-Horror-Bane Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +750 Ranged Attack and Magical Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Assault, Matrix Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Bio-Horror-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Bio-Horror-Slaying Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +1,000 Ranged Attack and Magical Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Assault, Adept Assault Matrix Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Black Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Black Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +500 Ranged Attack and Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Assault, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Blitz Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +300 Ranged Attack and Magical Attack, becomes solely Electrical element, gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Assault, Matrix Keeper, Thunder Czar
Cost: 500,000 Gold, 2 Weeks

Blizzard Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Blizzard Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +2,500 Ranged Attack and Magical Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Assault, Adept Assault Matrix Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bolt Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Bolt Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +100 Ranged Attack and Magical Attack and becomes solely Electrical element.
Requires: Basic Assault Matrix Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Brainwave Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Brainwave Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +300 Ranged Attack and Magical Attack, becomes solely Psychic element, gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Assault, Matrix Keeper, Mind Lord
Cost: 500,000 Gold, 2 Weeks

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

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

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

Burning Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Burning Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +500 Ranged Attack and Magical Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Assault, Level 20
Cost: 500,000 Gold, 2 Weeks

Can See Nanites- (Passive Ability, Matrix Keeper) Possessor gains +15% To Hit
Not for Sale

Classical Training in Standard Combat Utilizing the Assault Matrix- (Passive Ability, Matrix Keeper) Possessor may treat Assault Matrix as a Base Weapon subtype
Not for Sale

Clockwork-Bane Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Clockwork-Bane Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +750 Ranged Attack and Magical Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Assault, Matrix Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Clockwork-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Clockwork-Slaying Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +1,000 Ranged Attack and Magical Attack against Clockworks, gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Assault, Adept Assault Matrix Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Cluster Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +300 Ranged Attack and Magical Attack, becomes solely Technology element, gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Assault, Matrix Keeper, Heir to the Future
Cost: 500,000 Gold, 2 Weeks

Code Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Code Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +100 Ranged Attack and Magical Attack and becomes solely Technology element.
Requires: Basic Assault Matrix Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Coded Being-Bane Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Coded Being-Bane Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +750 Ranged Attack and Magical Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Assault, Matrix Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Coded Being-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Coded Being-Hunting Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Coded Being-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Coded Being-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Coded Being-Slaying Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Coded Being-Slaying Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +1,000 Ranged Attack and Magical Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Requires: Coded Being-Bane Assault, Adept Assault Matrix Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Coldly Brutal Dissasemblist- (Passive Ability, Matrix Keeper) Possessor obtains +(100* Possessor Level) Ranged Attack if possessor is wielding an Assault Matrix, Possessor's actions that incorporate the attack bonus of at least one Assault Matrix may gain '(2 * Possessor Level)% inflicts Wounded, Wounded: Maimed, or Wounded: Laid Open' and, on the successful infliction of one of those status effects, may scan their target's stats; If possessor is a Celestial, Robot, or Hollow-Soul, possessor obtains (Possessor Level *2)% Confusion Resistance and Charm Resistance
Not for Sale

Corona Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Corona Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +2,500 Ranged Attack and Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Assault, Adept Assault Matrix Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Current Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Current Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Assault, Apprentice Assault Matrix Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Assault Matrix Use- (Passive Ability, Matrix Keeper) Possessor gains +1% Critical when an Assault Matrix is equipped
Requires: Assault Matrix Wielding III, Assault Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

Deletion Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Deletion Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Assault, Apprentice Assault Matrix Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Expert Assault Matrix Training- (Passive Ability, Matrix Keeper) The Magical Attack and Ranged Attack bonus granted by up to one Assault Matrix weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Assault Matrix)
Requires: Adept Assault Matrix Training, 100 other Matrix Keeper Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Explosive Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Explosive Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +300 Ranged Attack and Magical Attack, becomes solely Fire element, gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Assault, Matrix Keeper, Blazing Sultan
Cost: 500,000 Gold, 2 Weeks

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

Fountain Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Fountain Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +500 Ranged Attack and Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Assault, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Frigid Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Assault, Apprentice Assault Matrix Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Frost Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +100 Ranged Attack and Magical Attack and becomes solely Ice element.
Requires: Basic Assault Matrix Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Frozen Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +500 Ranged Attack and Magical Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Assault, Level 20
Cost: 500,000 Gold, 2 Weeks

Gigawatt Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Gigawatt Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +2,500 Ranged Attack and Magical Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Assault, Adept Assault Matrix Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Glowing Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +500 Ranged Attack and Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Assault, Level 20
Cost: 500,000 Gold, 2 Weeks

Hard to Disarm With a Assault Matrix- (Passive Ability, Matrix Keeper) Individuals below Level 20 may not unequip or steal possessor's equipped Assault Matrices without possessor's permission
Requires: Assault Matrix Wielding III
Cost: 50,000 Gold, 2 Weeks

Human-Bane Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Human-Bane Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +750 Ranged Attack and Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Assault, Matrix Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Human-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Human-Slaying Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +1,000 Ranged Attack and Magical Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Assault, Adept Assault Matrix Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hyperadvanced Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Hyperadvanced Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +2,500 Ranged Attack and Magical Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Assault, Adept Assault Matrix Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Ignition Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Assault, Apprentice Assault Matrix Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Inundating Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Inundating Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Assault, Apprentice Assault Matrix Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Large Structure-Bane Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Large Structure-Bane Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +750 Ranged Attack and Magical Attack against Large Structures and gains +25% Critical against Large Structures.
Requires: Large Structure-Hunting Assault, Matrix Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Large Structure-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Large Structure-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Large Structures and gains +5% To Hit against Large Structures.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Large Structure-Slaying Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Large Structure-Slaying Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +1,000 Ranged Attack and Magical Attack against Large Structures, gains +25% Critical against Large Structures, gains +5% To Hit against Large Structures, and gains 5% inflicts Instant Death against Large Structures.
Requires: Large Structure-Bane Assault, Adept Assault Matrix Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Lightning Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Lightning Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +500 Ranged Attack and Magical Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Assault, Level 20
Cost: 500,000 Gold, 2 Weeks

Machine-Bane Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Machine-Bane Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +750 Ranged Attack and Magical Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Assault, Matrix Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Machine-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Machine-Slaying Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +1,000 Ranged Attack and Magical Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Assault, Adept Assault Matrix Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magma Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Magma Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +2,500 Ranged Attack and Magical Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Assault, Adept Assault Matrix Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Master Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of entities who are half possessor's Level or lower if possessor is wielding a Assault Matrix, Possessor deals 5% additional Damage while possessor has a Assault Matrix equipped (as a bonus that does not stack with bonuses granted by other Master-tier weapon-based-class abilities), Possessor may, once per round, deal 50,000,000 additional Damage to a Boss if possessor has a Assault Matrix equipped and is not 20 or more Levels below said Boss's Level
Requires: Expert Assault Matrix Training, 250 other Matrix Keeper Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

Master of Mage-Matrixes- (Passive Ability, Matrix Keeper) Possessor may choose to treat the Ranged Attack bonuses of Assault Matrixes that possessor has equipped as though they were equivalent Magical Attack bonuses instead, Possessor may choose to use Spirit as possessor's Prime Attribute for 'Ranged Attack', 'Point Blank', 'Snipe', and 'Ranged Overdrive' actions if possessor is wielding an Assault Matrix
Not for Sale

Matix-Based Autoscan- (Passive Ability, Matrix Keeper) Whenever possessor performs an attack that involves the attack bonus of an Assault Matrix possessor has equipped, possessor scans the stats of said attack's targets
Not for Sale

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

Mindblowing Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Mindblowing Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Assault, Apprentice Assault Matrix Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Mindwipe Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +2,500 Ranged Attack and Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Assault, Adept Assault Matrix Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Night Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Night Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +300 Ranged Attack and Magical Attack, becomes solely Darkness element, gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Assault, Matrix Keeper, Ebon Chancellor
Cost: 500,000 Gold, 2 Weeks

Perfect Arrangement- (Passive Ability, Manipulator: Matrix Keeper) Possessor may use 'Perfect Arrangement' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', or 'Mental Overdrive' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +3,000 Ranged Attack, gains +3,000 Magical Attack, and cannot miss or be dodged by targets whose MIN is lower than its performer's MIN that are not greater Level than its performer.
Not for Sale

Psi Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Psi Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +500 Ranged Attack and Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Assault, Level 20
Cost: 500,000 Gold, 2 Weeks

Recall and Reassemble Matrix- (Active Ability, Matrix Keeper) Possessor may spend an action to re-obtain a stolen, traded, or destroyed Assault Matrix that possessor previously was carrying or had equipped that is not being held by an entity of greater Level than possessor whose AGI is greater than possessor's MIN
Not for Sale

Robot-Bane Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Robot-Bane Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +750 Ranged Attack and Magical Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Assault, Matrix Keeper, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Robot-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Robot-Slaying Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +1,000 Ranged Attack and Magical Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Assault, Adept Assault Matrix Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Sculpted Faces Witness All- (Passive Ability, Matrix Keeper) Possessor obtains +25% To Hit for purposes of 'Ranged Attack' actions for each Mask possessor has equipped if possessor is wielding an Assault Matrix (to a max of +200%), Possessor obtains +25% Impaired: Blind Resistance for each Mask possessor has equipped (to a max of +500%)
Not for Sale

Shadow Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Shadow Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +100 Ranged Attack and Magical Attack and becomes solely Darkness element.
Requires: Basic Assault Matrix Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Shining Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +300 Ranged Attack and Magical Attack, becomes solely Light element, gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Assault, Matrix Keeper, Radiant Hierophant
Cost: 500,000 Gold, 2 Weeks

Sleeting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Sleeting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +300 Ranged Attack and Magical Attack, becomes solely Ice element, gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Assault, Matrix Keeper, Snow Queen
Cost: 500,000 Gold, 2 Weeks

Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI
Requires: 3 Base AGI
Cost: 30,000 Gold, 2 Weeks

Thought Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Thought Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +100 Ranged Attack and Magical Attack and becomes solely Psychic element.
Requires: Basic Assault Matrix Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Tsunami Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Tsunami Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +2,500 Ranged Attack and Magical Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Assault, Adept Assault Matrix Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Umbral Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Assault, Apprentice Assault Matrix Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Void Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Void Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +2,500 Ranged Attack and Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Assault, Adept Assault Matrix Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Wave Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +300 Ranged Attack and Magical Attack, becomes solely Water element, gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Assault, Matrix Keeper, Ocean Prince
Cost: 500,000 Gold, 2 Weeks

Zero Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Zero Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +500 Ranged Attack and Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Assault, Level 20
Cost: 500,000 Gold, 2 Weeks


~Genesculptor (Remote: Biopod)~

~Mage (Remote: Spell Diagram)~

~Operative (Remote: Drone)~

~Reanimator (Remote: Corpse-Poppet)~

~Siegemaster (Remote: Siege Weapon)~

Apprentice Siege Weapon Training- (Passive Ability, Other: Siegemaster) Possessor gains +50 Ranged Attack if possessor has a Siege Weapon equipped
Requires: Basic Siege Weapon Training, 3 other Siegemaster abilities
Cost: 125,000 Gold, 2 Weeks

Basic Siege Coordination- (Passive Ability, Other: Siegemaster) Possessor's allies who have a Siege Weapon equipped have their 'Ranged Attack' and 'Ranged Overdrive' actions deal 50,000 additional Damage
Requires: Basic Siege Weapon Training
Cost: 200,000 Gold, 2 Weeks

Basic Siege Weapon Training- (Passive Ability, Other: Siegemaster) Possessor gains +6 Ranged Attack if possessor has a Siege Weapon equipped
Requires: Lord of War, Gunner, Commander, Artificer, Engineer
Cost: 15,000,000 Gold, 30 Weeks

Bolt Siege- (Technique Ability, Other: Siegemaster) Possessor may use 'Bolt Siege' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Requires: Basic Siege Weapon Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 2 Weeks

Bring Down the Walls- (Technique Ability, Other: Siegemaster) Possessor may use 'Bring Down the Walls' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack gains +2,500 Ranged Attack, sets the Defense and Resilience of Large Structure targets below Level 45 that are not 10 or more Levels greater than its performer to 0 until the end of the round, and deals 50,000 additional Damage to Large structure targets.
Requires: Apprentice Siege Weapon Training
Cost: 300,000 Gold, 3 Weeks

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

Custom-Designer of High-Yield Ship-Mounted Weaponry- (Passive Ability, Other: Siegemaster) Possessor may conduct 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions while possessor is in a Vessel transformation as though possessor were not transformed if possessor has a Siege Weapon equipped
Not for Sale

Dizzying Siege- (Technique Ability, Other: Siegemaster) Possessor may use 'Dizzying Siege' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Siege Weapon Training
Cost: 300,000 Gold, 2 Weeks

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

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

Mortar-Buster- (Technique Ability, Other: Siegemaster) Possessor may use 'Mortar Buster' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack deals 250 CON Damage to Large Structure targets and has its stat damage cap raised by 500 points against Large Structures.
Requires: Basic Siege Weapon Training
Cost: 300,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Siege Weaponry- (Passive Ability, Other: Siegemaster) Possessor treats Siege Weaponry as a Tier 2 Weapon subtype. Other entities treat instances of Siege Weaponry wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Siege Weaponry Training
Cost: 30,000,000 Gold, 30 Weeks

Prolonged Bombardment- (Technique Ability, Other: Siegemaster) Possessor may use 'Prolonged Bombardment' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action, so long as no other technique is used and possessor has a Siege Weapon equipped. Said attack gains +2,500 Ranged Attack and repeats itself against its Large Structure targets at the start of each consecutive round so long as none of its performer's other actions repeated already on that round.
Requires: Apprentice Siege Weapon Training
Cost: 300,000 Gold, 3 Weeks

Siegemaster- (Passive Ability, Other: Siegemaster) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack and + (50 + 10 * Possessor Level) to all stats if possessor has a Siege Weapon equipped
Requires: Apprentice Siege Weapon Training, 10 other Siegemaster abilities
Cost: 125,000 Gold, 4 Weeks

Stone Siege- (Technique Ability, Other: Siegemaster) Possessor may use 'Stone Siege' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Siege equipped. Said attack gains +100 Ranged Attack and becomes solely Earth element.
Requires: Basic Siege Weapon Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks


~Skywatcher (Remote: Satellite)~

Missile-Satellite Designer- (Passive Ability, Manipulator: Skywatcher) Possessor may equip an additional Missile for each Satellite possessor has equipped, to a max of 30 additional Missiles
Not for Sale


~Tactician (Remote: Army)~

~Telepath (Remote: Mind Pattern)~

~Toymaker (Remote: Toy)~

Apprentice Toy Training- (Passive Ability, Other: Toymaker) Possessor gains +50 Melee Attack, +50 Ranged Attack, and +50 Magical Attack if possessor has a Toy equipped
Requires: Basic Toy Training, 3 other Toymaker abilities
Cost: 125,000 Gold, 2 Weeks

Basic Toy Training- (Passive Ability, Other: Toymaker) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Toy equipped
Requires: Apprentice Magewright Training, Apprentice Gearwright Knowledge, Apprentice Evermason Knowledge
Cost: 50,000 Gold, 3 Weeks

Childlike Exuberance- (Passive Ability, Other: Toymaker) Whenever a source below Level 40 would place a debuff on possessor, there is a 20% chance that possessor instead is afflicted with Invigorated, Possessor gains +20 SPI
Not for Sale

Empire of Toys- (Passive Ability, Other: Toymaker) Possessor may equip Toy weapons in Pet slots (including pet slots that specifically can only contain Golems)
Not for Sale

Infuse Toys With Hope- (Passive Ability, Toymaker) Possessor may, at the start of any round, give any of possessor's equipped or carried Toy weapons or Golem summons the element Hope as an additional element as a buff
Not for Sale

Sacrificial Plushie-and-Golem Armada-Wall- (Passive Ability, Toymaker) If possessor is in the back row and possesses at least 5 Golem pets on summons in the front row, possessor's 'Toy-Animating Defensive Art' ability has its redirection chance increased to 50% and works against sources that are up to 10 Levels greater than possessor
Not for Sale

Toy-Animating Defensive Art- (Passive Ability, Toymaker) Once per round when possessor is attacked by a source that is not 5 or more Levels greater than possessor, possessor may unequip an equipped Toy weapon, summon a Golem of lower Level than possessor that is normally fightable for drops on the Enemy List that is of a Level lower than (The unequipped Toy's value / 1,000,000), and, should possessor be the sole target on possessor's side of said attack, have a 25% chance of re-directing said attack from possessor to said summon, Max 4 summoned
Not For Sale

Toymaker- (Passive Ability, Other: Toymaker ) Possessor gains +(50 * Possessor Level) Melee Attack, Ranged Attack, and Magical Attack if possessor has an Toy equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Toy equipped
Requires: Apprentice Toy Training, 10 other Toymaker abilities
Cost: 125,000 Gold, 4 Weeks



Scythe Derivatives

~Astral Watcher (Scythe: Crescent-Moon Scythe)~

~Autumnlander (Scythe: Fieldscythe)~

Reaping Season- (Passive Ability, Reaper: Autumnlander) On every third round, beginning with round 3, or if possessor is in a Chronogeomantic Zone of Autumn, possessor, if wielding a Scythe, obtains +2,500 Melee Attack, +10% To Hit, and +10% Critical and may choose to add Acid as an element to any of possessor's attacks that incorporates an attack bonus of a Scythe that possessor has equipped; if possessor is wielding a Fieldscythe, these bonuses increase to +10,000 Melee Attack, +25% To Hit, and +25% Critical, and possessor may choose to make any of possessor's attacks that incorporate the attack bonus of a Scythe that possessor has equipped solely Acid element
Not for Sale


~Dreadlord (Scythe: Hellscythe)~

~Gaffer (Scythe: Dredgehook)~

~Harvester (Scythe: Sickle)~

~Harvestman (Scythe: Switchscythe)~

~Kunoichi (Scythe: Kama)~

~Lone Agent (Scythe: Kusari-Gama)~

~Pirate (Scythe: Hand-Hook)~

~Psychopomp (Scythe: Dreadscythe)~

~Shinigami (Scythe: Warscythe)~



Shield Derivatives

~Admixturist (Shield: Alchemy-Satchel)~

~Abbot (Shield: Icon)~

~Fortress (Shield: Tower)~

~Investigator (Shield: Umbrella)~

~Knight (Shield: Kite)~

~Landhawk-Rider (Shield: Cannon-Shield)~

~Marshall (Shield: Banner)~

~Mirror-Dweller (Shield: Mirror)~

~Municipal Overseer (Shield: Domefield)~

~Noetic Gorgon (Shield: Basilisk Emblem)~

Accurate Basilisk Emblem Use- (Passive Ability, Other: Noetic Gorgon) Possessor gains +1% To Hit when a Basilisk Emblem is equipped
Requires: Basilisk Emblem Wielding III, Pattern Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Acidic Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Aerial-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aerial-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aerial-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aerial-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Alien-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Alien-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Alien-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Alien-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Animal-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Animal-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Animal-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Aquatic-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aquatic-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aquatic-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aquatic-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Arcane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Arcane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Pattern, Adept Basilisk Emblem Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Armor-Piercing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Armor-Piercing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack pierces 200 Defense.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Awesome Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Awesome Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Pattern, Apprentice Basilisk Emblem Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Banishing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Basilisk Emblem Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basic Basilisk Emblem Training- (Passive Ability, Other: Noetic Gorgon) Possessor gains +6 Magical Attack if possessor has a Basilisk Emblem equipped
Requires: Slayer, Illusionist, Diviner, Mentalist, Mind Lord, Enchanter, Scientist, Warlock, Master of Monsters, Archetype Walker, Chromatic Conductor, Theoretical Mage-Scientist
Cost: 60,000,000 Gold, 60 Weeks

Basilisk Emblem Wielding I- (Passive Ability, Other: Noetic Gorgon) +5 to all stats when a Basilisk Emblem is equipped
Requires: Basic Basilisk Emblem Training
Cost: 20,000 Gold, 2 Weeks

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

Basilisk Emblem Wielding III- (Passive Ability, Other: Noetic Gorgon) Possessor gains +200 to all stats when a Basilisk Emblem is equipped and +200 Magical Attack when a Basilisk Emblem is equipped
Requires: Basilisk Emblem Wielding II, Noetic Gorgon
Cost: 100,000 Gold, 2 Weeks

Bio-Horror-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Bio-Horror-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Bio-Horror-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Bio-Horror-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Black Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Black Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Blitz Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Pattern, Noetic Gorgon, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Blizzard Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Pattern, Adept Basilisk Emblem Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bloody Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Bloody Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Pattern
Cost: 300,000 Gold, 2 Weeks

Bolt Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Bolt Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Requires: Basic Basilisk Emblem Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Brainwave Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Brainwave Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Pattern, Noetic Gorgon, Mind Lord
Cost: 300,000 Gold, 2 Weeks

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

Burst Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Burst Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable> Pattern, Noetic Gorgon, Countess of Power
Cost: 300,000 Gold, 2 Weeks

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

Celestial-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Celestial-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Celestial-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Celestial-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Celestials and gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Charging Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Charging Pattern' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Basilisk Emblem Training
Cost: 500,000 Gold, 2 Weeks

Charming Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Charming Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Clockwork-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Clockwork-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Clockwork-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Cluster Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Pattern, Noetic Gorgon, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Code Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Technology element.
Requires: Basic Basilisk Emblem Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Corona Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Pattern, Adept Basilisk Emblem Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crippling Pattern- (Active Ability, Other: Noetic Gorgon) This character may use Crippling Pattern in conjunction with a Magical Attack, so long as no other technique is used and a Basilisk Emblem is equipped. This character gains +25 Magical Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful Pattern
Cost: 125,000 Gold, 2 Weeks

Crisis Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Crisis Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack.
Requires: Basilisk Emblem Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

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

Current Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Current Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Pattern, Apprentice Basilisk Emblem Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Daemon-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Daemon-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Daemon-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Daemons and gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Requires: Daemon-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Basilisk Emblem Use- (Passive Ability, Other: Noetic Gorgon) Possessor gains +1% Critical when a Basilisk Emblem is equipped
Requires: Basilisk Emblem Wielding III, Pattern Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Debilitating Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

Deletion Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Deletion Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Pattern, Apprentice Basilisk Emblem Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Demon-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Demon-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Demon-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Demons and gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Deva-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Deva-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Deva-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Devil-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Devil-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Devil-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Devils and gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dissolution Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Dissolution Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Pattern, Apprentice Basilisk Emblem Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Dizzying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Dual Basilisk Emblem-Wielding- (Passive Ability, Other: Noetic Gorgon) Possessor gains +50 Magical Attack if possessor has two Basilisk Emblems or a Basilisk Emblem that is a Weaponx2 equipped
Requires: Apprentice Basilisk Emblem Training
Cost: 60,000 Gold, 2 Weeks

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

Elemental-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Elemental-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Elemental-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Elemental-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Elementals and gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Enchanted Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Enchanted Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Basilisk Emblem Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Enchanting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Pattern, Apprentice Basilisk Emblem Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Energized Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Envenomed Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Envenomed Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Erasure Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Erasure Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Basilisk Emblem Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Erosion Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Pattern, Noetic Gorgon, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Fae-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Fae-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Fae-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Frigid Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Frigid Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Pattern, Apprentice Basilisk Emblem Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Frost Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Ice element.
Requires: Basic Basilisk Emblem Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Frozen Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Gigawatt Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Gigawatt Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Pattern, Adept Basilisk Emblem Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Glowing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Golem-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Golem-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Golem-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Golem-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Gravity Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Gravity Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Basilisk Emblem Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Greater Banishing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Pattern, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Erasure Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Pattern, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Basilisk Emblem- (Passive Ability, Other: Noetic Gorgon) Individuals below Level 20 may not unequip or steal possessor's equipped Basilisk Emblems without possessor's permission
Requires: Basilisk Emblem Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Hexing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Human-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Human-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Human-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Human-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Humanoid-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Humanoid-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Humanoid-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hungering Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Hungering Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Other: Noetic Gorgon
Cost: 500,000 Gold, 3 Weeks

Hyperadvanced Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Hyperadvanced Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Pattern, Adept Basilisk Emblem Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Hypersolvent Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Pattern, Adept Basilisk Emblem Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ill Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Ill Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Illuminated-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Illuminated-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Illuminated-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Improved Bloody Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Bloody Pattern' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Pattern
Cost: 10,000 Gold, 1 Week

Improved Charming Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Charming Pattern' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Pattern
Cost: 10,000 Gold, 1 Week

Improved Debilitating Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Debilitating Pattern' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Pattern
Cost: 10,000 Gold, 1 Week

Improved Dizzying Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Dizzying Pattern' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Pattern
Cost: 10,000 Gold, 1 Week

Improved Envenomed Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Envenomend Pattern' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Pattern
Cost: 10,000 Gold, 1 Week

Improved Hexing Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Hexing Pattern' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Pattern
Cost: 10,000 Gold, 1 Week

Improved Ill Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Ill Pattern' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Pattern
Cost: 10,000 Gold, 1 Week

Improved Impairing Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Impairing Pattern' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Pattern
Cost: 10,000 Gold, 1 Week

Improved Lazy Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Lazy Pattern' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Pattern
Cost: 10,000 Gold, 1 Week

Improved Maiming Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Maiming Pattern' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Pattern
Cost: 10,000 Gold, 1 Week

Improved Painful Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Painful Pattern' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Pattern
Cost: 10,000 Gold, 1 Week

Improved Paralytic Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Paralytic Pattern' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Pattern
Cost: 10,000 Gold, 1 Week

Improved Sticky Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Sticky Pattern' technique has its chance of inflicting Paralysis: Sticky increased to 30%
Requires: Sticky Pattern
Cost: 10,000 Gold, 1 Week

Improved Tipsy Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Tipsy Pattern' technique has its chance of inflicting Poison: Drunk increased to 30%
Requires: Tipsy Pattern
Cost: 10,000 Gold, 1 Week

Insect-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Insect-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Insect-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Insect-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Lazy Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Lazy Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Lightning Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Lightning Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Lunging Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Lunging Pattern' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Pattern, Other: Noetic Gorgon
Cost: 500,000 Gold, 2 Weeks

Machine-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Machine-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Machine-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Machine-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Machines and gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magical Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Magical Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Magic Being-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Magic Being-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Magic Being-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Magic Being-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Magic Beings and gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Maiming Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Maiming Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Pattern
Cost: 300,000 Gold, 2 Weeks

Mamma Bear Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Mamma Bear Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Mindblowing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Mindblowing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Pattern, Apprentice Basilisk Emblem Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Mindwipe Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Pattern, Adept Basilisk Emblem Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Night Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Night Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Pattern, Noetic Gorgon, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Overwhelming Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Overwhelming Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Pattern, Adept Basilisk Emblem Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Painful Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Painful Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Paralytic Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

Pattern on the Run- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Pattern on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Basilisk Emblem Training
Cost: 500,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Basilisk Emblem- (Passive Ability, Other: Noetic Gorgon) Possessor treats Basilisk Emblem as a Tier 2 Weapon subtype. Other entities treat instances of Basilisk Emblems wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Basilisk Emblem Training
Cost: 30,000,000 Gold, 30 Weeks

Powerful Pattern- (Active Ability, Other: Noetic Gorgon) This character may use Powerful Pattern in conjunction with a Magical Attack, so long as no other technique is used and a Basilisk Emblem is equipped. This character gains +50 Magical Attack for purposes of this attack.
Requires: Basic Basilisk Emblem Training
Cost: 100,000 Gold, 2 Weeks

Psi Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Psi Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Pulse Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Pulse Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Requires: Basic Basilisk Emblem Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Robot-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Robot-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Robot-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Robot-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Robots and gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Shadow Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Shadow Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Basilisk Emblem Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Shining Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Pattern, Noetic Gorgon, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Sleeting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Pattern, Noetic Gorgon, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Sorcerous Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Sorcerous Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Pattern, Noetic Gorgon, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Sticky Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Sticky Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Surprise Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Surprise Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against targets that have not yet acted.
Requires: Unexpected Pattern, Level 30
Cost: 300,000 Gold, 2 Weeks

Thirsty Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Thirsty Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Other: Noetic Gorgon
Cost: 500,000 Gold, 3 Weeks

Thought Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Thought Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Basilisk Emblem Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Tipsy Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Tipsy Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Umbral Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Umbral Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Pattern, Apprentice Basilisk Emblem Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Unstable Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Unstable Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Pattern, Apprentice Basilisk Emblem Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Unexpected Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Unexpected Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack against targets that have not yet acted.
Requires: Basilisk Emblem Wielding III
Cost: 300,000 Gold, 2 Weeks

Vexatious Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Vexatious Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Basilisk Emblem Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Voidstruck Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Pattern, Adept Basilisk Emblem Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wind-Up Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Wind-Up Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack and is delayed for 1 round.
Requires: Basilisk Emblem Wielding III
Cost: 8,000,000 Gold, 2 Weeks

Zero Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Zero Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks


~Rodelero (Shield: Buckler)~

~Shieldmage (Shield: Spellshield)~

~Spherefighter (Shield: Orbital)~

~Sysadmin (Shield: Digi-Ice)~

~Thoughtwarden (Shield: Mindfocus)~



Staff Derivatives

~Bishop (Staff: Crozier)~

~Bone-Collector (Staff: Necrostaff)~

~Delivery-Witch (Staff: Broom)~

~Elder(Staff: Quarterstaff)~

~Gardener (Staff: Rootstaff)~

Rootcalling Spell- (Technique Ability, Sage: Gardener) Possessor may use 'Rootcalling Spell' in conjunction with a 'Magical Attack', 'Overdrive', 'Grand Spell', or 'Cast a Spell' action, so long as no other technique is used and possessor has a Rootstaff equipped. At the end of said action, one of the action's performer's Plant summons gains a bonus action that may only be used to perform actions that have a chance of inflicting Paralyzed, Entombed: Overgrown, or a sub-status effect of either of the above.
Not for Sale


~Lamplighter (Staff: Lampstaff)~

~Landkeeper (Staff: Geostave)~

~Practitioner (Staff: Magestaff)~

~Shepherd (Staff: Crook)~

~Soldreidrethanoi (Staff: Bailartix)~

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

Armor-Piercing Revolution- (Technique Ability, Soldreidrethanoi) Possessor may use 'Armor-Piercing Revolution' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartrix equipped. Said attack pierces 200 Defense.
Requires: Apprentice Bailartrix Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Classical Training in Standard Combat Utilizing the Bailartix- (Passive Ability, Soldreidrethanoi) Possessor may treat Bailartix as a Base Weapon subtype
Not for Sale

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

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

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

Hunting Blade of Repitition- (Active Ability, Soldreidrethanoi) This character may use Hunting Blade of Repitition in conjunction with a Ranged Attack, so long as no other technique is used and a Bailartix is equipped. This attack repeats itself next turn, but any Bailartix involved in it cannot be used next turn for any other purpose.
Requires: Basic Bailartix Training
Cost: 130,000 Gold, 2 Weeks

Revolution on the Run- (Technique Ability, Soldreidrethanoi) Possessor may use 'Revolution on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartix equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Bailartix Training
Cost: 500,000 Gold, 2 Weeks

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

Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allies and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Not for Sale

Space-Cutting Blade- - (Technique Ability, Soldreidrethanoi) Possessor may use 'Space-Cutting Blade' in conjunction with a 'Ranged Attack' or 'Point Blank' action if possessor has a Bailartrix equipped and no other technique is used. Said action gains +2,500 Ranged Attack and becomes solely Spatial element.
Not for Sale

Weapon Combination: Bailartix and Blade- (Technique Ability, Soldreidrethanoi) Possessor may use 'Weapon Combination: Bailartix and Blade' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has both a Bailartix and a Sword equipped. Said action's performer's equipped Swords have their Melee Attack bonuses incorporated into said action as equal Ranged Attack bonuses.
Not for Sale


~Sporemother (Staff: Shroomstaff)~

~System-Sage (Staff: Control Rod)~

~Teacher (Staff: Cane)~



Sword Derivatives

~Buster Agent (Sword: Swordgun)~

~Cultivator (Sword: Enlightened Blade)~

~Dervish (Sword: Curved Blade)~

~Dreadknight (Sword: Greatsword)~

~Fencer (Sword: Dueling Blade)~

~Firetender (Sword: Poker)~

~Infantryman (Sword: Bayonet)~

~Samurai (Sword: Eastern Blade)~

~Starknight (Sword: Beamsword)~

~Templar (Sword: Soulblade)~

~Warmind (Sword: Truecrystal Blade)~

~Yuusha (Sword: Straightsword)~



Throwing Weapon Derivatives

~Acupuncturist (Throwing Weapon: Needle)~

~Bomber (Throwing Weapon: Explosive)~

~Brewer (Throwing Weapon: Flask)~

~Destroyer (Throwing Weapon: Vajra)~

~Discobolus (Throwing Weapon: Wheel)~

~High Roller (Throwing Weapon: Dice)~

Accurate Dice Use- (Passive Ability, Other: High Roller) Possessor gains +1% To Hit when a Dice is equipped
Requires: Dice Wielding III, Roll Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Dice Training- (Passive Ability, Other: High Roller) Dice weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Dice weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Dice
Requires: High Roller, 50 other High Roller abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Dice Training- (Passive Ability, Other: High Roller) Possessor gains +50 Magical Attack when a Dice is equipped.
Requires: Basic Dice Training, 3 other High Roller abilities
Cost: 125,000 Gold, 2 Weeks

Arcane Roll- (Technique Ability, Other: High Roller) Possessor may use 'Arcane Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Roll, Adept Dice Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Roll- (Technique Ability, Other: High Roller) Possessor may use 'Awesome Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Roll, Apprentice Dice Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Basic Dice Training- (Passive Ability, Other: High Roller) Possessor gains +7 Magical Attack if possessor has a Dice equipped
Requires: Slayer, Gambler
Cost: 7,777,777 Gold, 7 Weeks

Black Roll- (Technique Ability, Other: High Roller) Possessor may use 'Black Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Roll, Level 20
Cost: 500,000 Gold, 2 Weeks

Blustering Roll- (Technique Ability, Other: High Roller) Possessor may use 'Blustering Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Roll, Level 20
Cost: 500,000 Gold, 2 Weeks

Breathless Roll- (Technique Ability, Other: High Roller) Possessor may use 'Breathless Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Roll, Apprentice Dice Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Celestial-Bane Roll- (Technique Ability, Other: High Roller) Possessor may use 'Celestial-Bane Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +750 Magical Attack against Celestial and gains +25% Critical against Celestial.
Requires: Celestial-Hunting Roll, Other: High Roller, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Roll- (Technique Ability, Other: High Roller) Possessor may use 'Celestial-Hunting Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack against Celestial and gains +5% To Hit against Celestial.
Requires: Basic Dice Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Roll- (Technique Ability, Other: High Roller) Possessor may use 'Celestial-Slaying Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +1,000 Magical Attack against Celestial and gains +25% Critical against Celestial, gains +5% To Hit against Celestial, and gains 5% inflicts Instant Death against Celestial.
Requires: Celestial-Bane Roll, Adept Dice Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Roll- (Technique Ability, Other: High Roller) Possessor may use 'Cluster Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Roll, High Roller, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Roll- (Technique Ability, Other: High Roller) Possessor may use 'Code Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +100 Magical Attack and becomes solely Technology element.
Requires: Basic Dice Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Roll- (Technique Ability, Other: High Roller) Possessor may use 'Corona Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Roll, Adept Dice Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Daemon-Bane Roll- (Technique Ability, Other: High Roller) Possessor may use 'Daemon-Bane Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +750 Magical Attack against Daemon and gains +25% Critical against Daemon.
Requires: Daemon-Hunting Roll, Other: High Roller, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Roll- (Technique Ability, Other: High Roller) Possessor may use 'Daemon-Hunting Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack against Daemon and gains +5% To Hit against Daemon.
Requires: Basic Dice Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Roll- (Technique Ability, Other: High Roller) Possessor may use 'Daemon-Slaying Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +1,000 Magical Attack against Daemon and gains +25% Critical against Daemon, gains +5% To Hit against Daemon, and gains 5% inflicts Instant Death against Daemon.
Requires: Daemon-Bane Roll, Adept Dice Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Dice Use- (Passive Ability, Other: High Roller) Possessor gains +1% Critical when a Dice is equipped
Requires: Dice Wielding III, Roll Mastery
Cost: 2,500,000 Gold, 2 Weeks

Deletion Roll- (Technique Ability, Other: High Roller) Possessor may use 'Deletion Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Roll, Apprentice Dice Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Dice Wielding III- (Passive Ability, Other: High Roller) Possessor gains +200 to all stats when a Dice is equipped and +200 Magical Attack when a Dice is equipped
Requires: Dice Wielding II, Other: High Roller
Cost: 100,000 Gold, 2 Weeks

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

Enchanted Roll- (Technique Ability, Other: High Roller) Possessor may use 'Enchanted Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Dice Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Roll- (Technique Ability, Other: High Roller) Possessor may use 'Enchanting Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Roll, Apprentice Dice Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Expert Dice Training- (Passive Ability, Other: High Roller) The Magical Attack bonus granted by up to one Dice weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Dice)
Requires: Adept Dice Training, 100 other High Roller Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Gale Roll- (Technique Ability, Other: High Roller) Possessor may use 'Gale Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Roll, High Roller, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Glowing Roll- (Technique Ability, Other: High Roller) Possessor may use 'Glowing Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Roll, Level 20
Cost: 500,000 Gold, 2 Weeks

Hard to Disarm With a Dice- (Passive Ability, Other: High Roller) Individuals below Level 20 may not unequip or steal possessor's equipped Dice without possessor's permission
Requires: Dice Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Roll- (Technique Ability, Other: High Roller) Possessor may use 'Hexing Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Dice Training
Cost: 300,000 Gold, 2 Weeks

Hurricane Roll- (Technique Ability, Other: High Roller) Possessor may use 'Hurricane Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Roll, Adept Dice Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Roll- (Technique Ability, Other: High Roller) Possessor may use 'Hyperadvanced Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Roll, Adept Dice Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Illuminated-Bane Roll- (Technique Ability, Other: High Roller) Possessor may use 'Illuminated-Bane Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +750 Magical Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Roll, Other: High Roller, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Roll- (Technique Ability, Other: High Roller) Possessor may use 'Illuminated-Hunting Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Dice Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Roll- (Technique Ability, Other: High Roller) Possessor may use 'Illuminated-Slaying Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +1,000 Magical Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Roll, Adept Dice Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magical Roll- (Technique Ability, Other: High Roller) Possessor may use 'Magical Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Roll, Level 20
Cost: 500,000 Gold, 2 Weeks

Night Roll- (Technique Ability, Otherr: High Roller) Possessor may use 'Night Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Roll, High Roller, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

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

Shadow Roll- (Technique Ability, Other: High Roller) Possessor may use 'Shadow Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Dice Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Roll- (Technique Ability, Other: High Roller) Possessor may use 'Shining Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Roll, High Roller, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sorcerous Roll- (Technique Ability, Other: High Roller) Possessor may use 'Sorcerous Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Roll, High Roller, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Umbral Roll- (Technique Ability, Other: High Roller) Possessor may use 'Umbral Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Roll, Apprentice Dice Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Void Roll- (Technique Ability, Other: High Roller) Possessor may use 'Void Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Roll, Adept Dice Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wind Roll- (Technique Ability, Other: High Roller) Possessor may use 'Wind Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +100 Magical Attack and becomes solely Air element.
Requires: Basic Dice Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Zero Roll- (Technique Ability, Other: High Roller) Possessor may use 'Zero Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Roll, Level 20
Cost: 500,000 Gold, 2 Weeks


~Hivemaster (Throwing Weapon: Swarm)~

~Hornet (Throwing Weapon: Dart)~

~Juggler(Throwing Weapon: Ball)~

~Launchmaster (Throwing Weapon: Atlatl)~

~Magus (Throwing Weapon: Orb)~

Accurate Orb Use- (Passive Ability, Magus) Possessor gains +1% To Hit when an Orb is equipped
Requires: Orb Wielding III, Sphere Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Sphere- (Technique Ability, Magus) Possessor may use 'Acidic Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Add Orb Shell: Demonic Tar- (Technique Ability, Magus) Possessor may use 'Add Orb Shell: Demonic Tar' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has an Orb equipped. One hit of said action against each target gains +1,600 Magical Attack, counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, and gains '80% inflicts Paralyzed'
Not for Sale

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

Arcane Sphere- (Technique Ability, Magus) Possessor may use 'Arcane Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Sphere, Adept Orb Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Avalanche Sphere- (Technique Ability, Magus) Possessor may use 'Avalanche Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Sphere, Adept Orb Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Sphere- (Technique Ability, Magus) Possessor may use 'Awesome Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Sphere, Apprentice Orb Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Sphere- (Technique Ability, Magus) Possessor may use 'Banishing Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Orb Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Requires: Basic Orb Training
Cost: 30,000 Gold, 2 Weeks

Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Requires: League-Caliber Bowling Skills, Wizard, Theoretical Spellcaster
Cost: 20,000,000 Gold, 5 Weeks

Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blitz Sphere- (Technique Ability, Magus) Possessor may use 'Blitz Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Sphere, Magus, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

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

Bowl 'Em Over!- (Technique Ability, Magus) Possessor may use Bowl 'Em Over! in conjunction with a Ranged Attack, so long as no other technique is used and an Orb is equipped. Said Ranged Attack action gains +80 Ranged Attack and a 5% chance of inflicting Fatigued: Stun
Requires: Basic Orb Training
Cost: 50,000 Gold, 2 Weeks

Brainwave Sphere- (Technique Ability, Magus) Possessor may use 'Brainwave Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Sphere, Magus, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Sphere- (Technique Ability, Magus) Possessor may use 'Breathless Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Sphere, Apprentice Orb Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Black Sphere- (Technique Ability, Magus) Possessor may use 'Black Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Blizzard Sphere- (Technique Ability, Magus) Possessor may use 'Blizzard Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Sphere, Adept Orb Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Blustering Sphere- (Technique Ability, Magus) Possessor may use 'Blustering Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Burning Sphere- (Technique Ability, Magus) Possessor may use 'Burning Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Burst Sphere- (Technique Ability, Magus) Possessor may use 'Burst Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable Sphere, Magus, Countess of Power
Cost: 300,000 Gold, 2 Weeks

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

Classical Training in Standard Combat Utilizing the Orb- (Passive Ability, Magus) Possessor may treat Orb as a Base Weapon subtype
Not for Sale

Cluster Sphere- (Technique Ability, Magus) Possessor may use 'Cluster Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Sphere, Magus, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Sphere- (Technique Ability, Magus) Possessor may use 'Code Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Technology element.
Requires: Basic Orb Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Sphere- (Technique Ability, Magus) Possessor may use 'Corona Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Sphere, Adept Orb Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Current Sphere- (Technique Ability, Magus) Possessor may use 'Current Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Sphere, Apprentice Orb Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Orb Use- (Passive Ability, Magus) Possessor gains +1% Critical when an Orb is equipped
Requires: Orb Wielding III, Sphere Mastery
Cost: 2,500,000 Gold, 2 Weeks

Deletion Sphere- (Technique Ability, Magus) Possessor may use 'Deletion Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Sphere, Apprentice Orb Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Sphere- (Technique Ability, Magus) Possessor may use 'Dissolution Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Sphere, Apprentice Orb Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dual Orb-Wielding- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has two Orbs or a Orb that is a Weaponx2 equipped
Requires: Apprentice Orb Training
Cost: 60,000 Gold, 2 Weeks

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

Elemental-Bane Sphere- (Technique Ability, Magus) Possessor may use 'Elemental-Bane Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Orb equipped. Said attack gains +750 Magical Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Sphere, Magus, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Sphere- (Technique Ability, Magus) Possessor may use 'Elemental-Hunting Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +200 Magical Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Orb Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Sphere- (Technique Ability, Magus) Possessor may use 'Elemental-Slaying Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Orb equipped. Said attack gains +1,000 Magical Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Sphere, Adept Orb Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Enchanted Sphere- (Technique Ability, Magus) Possessor may use 'Enchanted Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Requires: Basic Orb Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Sphere- (Technique Ability, Magus) Possessor may use 'Enchanting Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Sphere, Apprentice Orb Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Sphere- (Technique Ability, Magus) Possessor may use 'Energized Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Erasure Sphere- (Technique Ability, Magus) Possessor may use 'Erasure Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Orb Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Sphere- (Technique Ability, Magus) Possessor may use 'Erosion Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Sphere, Magus, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Esoteric Sphere- (Technique Ability, Magus) Possessor may use 'Esoteric Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Mystic element, and gains '50% inflicts Manablasted: Mystic Overload'.
Requires: True Magic Sphere, Adept Orb Training, Adept Mystic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Explosive Sphere- (Technique Ability, Magus) Possessor may use 'Explosive Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Sphere, Magus, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

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

Focused Beam- (Technique Ability, Magus) Possessor may use Focused Beam in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack action gains +90 Magical Attack
Requires: Basic Orb Training
Cost: 90,000 Gold, 2 Weeks

Fountain Sphere- (Technique Ability, Magus) Possessor may use 'Fountain Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Sphere- (Technique Ability, Magus) Possessor may use 'Frigid Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Sphere, Apprentice Orb Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Frozen Sphere- (Technique Ability, Magus) Possessor may use 'Frozen Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Sphere- (Technique Ability, Magus) Possessor may use 'Gale Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Sphere, Magus, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gigawatt Sphere- (Technique Ability, Magus) Possessor may use 'Gigawatt Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Sphere, Adept Orb Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Sphere- (Technique Ability, Magus) Possessor may use 'Glowing Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Greater Banishing Sphere- (Technique Ability, Magus) Possessor may use 'Greater Banishing Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Sphere, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Sphere- (Technique Ability, Magus) Possessor may use 'Erasure Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Sphere, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With an Orb- (Passive Ability, Magus) Individuals below Level 20 may not unequip or steal possessor's equipped Orbs without possessor's permission
Requires: Orb Wielding III
Cost: 50,000 Gold, 2 Weeks

Hurricane Sphere- (Technique Ability, Magus) Possessor may use 'Hurricane Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Sphere, Adept Orb Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyped-Up Unstoppable Orb Technique- (Technique Ability, Magus) Possessor may use 'Hyped-Up Unstoppable Orb Technique' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +1 Magical Attack, cannot be countered by Level 1 individuals, and is delayed 5 rounds.
Not for Sale

Hyperadvanced Sphere- (Technique Ability, Magus) Possessor may use 'Hyperadvanced Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Sphere, Adept Orb Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Sphere- (Technique Ability, Magus) Possessor may use 'Hypersolvent Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Sphere, Adept Orb Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypervoltage Orb- (Technique Ability, Magus) Possessor may use 'Hypervoltage Orb' in conjunction with a 'Magical Attack' or 'Ovrdrive' action so long as an Orb is equipped and no other technique is used. Said action gains +3,000 Magical Attack, gains the element Electrical, and gains '100% inflicts Electrocuted'
Not for Sale

Ignition Sphere- (Technique Ability, Magus) Possessor may use 'Ignition Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Sphere, Apprentice Orb Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Inundating Sphere- (Technique Ability, Magus) Possessor may use 'Inundating Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Sphere, Apprentice Orb Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Requires: Basic Bowling Skills, Level 5
Cost: 600,000 Gold, 5 Weeks

Lightning Sphere- (Technique Ability, Magus) Possessor may use 'Lightning Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Light Orb Aflame- (Technique Ability, Magus) Possessor may use 'Light Orb Aflame' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +200 Magical Attack, gains a 15% chance of inflicting Burning, and gains the element Fire
Not for Sale

Magical Being-Bane Sphere- (Technique Ability, Magus) Possessor may use 'Magical Being-Bane Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Orb equipped. Said attack gains +750 Magical Attack against Magical Beings and gains +25% Critical against Magical Beings.
Requires: Magical Being-Hunting Sphere, Magus, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Sphere- (Technique Ability, Magus) Possessor may use 'Magic Being-Hunting Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Orb equipped. Said attack gains +200 Magical Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Orb Training
Cost: 300,000 Gold, 2 Week

Magical Being-Slaying Sphere- (Technique Ability, Magus) Possessor may use 'Magical Being-Slaying Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Orb equipped. Said attack gains +1,000 Magical Attack against Magical Beings, gains +25% Critical against Magical Beings, gains +5% To Hit against Magical Beings, and gains 5% inflicts Instant Death against Magical Beings.
Requires: Magical Being-Bane Sphere, Adept Orb Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magical Sphere- (Technique Ability, Magus) Possessor may use 'Magical Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Magma Sphere- (Technique Ability, Magus) Possessor may use 'Magma Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Sphere, Adept Orb Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Mindblowing Sphere- (Technique Ability, Magus) Possessor may use 'Mindblowing Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Sphere, Apprentice Orb Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Sphere- (Technique Ability, Magus) Possessor may use 'Mindwipe Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Sphere, Adept Orb Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Mystical Sphere- (Technique Ability, Magus) Possessor may use 'Mystical Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Mystic element.
Requires: Basic Orb Training, Basic Mystic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mystic Toss- (Technique Ability, Magus) Possessor may use Mystic Toss in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack may use the Ranged Attack bonus of any one equipped Accessory that shares an element with at least one equipped Orb as though it were a Magical Attack bonus
Requires: Basic Orb Training
Cost: 150,000 Gold, 2 Weeks

Night Sphere- (Technique Ability, Magus) Possessor may use 'Night Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Sphere, Magus, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Orb-Based Defense Field- (Passive Ability, Magus) Possessor gains +50 Defense when an Orb is equipped
Requires: Basic Orb Training
Cost: 70,000 Gold, 2 Weeks

Orb-Based Vision- (Passive Ability, Magus) If possessor has at least one Orb equipped, possessor has a 50% chance per round of ignoring the negative effects of the status effect Impaired: Blind; if possessor has at least two Orbs equipped, possessor has a 100% chance per round of ignoring the negative effects of the status effect Impaired: Blind
Requires: Basic Orb Training
Cost: 190,000 Gold, 2 Weeks

Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Requires: Basic Orb Training
Cost: 70,000 Gold, 2 Weeks

Orb Element Override Array Access- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any one Base Element
Requires: Orb Element Override
Cost: 90,000 Gold, 3 Weeks

Orb Element Override Array-Based Merger- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any two Base Elements
Requires: Orb Element Override Array Access
Cost: 110,000 Gold, 2 Weeks

Orbic Cube-Conversion: Winged Cube of Magic Seawater- (Technique Ability, Magus) Possessor may use 'Orbic Cube-Conversion: Winged Cube of Magic Seawater' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +250 Magical Attack, cannot be countered by non-Air-element individuals below Level 40, and becomes solely Water element.
Not for Sale

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

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

Orb Wielding III- (Passive Ability, Magus) Possessor gains +200 to all stats when an Orb is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when an Orb is equipped
Requires: Orb Wielding II, Magus
Cost: 100,000 Gold, 2 Weeks

Overwhelming Sphere- (Technique Ability, Magus) Possessor may use 'Overwhelming Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Sphere, Adept Orb Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Patterned Sphere- (Technique Ability, Magus) Possessor may use 'Patterned Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unearthly Sphere, Magus, Esoteric Wiseman
Cost: 300,000 Gold, 2 Weeks

Pitch Orb- (Technique Ability, Magus) Possessor may use 'Pitch Orb' in conjunction with a 'Ranged Attack' or 'Magical Attack' action so long as no other technique is used and possessor has an Orb equipped. Said action gains +15 Ranged Attack, +15 Magical Attack, and +10% To Hit as a non-stacking effect.
Not for Sale

Problem-Bearing Cyclone Whirl- (Technique Ability, Magus) Possessor may use 'Problem-Bearing Cyclone Whirl' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +500 Magical Attack and may transfer a moderate negative status effect from one of target's allies to target.
Not for Sale

Psi Sphere- (Technique Ability, Magus) Possessor may use 'Psi Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Pulse Sphere- (Technique Ability, Magus) Possessor may use 'Pulse Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Energy element.
Requires: Basic Orb Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Rock Sphere- (Technique Ability, Magus) Possessor may use 'Rock Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Sphere- (Technique Ability, Magus) Possessor may use 'Rockslide Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Sphere, Apprentice Orb Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Sphere- (Technique Ability, Magus) Possessor may use 'Rumbling Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Sphere, Magus, Mountain King
Cost: 300,000 Gold, 2 Weeks

♢Seer's Orb Witnesses All- (Passive Ability, Magus) If possessor has an Orb equipped, possessor may, up to three times per round, at the start of each round, scan the stats of an individual, with said target being able to be in a different battlespace
Not for Sale

♢Seer Watches from Afar- (Passive Ability, Magus) If possessor has an Orb equipped and scans the stats of an individual in a different battlespace successfully while no equal or greater Level opponent is in possessor's battlespace, possessor and possessor's allies obtain +(Possessor's Level * 250) to all stats as a non-stacking buff that lasts until the end of the third round that its possessor is in the same battlespace as the entity whose stats were scanned or until the end of battle, whichever occurs first
Not for Sale

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

Shining Sphere- (Technique Ability, Magus) Possessor may use 'Shining Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Sphere, Magus, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Sphere- (Technique Ability, Magus) Possessor may use 'Sleeting Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Sphere, Magus, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Sorcerous Sphere- (Technique Ability, Magus) Possessor may use 'Sorcerous Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Sphere, Magus, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

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

Sphere of Ruinous Wind and Fire- (Technique Ability, Magus) Possessor may use 'Sphere of Ruinous Wind and Fire' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +1,500 Magical Attack, gains the elements Fire and Air, and gains a 30% chance of inflicting Suffocation and Burning.
Not for Sale

Sticky Sphere- (Technique Ability, Magus) Possessor may use 'Sticky Shot' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Orb Training
Cost: 300,000 Gold, 2 Weeks

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

Thirsty Sphere- (Technique Ability, Magus) Possessor may use 'Thirsty Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Magus
Cost: 500,000 Gold, 3 Weeks

Thought Sphere- (Technique Ability, Magus) Possessor may use 'Thought Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Orb Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

True Magic Sphere- (Technique Ability, Magus) Possessor may use 'True Magic Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Mystic element, and gains '30% inflicts Manablasted: Mystic Devastation'.
Requires: Patterned Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks

Tsunami Sphere- (Technique Ability, Magus) Possessor may use 'Tsunami Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Sphere, Adept Orb Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral Sphere- (Technique Ability, Magus) Possessor may use 'Umbral Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Sphere, Apprentice Orb Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Unearthly Sphere- (Technique Ability, Magus) Possessor may use 'Unearthly Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation'.
Requires: Mystical Sphere, Apprentice Orb Training, Apprentice Mystic Synchronization
Cost: 300,000 Gold, 2 Weeks

Unstable Sphere- (Technique Ability, Magus) Possessor may use 'Unstable Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Sphere, Apprentice Orb Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Vampiric Bowling- (Passive Ability, Magus) Possessor, while in the Stance Controlled Vampire Form, gains +15% To Hit provided an Orb weapon is equipped, Possessor may inflict Drain with Ranged Attack actions while an Orb is equipped
Not for Sale

Void Sphere- (Technique Ability, Magus) Possessor may use 'Void Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Sphere, Adept Orb Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Water-Heating Sphere- (Technique Ability, Magus) Possessor may use 'Water-Heating Sphere' in conjunction with a 'Magical Attack' action so long as an Orb is equipped. Said action deals 5,000 additional Damage to Water element targets and may attach an effect to a Zone of Water that deals 5,000 Flat Fire element Damage to each individual in it at the start of each round.
Not for Sale

Wave Sphere- (Technique Ability, Magus) Possessor may use 'Wave Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Sphere, Magus, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

♢Whispering Orb- (Passive Ability, Magus) Possessor's attacks that involve at least one attack bonus of an Orb possessor has equipped may scan the stats of their targets
Not for Sale

Wind Sphere- (Technique Ability, Magus) Possessor may use 'Wind Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Air element.
Requires: Basic Orb Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Wiseman's Orb- (Passive Ability, Magus) Possessor's 'Magical Attack' and 'Overdrive' actions may use Mind as their Prime Attribute if possessor has a Robe and Orb equipped
Not for Sale

Zero Sphere- (Technique Ability, Magus) Possessor may use 'Zero Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Sphere, Level 20
Cost: 500,000 Gold, 2 Weeks


~Poacher (Throwing Weapon: Net)~

~Scoundrel (Throwing Weapon: Caltrop)~

~Shinobi (Throwing Weapon: Shuriken)~

~Sower (Throwing Weapon: Seed)~

~Typhoon (Throwing Weapon: Kunai)~

~Whirler (Throwing Weapon: Boomerang)~



Tool Derivatives

~Adjustor (Tool: Pliers)~

~Carpenter (Tool: Saw)~

Forest-Feller- (Technique Ability, Architect: Carpenter) Possessor may use 'Forest-Feller' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Saw equipped. Said action gains '1 hit against 30,000,000 Plants', +30,000 Melee Attack Against Plants, and '30% inflicts Instant Death against Plants'.
Not for Sale


~Crusher (Tool: Hammer)~

Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Requires: Basic Hammer Training, 3 other Crusher abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Classical Training in Standard Combat Utilizing the Hammer- (Passive Ability, Crusher) Possessor may treat Hammer as a Base Weapon subtype
Not for Sale

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

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

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

Dwarven Earth Shatter- (Active Ability, Crusher) This character may use Dwarven Earth Shatter in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +58 Melee Attack, and has a 75% chance of dealing double damage against Earth element foes.
Not for Sale

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

Frosthammer Blow- (Technique Ability, Crusher) Possessor may use 'Frosthammer Blow' in conjunction with an offensive 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used. Said action, if it deals Ice element Damage, deals an additional 50,000 points.
Not for Sale

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

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

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

Heaven's Hammer- (Passive Ability, Crusher) Possessor gains +(50 * Possessor Level) Melee Attack and +(100 * Possessor Level) SPI if wielding a Hammer, Wielder's 'Melee Attack', 'Melee Overdrive' and 'Powerful Attack' actions may use Strength or Spirit as their Prime Attribute, and possessor may base 'Melee Attack' bonus capping on either Strength or Spirit for purposes of said actions
Not for Sale

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

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

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

Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Requires: Paralytic Smash
Cost: 20,000 Gold, 1 Week

Knows Tricks to Get Less Fatigued While Repeatedly Hammering All Day- (Passive Ability, Crusher) Possessor gains +10% Fatigued Resistance if possessor is wielding a Hammer
Not for Sale

Like A Hammer From the Heavens- (Passive Ability, Crusher) Possessor's first attack of each thread, if performed during the first round of battle and performed targeting a single Demon, Devil, or Daemon that is not 5 or more Levels greater than possessor that has not yet acted, deals double Damage (to a max of (Possessor Level * 1,000,000,000 additional Damage) if possessor is wielding a Hammer and has a greater SPI or CON than said target's CON
Not for Sale

Mountain-Shattering Strike- (Technique Ability, Crusher) Possessor may use 'Mountain-Shattering Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Hammer equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Not for Sale

Nail-Driving Blow- (Technique Ability, Crusher) Possessor may use 'Nail-Driving Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Hammer equipped. Said action gains +600 Melee Attack, and changes the text of all stacked instances of one buff or debuff with said action's performer as a source, adding the text 'the first time this buff or debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Not for Sale

Officially Declared The Breaker of Men- (Passive Ability, Crusher) Possessor counts as possessing 250 additional Crusher abilities for purposes of the unique weapon '*Manbreaker', This ability cannot be used in combos
Not for Sale

Ogre Hammermaster's Battle-Pounding War-Stance- (Stance Ability, Crusher) Possessor may wield Weaponx2 Hammers as though they were Weaponx1 Hammers, Possessor's equipped Weaponx2 Hammers gain +1,200 additional Melee Attack
Not for Sale

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

Pinch-Hitter- (Skill Tree, Crusher)
[][][][][]- Possessor gains +5% To Hit for each box marked; each box costs 1 Skill Point
[]- Possessor gains +25% To Hit if possessor possesses at least one unique dead ally and no living unique allies; the box costs 5 skill points
Not for Sale

Shattering the Dark Fortress- (Passive Ability, Crusher) If possessor is wielding a Hammer, possessor's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may each remove a Defense-increasing or Resistance-increasing/granting buff that comes from a Demon, Devil, or Daemon source that is not 20 or more Levels greater than possessor
Not for Sale

Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
Requires: Hammer Wielding I
Cost: 50,000 Gold, 2 Weeks

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

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

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


~Cuisinier (Tool: Kitchenware)~

~Farmer (Tool: Farmtool)~

~Friendly Neighborhood Murderman (Tool: Nailgun)~

~Gizmologist (Tool: Techno-Tool)~

~Gravedigger (Tool: Shovel)~

~Handyman (Tool: Wrench)~

~Maid (Tool: Scrubber)~

~Manager (Tool: Office Supply)~

~Painter (Tool: Brush)~

~Plumber (Tool: Plunger)~

~Polisher (Tool: Grinder)~

~Seamstress (Tool: Scissors)~

~Syphoner (Tool: Vaccuum)~

~Tinker (Tool: Screwdriver)~

~Tunneler (Tool: Drill)~



Wand Derivatives

~Adviser (Wand: Fan)~

Accurate Fan Use- (Passive Ability, Adviser) Possessor gains +1% To Hit when a Fan is equipped
Requires: Fan Wielding III, Gust Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Fan Training- (Passive Ability, Adviser) Fan weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Fan weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Fan
Requires: Adviser, 50 other Adviser abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Adviser's Grace- (Passive Ability, Adviser) The Magical Attack bonus provided by Fans possessor has equipped before modification by Adviser abilities is applied as a discount to the cost of possessor's Leadership spells.
Requires: Basic Fan Training
Cost: 60,000 Gold, 3 Weeks

Adviser's Mind- (Passive Ability, Adviser) This character gains +60 MIN and +40 SPI.
Requires: Apprentice Fan Training, 2 Other non-prerequisite Adviser abilities
Cost: 80,000 Gold, 3 Weeks

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

Aerial-Bane Gust- (Technique Ability, Adviser) Possessor may use 'Aerial-Bane Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +750 Magical Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Gust, Adviser, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Gust- (Technique Ability, Adviser) Possessor may use 'Aerial-Hunting Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +200 Magical Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Fan Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Gust- (Technique Ability, Adviser) Possessor may use 'Aerial-Slaying Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +1,000 Magical Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Gust, Adept Fan Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Apprentice Fan Training- (Passive Ability, Adviser) This character gains +60 Magical Attack and +50 MIN when a Fan is equipped.
Requires: Basic Fan Training, 3 other Adviser abilities
Cost: 125,000 Gold, 2 Weeks

Arcane Gust- (Technique Ability, Adviser) Possessor may use 'Arcane Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Gust, Adept Fan Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Banishing Gust- (Technique Ability, Adviser) Possessor may use 'Banishing Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Fan Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basic Fan Training- (Passive Ability, Adviser) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blustering Gust- (Technique Ability, Adviser) Possessor may use 'Blustering Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Gust, Level 20
Cost: 500,000 Gold, 2 Weeks

Brainwave Gust- (Technique Ability, Adviser) Possessor may use 'Brainwave Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +300 Magical Attack, becomes solely Psychic element, gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Gust, Adviser, Mind Lord
Cost: 500,000 Gold, 2 Weeks

Breathless Gust- (Technique Ability, Adviser) Possessor may use 'Breathless Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Gust, Apprentice Fan Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Challenged the Boundaries of the Mind- (Passive Ability, Adviser) Bonuses from Adviser's Mind are applied as parts of unmodified stats in relation to stat capping.
Requires: Adviser's Mind
Cost: 160,000 Gold, 3 Weeks

Classical Training in Standard Combat Utilizing the Fan- (Passive Ability, Adviser) Possessor may treat Fan as a Base Weapon subtype
Not for Sale

Courtly Grace- (Passive Ability, Adviser) The Magical Attack bonus provided by Fans possessor has equipped before modification by Adviser abilities also provides an equal bonus to Defense
Requires: Apprentice Fan Training
Cost: 400,000 Gold, 4 Weeks

Dangerous Fan Use- (Passive Ability, Adviser) Possessor gains +1% Critical when a Fan is equipped
Requires: Fan Wielding III, Gust Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

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

Enchanting Gust- (Technique Ability, Adviser) Possessor may use 'Enchanting Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Gust, Apprentice Fan Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Erasure Gust- (Technique Ability, Adviser) Possessor may use 'Erasure Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Fan Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Expert Fan Training- (Passive Ability, Adviser) The Magical Attack bonus granted by up to one Fan weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Fan)
Requires: Adept Fan Training, 100 other Adviser Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

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

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

Fan of Flames- (Technique Ability, Adviser) Possessor may use Fan of Flames in conjunction with a Magical Attack action, so long as no other technique is used and possessor has a Fan that is Fire element equipped. Possessor gains +40 Magical Attack for purposes of said attack and said attack becomes solely Fire element.
Requires: Basic Fan Training
Cost: 60,000 Gold, 2 Weeks

Fan of Mist- (Technique Ability, Adviser) Possessor may use Fan of Mist in conjunction with a Magical Attack action, so long as no other technique is used and possessor has a Fan that is Air element equipped. This attack deals no damage and instead gives targets hit by it +5% Dodge as a buff that lasts two rounds and is non-stacking.
Requires: Basic Fan Training
Cost: 60,000 Gold, 2 Weeks

Gale Gust- (Technique Ability, Adviser) Possessor may use 'Gale Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +300 Magical Attack, becomes solely Air element, gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Gust, Adviser, Wind Duke
Cost: 500,000 Gold, 2 Weeks

Greater Banishing Gust- (Technique Ability, Adviser) Possessor may use 'Greater Banishing Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Gust, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Gust- (Technique Ability, Adviser) Possessor may use 'Erasure Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Gust, Level 40
Cost: 1,000,000 Gold, 2 Weeks

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

Hard to Disarm With a Fan- (Passive Ability, Adviser) Individuals below Level 20 may not unequip or steal possessor's equipped Fans without possessor's permission
Requires: Fan Wielding III
Cost: 50,000 Gold, 2 Weeks

Hurricane Gust- (Technique Ability, Adviser) Possessor may use 'Hurricane Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Gust, Adept Fan Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Magical Gust- (Technique Ability, Adviser) Possessor may use 'Magical Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Gust, Level 20
Cost: 500,000 Gold, 2 Weeks

Master Fan Training- (Passive Ability, Adviser) Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of entities who are half possessor's Level or lower if possessor is wielding a Fan, Possessor deals 5% additional Damage while possessor has a Fan equipped (as a bonus that does not stack with bonuses granted by other Master-tier weapon-based-class abilities), Possessor may, once per round, deal 50,000,000 additional Damage to a Boss if possessor has a Fan equipped and is not 20 or more Levels below said Boss's Level
Requires: Expert Fan Training, 250 other Adviser Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

Mindblowing Gust- (Technique Ability, Adviser) Possessor may use 'Mindblowing Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Gust, Apprentice Fan Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Gust- (Technique Ability, Adviser) Possessor may use 'Mindwipe Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Gust, Adept Fan Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Psi Gust- (Technique Ability, Adviser) Possessor may use 'Psi Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Gust, Level 20
Cost: 500,000 Gold, 2 Weeks

Shielded From the Wind of War- (Passive Ability, Adviser) 5% Air Resistance if a Fan is equipped and possessor is in the back row
Requires: Basic Fan Training
Cost: 70,000 Gold, 3 Weeks

Sorcerous Gust- (Technique Ability, Adviser) Possessor may use 'Sorcerous Gust' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Fan equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Gust, Adviser, Arcane Vizier
Cost: 500,000 Gold, 2 Weeks

Strategian's Mindset- (Passive Ability, Adviser) Whenever possessor gives an ally an additional action, said ally receives a buff that stacks 5 times that provides +200 to all stats, this buff may only be applied to 5 targets at a time, +250 MIN
Not For Sale

Tactician (2)- (Passive Ability, Adviser) +400 uncapped MIN, Possessor counts as 5 Levels higher for stat-scanning purposes
Not for Sale

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

Twin-Fan Deflective Stance- (Stance Ability, Adviser) The Magical Attack bonus provided by Fans possessor has equipped before modification by Adviser abilities also provides an equal bonus to Defense if two fans are equipped, this bonus is doubled against Ranged Attacks
Requires: Apprentice Fan Training
Cost: 80,000 Gold, 3 Weeks

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


~Announcer (Wand: Megaphone)~

~Bonetwister (Wand: Snap-Stick)~

~Conductor (Wand: Baton)~

~Deepkeeper (Wand: Candle)~

Where there is Light, There is Heat- (Passive Ability, Sorceress: Deepkeeper) At the start of each round, if possessor is wielding a Candle, all possessor's opponents who are in at least one Zone of Light created by possessor have a 30% chance of being afflicted with Burning
Not for Sale

~Florist (Wand: Bouquet)~

Happy Day Smack!- (Technique Ability, Sorceress: Florist) Possessor may use 'Happy Day Smack!' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Bouquet equipped. Said action may treat each of its performer's equipped Bouquets as though it possessed a Melee Attack bonus equal to its Magical Attack bonus and may treat each Wedding Dress its performer has equipped as though it provided a Melee Attack bonus not subject to standard caps that is equal to its Defense bonus (to a max of 2,000,000 points).
Not for Sale

~Invoker (Wand: Implement)~

~Magitechnician (Wand: Magical Tool)~

~Metamagician (Wand: Scepter)~

~Scrivener (Wand: Quill)~

~Seasontender (Wand: Branch)~

~Summerling (Wand: Bubbleblower)~

~Super-Sweet Battle-Confectioner (Wand: Lolly)~

~Tormentor (Wand: Effigy)~

~Witch (Wand: Spellwand)~

Twinspell- (Technique Ability, Sorceress: Witch) Possessor may use 'Twinspell' in conjunction with a 'Magical Attack' or 'Overdrive' action, so long as no other technique is used and possessor has a Spellwand equipped. Said action may incorporate the casting of an additional spell that possesses a Magical Attack bonus that has not already been cast as part of it.
Not for Sale

~Wonderbaker (Wand: Spoon)~



Whip Derivatives

~Angler (Whip: Hookrod)~

~Biker (Whip: Chain)~

~Bouncer (Whip: Kedama)~

~Breaker (Whip: Meteor Hammer)~

~Cowgirl (Whip: Lasso)~

Apprentice Lasso Training- (Passive Ability, Other: Cowgirl) Possessor gains +5% To Hit if possessor has a Lasso equipped
Requires: Basic Lasso Training, 3 other Cowgirl abilities
Cost: 125,000 Gold, 2 Weeks

Basic Lasso Training- (Passive Ability, Other: Cowgirl) Possessor gains +1% To Hit if possessor has a Lasso equipped
Requires: Apprentice Whip Training, Beastmaster
Cost: 50,000 Gold, 3 Weeks

Cowgirl- (Passive Ability, Other: Cowgirl) Possessor gains (100+ (Possessor Level * 2))% To Hit if possessor has a Lasso equipped
Requires: Apprentice Lasso Training, 10 other Cowgirl abilities
Cost: 125,000 Gold, 4 Weeks


~Exquisite Courtier (Whip: Thornvine)~

~Fireman (Whip: Hose)~

~Guillotine-Master (Whip: Flying Blade)~

~Infestationist (Whip: Burrower-Whip)~

~Jockey (Whip: Crop)~

~Puppeteer (Whip: Puppet Strings)~

Apprentice Puppet Strings Training- (Passive Ability, Other: Puppeteer) Possessor gains +500 Magical Attack, +250 AGI, and +250 MIN if possessor has a Puppet Strings equipped
Requires: Basic Puppet Strings (2) Training, 3 other Puppeteer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Puppet Strings Training (2)- (Passive Ability, Other: Puppeteer) Possessor gains +6 Magical Attack if possessor has a Puppet Strings equipped
Requires: Basic Puppet Strings Training, Apprentice Puppet Master Knowledge, Apprentice Evermason Knowledge
Cost: 50,000 Gold, 3 Weeks

High Puppeteer's Strings- (Passive Ability, Other: Puppeteer) Possessor's Rune Magic summons may not be controlled by opponents of equal Level to or lower Level than possessor, Individuals below possessor's Level must cure or auto-recover from instances of Charm infliction with possessor as their source that come from possessor's equipped Puppet Strings weapons twice to actually cure them (with the first such instance from such a source not counting towards said curing)
Not for Sale

Puppeteer - (Passive Ability, Other: Puppeteer) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has a Puppet Strings equipped, Possessor gains +(50 * Possessor Level) MIN and AGI if possessor has a Puppet Strings equipped
Requires: Apprentice Puppet Strings Training, 10 other Puppeteer abilities
Cost: 125,000 Gold, 4 Weeks


~Slaver (Whip: Lash)~

~Strangler (Whip: Wire)~

Accurate Wire Use- (Passive Ability, Other: Strangler) Possessor gains +1% To Hit when a Wire is equipped
Requires: Wire Wielding III, Strangle Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Wire Training- (Passive Ability, Other: Strangler) Wire weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Wire Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Wire
Requires: Strangler, 50 other Strangler Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Alien-Bane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Alien-Bane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +750 Melee Attack against Alien and gains +25% Critical against Alien.
Requires: Alien-Hunting Strangle, Strangler, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Alien-Hunting Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack against Alien and gains +5% To Hit against Alien.
Requires: Basic Wire Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Alien-SlayingStrangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +1,000 Melee Attack against Alien and gains +25% Critical against Alien, gains +5% To Hit against Alien, and gains 5% inflicts Instant Death against Alien.
Requires: Alien-Bane Strangle, Adept Wire Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Animal-Bane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +750 Melee Attack against Animal and gains +25% Critical against Animal.
Requires: Animal-Hunting Strangle, Strangler, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Animal-Hunting Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack against Animal and gains +5% To Hit against Animal.
Requires: Basic Wire Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Animal-SlayingStrangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +1,000 Melee Attack against Animal and gains +25% Critical against Animal, gains +5% To Hit against Animal, and gains 5% inflicts Instant Death against Animal.
Requires: Animal-Bane Strangle, Adept Wire Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Armor-Piercing Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Armor-Piercing Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack pierces 200 Defense.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

Basic Wire Training- (Passive Ability, Other: Strangler) Possessor gains +6 Melee Attack if possessor has a Wire equipped
Requires: Slayer, Dominator, Thief, Monk
Cost: 5,000,000 Gold, 5 Weeks

Black Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Black Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Strangle, Level 20
Cost: 500,000 Gold, 2 Weeks

Bloody Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Bloody Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Strangle
Cost: 300,000 Gold, 2 Weeks

Blustering Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Blustering Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Strangle, Level 20
Cost: 500,000 Gold, 2 Weeks

Breathless Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Breathless Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Strangle, Apprentice Wire Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Celestial-Bane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Celestial-Bane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +750 Melee Attack against Celestial and gains +25% Critical against Celestial.
Requires: Celestial-Hunting Strangle, Strangler, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Celestial-Hunting Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack against Celestial and gains +5% To Hit against Celestial.
Requires: Basic Wire Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Celestial-SlayingStrangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +1,000 Melee Attack against Celestial and gains +25% Critical against Celestial, gains +5% To Hit against Celestial, and gains 5% inflicts Instant Death against Celestial.
Requires: Celestial-Bane Strangle, Adept Wire Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Dangerous Wire Use- (Passive Ability, Other: Strangler) Possessor gains +1% Critical when a Wire is equipped
Requires: Wire Wielding III, Strangle Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

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

Destroyer Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Destroyer Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +2,500 Melee Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Strangle, Adept Wire Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Deva-Bane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Deva-Bane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +750 Melee Attack against Deva and gains +25% Critical against Deva.
Requires: Deva-Hunting Strangle, Strangler, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Deva-Hunting Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack against Deva and gains +5% To Hit against Deva.
Requires: Basic Wire Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Deva-SlayingStrangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +1,000 Melee Attack against Deva and gains +25% Critical against Deva, gains +5% To Hit against Deva, and gains 5% inflicts Instant Death against Deva.
Requires: Deva-Bane Strangle, Adept Wire Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dicing Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Dicing Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Strangle, Apprentice Wire Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Fae-Bane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Fae-Bane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Strangle, Strangler, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Fae-Hunting Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Wire Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Fae-SlayingStrangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +1,000 Melee Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Strangle, Adept Wire Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Gale Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Gale Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Strangle, Strangler, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Hard to Disarm With a Wire- (Passive Ability, Other: Strangler) Individuals below Level 20 may not unequip or steal possessor's equipped Wires without possessor's permission
Requires: Wire Wielding III
Cost: 50,000 Gold, 2 Weeks

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

Human-Bane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Human-Bane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +750 Melee Attack against Human and gains +25% Critical against Human.
Requires: Human-Hunting Strangle, Strangler, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Human-Hunting Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack against Human and gains +5% To Hit against Human.
Requires: Basic Wire Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Human-SlayingStrangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +1,000 Melee Attack against Human and gains +25% Critical against Human, gains +5% To Hit against Human, and gains 5% inflicts Instant Death against Human.
Requires: Human-Bane Strangle, Adept Wire Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Humanoid-Bane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +750 Melee Attack against Humanoid and gains +25% Critical against Humanoid.
Requires: Humanoid-Hunting Strangle, Strangler, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Humanoid-Hunting Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack against Humanoid and gains +5% To Hit against Humanoid.
Requires: Basic Wire Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Humanoid-SlayingStrangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +1,000 Melee Attack against Humanoid and gains +25% Critical against Humanoid, gains +5% To Hit against Humanoid, and gains 5% inflicts Instant Death against Humanoid.
Requires: Humanoid-Bane Strangle, Adept Wire Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hurricane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Hurricane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Strangle, Adept Wire Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Illuminated-Bane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Illuminated-Bane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Strangle, Strangler, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Illuminated-Hunting Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Wire Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Illuminated-SlayingStrangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +1,000 Melee Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Strangle, Adept Wire Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Improved Bloody Strangle- (Passive Ability, Other: Strangler) Possessor's 'Bloody Strangle' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Strangle
Cost: 10,000 Gold, 1 Week

Improved Maiming Strangle- (Passive Ability, Other: Strangler) Possessor's 'Maiming Strangle' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Strangle
Cost: 10,000 Gold, 1 Week

Improved Painful Strangle- (Passive Ability, Other: Strangler) Possessor's 'Painful Strangle' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Strangle
Cost: 10,000 Gold, 1 Week

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

Maiming Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Maiming Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Strangle
Cost: 300,000 Gold, 2 Weeks

Night Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Night Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Strangle, Strangler Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

Strong Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Strong Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Strangle, Level 20
Cost: 500,000 Gold, 2 Weeks

Sweeping Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Sweeping Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Strangle, Strangler, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Umbral Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Umbral Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Strangle, Apprentice Wire Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Void Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Void Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Strangle, Adept Wire Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

Wire Wielding III- (Passive Ability, Other: Strangler) Possessor gains +200 to all stats when a Wire is equipped and +200 Melee Attack when a Wire is equipped
Requires: Wire Wielding II, Strangler
Cost: 100,000 Gold, 2 Weeks


~Threadmaster (Whip: Bladesash)~

~Torturer (Whip: Cat-O-Nine-Tails)~

~Trapper (Whip: Snap-Trap)~

~Trick Master (Whip: Yoyo)~

Abstract-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Abstract-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Abstract-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Abstract-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Abstracts and gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Accurate Yoyo Use- (Passive Ability, Other: Trick Master) Possessor gains +1% To Hit when a Yoyo is equipped
Requires: Yoyo Wielding III, Spin Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Acidic Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Aerial-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Aerial-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Aerial-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Aerial-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Alien-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Alien-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Alien-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Alien-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Aliens and gains +25% Critical against Alien, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Angel-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Angel-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Angel-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Angel-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Angels and gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Animal-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Animal-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Animal-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Animal-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Aquatic-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Aquatic-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Aquatic-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Aquatic-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Aquatic-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Aquatic-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Arcane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Arcane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Spin, Adept Yoyo Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Armor-Piercing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Armor-Piercing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack pierces 200 Defense.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Astral Being-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral Being-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Astral Being-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Astral Being-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Avalanche Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Avalanche Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Spin, Adept Yoyo Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Awesome Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Spin, Apprentice Yoyo Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Banishing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Yoyo Wielding III
Cost: 1,000,000 Gold, 2 Weeks

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

Bio-Horror-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bio-Horror-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bio-Horror-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bio-Horror-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Black Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Black Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Blitz Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Spin, Other: Trick Master, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Blizzard Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Spin, Adept Yoyo Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bloody Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bloody Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Spin
Cost: 300,000 Gold, 2 Weeks

Blustering Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Blustering Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Brainwave Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Brainwave Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Spin, Trick Master, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Breathless Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Spin, Apprentice Yoyo Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Burning Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Burning Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Burst Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Burst Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable Spin, Other: Trick Master, Countess of Power
Cost: 300,000 Gold, 2 Weeks

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

Celestial-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Celestial-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Celestial and gains +25% Critical against Celestial.
Requires: Celestial-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Celestial-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Celestial and gains +5% To Hit against Celestial.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Celestial-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Celestial and gains +25% Critical against Celestial, gains +5% To Hit against Celestial, and gains 5% inflicts Instant Death against Celestial.
Requires: Celestial-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Charging Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Charging Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Yoyo Training
Cost: 500,000 Gold, 2 Weeks

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

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

Clockwork-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Clockwork-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Clockwork-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Clockwork-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cluster Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Spin, Trick Master, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Coded Being-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Coded Being-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Coded Being-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Coded Being-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Coded Being-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Coded Being-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Requires: Coded Being-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Corona Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Corona Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Spin, Adept Yoyo Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crippling Spin- (Active Ability, Other: Trick Master) This character may use Crippling Spin in conjunction with a 'Melee Attack' action, so long as no other technique is used and a Yoyo is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful Spin
Cost: 125,000 Gold, 2 Weeks

Crisis Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Crisis Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack.
Requires: Yoyo Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

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

Cthonian-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cthonian-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cthonian-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cthonian-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Current Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Current Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Spin, Apprentice Yoyo Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Daemon-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Daemon and gains +25% Critical against Daemon.
Requires: Daemon-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Daemon-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Daemon and gains +5% To Hit against Daemon.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Daemon-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Daemon and gains +25% Critical against Daemon, gains +5% To Hit against Daemon, and gains 5% inflicts Instant Death against Daemon.
Requires: Daemon-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dangerous Yoyo Use- (Passive Ability, Other: Trick Master) Possessor gains +1% Critical when a Yoyo is equipped
Requires: Yoyo Wielding III, Spin Mastery
Cost: 2,500,000 Gold, 2 Weeks

Darkspawn-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Darkspawn-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Darkspawn-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Darkspawn-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Debilitating Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Debilitating Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Deletion Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Deletion Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Spin, Apprentice Yoyo Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Demon-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Demon-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Demon-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Demons and gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Destroyer Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Destroyer Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Spin, Adept Yoyo Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Deva-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Deva-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Deva-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Deva-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Devil-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Devil-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Devil-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Devils and gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dicing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dicing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Spin, Apprentice Yoyo Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dissolution Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Spin, Apprentice Yoyo Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Dragon-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dragon-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Dragon-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dragon-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Dragon-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dragon-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Dual Yoyo-Wielding- (Passive Ability, Other: Trick Master) Possessor gains +50 Melee Attack if possessor has two Yoyos or a Yoyo that is a Weaponx2 equipped
Requires: Apprentice Yoyo Training
Cost: 60,000 Gold, 2 Weeks

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

Elemental-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Elemental-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Elemental-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Elemental-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Elementals and gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Eminent Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Eminent Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Zealous Spin, Other: Trick Master, Eternal Champion
Cost: 300,000 Gold, 2 Weeks

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

Enchanting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Enchanting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Spin, Apprentice Yoyo Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Energized Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Erasure Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Erasure Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Yoyo Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Erosion Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Spin, Other: Trick Master, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Explosive Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Explosive Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Spin, Trick Master, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Fae-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Fae-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Fae-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Fae-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Fanatical Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Fanatical Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Hope element, and gains '50% inflicts Zealblasted'.
Requires: Hopeful Spin, Adept Yoyo Training, Adept Hope Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Fountain Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Fountain Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Frigid Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Spin, Apprentice Yoyo Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Frozen Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Frozen Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Gale Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Spin, Trick Master, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gigawatt Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Gigawatt Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Spin, Adept Yoyo Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Golem-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Golem-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Golem-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Golem-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Glowing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Glowing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Gravity Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Gravity Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Yoyo Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Greater Banishing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Spin, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Erasure Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Spin, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Yoyo- (Passive Ability, Other: Trick Master) Individuals below Level 20 may not unequip or steal possessor's equipped Yoyo without possessor's permission
Requires: Yoyo Wielding III
Cost: 50,000 Gold, 2 Weeks

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

Hopeful Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hopeful Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Hope element, and gains '30% inflicts Zealblasted'.
Requires: Eminent Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Horror-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Horror-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Horror-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Horror-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Human-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Human-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Human-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Human-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Humanoid-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Humanoid-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Humanoid-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hungering Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hungering Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Other: Trick Master
Cost: 500,000 Gold, 3 Weeks

Hurricane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hurricane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Spin, Adept Yoyo Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hyperadvanced Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Spin, Adept Yoyo Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hypersolvent Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Spin, Adept Yoyo Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ignition Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Ignition Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Spin, Apprentice Yoyo Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Illuminated-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Illuminated-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Illuminated-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Illuminated-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Improved Bloody Spin- (Passive Ability, Other: Trick Master) Possessor's 'Bloody Spin' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Spin
Cost: 10,000 Gold, 1 Week

Improved Charming Spin- (Passive Ability, Other: Trick Master) Possessor's 'Charming Spin' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Spin
Cost: 10,000 Gold, 1 Week

Improved Debilitating Spin- (Passive Ability, Other: Trick Master) Possessor's 'Debilitating Spin' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Spin
Cost: 10,000 Gold, 1 Week

Improved Dizzying Spin- (Passive Ability, Other: Trick Master) Possessor's 'Dizzying Spin' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Spin
Cost: 10,000 Gold, 1 Week

Improved Envenomed Spin- (Passive Ability, Other: Trick Master) Possessor's 'Envenomend Spin' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Spin
Cost: 10,000 Gold, 1 Week

Improved Hexing Spin- (Passive Ability, Other: Trick Master) Possessor's 'Hexing Spin' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Spin
Cost: 10,000 Gold, 1 Week

Improved Ill Spin- (Passive Ability, Other: Trick Master) Possessor's 'Ill Spin' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Spin
Cost: 10,000 Gold, 1 Week

Improved Impairing Spin- (Passive Ability, Other: Trick Master) Possessor's 'Impairing Spin' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Spin
Cost: 10,000 Gold, 1 Week

Improved Lazy Spin- (Passive Ability, Other: Trick Master) Possessor's 'Lazy Spin' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Spin
Cost: 10,000 Gold, 1 Week

Improved Maiming Spin- (Passive Ability, Other: Trick Master) Possessor's 'Maiming Spin' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Spin
Cost: 10,000 Gold, 1 Week

Improved Painful Spin- (Passive Ability, Other: Trick Master) Possessor's 'Painful Spin' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Spin
Cost: 10,000 Gold, 1 Week

Improved Paralytic Spin- (Passive Ability, Other: Trick Master) Possessor's 'Paralytic Spin' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Spin
Cost: 10,000 Gold, 1 Week

Improved Sticky Spin- (Passive Ability, Other: Trick Master) Possessor's 'Sticky Spin' technique has its chance of inflicting Paralysis: Sticky increased to 30%
Requires: Sticky Spin
Cost: 10,000 Gold, 1 Week

Improved Tipsy Spin- (Passive Ability, Other: Trick Master) Possessor's 'Tipsy Spin' technique has its chance of inflicting Poison: Drunk increased to 30%
Requires: Tipsy Spin
Cost: 10,000 Gold, 1 Week

Insect-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Insect-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Insect-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Insect-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Inundating Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Inundating Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Spin, Apprentice Yoyo Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Large Structure-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Large Structure-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Large Structures and gains +25% Critical against Large Structures.
Requires: Large Structure-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Large Structure-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Large Structure-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Large Structures and gains +5% To Hit against Large Structures.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Large Structure-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Large Structure-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Large Structures and gains +25% Critical against Large Structures, gains +5% To Hit against Large Structures, and gains 5% inflicts Instant Death against Large Structures.
Requires: Large Structure-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Lazy Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Lazy Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Lightning Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Lightning Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Lunging Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Lunging Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Spin, Other: Trick Master
Cost: 500,000 Gold, 2 Weeks

Machine-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Machine-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Machine-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Machine-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Machines and gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magical Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Magical Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Magic Being-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Magic Being-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Magic Being-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Magic Being-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magma Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Magma Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Spin, Adept Yoyo Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Maiming Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Maiming Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Spin
Cost: 300,000 Gold, 2 Weeks

Mamma Bear Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Mamma Bear Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Mindblowing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Mindblowing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Spin, Apprentice Yoyo Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Mindwipe Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Pulse Spin, Adept Yoyo Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Monster-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Monster-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Monster-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Monster-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Monsters and gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Night Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Night Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Spin, Trick Master, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Ooze-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Ooze-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Ooze-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Ooze-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Ooze-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Ooze-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Oozes and gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Requires: Ooze-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Outsider-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Outsider-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Requires: Outsider-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Outsider-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Outsider-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Outsider-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Outsider-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Outsiders and gains +25% Critical against Outsiders, gains +5% To Hit against Outsiders, and gains 5% inflicts Instant Death against Outsiders.
Requires: Outsider-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Overwhelming Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Overwhelming Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Spin, Adept Yoyo Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

Planetary-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Planetary-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Planetaries and gains +25% Critical against Planetaries.
Requires: Planetary-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Planetary-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Planetary-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Planetaries and gains +5% To Hit against Planetaries.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Planetary-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Planetary-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Planetaries and gains +25% Critical against Planetaries, gains +5% To Hit against Planetaries, and gains 5% inflicts Instant Death against Planetaries.
Requires: Planetary-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Plant-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Plant-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Plant-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Plant-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Plant-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Plant-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Powerful Spin- (Active Ability, Other: Trick Master) This character may use Powerful Spin in conjunction with a 'Melee Attack' action, so long as no other technique is used and a Yoyo is equipped. This character gains +50 Melee Attack for purposes of this attack.
Requires: Basic Yoyo Training
Cost: 100,000 Gold, 2 Weeks

Prime-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Prime-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Prime-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Prime-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Primes and gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Psi Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Pulse Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Reptile-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Reptile-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Reptile-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Reptile-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Reptile-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Reptile-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Reptiles and gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Robot-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Robot-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Robot-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Robot-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Robots and gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Rock Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Rock Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Rockslide Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Spin, Apprentice Yoyo Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Rumbling Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Spin, Trick Master, Mountain King
Cost: 300,000 Gold, 2 Weeks

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

Shapeshifter-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shapeshifter-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shapeshifter-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shapeshifter-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Shining Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shining Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Spin, Trick Master, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Sleeting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Spin, Other: Trick Master, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Solar Being-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Solar Being-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Solar Being-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Solar Being-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Solar Being-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Solar Being-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Sorcerous Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Sorcerous Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Spin, Trick Master, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

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

Spin on the Run- (Technique Ability, Other: Trick Master) Possessor may use 'Spin on the Run' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Melee Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Yoyo Training
Cost: 500,000 Gold, 2 Weeks

Spirit-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Spirit-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Spirit-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Spirit-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Spirit-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Spirit-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Strong Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Strong Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Surprise Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Surprise Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against targets that have not yet acted.
Requires: Unexpected Spin, Level 30
Cost: 300,000 Gold, 2 Weeks

Sweeping Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Sweeping Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Spin, Other: Trick Master, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Thirsty Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Thirsty Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Other: Trick Master
Cost: 500,000 Gold, 3 Weeks

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

Tipsy Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Tipsy Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Trick Pro- (Passive Ability, Other: Trick Master) Possessor may use up to three Trick Master techniques in conjunction with a single action, provided possessor is using no non-'Trick Master' techniques.
Requires: Trick Master, Trick Specialist
Cost: 500,000 Gold, 3 Weeks

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

Tsunami Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Tsunami Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Wave Spin, Adept Yoyo Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Umbral-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Requires: Umbral-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Umbral-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Umbral-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Umbral-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Umbral-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Umbrals and gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Requires: Umbral-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Umbral Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Umbral Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Spin, Apprentice Yoyo Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Undead-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Undead-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Undead-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Undead-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Undead-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Undead-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Undead and gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Unexpected Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Unexpected Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack against targets that have not yet acted.
Requires: Yoyo Wielding III
Cost: 300,000 Gold, 2 Weeks

Unstable Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Unstable Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Spin, Apprentice Yoyo Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Vexatious Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Vexatious Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Yoyo Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Void Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Spin, Adept Yoyo Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Wave Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Spin, Trick Master, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

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

Wind-Up Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Wind-Up Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack and is delayed for 1 round.
Requires: Yoyo Wielding III
Cost: 8,000,000 Gold, 2 Weeks

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

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

Yoyo Wielding III- (Passive Ability, Other: Trick Master) Possessor gains +200 to all stats when a Yoyo is equipped and +200 Melee Attack when a Yoyo is equipped
Requires: Yoyo Wielding II, Other: Trick Master
Cost: 100,000 Gold, 2 Weeks

Zealous Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Zealous Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.
Requires: Cheery Spin, Apprentice Yoyo Training, Apprentice Hope Synchronization
Cost: 300,000 Gold, 2 Weeks

Zero Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Zero Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Spin, Level 20
Cost: 500,000 Gold, 2 Weeks


~Wretchlord (Whip: Tendril)~




Nonbase Other

~Other: Chimeric Headhunter (Mechahead)~


~Other: Legend (Weapon of Legend)~

Apprentice Weapon of Legend Training- (Passive Ability, Other: Legend) Possessor gains +5,000 Melee Attack, Ranged Attack, and Magical Attack and +5,000 to all stats if possessor has a Weapon of Legend equipped
Requires: Basic Weapon of Legend Training, 3 other Legend abilities
Cost: 12,500,000 Gold, 20 Weeks

Basic Weapon of Legend Training- (Passive Ability, Other: Legend) Possessor gains +1,000 Melee Attack, Ranged Attack, and Magical Attack when a Weapon of Legend is equipped; Possessor gains +1,000 STR, CON, AGI, MIN, and SPI when a Weapon of Legend is equipped. Possessor may equip Weapons of Legend that state 'may not normally be equipped unless a proper ability is possessed'
Requires: Adept Glory Synchronization, Master-tier abilities in 5 different weapon-based classes, 15 Base STR, 15 Base AGI, 15 Base CON, 15 Base MIN, 15 Base SPI
Cost: 150,000,000 Gold, 90 Weeks

Legend- (Passive Ability, Other: Legend) Possessor gains +(5,000 * Possessor Level) Melee Attack, Ranged Attack, and Magical Attack if possessor has a Weapon of Legend equipped, Possessor gains +(2,500 * Possessor Level) to all stats if possessor has a Weapon of Legend equipped
Requires: Apprentice Weapon of Legend Training, 10 other Legend abilities
Cost: 12,500,000 Gold, 40 Weeks

Wielder of Ascalon- (Passive Ability, Other: Legend) Possessor may equip 'Ascalon'
Not for Sale

Wielder of Durandel- (Passive Ability, Other: Legend) Possessor may equip 'Durandel'
Not for Sale

Wielder of Glanfloojdottmundr- (Passive Ability, Other: Legend) Possessor may equip 'Glanfloojdottmundr: Cannon-Shield of the Landhawk Lord'
Not for Sale

Wielder of Mortiis Finallis- (Passive Ability, Other: Legend) Possessor may equip 'Mortiis Finallis'
Not for Sale

Wielder of the Emet Rune- (Passive Ability, Other: Legend) Possessor may equip 'Emet Rune'
Not for Sale

Wielder of the Shield of Evalach- (Passive Ability, Other: Legend) Possessor may equip 'Shield of Evalach'
Not for Sale

Wielder of the Stone of Giramphiel- (Passive Ability, Other: Legend) Possessor may equip 'Stone of Giramphiel'
Not for Sale


~Other: Reality Auditor (Clipboard)~

Abstract-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Abstract-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Audit, Reality Auditor, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Animal-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Clipboard Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Abstract-Slaying Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Hunting Audit, Adept Clipboard Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Accurate Clipboard Use- (Passive Ability, Other: Reality Auditor) Possessor gains +1% To Hit when a Clipboard is equipped
Requires: Clipboard Wielding III, Audit Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below (Possessor's Level - 10) if possessor has a Clipboard equipped, Clipboard weapons equipped by possessor can provide an additional +100,000 Magical Attack before capping, Clipboard Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +5,000 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Clipboard
Not for Sale

Apprentice Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below possessor's Level who are below Level 20, gains +5,000 Magical Attack, and gains +5,000 MIN if possessor has a Clipboard equipped
Requires: Basic Clipboard Training, 3 other Reality Auditor abilities
Cost: 12,500,000 Gold, 20 Weeks

Arcane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Arcane Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Audit, Adept Clipboard Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Awesome Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Awesome Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Audit, Apprentice Clipboard Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Basic Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of Level 1 individuals and gains +500 MIN if possessor has a Clipboard equipped
Requires: Master Wand Training, Master Law Synchronization, Master Book Training, Master Reality Coder Knowledge, Adept Mace Training, Adept Wizard Magic Attunement, Adept Force Training, Adept Divination Attunement, Reality Arranger, World Merchant, Numinous Archivist, Magewright, 30 Base MIN, 30 Base SPI
Cost: 150,000,000 Gold, 90 Weeks

Black Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Black Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Audit, Level 20
Cost: 500,000 Gold, 2 Weeks

Blustering Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Blustering Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Audit, Level 20
Cost: 500,000 Gold, 2 Weeks

Brainwave Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Brainwave Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Audit, Reality Auditor, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Breathless Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Audit, Apprentice Clipboard Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Census Taker's Population-Stabilizing Math-Rage- (Passive Ability, Other: Reality Auditor) At the end of each round, possessor may choose an entity from the enemy list that is normally fightable for drops of which type one or more entities were summoned that round, provided that possessor scanned the stats of one of said entities during that round and is wielding a Clipboard. This ability, to a max of once per thread per entity type on the enemy list, records the number of those entities present in battle at the time said selection was made, to a minimum of 1 (with this ability failing to record if less than 1 such entity is present). The number of summoned individuals of any entity type on the enemy list that is normally fightable for drops may not become higher than said recorded number for that type if such a number exists, with additional summons of said type not being summoned and individuals who are summons being transformed into entities of said type failing to be transformed in such cases in which it would produce an invalid number of such summons.
Not for Sale

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

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

Clipboard Wielding III- (Passive Ability, Other: Reality Auditor) Possessor gains +200 to all stats when a Clipboard is equipped and +200 Magical Attack when a Clipboard is equipped
Requires: Clipboard Wielding II, Reality Auditor
Cost: 100,000 Gold, 2 Weeks

Cluster Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Cluster Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +300 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Audit, Reality Auditor, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Code Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +100 Magical Attack and becomes solely Technology element.
Requires: Basic Clipboard Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Corona Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Audit, Adept Clipboard Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Dangerous Clipboard Use- (Passive Ability, Other: Reality Auditor) Possessor gains +1% Critical when a Clipboard is equipped
Requires: Clipboard Wielding III, Audit Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Debilitating Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Clipboard Training
Cost: 300,000 Gold, 2 Weeks

Deletion Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deletion Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboardequipped. Said attack +200 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Audit, Apprentice Clipboard Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Demon-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Audit, Reality Auditor, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Demon-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Clipboard Training
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Demon-Slaying Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Hunting Audit, Adept Clipboard Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deva-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Audit, Reality Auditor, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deva-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Clipboard Training
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deva-Slaying Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Hunting Audit, Adept Clipboard Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Enchanted Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Enchanted Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Requires: Basic Clipboard Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Enchanting Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Audit, Apprentice Clipboard Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Gale Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Gale Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Audit, Reality Auditor, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Glowing Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Glowing Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Audit, Level 20
Cost: 500,000 Gold, 2 Weeks

Hard to Disarm With a Clipboard- (Passive Ability, Other: Reality Auditor) Individuals below Level 20 may not unequip or steal possessor's equipped Clipboards without possessor's permission
Requires: Clipboard Wielding III
Cost: 50,000 Gold, 2 Weeks

Human-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Human-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Audit, Reality Auditor, Level 20
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Human-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Clipboard Training
Cost: 300,000 Gold, 2 Weeks

Human-Slaying Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Human-Slaying Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Hunting Audit, Adept Clipboard Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Humanoid-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Audit, Reality Auditor, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Humanoid-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Clipboard Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Humanoid-Slaying Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Hunting Audit, Adept Clipboard Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hurricane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Hurricane Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Audit, Adept Clipboard Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Hyperadvanced Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +2,500 Magical Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Audit, Adept Clipboard Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Improved Debilitating Audit- (Passive Ability, Other: Reality Auditor) Possessor's 'Debilitating Audit' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Audit
Cost: 10,000 Gold, 1 Week

Improved Paralytic Audit- (Passive Ability, Other: Reality Auditor) Possessor's 'Paralytic Audit' technique has its chance of inflicting Paralyzed increased to 30%
Requires: Paralytic Audit
Cost: 20,000 Gold, 1 Week

Large Structure-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Large Structure-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Large Structures and gains +25% Critical against Large Structures.
Requires: Large Structure-Hunting Audit, Reality Auditor, Level 20
Cost: 300,000 Gold, 2 Weeks

Large Structure-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Large Structure-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Large Structures and gains +5% To Hit against Large Structures.
Requires: Basic Clipboard Training
Cost: 300,000 Gold, 2 Weeks

Large Structure-Slaying Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Large Structure-Slaying Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against Large Structures, gains +25% Critical against Large Structures, gains +5% To Hit against Large Structures, and gains 5% inflicts Instant Death against Large Structures.
Requires: Large Structure-Hunting Audit, Adept Clipboard Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magical Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Magical Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Audit, Level 20
Cost: 500,000 Gold, 2 Weeks

Mindblowing Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Mindblowing Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Audit, Apprentice Clipboard Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Mindwipe Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Audit, Adept Clipboard Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Multitasking: Census of the Mire- (Technique Ability, Other: Reality Auditer)- Possessor may use 'Multitasking: Census of the Mire' in conjunction with any action so long as no other technique is used and possessor has a Clipboard equipped. Said action tells its performer the number of Earth element individuals present on each side of battle and may scan the stats of any such individual.
Not for Sale

Night Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Night Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Audit, Reality Auditor, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Paralytic Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Paralytic Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Clipboard Training
Cost: 300,000 Gold, 2 Weeks

Preservation-Ensuring Record-Keeping- (Passive Ability, Other: Reality Auditor) Once per thread, if wielding a Clipboard, possessor may inflict an instance of Invincible on one of possessor's pets or summons, with said instance lasting 5 rounds, with the duration of said instance not being extendable, with said effect not being replicable or transferable, and with said effect vanishing if possessor is not in the same battlespace as its possessor at any point.
Not for Sale

Prime-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Prime-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Audit, Reality Auditor, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Prime-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Clipboard Training
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Prime-Slaying Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Hunting Audit, Adept Clipboard Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Psi Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Psi Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Audit, Level 20
Cost: 500,000 Gold, 2 Weeks

Reality Auditor- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below (Possessor's Level / 2), gains +(5,000 * Possessor Level) Magical Attack, and gains +(2,500 * Possessor Level) to all stats if possessor has a Clipboard equipped
Requires: Apprentice Clipboard Training, 10 other Reality Auditor abilities
Cost: 12,500,000 Gold, 40 Weeks

Shadow Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Shadow Audit' in conjunction with a 'Magical Attack ' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Clipboard Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Shining Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Audit, Reality Auditor, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sorcerous Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Sorcerous Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Audit, Reality Auditor, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Surprise Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Surprise Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against targets that have not yet acted.
Requires: Unexpected Audit, Level 30
Cost: 300,000 Gold, 2 Weeks

Thought Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Thought Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Clipboard Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Umbral Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Umbral Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Audit, Apprentice Clipboard Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Unexpected Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Unexpected Stab' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +500 Magical Attack against targets that have not yet acted.
Requires: Clipboard Wielding III
Cost: 300,000 Gold, 2 Weeks

Void Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Void Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Audit, Adept Clipboard Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wind Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Wind Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +100 Magical Attack and becomes solely Air element.
Requires: Basic Clipboard Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Zero Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Zero Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +500 Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Audit, Level 20
Cost: 500,000 Gold, 2 Weeks

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:36 pm
by Administrator
Armor-Based Classes

~Auramancer (Aura)~

Adept Aura Mastery- (Passive Ability, Auramancer) Aura armors equipped by possessor can provide an additional +10,000 Defense before capping, Aura armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Aura
Requires: Auramancer, 50 other Auramancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Requires: Basic Aura Mastery, 3 other Auramancer abilities
Cost: 125,000 Gold, 2 Weeks

Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Aura-Based Wisdom-Transferral Technique- (Technique Ability, Auramancer) Possessor may use 'Aura-Based Wisdom-Transferral Technique' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives one of its performer's allies a non-stacking buff that provides +300 MIN so long as its performer possesses at least one MIN-increasing buff while performing said action.
Requires: Magic-Charge Aura, Apprentice Aura Mastery, Apprentice Book Training
Cost: 1,500,000 Gold, 2 Weeks

Aura Boxing- (Passive Ability, Auramancer) Possessor gains +500 Melee Attack for each Aura possessor has equipped (to a max of 200 such auras), possessor may add the base elements of any equipped Auras to possessor's 'Melee Attack' actions
Requires: Monk, Aura Hands
Cost: 500,000 Gold, 2 Weeks

Aura Hands- (Passive Ability, Auramancer) If possessor moves to a different battlespace, possessor may bring up to 15 willing allies to said battlespace if possessor has an Aura equipped
Requires: Basic Unarmed Technique Attunement, Basic Gate Magic Attunement, Force Mage, Offensive Aura Extrusion, Auramancer
Cost: 700,000 Gold, 2 Weeks

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

Aura-Injecting Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Injecting Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action has the minor status effect infliction chance of any one such status effect that comes from an Aura equipped by its performer increased by 30%.
Requires: Aura-Imbued Attack, Basic Archery Attunement, Basic Combat Arts Attunement, Basic Wizard Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Requires: Shared Blessed Aura
Cost: 300,000 Gold, 2 Weeks

Aura of No Burning- (Technique Ability, Auramancer) Possessor may use 'Aura of No Burning' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives 'Wearer gains 100% Burning Resistance and cannot have its equipped Spells destroyed by Fire element actions performed by entities below Level 20' to one of its performer's equipped Auras as a non-stacking buff.
Requires: Flame-Protection Aura-Alteration, Apprentice Aura Mastery
Cost: 2,000,000 Gold, 2 Weeks

Aura-Overloaded Strike- (Technique Ability, Auramancer) Possessor may use 'Aura-Overloaded Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action becomes solely any number of base elements possessed by Auras equipped by its performer.
Requires: Aura-Injecting Attack, Offensive Aura Amplification, Elemental Aura Field, Auramancer
Cost: 400,000 Gold, 2 Weeks

Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Requires: Basic Aura Training, Baleful Aura
Cost: 60,000 Gold, 2 Weeks

Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Requires: Apprentice Aura Mastery, 10 other Auramancer abilities
Cost: 125,000 Gold, 4 Weeks

Aura Wearer I- (Passive Ability, Auramancer) Possessor gains +5 to all stats when possessor has a Aura equipped
Requires: Basic Aura Mastery
Cost: 20,000 Gold, 2 Weeks

Aura Wearer II- (Passive Ability, Auramancer) Possessor gains +25 to all stats when possessor has a Aura equipped, Possessor gains +50 Defense when possessor has a Aura equipped
Requires: Aura Wearer I
Cost: 60,000 Gold, 2 Weeks

Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Blinding Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 60% chance of inflicting Impaired: Blind on its source at the end of said action
Requires: Radiating Flashing Aura, Auramancer
Cost: 200,000 Gold, 2 Weeks

Charitable Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing a copy of a single-stat-increasing portion of a buff present on possessor, with said new buff providing a max of +2,000 to any one stat
Requires: Abjurer OR Healer, Aura of Gifts
Cost: 400,000 Gold, 2 Weeks

Displacing Aura- (Passive Ability, Auramancer) Possessor obtains 40% Dodge if possessor has an Aura equipped, Possessor obtains +1% Dodge if possessor has an Aura equipped
Requires: Radiating Patterned Aura, Illusionist
Cost: 400,000 Gold, 2 Weeks

Elemental Aura-Control- (Passive Ability, Auramancer) Quantities of Earth-element, Air-element, Fire-element, and Water-element Flat Damage dealt by auras equipped by possessor are increased by 25,000 points
Requires: Zonal Aura, Pyroclasmic Aura Damage Boost
Cost: 2,500,000 Gold, 2 Weeks

Elemental Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Requires: Elementalist, Aura of Gifts
Cost: 400,000 Gold, 2 Weeks

Empathic Backlash I- (Passive Ability, Auramancer) If ability's possessor takes stat damage from a foe under level 10, said foe takes half said amount of damage to the same stat
Requires: Apprentice Aura Mastery
Cost: 150,000 Gold, 3 Weeks

Flame-Protection Aura-Alteration- (Technique Ability, Auramancer) Possessor may use 'Flame-Protection Aura-Alteration' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives '+300 Defense against Fire to wearer and wearer's allies' to one of its performer's equipped Auras as a non-stacking buff.
Requires: Basic Aura Mastery
Cost: 200,000 Gold, 2 Weeks

Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Force-Reinforced Forcefield- (Passive Ability, Auramancer) If possessor has a Force Magic buff, Auras possessor has equipped cannot be destroyed or unequipped without possessor's permission by sources below Level 80
Requires: Adept Aura Mastery, Force Monk
Cost: 15,000,000 Gold, 2 Weeks

Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Hungering Aura- (Passive Ability, Auramancer) At the start of each round, possessor may deal up to 2,000 Flat Darkness element HP Drain to up to 15 targets if possessor has an Aura equipped
Requires: Radiating Baleful Aura, Warlock, Necromancer
Cost: 300,000 Gold, 2 Weeks

Impenetrable Mystic Nimbus- (Passive Ability, Auramancer) Possessor gains +300,000 Defense, +30,000 Defense against Stat Damage, and is Immune to sources below Level 40 if possessor is wearing an Aura
Not for Sale

Lurid Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Poison on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

♢Magellan's Forcefield- (Passive Ability, Auramancer) Possessor gains an Magellan's Forcefield. It possesses (Possessor's Level * 1,000) HP. If possessor would be dealt Damage by a source that is not 20 or more Levels greater than possessor that is not a negative status effect or a debuff and the Magellan's Forcefield possesses at least 1 HP, the Damage is instead dealt to the Magellan's Forcefield. If an individual instance of Damage (from a single hit of an attack or a single other application) reduces the Magellan's Forcefield's HP to 0, remaining Damage does not carry over to possessor.
Not for Sale

Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Requires: Basic Aura Mastery
Cost: 10,000 Gold, 2 Weeks

Malicious Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Requires: Hungering Aura
Cost: 300,000 Gold, 1 Week

Miasmatic Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Disease on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Numbing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Paralyzed on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Requires: Offensive Aura Extrusion
Cost: 110,000 Gold, 2 Weeks

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

Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Aura- (Passive Ability, Auramancer) Possessor treats Aura as a Tier 2 Armor subtype. Other entities treat instances of Auras equipped by possessor as a Tier 2 Armor subtype.
Requires: Adept Aura Mastery, Peerless Understanding of the True Power of the <Any Armor Subtype Derivative of this Armor Subtype>
Cost: 30,000,000 Gold, 30 Weeks
Not for Sale

Positive Aura Resonance: Agility- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 AGI that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks

Positive Aura Resonance: Constitution- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 CON that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks

Positive Aura Resonance: Mind- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 MIN that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks

Positive Aura Resonance: Spirit- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 SPI that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks

Positive Aura Resonance: Strength- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 STR that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks

Pyroclasmic Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Requires: Elemental Aura Field, Pyromancer
Cost: 300,000 Gold, 1 Week

Radiating Attractive Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Charm on up to 15 targets
Requires: Attractive Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

Radiating Baleful Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Hexed on up to 15 targets
Requires: Baleful Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

Radiating Blinding Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Impaired: Blind on up to 15 targets
Requires: Blinding Aura
Cost: 240,000 Gold, 1 Week

Radiating Flashing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Impaired on up to 15 targets
Requires: Flashing Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

Radiating Lurid Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Poison on up to 15 targets
Requires: Lurid Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

Radiating Miasmatic Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Disease on up to 15 targets
Requires: Stinging Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

Radiating Numbing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Paralyzed on up to 15 targets
Requires: Numbing Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

Radiating Patterned Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Confusion on up to 15 targets
Requires: Patterned Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

Radiating Somnolent Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Fatigued on up to 15 targets
Requires: Somnolent Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

Radiating Stinging Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Pain on up to 15 targets
Requires: Stinging Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

Radiating Vexatious Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Stat Drain on up to 15 targets
Requires: Vexatious Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week

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

Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Requires: Blessed Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week

Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped
Requires: Healthy Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week

Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued Resistance if possessor has an Aura equipped
Requires: Vitalizing Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week

Somnolent Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Fatigued on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Stinging Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Pain on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Not for Sale

Vexatious Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Stat Drain on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor

Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped
Requires: Shared Aura Protection
Cost: 60,000 Gold, 2 Weeks

Wizardly Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Requires: Auramancer, Wizard
Cost: 300,000 Gold, 2 Weeks

Wreathed in Divine Radiance- (Passive Ability, Auramancer) If possessor is Light element and has at least 1 Light element Aura, at least 2 Divine Magic spells, and at least 2 Healer Magic spells equipped, whenever possessor is targeted by an offensive action, possessor may choose to either have a (Possessor Level)% chance of inflicting Awestruck on the source of said action at the end of said action or a (Possessor Level - Target Level)% chance of inflicting Smitten on the source of said action, Possessor gains +(Possessor Level * 100) Defense against Light while possessor has a Light-element Aura equipped, Possessor obtains 20% Divine Magic Resistance
Not for Sale

Zonal Aura- (Passive Ability, Auramancer) Possessor may choose for possessor's allies to count as being in an additonal Zone of any base element that is an element possessed by one or more Auras that possessor has equipped
Requires: Elemental Aura Field, Aeromancer, Teramancer, Hydromancer, Geomancer
Cost: 500,000 Gold, 2 Weeks


~Diplomat (Clothing)~

Adept Clothing Mastery- (Passive Ability, Diplomat) Clothing armors equipped by possessor can provide an additional +10,000 Defense before capping, Clothing armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Clothing
Requires: Diplomat, 50 other Diplomat Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Adorable- (Passive Ability, Diplomat) Possessor has a 15% chance of inflicting Charm on each opponent at the start of each round
Cost: 500,000 Gold, 5 Weeks

Ambassador of Night and Day- (Passive Ability, Diplomat) Possessor's Darkness-element allies gain +500 to all stats as a non-stacking buff if possessor is Light element, Possessor's Light-element allies gain +500 to all stats as a non-stacking buff if possessor is Darkness element
Requires: Ambassador of Night, Ambassador of Day
Cost: 500,000 Gold, 3 Weeks

Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Requires: Basic Clothing Mastery, 3 other Diplomat abilities
Cost: 125,000 Gold, 2 Weeks

Arachne Weaving- (Passive Ability, Diplomat) Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, and Belt items created or equipped by possessor provide an additional +2,000 to all stats they provide bonuses to and an additional +5,000 Defense if they possess a bonus to Defense, The Defense of items created or equipped by possessor is doubled (to a max of 100,000 additional points) against Planetaries, Possessor may choose to inflict Charm: Impressed on all opponents as an effect that bypasses the Immunities of individuals below Level 80 whenever possessor creates an item, but, should possessor chose to do so, possessor is afflicted with Smitten if possessor is not a Planetary
Not for Sale

Astounding, Shining Rainbow-Hair- (Passive Ability, Diplomat) Possessor gains a 100% chance of inflicting Awestruck, Impaired: Blind, and Charm: Impressed on all opponents at the start of each round, Possessor may choose at the start of any round to gain any combination of (base elements and Light) as elements as a buff until the end of said round, Possessor may choose at the start of any round to create a Zone of any combination of (base elements and Light) that lasts until the end of said round, Possessor may choose to base possessor's per-item Defense capping on possessor's (Spirit *2), Possessor's unmodified stats are increased by 7% as a non-stacking effect
Not for Sale

Ballroom of Battle Stance- (Stance Ability, Diplomat) Possessor gains (+25% Dodge, +25% To Hit, +20% additional Charm infliction chance, and +10% additional Charm: Impressed infliction chance) if possessor is wearing a Clothes or Robe armor whose name includes 'Dress' or 'Gown'
Not for Sale

Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Requires: Basic Clothing Mastery
Cost: 20,000 Gold, 2 Weeks

Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Requires: Clothing Wearer I
Cost: 60,000 Gold, 2 Weeks

Courteous Side-Switching Apology Art- (Passive Ability, Diplomat) If possessor is afflicted with Charm by an individual on an opposing side, possessor's first action while on said opposing side is consumed by this ability provided the source of such affliction is below Level 70
Not for Sale

Cute While Sleeping- (Passive Ability, Diplomat) If possessor is afflicted with Fatigued: Asleep, possessor has a 5% chance of cancelling the actions of individuals below Level 20 with a lower MIN that possessor's SPI that are not Immune to Charm that target possessor offensively, inflicting Charm on said individuals instead.
Not for Sale

Dazzling Smile- (Passive Ability, Diplomat) Possessor may choose at the start of each round to have a 30% chance of inflicting Charm, Charm: Impressed, or Impaired: Blind: Constant Glare on any one target
Not for Sale

Diaphanous Eternal Garb- (Passive Ability, Diplomat) If possessor has a Clothes equipped, possessor may choose one buff present on possessor to not vanish upon possessor's death
Not for Sale

Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Requires: Apprentice Clothing Mastery, 10 other Diplomat abilities
Cost: 125,000 Gold, 4 Weeks

Dressed to Impress- (Passive Ability, Diplomat) If possessor has a Clothes equipped, possessor's chances of inflicting Charm: Impressed are increased by 25%
Not for Sale

Elitist Wine-Snob Defenses- (Passive Ability, Diplomat) Possessor may choose to be unaffected by Drink items that inflict Poison: Drunk that are worth under 10,000,000 Gold
Not for Sale

Extremely Skilled at Politely Refusing Food- (Passive Ability, Diplomat) Possessor may, as a preemptive counter to being targeted with a Food Consumable by a source below Level 40, choose to not be affected by that use that that Food consumable (with any charges used still remaining used)
Not for Sale

Gregarious- (Passive Ability, Diplomat) Possessor's chance of inflicting minor positive status effects on allies are increased by 30%
Not For Sale

Ibodians Find Me Charming- (Passive Ability, Diplomat) Possessor's Charm infliction chances against Aliens whose name includes 'Ibodian' are increased by 5%
Not for Sale

Incredibly Charming- (Passive Ability, Diplomat) Possessor's chances of inflicting Charm are increased by +30%
Not for Sale

Irresistable Smile- (Passive Ability, Diplomat) Possessor ignores the Charm Resistance and Immunity of targets below possessor's Level that are below Level 40, provided that possessor is above Level 20
Not for Sale

Kind- (Passive Ability, Diplomat) Possessor gains +50 SPI
Not for Sale

Maid (2)- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks

Make a Dramatic Entrance- (Passive Ability, Diplomat) Possessor has a 30% chance of inflicting Charm: Impressed on each opponent at the start of battle
Not for Sale

Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Requires: Basic Clothing Mastery
Cost: 450,000 Gold, 3 Weeks

Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Requires: No Prerequisites
Cost: 400,000 Gold, 3 Weeks

Prompt- (Passive Ability, Diplomat) Possessor gains +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle
Not for Sale

Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Sexy Posing- (Stance Ability, Diplomat) Possessor's Charm infliction chances increase by +5%
Not for Sale

Shiny Clothes- (Passive Ability, Diplomat) If possessor has a Clothing equipped, possessor gains 5% Light Resistance and +100 Defense against Light
Not for Sale

Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 70,000 Gold, 2 Weeks

Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 70,000 Gold, 2 Weeks

Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing
Requires: Basic Clothing Mastery
Cost: 400,000 Gold, 2 Weeks

Splendidly Charming Smile- (Passive Ability, Diplomat) Possessor gains a 60% chance of inflicting Charm on up to one chosen target at the start of each round
Not for Sale

Spontaneously Manifests Chalky-Sugar-Candy Pants When Unexpectedly Rendered Nude- (Passive Ability, Diplomat) Once per battle, when possessor's armors are all equipped by something that is not an action performed by possessor, possessor creates a temporary Armorx.5 item that is Ice & Air element that is named 'Chalky-Sugar-Candy Pants' that provides +500 Defense and +50 to all stats and equips it
Not for Sale

Trained in Proper Adventuring Etiquette- (Passive Ability, Diplomat) Possessor's allies gain +100 Defense against possessor while possessor is afflicted with Confusion or Charm
Not for Sale

Training in Properly Polite Apologies to Use After Having Been Mind-Controlled Into Doing Terrible Things- (Passive Ability, Diplomat) Possessor may choose, at the beginning of a thread, to be unable to have actions that possessor performs under the control of other individuals be non-counter-able by allies below Level 40
Not for Sale

Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 140,000 Gold, 3 Weeks

True Leader's Blood- (Passive Ability, Diplomat) Possessor's pets and summons may not be afflicted with Charm by individuals below Level 80 who are below possessor's Level
Not for Sale

Unaffected by Trends- (Passive Ability, Diplomat) Possessor's allies Clothes that are worth under 1,000,000 Gold cannot reduce possessor's stats or inflict negative status effects on possessor
Requires: Basic Clothing Mastery, High Self-Confidence
Cost: 100,000 Gold, 2 Weeks

Unflappable- (Passive Ability, Diplomat) Possessor is Immune to minor negative status effects from sources 10 or more Levels below possessor if possessor is wearing a Clothing worth at least 40,000,000 Gold
Not for Sale


~Gigas Knight (Grand Armor)~

Adept Grand Armor Mastery- (Passive Ability, Gigas Knight) Grand Armor armors equipped by possessor can provide an additional +10,000 Defense before capping, Grand Armor armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Grand Armor
Requires: Gigas Knight, 50 other Gigas Knight Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advance-And-Fling- (Technique Ability, Gigas Knight) Possessor may use 'Advance-And-Fling' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action so long as a Grand Armor and a Gauntlet are equipped and no other technique is used. Said action's performer chooses an individual in the front row of a targeted row-order-formation that possesses a lower Strength that said action's performer's Strength, moves that individual to a different row of said action's performer's choice in the same row-order-formation, has a 50% chance of inflicting Fatigued: Prone on said individual, and then chooses a target of said action who is in the back row, with said action dealing full Damage to said target so long as the movement of the chosen individual in the front row to a different row was not prevented (not counting the individual being re-assigned to the front row due to row imbalance).
Requires: Fling, Burly, Gigas Knight
Cost: 200,000 Gold, 2 Weeks

Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has a Grand Armor equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Requires: Basic Grand Armor Mastery, 3 other Gigas Knight abilities
Cost: 125,000 Gold, 2 Weeks

Armadillo Charge- (Technique Ability, Gigas Knight) Possessor may use 'Armadillo Charge' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action if possessor is wearing a Grand Armor and no other technique is used. Said action gains +210 Melee Attack, gains a 40% chance of inflicting Fatigued: Stun, and gives its user a non-stacking buff that provides +300 Defense that lasts 1 round.
Requires: Improved Bull Rush
Cost: 200,000 Gold, 3 Weeks

Armadillo Pingpong- (Passive Ability, Gigas Knight) If possessor uses 'Bull Rush' and 'Armadillo Charge' as part of the same action, possessor gains a 25% chance of being able to target up to 4 additional targets
Requires: Armadillo Rush
Cost: 400,000 Gold, 2 Weeks

Armadillo Rush- (Passive Ability, Gigas Knight) Possessor may use 'Bull Rush' and 'Armadillo Charge' as part of the same action.
Requires: Armadillo Charge
Cost: 60,000 Gold, 1 Week

Armored Resilience- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, possessor obtains +15,000 HP and 20% Resilience
Requires: Bulky, Grand Armor Wearer II
Cost: 300,000 Gold, 3 Weeks

Armored Trample- (Passive Ability, Gigas Knight) Possessor may deal 60,000 Flat Physical element Damage to individuals in the front row targeted by actions involving possessor using possessor's 'Overrun' technique
Requires: Improved Overrun
Cost: 200,000 Gold, 2 Weeks

Armor Slam- (Passive Ability, Gigas Knight) Possessor gains +100 Melee Attack if possessor is wearing Grand Armor
Requires: Wall-Breaking Juggernaut Rush, Apprentice Grand Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blade-Breaking Frame- (Passive Ability, Gigas Knight) When possessor is wearing a 'Grand Armor' and is attacked by an individual who has one or more weapons equipped that provide a Melee Attack bonus, if said weapons are worth under 500,000 Gold, they have a 15% chance of breaking at the end of said attack
Requires: Gigas Shell Body
Cost: 300,000 Gold, 2 Weeks

Blazing Titan Charge- (Technique Ability, Gigas Knight) Possessor may use 'Blazing Titan Charge' in conjunction with a 'Charge' action so long as no other technique is used and a Grand Armor is equipped. Said action gains +45,000 Melee Attack, gains the element Fire, gains '100% inflicts Fatigued: Prone', and gains '60% inflicts Burning'.
Requires: Juggernaut Rush, Adept Grand Armor Training, Level 40
Cost: 80,000,000 Gold, 2 Weeks

Bowling Charge- (Passive Ability, Gigas Knight) Possessor may use either 'Overrun' and 'Armadillo Charge' or 'Overrun', 'Armadillo Charge', and 'Bull Rush' as part of the same action
Requires: Armadillo Rush, Improved Overrun
Cost: 600,000 Gold, 2 Weeks

Brace- (Technique Ability, Gigas Knight) Possessor may use 'Brace' in conjunction with a 'Defend' so long as possessor is wearing a Grand Armor and no other technique is used. During said action, possessor chooses an opponent and gains +500 Defense against that opponent as a non-stacking buff until the end of the round.
Requires: Apprentice Grand Armor Mastery
Cost: 100,000 Gold, 2 Weeks

Bulky- (Passive Ability, Gigas Knight) Possessor obtains +100 STR, +100 CON, and +1,000 HP
Requires: Proficient In Wearing Very Heavy Armor
Cost: 70,000 Gold, 2 Weeks

Bull-In-A-China-Shop Stance- (Stance Ability, Gigas Knight) If possessor is wearing a Grand Armor, possessor may conduct 'Charge' attacks while in the front row, and possessor's offensive actions may either remove a buff from a source below Level 40 from one of their targets or may break a non-unique item worth under 4,000,000 Gold carried or equipped by one of their targets
Requires: Juggernaut Fury, Large and In-Charge, Wall-Breaking Juggernaut Rush, Improved Charge, Improved Overrun
Cost: 9,000,000 Gold, 2 Weeks

Bull Rush- (Technique Ability, Gigas Knight) Possessor may use 'Bull Rush' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action moves targets below Level 20 who have a lower Strength than possessor to the back row and gains '30% inflicts Fatigued: Stun' and '30% inflicts Fatigued: Prone'.
Requires: Wall-Breaking Juggernaut Rush, Apprentice Grand Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Requires: 15 Base STR, 10 Base CON
Cost: 100,000,000 Gold, 10 Weeks

Crash Through Enemy Ranks- (Passive Ability, Gigas Knight) If possessor is wearing Grand Armor and possessor's only opponents in the front row are below Level 10 and an opposing front row exists, possessor deals full Damage to the back row
Requires: Wall-Breaking Juggernaut Rush, Apprentice Grand Armor Mastery
Cost: 100,000 Gold, 2 Weeks

Crisis Overcrash: Bastion Wall- (Technique Ability, Gigas Knight) Possessor may use 'Crisis Overcrash: Bastion Wall' in conjunction with a 'Defend' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Grand Armor equipped. Said action causes its performer and its performer's allies to obtain a non-stacking buff that causes its possessors to suffer 5% Damage from all instances of Damage from sources below Level 80 that they would otherwise suffer that lasts for 5 rounds.
Requires: Adept Grand Armor Training, Crisis Zone, Unsundered Bastion
Cost: 100,000,000 Gold, 24 Weeks

Crushing Colossus Footsteps- (Passive Ability, Gigas Knight) Whenever possessor moves to the front row and has a Grand Armor equipped, up to 10 times per round, possessor may deal 250,000 Flat Physical element Damage to up to 50 chosen targets
Requires: Walking as the Titans, Earth-Shattering Footsteps, Armored Trample, Inevitable Goliath Stride, Crash Through Enemy Ranks
Cost: 60,000,000 Gold, 2 Weeks

Deflective Armor- (Active Ability, Gigas Knight) Possessor gains a 5% chance of Reflecting Physical from sources below Level 20 if possessor is wearing Grand Armor
Requires: Grand Armor Wearer II
Cost: 300,000 Gold, 2 Weeks

Earth-Gigas Body-Assumption- (Active Ability, Gigas Knight) Possessor may spend an action to gain a Temporary Earth-element Grand Armor that provides +5,000 Defense and 60% Resilience
Requires: Gigas Knight, Mountain King, 'Roots of Iron, Roots of Steel'
Cost: 5,000,000 Gold, 2 Weeks

Earth-Shaking Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts an offensive 'Melee Attack', 'Powerful Attack', 'Melee Overdrive', or 'Charge' action while wearing a 'Grand Armor', possessor may choose to have a 5% chance of inflicting Fatigued: Prone on up to 30 chosen opponents who are in a row-order formation shared by at least one target of said action
Requires: Gigas Knight
Cost: 80,000 Gold, 2 Weeks

Earth-Shattering Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts an offensive 'Melee Attack', 'Powerful Attack', 'Melee Overdrive', or 'Charge' action while wearing a 'Grand Armor', possessor may choose to have a 20% chance of inflicting Entombed on up to 30 chosen opponents who are in a row-order formation shared by at least one target of said action
Requires: Earth-Shaking Footsteps, Juggernaut Fury
Cost: 400,000 Gold, 2 Weeks

Expert Grand Armor Training- (Passive Ability, Gigas Knight) If possessor has a Grand Armor equipped, possessor is Immune to individuals below Level 40, gains/loses 50 HP per point of its HP-determining stat instead of 25, and gains +2,000,000 HP
Requires: Adept Grand Armor Training, 100 other Gigas Knight Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fling- (Technique Ability, Gigas Knight) Possessor may use 'Fling' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as either (A Fist Weapon is equipped) or (A Grand Armor and a Gauntlets are equipped) and no other technique is used. Said action moves one target whose Strength is lower than said action's user's Strength to the row of said action's user's choice, with a 50% chance of inflicting Fatigued: Prone on said individual.
Requires: (Gigas Knight or Burly), Combatant, Monk
Cost: 200,000 Gold, 2 Weeks

Gigas Fortitude- (Passive Ability, Gigas Knight) Possessor takes 5% less Damage from sources that are not 20 or more Levels greater than possessor if possessor is wearing a Grand Armor.
Requires: Juggernaut Fury, Refortified Gigas Body, Armored Resilience, 12 Base CON, Level 39
Cost: 200,000,000 Gold, 20 Weeks

Gigas Guard- (Technique Ability, Gigas Knight) Possessor may use 'Gigas Guard' in conjunction with a 'Guard Back Rank' or 'Guard Other' action so long as no other technique is used and possessor is wearing a Grand Armor. The text 'so long as such Damage has not already been redirected at least once, Damage that would be dealt to individuals afflicted with this buff is instead redirected to this buff's source if it comes from an entity that is not 5 or more Levels greater than this buff's source, it does not come from a source above Level 80, and it does not come from a source whose AGI is greater than this buff's source's CON' is added to the text of the buff provided by said action.
Requires: Gigas Fortitude, Gigas Shell Body, Unstoppable Projectile-Deflecting Wall-Body
Cost: 100,000,000 Gold, 4 Weeks

Gigas Interposition- (Passive Ability, Gigas Knight) If possessor has a Grand Armor equipped, is in a Gigas Knight stance, and is in the front row, possessor's allies in the back row take 5% less Damage from sources below Level 80 that are not 10 or more Levels greater than possessor as a non-stacking effect
Requires: Adept Grand Armor Mastery, Armor Slam, Gigas Guard, Impenetrable Gigas Defense, Shifting Gigas-Size
Cost: 80,000,000 Gold, 2 Weeks

Gigas Knight- (Passive Ability, Gigas Knight) Possessor gains +(1,000 + (100 * Possessor Level)) Defense if possessor has a Grand Armor equipped
Requires: Apprentice Grand Armor Mastery, 10 other Gigas Knight abilities
Cost: 125,000 Gold, 4 Weeks

Gigas Palm- (Technique Ability, Gigas Knight) Possessor may use 'Gigas Palm' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor is wearing a Grand Armor and (possesses at least 1 open Weapon slot or has a Fist Weapon equipped). Said action gains +250 Melee Attack and a 30% chance of inflicting Fatigued: Stun.
Requires: Fling
Cost: 200,000 Gold, 2 Weeks

Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 20% Physical Resistance if possessor is wearing a Grand Armor
Requires: Lesser Gigas Shell Body, Gigas Knight, 10 Base CON
Cost: 300,000 Gold, 2 Weeks

Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +25,000 HP if possessor is wearing a Grand Armor
Requires: Gigas Shell Body, Grand Armor Wearer II
Cost: 250,000 Gold, 2 Weeks

Gigas Stomp- (Passive Ability, Gigas Knight) If possessor has a Grand Armor equipped and targets an opponent in the back row with a 'Charge' action, possessor may select an individual in said target's row-order formation that is in the front row and possesses a Dodge value lower than possessor's To Hit value and deal (Possessor's Strength * 10, to a max of 5,000,000) Flat Physical or Earth element Damage to said target
Requires: Armor Slam, Crash Through Enemy Ranks, Earth-Shaking Footsteps, Improved Charge, Improved Bull Rush, Weighty Blows, Size-Distorting Gigas Lunge
Cost: 45,000,000 Gold, 2 Weeks

Gigas Swat- (Passive Ability, Gigas Knight) If possessor has a Grand Armor equipped, whenever an entity that is either an Insect or is 10 or more Levels below possessor is summoned, possessor may choose to deal (Possessor's Strength*2, to a max of 5,000,000) Flat Physical element Damage to said target
Requires: Large Hands, Monk, Grand Assault Stance, Grand-Armor Body Slam, Slamming Attack
Cost: 5,000,000 Gold, 2 Weeks

Gigas Wrath- (Passive Ability, Gigas Knight) Possessor deals 1% more Damage to sources that are not 20 or more Levels greater than possessor if possessor is wearing a Grand Armor.
Requires: Juggernaut Fury, Bowling Charge, Advance-And-Fling, 12 Base STR, Level 39
Cost: 200,000,000 Gold, 20 Weeks

Grand-Armor Body Slam- (Technique Ability, Gigas Knight) Possessor may use 'Grand-Armor Body Slam' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +300 Melee Attack, +300 STR, and a 40% chance of inflicting Fatigued: Stun.
Requires: Hip Check
Cost: 60,000 Gold, 2 Weeks

Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Requires: Basic Grand Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Requires: Grand Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Grand Armor Wearer III- (Passive Ability, Gigas Knight) Possessor gains +200 to all stats when possessor has a Grand Armor equipped, Possessor gains +200 Defense when possessor has a Grand Armor equipped, Possessor gains +1% Resilience when possessor has a Grand Armor equipped
Requires: Grand Armor Wearer II, Gigas Knight
Cost: 60,000 Gold, 2 Weeks

Grand Assault Stance- (Stance Ability, Gigas Knight) If possessor has a Grand Armor equipped, possessor obtains +300 Melee Attack, +500 STR, +300 AGI, and +500 CON. If possessor has a Grand Armor equipped, possessor's infliction chances of Fatigued: Knocked Out, Fatigued: Stun, and Fatigued: Prone are increased by 15%.
Requires: Takedown, Strengthened Through Wearing Extremely Heavy Armor, Crash Through Enemy Ranks, Armor Slam, Weighty Blows, Bulky
Cost: 500,000 Gold, 2 Weeks

Guardian Frame- (Passive Ability, Gigas Knight) Possessor gains +30,000 Defense against Stat Damage if possessor is wearing a Grand Armor
Not for Sale

Guess What Time It Is?! IT'S GIGAS NIGHT!- (Technique Ability, Gigas Knight) Possessor may use 'Guess What Time It Is?! IT'S GIGAS NIGHT!' in conjunction with a 'Charge' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action may only target its performer and a single other target, but said other target may be in a different battlespace, provided that said battlespace does not contain an individual of Level 80 or greater who objects and does contain a Chronogeomantic Zone of Night; Said action gains a 30% chance of inflicting Confusion: Surprise and Fatigued: Stun.
Requires: Timestream-Breaking Juggernaut Rush, Inevitable Goliath Stride, Reckless Rush, Empowered by Night, Teleporting Strike, Establish Dimensional Portal
Cost: 20,000,000 Gold, 2 Weeks

Heavy Strikes- (Passive Ability, Gigas Knight) Possessor's chances of inflicting Fatigued: Stun are increased by 15% if possessor is wearing a Grand Armor.
Requires: Weighty Blows, 10 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Hip Check- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, once per round, if possessor is in the front row and an opponent that is not 10 or more Levels greater than possessor targets one of possessor's allies in the back row with an action that does not also target possessor, possessor may choose to deal 5,000 Flat Physical element Damage to said individual and have a 15% chance of inflicting Fatigued: Stun on said individual; if said individual is afflicted with Fatigued: Stun, said attack (but not the action it is part of) is cancelled.
Requires: Deflective Armor, Armor Slam
Cost: 100,000 Gold, 2 Weeks

Hurl Through Fragmented Timestream- (Passive Ability, Gigas Knight) Possessor's 'Fling' technique may, if possessor has used the technique 'Timestream-Breaking Juggernaut Rush' in the same battle cause actions it is part of to become solely Time element, to gain the element Time, to gain a 100% chance of inflicting Impaired: Slow, to deal 5,000 AGI Damage, or to apply a debuff that stacks 3 times that causes its possessor to treat the current round's number as either 5 higher or 5 lower
Requires: Assassin, Fling, Timestream-Breaking Juggernaut Rush
Cost: 120,000,000 Gold, 2 Weeks

Impenetrable Gigas Defense- (Passive Ability, Gigas Knight) Possessor is Immune to individuals below Level 20 if possessor is wearing a Grand Armor
Requires: Superior Gigas Stamina, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Impenatrable Gigas-Shielding- (Passive Ability, Gigas Knight) Possessor obtains +25% Resilience if possessor is wearing a Grand Armor
Requires: Adept Grand Armor Mastery, Gigas Fortitude
Cost: 25,000,000 Gold, 2 Weeks

Imposingly Loud Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts a 'Switch Rows' or 'Charge' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed or Confusion: Fear on up to 15 targets
Requires: Bulky
Cost: 300,000 Gold, 2 Weeks

Improved Armor-Slamming Techniques- (Passive Ability, Gigas Knight) Possessor's infliction chances of Fatigued: Knocked Out, Fatigued: Stun, and Fatigued: Prone are increased by 5% if possessor is wearing a Grand Armor.
Requires: Juggernaut Fury, Grand-Armor Body Slam
Cost: 200,000 Gold, 2 Weeks

Improved Blade-Breaking Frame- (Passive Ability, Gigas Knight) Possessor's 'Blade Breaking Frame' ability's chance of breaking weapons is increased by 10%
Requires: Blade-Breaking Frame
Cost: 500,000 Gold, 2 Weeks

Improved Bull Rush- (Passive Ability, Gigas Knight) Actions involving possessor's 'Bull Rush' technique may not be countered by individuals below Level 20, and the chances of said action inflicting Fatigued: Stun and Fatigued: Prone are increased by 10%.
Requires: Bull Rush, Armor Slam, Proficient In Wearing Very Heavy Armor
Cost: 80,000 Gold, 2 Weeks

Improved Charge- (Passive Ability, Gigas Knight) Possessor gains +100 Melee Attack when performing a 'Charge' action if possessor is wearing a Grand Armor.
Requires: Charge
Cost: 50,000 Gold, 2 Weeks

Improved Overrun- (Passive Ability, Gigas Knight) Actions involving possessor's 'Overrun' technique may not be countered by individuals below Level 20, and said actions gain a 30% chance of inflicting Fatigued: Stun.
Requires: Overrun, Gigas Knight
Cost: 80,000 Gold, 2 Weeks

Inbuilt Armor-Cannons- (Passive Ability, Gigas Knight) Possessor gains +6,000 Ranged Attack and counts as having two additional Guns equipped while possessor has a Grand Armor equipped
Requires: Gigas Knight, Engineer, Gunner
Cost: 6,000,000 Gold, 2 Weeks

Increased Lifting Capacity- (Passive Ability, Gigas Knight) Possessor's Strength is considered to be 5,000 points higher for purposes of being able to equip items and for purposes of not being affected by negative effects present on items that possessor has equipped that are part of the text of said items or Enhancements on said items
Requires: Strengthened Through Wearing Extremely Heavy Armor
Cost: 5,000,000 Gold, 2 Weeks

Inevitable Goliath Stride- (Technique Ability, Gigas Knight) Possessor may use 'Inevitable Goliath Stride' in conjunction with a 'Melee Attack' action so long as no other technique is used and a Grand Armor is equipped. Said action obtains -50% To Hit and may only target one individual with hits generated by attacks that are part of its; its performer obtains a buff that stacks 20 times that provides +5% To Hit for its possessor's next attack that targets solely a single target of said attack that does not involve the technique 'Inevitable Goliath Stride'.
Requires: Gigas Shell Body, Earth-Shaking Footsteps, Strengthened Through Wearing Extremely Heavy Armor, Level 40
Cost: 40,000,000 Gold, 2 Weeks

Invulnerable Charging Goliath- (Passive Ability, Gigas Knight) Whenever possessor (kills an individual or removes a buff) with a 'Charge' action, possessor may regenerate 100,000 HP (to a max of 200 times per round), and gain an instance of a buff that stacks 200 times that provides +100,000 HP and +500 Defense that lasts 2 rounds that may not be replicated, may not be transferred, and may not have its duration extended
Requires: Gigas Stomp, Gigas Swat, Improved Blade-Breaking Frame, Blazing Titan Charge, Crash Through Enemy Ranks, Crushing Colossus Footsteps, Gigas Guard, Hip Check, Improved Armor-Slamming Techniques, Impenatrable Gigas-Shielding, Juggernaut Offensive, Momentum, Unstoppable Charge, Unstoppable Projectile-Deflecting Wall-Body
Cost: 60,000,000 Gold, 2 Weeks

Juggernaut Fury- (Passive Ability, Gigas Knight) Possessor may use Gigas Knight techniques that possessor could use in conjunction with 'Melee Attack' actions in conjunction with 'Charge' actions
Requires: Juggernaut Offensive
Cost: 200,000 Gold, 2 Weeks

Juggernaut Offensive- (Technique Ability, Gigas Knight) Possessor may use 'Juggernaut Offensive' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +500 Melee Attack, +500 STR, and +500 CON. Said action cannot be countered by individuals below Level 40. Said action's user cannot use 'Defend', 'Guard Other', or 'Guard Back Rank' actions for 5 rounds.
Requires: Armored Resilience, Improved Overrun, Gigas Knight, Wall-Breaking Juggernaut Rush, Improved Charge, Level 20
Cost: 300,000 Gold, 3 Weeks

Large and In-Charge- (Passive Ability, Gigas Knight) Individuals with a lower STR than possessor's CON who are not Level 80 or greater or 20 or more Levels greater than possessor may not inflict Charm (not counting its sub-status effects) on possessor's allies while possessor has a Grand Armor equipped
Requires: Pauldron-Size-Accentuating Stance
Cost: 500,000 Gold, 2 Weeks

Large Hands- (Passive Ability, Gigas Knight) Possessor's 'Melee Attack' actions may gain '1 hit against 2' if possessor has any open weapon slots or has at least one Fist Weapon equipped, Possessor gains +200 Melee Attack and +200 STR
Requires: Large and In-Charge, Fling
Cost: 200,000 Gold, 2 Weeks

Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Requires: Apprentice Grand Armor Mastery
Cost: 70,000 Gold, 2 Weeks

Lumbering Fortress-Self- (Passive Ability, Gigas Knight) Possessor gains a Passenger Capacity of 5 while in a Gigas Knight stance if possessor has a Grand Armor equipped and may spend an action to pick-up or deploy a passenger while it has a passenger capacity
Requires: Shifting Gigas-Size, Unsundered Bastion
Cost: 30,000,000 Gold, 2 Weeks

Magnetic Gigas-Hurl- (Technique Ability, Gigas Knight) Possessor may use 'Magnetic Gigas-Hurl' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action so long as a Grand Armor and a Gauntlet are equipped and no other technique is used. Said action's performer chooses an individual in the front row of a targeted row-order-formation that possesses a lower Strength that said action's performer's Mind, moves that individual to a different row of said action's performer's choice in the same row-order-formation, has a 50% chance of inflicting Fatigued: Prone on said individual, and then chooses a target of said action who is in the back row, with said action dealing full Damage to said target so long as the movement of the chosen individual in the front row to a different row was not prevented (not counting the individual being re-assigned to the front row due to row imbalance), and with individuals below Level 60 being unable to counter said action.
Requires: Advance-and-Fling, Scrap-Attracting Magnetic Fortification-Field
Cost: 6,000,000 Gold, 2 Weeks

Mechanized Secondary Gigas-Arms- (Passive Ability, Gigas Knight) Possessor may, if wearing a Grand Armor, exchange 4 Accessory slots for 2 Weapon slots at the start of any round as a non-stacking buff, This ability possesses its own HP pool of 2,500,000 HP and may be targeted with attacks, counting as a Robot with a Grand Armor equipped and possessing its possessor's Defense value; If this ability's HP is reduced to 0, it vanishes for the remainder of the thread
Requires: Engineer, Gigas Knight, Roboticist, Resounding Gigas-Blows, Refortified Gigas Body
Cost: 12,000,000 Gold, 3 Weeks

Meteoric Cannonball Charge- (Technique Ability, Gigas Knight) Possessor may use 'Meteoric Cannonball Charge' in conjunction with a 'Charge' action so long as no other technique is used and a Grand Armor is equipped. Said action gains +45,000 Melee Attack, gains the elements Fire, Physical, and Air, gains '100% inflicts Fatigued: Prone', and gains '60% inflicts Fatigued: Stun'; Said action's performer gains +45,000 Defense against all Damage dealt to it as part of effects (not including actions generated by effects) that trigger specifically as a result of possessor targeting individuals with an offensive attack or action resultant from said action's targeting.
Requires: Blazing Titan Charge, Armadillo Rush
Cost: 40,000,000 Gold, 2 Weeks

Missile-Deploying Gigas-Gauntlets- (Passive Ability, Gigas Knight) If possessor has a Grand Armor and a Gauntlets equipped, possessor gains +3,000 Ranged Attack and may choose for its 'Ranged Attack' and 'Ranged Overdrive' actions to gain '1 hit against 15' and deal 2/3 Damage
Requires: Gunner, Engineer, Gigas Knight, Smith
Cost: 5,000,000 Gold, 2 Weeks

Momentum- (Passive Ability, Gigas Knight) Possessor gains, as a buff that resets itself at the start of every battle that is an effect which stacks 200 times, +50 to all stats at the start of each round of battle
Requires: Unstoppable Charge, Wall-Breaking Juggernaut Rush
Cost: 30,000,000 Gold, 10 Weeks

Monolithic City-Armor- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor and has a passenger capacity, possessor gains the subtype Large Structure, gains +2,500,000 HP, gains +20,000 Defense, and has its passenger capcity increased by 200
Requires: Unbroken Towering Bastion, Crushing Colossus Footsteps, Impenatrable Gigas-Shielding, Level 55
Cost: 200,000,000 Gold, 2 Weeks

Monolithic Earthquake-Stomp- (Technique Ability, Gigas Knight) Possessor may use 'Monolithic Earthquake-Stomp' in conjunction with an 'Overdrive' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action gains +40,000 Melee Attack, uses Melee Attack instead of Magical Attack, gains the element Earth, destroys up to 6 (Zones, Terrains, or Phantom Terrains that are not Zones of Air or Terrain/Phantom Terrain of the type 'Sky') that come from sources below Level 80, uses Strength or Constitution as its Prime Attribute, gains a 60% chance of inflicting Fatigued: Prone, gains a 30% chance of inflicting Entombed, and gains '1 hit against 20,000,000'
Requires: Pre-Strike Shockwave Stomp, Walking as the Titans
Cost: 80,000,000 Gold, 2 Weeks

Mystically-Inscribed Armor Plates- (Passive Ability, Gigas Knight) Possessor may choose, upon entering a thread with a Grand Armor equipped or upon equipping a Grand Armor, to give said Grand Armor a non-stacking buff that does not stack across multiple different items that provides +500 Defense, provides +5% Resilience, and that gives any Armor that possesses it the element Magic
Requires: Gigas Knight, Magewright
Cost: 500,000 Gold, 2 Weeks

Overrun- (Technique Ability, Gigas Knight) Possessor may use 'Overrun' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action if possessor is wearing a Grand Armor and no other technique is used. Said action's normal hits are replaced with said action hitting one individual in the front row and one in the back row (with additional hits being unable to be added to the action), with said action having a 75% chance of inflicting Fatigued: Prone on the front-row target and dealing 3/4 (instead of 1/2) Damage to the back-row target.
Requires: Improved Bull Rush
Cost: 120,000 Gold, 2 Weeks

Pauldron-Size-Accentuating Stance- (Stance Ability, Gigas Knight) If possessor is wearing a Grand Armor, possessor's 'Melee Attack' and 'Charge' actions may gain '30% inflicts Charm: Impressed', Possessor's Defend actions may gain '30% inflicts Charm: Impressed on a single chosen target', Possessor's chances of inflicting Charm: Impressed are increased by 10% if possessor is wearing a Grand Armor
Requires: Grand Armor Wearer II
Cost: 100,000 Gold, 2 Weeks

Pinning Block- (Technique Ability, Gigas Knight) Possessor may use 'Pinning Block' in conjunction with a 'Guard Other' or 'Guard Back Rank' action so long as a Grand Armor is equipped and no other technique is used. Said action gives its perform a non-stacking buff that causes the buff said action would naturally provide to vanish at the end of the first action conducted that generated an attack that hit a single individual who said later-removed buff was applied to (and no other individual other than its performer), with the source of said attack-generating action having a 100% chance of being afflicted with Faitgued: Prone at the end of said action with the buff this technique generates's possessor as its source.
Requires: Hip Check, Brace
Cost: 300,000 Gold, 2 Weeks

Pre-Strike Shockwave Stomp- (Technique Ability, Gigas Knight) Possessor may use 'Pre-Strike Shockwave Stomp' in conjunction with a 'Melee Attack', 'Charge', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action gains a 60% chance of inflicting Fatigued: Prone on each of the individuals who would be a target of the first attack it generates before said attack is generated.
Requires: Takedown, Earth-Shattering Footsteps
Cost: 30,0000,000 Gold, 3 Weeks

Prison-Citadel Abduction-Grab- (Technique Ability, Gigas Knight) Possessor may use 'Prison-Citadel Abduction-Grab' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, possessor has at least one open weapon slot or Fist Weapon equipped, and possessor has a Grand Armor equipped. Said action gains '100% inflicts Fatigued: Incarcerated', with said instance of Fatigued: Incarcerated being cured if its possessor ceases to be in the same battlespace as its source or its source ceases to have a Grand Armor equipped
Requires: Large Hands, Unmoving Cannon-Bastion Stance
Cost: 12,000,000 Gold, 2 Weeks

Proficient In Wearing Very Heavy Armor- (Passive Ability, Gigas Knight) Grand Armor items equipped by possessor reduce possessor's Agility by 250 less points
Requires: Apprentice Grand Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Puppet-Gigas- (Passive Ability, Gigas Knight) If possessor is a Gigas Knight, is a Golem, and possesses an ally who is a Daemon who posseses the ability 'Rune Mage', possessor gains +2,000 to all stats, gains +5% Dodge, gains +5% To Hit, gains +5% Resilience, gains +5% Critical, and gains Charm Immunity against sources below said ally's Level who are below Level 60
Requires: Golem Traits, Rune Mage, Gigas Knight, Mystically-Inscribed Armor Plates
Cost: 8,000,000 Gold, 2 Weeks

Reckless Rush- (Technique Ability, Gigas Knight) Possessor may use 'Reckless Rush' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +300 Melee Attack and +300 STR and applies a debuff that lasts 1 round and provides -300 Defense to its user. Said action's user may not use 'Guard Other', or 'Guard Back Rank' actions for 3 rounds.
Requires: Bull Rush
Cost: 60,000 Gold, 2 Weeks

Refortified Gigas Body- (Passive Ability, Gigas Knight) Possessor obtains +200 CON and +20,000 HP if possessor is wearing a Grand Armor
Requires: Gigas Shell Body, Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body
Cost: 80,000 Gold, 2 Weeks

Remechanized Grip-Lock- (Passive Ability, Gigas Knight) Possessor may not have equipped weapons unequipped or stolen by opponents with a lower STR who are below Level 60 and not 20 or more Levels greater than possessor
Requires: Gigas Knight, Engineer
Cost: 200,000 Gold, 2 Weeks

Resounding Gigas-Blows- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor and inflicts Fatigued: Stun on an individual, possessor then gains a 30% chance of inflicting Fatigued: Prone and a 15% chance of inflicting Fatigued: Knocked Out on said individual
Requires: Heavy Strikes, Gigas Wrath
Cost: 10,000,000 Gold, 2 Weeks

Rook Assault- (Technique Ability, Gigas Knight) Possessor may use 'Rook Assault' in conjunction with a 'Charge' action so long as no other technique is used and a Grand Armor is equipped. Said action cannot gain bonus hits against any of its targets or against additional targets and may only hit each of its targets a max of once; said action hits either all targets in one row or one target in each row of target row-order formation.
Requires: Wall-Breaking Juggernaut Rush, Improved Charge, Gigas Shell Body
Cost: 16,000,000 Gold, 2 Weeks

Roots of Iron, Roots of Steel- (Passive Ability, Gigas Knight) Possessor's row may not be shifted by actions coming from opponents that are not 20 or more Levels greater than possessor without possessor's permission if possessor is in 'Unmoving Cannon-Bastion Stance' and has a Grand Armor equipped
Requires: Unmoving Cannon-Bastion Stance, Mountain King, Gigas Fortitude, Earth-Shaking Footsteps, Deflective Armor
Cost: 15,000,000 Gold, 2 Weeks

Scrap-Attracting Magnetic Fortification-Field- (Passive Ability, Gigas Knight) When possessor has a Grand Armor equipped, whenever a Robot, Machine, Clockwork, or Metal-element individual dies, possessor obtains +500 Defense as a buff that stacks 30 times that vanishes if possessor ceases to have a Grand Armor equipped
Requires: Engineer, Gigas Knight, Scientist
Cost: 5,000,000 Gold, 2 Weeks

Shifting Gigas-Size- (Stance Ability, Gigas Knight) Possessor may choose at the start of any round to gain, as a non-stacking buff that only applies while its possessor has a Grand Armor equipped and is halved if its possessor is not in 'Shifting Gigas-Size' Stance, +(a chosen value from 1 to 5,000) STR and/or CON
Requires: Weighty Blows, Armored Trample, Basic Transmutation Attunement, Pre-Strike Shockwave Stomp, Burly
Cost: 10,000,000 Gold, 3 Weeks

Size-Distorting Gigas Lunge- (Technique Ability, Gigas Knight) Possessor may use 'Size-Distorting Gigas Lunge' in conjunction with a 'Charge' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action may target individuals in the back row.
Requires: Transmuter, Shifting Gigas-Size, Warrior
Cost: 2,000,000 Gold, 2 Weeks

Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped
Requires: Grand Armor Wearer II
Cost: 60,000 Gold, 2 Weeks

Slamming Attack- (Technique Ability, Gigas Knight) Possessor may use 'Slamming Attack' in conjunction with a 'Melee Attack', 'Charge', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action uses Constitution as its Prime Attribute.
Requires: Bulky, Armor Slam, Deflective Armor, Crash Through Enemy Ranks, Gigas Fortitude, Weighty Blows
Cost: 5,000,000 Gold, 2 Weeks

Strengthened Through Wearing Extremely Heavy Armor- (Active Ability, Gigas Knight) Possessor gains +200 STR
Requires: Grand Armor Wearer II
Cost: 40,000 Gold, 2 Weeks

Superheavy Gigas-Trooper- (Passive Ability, Gigas Knight) Possessor counts as having a Power Armor equipped when possessor has a Grand Armor equipped
Requires: Missile-Deploying Gigas-Gauntlets, Scrap-Attracting Magnetic Fortification-Field, Mechanized Secondary Gigas-Arms, Remechanized Grip-Lock, Inbuilt Armor-Cannons, Power Trooper
Cost: 10,000,000 Gold, 2 Weeks

Superior Charge- (Passive Ability, Gigas Knight) Possessor's 'Charge' actions cannot be countered by individuals below Level 40
Requires: Juggernaut Fury, Improved Overrun
Cost: 300,000 Gold, 2 Weeks

Superior Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +250,000 HP if possessor is wearing a Grand Armor
Requires: Gigas Fortitude, Gigas Stamina
Cost: 2,500,000 Gold, 2 Weeks

Takedown- (Technique Ability, Gigas Knight) Possessor may use 'Takedown' in conjunction with a 'Charge', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +500 Melee Attack, a 30% chance of inflicting Fatigued: Knocked Out, and a 50% chance of inflicting Fatigued: Prone.
Requires: Reckless Rush, Juggernaut Fury
Cost: 300,000 Gold, 3 Weeks

Temporal Juggernaut's Timequake Stomp- (Passive Ability, Gigas Knight) If possessor is Time element and is wearing a Time element Grand Armor, possessor's 'Pre-Strike Shockwave Stomp' technique may cause actions it is part of to gain '80% inflicts Impaired: Slow', to deal 3,000 AGI Damage, to destroy a Zone of Time, and/or to cause all non-Time-element targets below Level 80 who are not 20 or more Levels greater than possessor to lose their next action (to a max of one action lost in such a manner per thread)
Requires: Unfathomable Echo-Armor, Pre-Strike Shockwave Stomp
Cost: 120,000,000 Gold, 3 Weeks

Temporal Momentum- (Passive Ability, Gigas Knight) Buffs provided to possessor by the ability 'Momentum' may gain the text 'Possessor gains the element Time', Possessor's Momentum ability may inflict Augmented: Haste on possessor whenever it would place a buff on possessor
Requires: Unfathomable Echo-Armor, Momentum
Cost: 60,000,000 Gold, 2 Weeks

The Juggernaut- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, possessor ignores Resistances of a percentage equal to or lower than possessor's Level that are possessed by entities of lower Level than possessor
Not for Sale

Timestream-Breaking Juggernaut Rush- (Technique Ability, Gigas Knight) Possessor may use 'Timestream-Breaking Juggernaut Rush' in conjunction with a 'Melee Overdrive' or 'Charge' action if possessor has a Time element Grand Armor equipped, is Time element, and no other technique is used. Said action gains +12,000 Melee Attack and (removes a Time element buff from a source that is not 5 or more Levels greater than its user from its target, cancels a delayed action from a source that is not 5 or more Levels greater than its user, or removes a buff that causes its possessor to treat the round number as a different number that is from a source that is not 5 or more Levels greater than user).
Requires: Unfathomable Echo-Armor, Juggernaut Offensive
Cost: 240,000,000 Gold, 3 Weeks

Titan Lancer- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor and has a Spear or Polearm equipped, possessor's 'Charge' actions may target individuals in the back row
Requires: Resounding Gigas-Blows, Size-Distorting Gigas Lunge, Walking as the Titans, Inevitable Goliath Stride, Dragoon, Lancer
Cost: 40,000,000 Gold, 2 Weeks

Titan Stands Above Mortals- (Passive Ability, Gigas Knight) If possessor is wearing Grand Armor, individuals below possessor's Level who are below Level 80 who are afflicted with Charm: Impressed with possessor as its source may not target possessor with attacks or deal Damage to possessor with offensive actions
Requires: Unquestioned Gigas-Stature, Gigas Swat, Walking as the Titans, Inevitable Goliath Stride, Unstoppable Projectile-Deflecting Wall-Body, Impenatrable Gigas-Shielding
Cost: 200,000,000 Gold, 2 Weeks

Thousandfold Fortress-Cannons- (Passive Ability, Gigas Knight) Possessor obtains +12,000 Ranged Attack if possessor has a Grand Armor equipped, Possessor obtains +2,000 uncapped Ranged Attack for each passenger possessor has (regardless of whether or not possessor has a Grand Armor equipped) to a max of 200 such passengers
Requires: Monolithic City-Armor, Engineer
Cost: 48,000,000 Gold, 3 Weeks

Unbroken Towering Bastion- (Passive Ability, Gigas Knight) If possessor is in a Gigas Knight Stance, has a Grand Armor equipped, and is in the front row, possessor's allies in the back row obtain +2,000 Defense as a non-stacking bonus and take 15% less Damage from sources below possessor's Level that are below Level 80
Requires: Lumbering Fortress-Self, Adept Grand Armor Mastery
Cost: 20,000,000 Gold, 2 Weeks

Unfathomable Echo-Armor- (Passive Ability, Gigas Knight) If possessor stops wearing a Grand Armor due to it being unequipped, stolen, or destroyed, possessor may choose, at said time, to obtain a non-stacking buff that causes its possessor to count as wearing an additional Grand Armor, causes its possessor to obtain +X Defense (where X is equal to the Defense bonus provided by said Grand Armor, to a max of +60,000), that causes its possessor to gain the element Time, and that causes its possessor to gain a 120% chance of inflicting Confusion on any non-Time-element, non-Knowledge-element individual that scans possessor's stats
Requires: Gigas Shell Body, Grand Armor Wearer II, Adept Time Synchronization, Emanate Time, Empowered By Time, Control of Time, Defenses that Utilize Time
Cost: 120,000,000 Gold, 3 Weeks

Unmoving Cannon-Bastion Stance- (Stance Ability, Gigas Knight) If possessor has a Grand Armor equipped while in this Stance, possessor gains +6,000 Ranged Attack and may use Constitution as its Prime Attribute for 'Ranged Attack' and 'Point Blank' actions
Requires: Inbuilt Armor-Cannons, Pauldron-Size-Accentuating Stance, Gigas Shell Body, Impenetrable Gigas Defense
Cost: 12,000,000 Gold, 2 Weeks

Unquestioned Gigas-Stature- (Passive Ability, Gigas Knight) If possessor has a Grand Armor equipped, all opponents of possessor who are below Level 80 who are not 10 or more Levels greater than possessor who possess a lower Strength than possessor and a lower Consitution than possessor have their Strength and Constitution reduced by 15% as a non-stacking effect while possessor is present in the same battlespace
Requires: Large and In-Charge, Shifting Gigas-Size, Bulky, Weighty Blows, Refortified Gigas Body, Living Legend
Cost: 20,000,000 Gold, 2 Weeks

Unstoppable Charge- (Passive Ability, Gigas Knight) Possessor's 'Charge' actions cannot be countered by individuals below Level 60
Requires: Adept Grand Armor Mastery, Superior Charge
Cost: 600,000 Gold, 2 Weeks

Unstoppable Projectile-Deflecting Wall-Body- (Passive Ability, Gigas Knight) Possessor obtains 15% Gun Resistance and 15% Bow Resistance if possessor is wearing a Grand Armor
Requires: Refortified Gigas Body, Level 40
Cost: 400,000 Gold, 3 Weeks

Unsundered Bastion- (Passive Ability, Gigas Knight) Up to 5 times per round, while possessor is in a Gigas Knight stance and has a Grand Armor equipped, when possessor prevents an opponent from shifting possessor's row, possessor may choose to regenerate 500,000 HP, inflict Confusion: Fear: Shaken on said opponent, and (optionally) deal 600,000 Flat Physical & Energy element Damage to said opponent, Up to 20 times per round, while possessor is in a Gigas Knight stance and has a Grand Armor equipped, when possessor takes 0 Damage from an opponent's attack, possessor may choose to regenerate 200,000 HP and (optionally) deal 200,000 Flat Physical & Energy element Damage to said opponent
Requires: Roots of Iron, Roots of Steel, Basic Force Magic Attunement, Improved Blade-Breaking Frame, Gigas Fortitude, Brace
Cost: 30,000,000 Gold, 2 Weeks

Walking as the Titans- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, possessor may not be prevented from voluntarily switching rows by effects coming from sources below Level 80 that are not 20 or more Levels greater than possessor, Possessor may, if possessor is wearing a Grand Armor, be in both 'Shifting Gigas-Size' and another Gigas Knight stance at the same time
Requires: Unbroken Towering Bastion, Wall-Destroying Titan-Kick
Cost: 60,000,000 Gold, 2 Weeks

Wall-Breaking Juggernaut Rush- (Active Ability, Gigas Knight) Possessor may use 'Wall-Breaking Juggernaut Rush' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action pierces 2,000 Defense of Large Structures.
Requires: Grand Armor Wearer II
Cost: 200,000 Gold, 2 Weeks

Wall-Destroying Titan-Kick- (Technique Ability, Gigas Knight) Possessor may use 'Wall-Destroying Titan-Kick' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Charge' action so long as no other technique is used and a Grand Armor is equipped. Said action gains +30,000 Melee Attack, applies a non-stacking debuff that provides -40,000 Defense to Large Structures, and may either remove one Defense-increasing buff from its target that comes from a source that is below Level 80 and not greater Level than the action's performer or may remove one instance of a Defense-increasing buff that its target applied to one or more of its allies from each of its allies that is below the action's performer's Level provided that the action's target's Level is not greater than 80 and not more than 10 Levels greater than the action's performer's Level.
Requires: Blazing Titan Charge, Monk, Weighty Blows, Wall-Breaking Juggernaut Rush
Cost: 80,000,000 Gold, 2 Weeks

Weighty Blows- (Passive Ability, Gigas Knight) Possessor gains +50 Melee Attack if wearing Grand Armor and possessor's 'Melee Overdrive' actions gain '15% inflicts Fatigued: Stun' if possessor is wearing Grand Armor
Requires: Grand Armor Wearer II, Apprentice Grand Armor Mastery
Requires: 60,000 Gold, 2 Weeks


~Guardian (Heavy Armor)~

Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Requires: Basic Heavy Armor Mastery
Cost: 50,000 Gold, 2 Weeks

Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Requires: Basic Heavy Armor Mastery, 3 other Guardian abilities
Cost: 125,000 Gold, 2 Weeks

Arbiter's Just Raiment- (Passive Ability, Guardian) Possessor takes 50% Damage from entities afflicted with Entombed: Incarcerated if possessor is wearing Heavy Armor and is a Celestial
Not for Sale

Armored Guardian Stance- (Stance Ability, Guardian) Possessor's allies gain +300 Defense if possessor is wearing a Heavy Armor
Not for Sale

Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bearing the Raiment of Justice- (Passive Ability, Guardian) Possessor gains +(50 * Possessor Level) Defense, +(100 * Possessor Level) CON, and +(100 * Possessor Level) SPI if wearing a Heavy Armor, Possessor may choose at the beginning of a thread (as a non-buff effect) to make its HP-Determining stat Constitution or Spirit and to make its per-item Defense capping based on either Constitution x 2 or Spirit x 2
Not for Sale

Brief Witness to the Incorruptability of the Iron Dream- (Passive Ability, Guardian) Possessor gains 15% Minor Status Resistance
Not for Sale

Bulwark Against Impurity- (Passive Ability, Guardian) If possessor is wearing Heavy Armor, possessor gains (Possessor Level /4, rounded up)% Demon Resistance, Devil Resistance, and Daemon Resistance
Not for Sale

Bulwark Stance- (Stance Ability, Guardian) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Requires: Basic Heavy Armor Mastery
Cost: 111,000 Gold, 3 Weeks

Can Wear Heavy Armor Without Tiring- (Passive Ability, Guardian) Possessor gains 10% Fatigued Resistance while possessor has a Heavy Armor equipped
Not for Sale

Droplet of the Enduring Nature of the Iron Dream- (Passive Ability, Guardian) Possessor gains +5,000 Max HP
Not for Sale

First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Not for Sale

Further Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance, 5% Light Resistance, 5% Darkness Resistance, 5% Physical Resistance, 5% Psychic Resistance, 5% Magic Resistance, 5% Technology Resistance, 5% Acid Resistance, 5% Ice Resistance, and 5% Electrical Resistance
Not for Sale

Further Meditation Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 20
Not for Sale

Grounded Solidity- (Active Ability, Guardian) This character may use Grounded Solidarity in conjunction with a Defend, so long as no other technique is used and a Heavy Armor is equipped. This attack gains +250 Defense factored into the user's current Defense for determining the effects of Defend and 5% Electrical resistance for the next turn.
Requires: Basic Heavy Armor Mastery
Cost: 90,000 Gold, 3 Weeks

Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Requires: Apprentice Heavy Armor Mastery, 10 other Guardian abilities
Cost: 125,000 Gold, 4 Weeks

Hard Defenses- (Passive Ability, Guardian) Possessor obtains +5,000 Defense if possessor has at least one item that provides a Defense bonus equipped
Not for Sale

Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Requires: Basic Heavy Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Requires: Basic Heavy Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Requires: Heavy Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

♢I Am The Last Defense Against the Darkness- (Passive Ability, Guardian) If possessor is wearing a Heavy Armor, possessor may, at the start of each round, choose to remove all Resistances from all allies until the round's end as a non-stacking debuff, gain (Possessor's Level)% Darkness Resistance, and apply possessor's Resistances to all of possessor's allies until the end of the round
Not for Sale

Impenetrable Status Bulwark- (Passive Ability, Guardian) If possessor is wearing Heavy Armor, possessor's Resistances cannot be ignored by lower-Level Demons, Devils, and Daemons
Not for Sale

Inviolable Heavenly Girding- (Passive Ability, Guardian) If possessor is a Celestial and has a Heavy Armor equipped, possessor may, up to once per thread, cause a Critical against possessor to no longer be a Critical
Not for Sale

Invulnerability- (Passive Ability, Guardian) +100,000 CON, +100,000 Defese, Possessor is Immune to individuals below Level 60 if possessor is Level 60 or greater
Not for Sale

Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Requires: Basic Heavy Armor Mastery
Cost: 140,000 Gold, 3 Weeks

Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Not for Sale

Newfound Understanding of the Adaptive Invulnerability of the Iron Dream- (Passive Ability, Guardian) Whenever possessor takes damage that possesses any Base element or elements as its elements or part of its elements, possessor gains a buff that provides 15% Resistance to said base element or elements
Not for Sale

Obstinately Refuse Entry- (Passive Ability, Guardian) Individuals below Level 20 that are below possessor's Level and are non-unique may not enter battles that possessor is in from other battles or via being summoned without possessor's permission
Not for Sale

Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Requires: Basic Heavy Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Poison Resistance- (Passive Ability, Guardian) 15% Poison Resistance
Not for Sale

Prepare to Intercept Blows- (Technique Ability, Guardian) Possessor may use 'Prepare to Intercept Blows' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Heavy Armor equipped and no other technique is used. Defense buffs applied by said action are increased by 25 points as a non-stacking effect.
Not for Sale

Resistant to Bee Poison- (Passive Ability, Guardian) Possessor gains 30% Poison Resistance against Insects
Not for Sale

Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP
Not for Sale

Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
Requires: Basic Heavy Armor Mastery, 2 other Guardian abilities
Cost: 70,000 Gold, 2 Weeks

Sublimely Undiminishible Heavenly Form- (Passive Ability, Guardian) If possessor is a Celestial and wearing Heavy Armor, possessor may, up to (Possessor Level / 25, rounded up) times per thread, when possessor would be afflicted with a negative status effect by an entity that is not more than 5 Levels greater than possessor, choose to not be afflicted by said status effect
Not for Sale

Tank Hits- (Technique Ability, Guardian) Possessor may use 'Tank Hits' in conjunction with a 'Defend' action so long as no other technique is used and possessor has a Heavy Armor equipped. Said action generates a non-stacking buff effect that lasts until the end of the round and is present on its caster, that causes, whenever an opponent whose AGI is lower than caster's CON who is not above Level 40 or 5 or more Levels greater than caster performs a single-target attack that targets an ally of caster's who is not in the front row while caster is in in front row, for 5% of the not-(Resistance/Immunity/Absorption)-or-Defense-counting Damage dealt by said attack to be re-directed to caster so long as no other effect has re-directed any of the Damage generated by said attack.
Requires: Heavy Armor Wearer II, Guardian, Hard to Push Around, Bulwark Stance
Cost: 300,000 Gold, 2 Weeks

Third Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +4,000 CON, +5,000 HP, and 15% Resilience
Not for Sale

Undefeatable Cosmos-Body- (Passive Ability, Guardian) Possessor gains +200,000 Defense and +20,000 Defense against Stat Damage, 30% Base Element Resistance, obtains a 50% chance of Reflecting actions from individuals below Level 80 who are not 20 or more Levels greater than possessor, is Immune to individuals below Level 40, and, if Level 60 or greater, is Immune to individuals below Level 60, Possessor may, at the beginning any round, choose for possessor's turn-order-determining stat to become CON on that round
Not for Sale

Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
Requires: Paid Bodyguard
Cost: 180,000 Gold, 2 Weeks


~Inscriber (Ward)~

♢Ablative Elemental Crystal Supershell- (Passive Ability, Inscriber) Possessor gains (Possessor Level / 2, rounded up)% Resistance to all non-Universe elements that possessor possesses

Adept Ward Mastery- (Passive Ability, Inscriber) Ward armors equipped by possessor can provide an additional +10,000 Defense before capping, Ward armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Ward
Requires: Inscriber, 50 other Inscriber Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Requires: Basic Inscriber Mastery, 3 other Inscriber abilities
Cost: 125,000 Gold, 2 Weeks

Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Improved Status Ward Inscription- (Passive Ability, Inscriber) Possessor's existing Resistances to moderate negative status effects are increased by 1% if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber, Inscriber of the Wards Which Protect against Poison, Inscriber of the Wards Which Protect against Paralysis, Inscriber of the Wards Which Protect against Disease, Inscriber of the Wards Which Protect against Charm, Inscriber of the Wards Which Protect against Stat Drain, Inscriber of the Wards Which Protect against Impairment, Inscriber of the Wards Which Protect against Pain, Inscriber of the Wards Which Protect against Confusion, Inscriber of the Wards Which Protect against Fatigue, Inscriber of the Wards Which Protect against Hexes
Cost: 250,000 Gold, 2 Weeks

Inscribe Complex Ward Symbols- (Passive Ability, Inscriber) Possessor's Resistances, Immunities, Reflection, and Absorption may not be ignored or bypassed by sources below Level 20
Requires: Inscriber, Ritualist, Basic Rune Magic Attunement OR Rejection or Runes, Basic Glyph Magic Attunement OR Rejection of Glyphs, Theoretical Spellcaster, 10 Base MIN
Cost: 300,000 Gold, 2 Weeks

Inscriber- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 50%, Possessor gains +(100 * Possessor Level) Defense if possessor has a Ward equipped
Requires: Apprentice Ward Mastery, 10 other Inscriber abilities
Cost: 125,000 Gold, 4 Weeks

Inscriber of the Wards Which Protect against Abstracts- (Passive Ability, Inscriber) Possessor gains +1% Abstract Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Acid- (Passive Ability, Inscriber) Possessor gains +1% Acid Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Air- (Passive Ability, Inscriber) Possessor gains +1% Air Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Aisurii- (Passive Ability, Inscriber) Possessor gains +1% Aisurii Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Anarchomancy- (Passive Ability, Inscriber) Possessor gains +1% Anarchomancy Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Angels- (Passive Ability, Inscriber) Possessor gains +1% Angel Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Antimatter- (Passive Ability, Inscriber) Possessor gains +5% Antimatter Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Technology
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Awe- (Passive Ability, Inscriber) Possessor gains +5% Awestruck Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Light
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Burning- (Passive Ability, Inscriber) Possessor gains +5% Burning Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Fire
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Celestials- (Passive Ability, Inscriber) Possessor gains +1% Celestial Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Charm- (Passive Ability, Inscriber) Possessor gains +5% Charm Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Confusion- (Passive Ability, Inscriber) Possessor gains +5% Confusion Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Daemons- (Passive Ability, Inscriber) Possessor gains +1% Daemon Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Darkness- (Passive Ability, Inscriber) Possessor gains +1% Darkness Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Devas- (Passive Ability, Inscriber) Possessor gains +1% Deva Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Demon Magic- (Passive Ability, Inscriber) Possessor gains +1% Demon Magic Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Demons- (Passive Ability, Inscriber) Possessor gains +1% Demon Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Devils- (Passive Ability, Inscriber) Possessor gains +1% Devil Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Disease- (Passive Ability, Inscriber) Possessor gains +5% Disease Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Dissolution- (Passive Ability, Inscriber) Possessor gains +5% Disolving Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Acid
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Divine Magic- (Passive Ability, Inscriber) Possessor gains +1% Divine Magic Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Drowning- (Passive Ability, Inscriber) Possessor gains +5% Drowning Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Water
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Earth- (Passive Ability, Inscriber) Possessor gains +1% Earth Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Electrical- (Passive Ability, Inscriber) Possessor gains +1% Electrical Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Electrocution- (Passive Ability, Inscriber) Possessor gains +5% Electrocuted Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Electrical
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Requires: Basic Ward Mastery
Cost: 25,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Enchantment- (Passive Ability, Inscriber) Possessor gains +1% Enchantment Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Energy- (Passive Ability, Inscriber) Possessor gains +1% Energy Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Requires: Basic Ward Mastery
Cost: 25,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Entombing- (Passive Ability, Inscriber) Possessor gains +5% Entombed Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Earth
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Esoteric Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to Tier 1 and Tier 2 nonbase elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Requires: Inscriber of the Wards Which Protect against Light, Inscriber of the Wards Which Protect against Hope, Inscriber of the Wards Which Protect against War, Knowledge of Esoteric Elements, Inscriber
Cost: 300,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Fatigue- (Passive Ability, Inscriber) Possessor gains +5% Fatigued Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Fire- (Passive Ability, Inscriber) Possessor gains +1% Fire Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Freezing- (Passive Ability, Inscriber) Possessor gains +5% Frozen Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Ice
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Glyph Magic- (Passive Ability, Inscriber) Possessor gains +1% Glyph Magic Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Guns- (Passive Ability, Inscriber) Possessor gains +1% Gun Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Weapons
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Healer Magic- (Passive Ability, Inscriber) Possessor gains +1% Healer Magic Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Hexes- (Passive Ability, Inscriber) Possessor gains +5% Hexed Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Hope- (Passive Ability, Inscriber) Possessor gains +1% Hope Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Ice- (Passive Ability, Inscriber) Possessor gains +1% Ice Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Illuminated- (Passive Ability, Inscriber) Possessor gains +1% Illuminated Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Impairment- (Passive Ability, Inscriber) Possessor gains +5% Impaired Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Light- (Passive Ability, Inscriber) Possessor gains +1% Light Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Magic- (Passive Ability, Inscriber) Possessor gains +1% Magic Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Magic Beings- (Passive Ability, Inscriber) Possessor gains +1% Magic Being Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Magic, Inscriber of the Wards Which Protect Against Entities, Inscriber of the Wards Which Protect against Spells
Cost: 150,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Magic's Fury- (Passive Ability, Inscriber) Possessor gains +5% Manablasted Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Magic
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Mental Strain- (Passive Ability, Inscriber) Possessor gains +5% Mindblasted Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Psychic
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Necromancy- (Passive Ability, Inscriber) Possessor gains +1% Necromancy Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Overload- (Passive Ability, Inscriber) Possessor gains +5% Overload Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Energy
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Pain- (Passive Ability, Inscriber) Possessor gains +5% Pain Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Paralysis- (Passive Ability, Inscriber) Possessor gains +5% Paralyzed Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Physical- (Passive Ability, Inscriber) Possessor gains +1% Physical Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Poison- (Passive Ability, Inscriber) Possessor gains +5% Poison Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Primes- (Passive Ability, Inscriber) Possessor gains +1% Prime Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Entities
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Psychic- (Passive Ability, Inscriber) Possessor gains +1% Psychic Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Ritual Magic- (Passive Ability, Inscriber) Possessor gains +1% Ritual Magic Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Rune Magic- (Passive Ability, Inscriber) Possessor gains +1% Rune Magic Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Spells- (Passive Ability, Inscriber) Possessor's existing Resistances to base spell subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Requires: Basic Ward Mastery
Cost: 25,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Stat Drain- (Passive Ability, Inscriber) Possessor gains +5% Stat Drain Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Status Effects- (Passive Ability, Inscriber) Possessor's existing Resistances to minor negative status effects are increased by 1% if possessor has a Ward equipped, to a max of 200%
Requires: Basic Ward Mastery
Cost: 25,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Suffocation- (Passive Ability, Inscriber) Possessor gains +5% Suffocation Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Air
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Swords- (Passive Ability, Inscriber) Possessor gains +1% Sword Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Weapons
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Technology- (Passive Ability, Inscriber) Possessor gains +1% Technology Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Void's Grasp- (Passive Ability, Inscriber) Possessor gains +5% Voidstruck Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Darkness
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against War- (Passive Ability, Inscriber) Possessor gains +1% War Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Water- (Passive Ability, Inscriber) Possessor gains +1% Water Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Requires: Basic Ward Mastery
Cost: 25,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Wizard Magic- (Passive Ability, Inscriber) Possessor gains +1% Wizard Magic Resistance if possessor has a Ward equipped, to a max of 30%
Requires: Inscriber of the Wards Which Protect against Spells
Cost: 500,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Wounds- (Passive Ability, Inscriber) Possessor gains +5% Wounded Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Physical
Cost: 200,000 Gold, 2 Weeks

Inscriber of the Wards Which Protect against Zeal- (Passive Ability, Inscriber) Possessor gains +5% Zealblasted Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Improved Status Ward Inscription, Inscriber of the Wards Which Protect against Hope
Cost: 200,000 Gold, 2 Weeks

Warded against Magic- (Passive Ability, Inscriber) Possessor obtains 30% Magic Resistance, 15% Magic Being Resistance, and 15% Wizard Magic if possessor has a Ward equipped
Requires: Inscriber of the Wards Which Protect against Magic, Inscriber of the Wards Which Protect against Wizard Magic
Cost: 400,000 Gold, 2 Weeks

Warded Against Status Effects- (Passive Ability, Inscriber) Possessor obtains 30% Resistance to Poison, Paralyzed, Fatigued, Disease, Stat Drain, Confusion, Charm, Pain, Hexed, and Impaired if possessor has a Ward equipped
Requires: Improved Status Ward Inscription
Cost: 200,000 Gold, 2 Weeks

Ward Wearer I- (Passive Ability, Inscriber) Possessor gains +5 to all stats when possessor has a Ward equipped
Requires: Basic Ward Mastery
Cost: 20,000 Gold, 2 Weeks

Ward Wearer II- (Passive Ability, Inscriber) Possessor gains +25 to all stats when possessor has a Ward equipped, Possessor gains +50 Defense when possessor has a Ward equipped
Requires: Ward Wearer I
Cost: 60,000 Gold, 2 Weeks


~Modificationist (Body Mod)~

Peerless Understanding of the True Power of the Body-Mod- (Passive Ability, Modificationist) Possessor treats Body-Mod as a Tier 2 Armor subtype. Other entities treat instances of Body-Mods equipped by possessor as a Tier 2 Armor subtype.
Requires: Adept Body-Mod Mastery, Peerless Understanding of the True Power of the <Any Armor Subtype Derivative of this Armor Subtype>
Cost: 30,000,000 Gold, 30 Weeks


~Power Trooper (Power Armor)~

Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery, 3 other Power Trooper abilities
Cost: 125,000 Gold, 2 Weeks

Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

♢Flawless Motion of the Iron Mastermind- (Passive Ability, Power Trooper) Possessor ignores the Agility penalties of any Power Armor possessor has equipped
Not for Sale

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

Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped
Requires: Power Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Power Trooper- (Passive Ability, Power Trooper) Possessor gains +(100 * Possessor Level) Defense and +(50 * Possessor Level) Ranged Attack if possessor has a Power Armor equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Light Armor equipped
Requires: Apprentice Power Armor Mastery, 10 other Power Trooper abilities
Cost: 125,000 Gold, 4 Weeks

♢Unmatched Auto-Integrable Augmetric Systems- (Passive Ability, Power Trooper) Each Power Armor possessor has equipped provides a +1 bonus to each Base Stat that it increases as a non-Base stat, with this bonus not stacking across multiple items for the same stat
Not for Sale


~Protector (Light Armor)~

Accurate Counters- (Passive Ability, Protector) Possessor's counters gain +5% To Hit if possessor is wearing a Light Armor
Requires: Prepare Counter
Cost: 300,000 Gold, 2 Weeks

Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Requires: Basic Light Armor Mastery, 3 other Protector abilities
Cost: 125,000 Gold, 2 Weeks

Aquatic Armored Dodging- (Passive Ability, Protector) Possessor gains 20% Dodge if in a Zone of Water and wearing Light Armor
Requires: Underwater Armor Use
Cost: 180,000 Gold, 2 Weeks

Armored Gymnastics- (Passive Ability, Protector) Possessor gains 20% Dodge while wearing Light Armor and +300 AGI while wearing Light Armor
Requires: Spry While Armored, Gymnast
Cost: 300,000 Gold, 2 Weeks

Armored Martial Arts- (Passive Ability, Protector) Possessor gains +100 AGI and +100 Defense if possessor is wearing a Light Armor and is in a Monk Stance
Requires: Martial Artist (2), Dodges that Conceal Weak Points, Armored Gymnastics
Cost: 300,000 Gold, 2 Weeks

Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Requires: Basic Light Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Requires: Armored Mobility
Cost: 60,000 Gold, 2 Weeks

Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

♢Blade-Deflecting Belly- (Passive Ability, Protector) If possessor is wearing a Light Armor, possessor gains a 15% chance of ignoring each hit of each 'Melee Attack' action attack, 'Powerful Attack' action attack, 'Melee Overdrive' action attack or Physical element attack that comes from a source that is not 20 or more Levels greater than possessor and that possesses a Strength lower than possessor's Constitution
Not for Sale

Circling Counter- (Technique Ability, Protector) Possessor may use 'Circling Counter' in conjunction with a 'Counter' action so long as no other technique is used and possessor has a Light Armor equipped. When that action generates an action due to its performer being attacked, its performer may, if the attacker is in the front row, move to the back row behind that attacker before performing said action.
Requires: Prepare Counter
Cost: 300,000 Gold, 2 Weeks

Classic Protector Methods- (Passive Ability, Protector) All Light Armor worn by possessor provides +50 additional Defense per (possessor level / 2, rounded down), This ability counts as the ability 'Protector' for prerequisite purposes
Not For Sale

Counter with Flourish- (Technique Ability, Protector) Possessor may use 'Counter with Flourish' in conjunction with a 'Counter' action so long as no other technique is used and possessor has a Light Armor equipped. When that action generates an action due to its performer being attacked, said generated action gains a 50% chance of inflicting Charm: Impressed on each of its targets and each of its opposing targets' allies.
Requires: Prepare Counter
Cost: 300,000 Gold, 2 Weeks

Dodges that Conceal Weak Points- (Passive Ability, Protector) Possessor, if wearing Light Armor, gains 50% Resilience against offensive actions that have a 50% or greater chance of being Dodged by possessor
Requires: Smooth Dodging, Spry While Armored
Cost: 150,000 Gold, 3 Weeks

♢Dodging Shot- (Passive Ability, Protector) If possessor is wielding a Gun and wearing a Light Armor, whenever possessor Dodges an attack, possessor may perform, as a counter to said attack, a 'Point Blank' or 'Ranged Attack' action that may only target said attack's performer and/or possessor, with this ability being able to grant up to 12 bonus actions per round
Not for Sale

Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Requires: Basic Light Armor Mastery
Cost: 80,000 Gold, 2 Weeks

Duelist's Parry- (Passive Ability, Protector) Once per round, if possessor is wearing a Light Armor, possessor may add the Melee Attack bonus of a single equipped weapon to possessor's Defense for the duration of a single hit of a single attack
Requires: Protector, Warrior, Spry Protection
Cost: 300,000 Gold, 3 Weeks

Duelist's Riposte- (Technique Ability, Protector) Possessor may use 'Duelist's Riposte' in conjunction with a 'Counter' action so long as no other technique is used and possessor has a Light Armor equipped. Said action may only generate a 'Melee Attack' action, but gains +25% To Hit.
Requires: Prepare Counter
Cost: 300,000 Gold, 2 Weeks

Faced the Reapers and Won- (Passive Ability, Protector) If possessor is wearing Light Armor, possessor obtains (Possessor Level/4, rounded up)% Undead Resistance
Not for Sale

Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Not for Sale

Health-Restoring Protection Stance- (Stance Ability, Protector) Each individual who obtains a Defense bonus from possessor's 'Guard Back Rank' actions may be healed for 5,000 points of Flat Light element HP Healing

Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Requires: Basic Light Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Requires: Light Armor Use I
Cost: 80,000 Gold, 2 Weeks

Light Armor Wearer I- (Passive Ability, Protector) Possessor gains +5 to all stats when possessor has a Light Armor equipped
Requires: Basic Light Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Light Armor Wearer II- (Passive Ability, Protector) Possessor gains +25 to all stats when possessor has a Light Armor equipped, Possessor gains +50 Defense when possessor has a Light Armor equipped
Requires: Light Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Lightning Don- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, equip said Light Armor
Requires: Don Armor Quickly
Cost: 80,000 Gold, 2 Weeks

Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Requires: Apprentice Light Armor Mastery, 10 other Protector abilities
Cost: 125,000 Gold, 4 Weeks

Rapid Armor Change- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, unequip a Light Armor and then equip said Light Armor
Requires: Lightning Don, Remove Armor Quickly
Cost: 80,000 Gold, 2 Weeks

Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Requires: Basic Light Armor Mastery
Cost: 80,000 Gold, 2 Weeks

Smooth Defense- (Passive Ability, Protector) Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Defend action, so long as no other technique is used and a Light Armor is equipped.
Requires: Smooth Maneuver
Cost: 60,000 Gold, 2 Weeks

Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Requires: Smooth Maneuver
Cost: 600,000 Gold, 2 Weeks

Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.
Requires: Armored Mobility
Cost: 80,000 Gold, 3 Weeks

Spry Protection- (Passive Ability, Protector) Possessor gains +25 AGI, Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Guard Back Rank action, so long as no other technique is used and a Light Armor is equipped.
Requires: Smooth Defense, Spry While Armored
Cost: 700,000 Gold, 3 Weeks

Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor
Requires: Armored Movement
Cost: 120,000 Gold, 2 Weeks

Swift Gunslinger's Dodging Riposte- (Passive Ability, Protector) If possessor is wearing Light Armor and wielding a Gun, possessor may, up to (Possessor Level/25, rounded up) times per round, conduct a 'Ranged Attack' or 'Point Blank' action as a counter to an attack that missed possessor
Not for Sale

Swift Protection- (Passive Ability, Protector) Possessor may, at the beginning of a round, declare that possessor's first action taken will be Guard Other or Guard Back Rank, if possessor does so, then possessor must perform said chosen action as possessor's first action and skip any actions that possessor can skip if possessor cannot perform said action, Possessor, upon choosing such, gains a non-stacking buff of +300 to possessor's turn-order-determining stat sum for turn-order-determining purposes that lasts until the end of the round
Requires: Armored Movement
Cost: 100,000 Gold, 2 Weeks

Trained in Sprite-Fencing- (Passive Ability, Protector) If possessor is wearing a Light Armor, Dodges an attack, and performs a counter to said Dodged attack, said counter has its minor status effect infliction chances increased by 30%
Not for Sale

Trition Knight's Undersea Movement Skill- (Passive Ability, Protector) Whenever possessor is in a Zone of Water while wearing Light Armor and conducts a Switch Rows actions, possessor gains a buff that provides +200 AGI that lasts 2 rounds and stacks 4 times
Requires: Underwater Armor Use
Cost: 380,000 Gold, 2 Weeks

Underwater Armor Use- (Passive Ability, Protector) Possessor may not suffer Dodge or To Hit penalties from effects attached to Zones of Water that are from sources below Level 40
Requires: Armored Mobility, Water Scale Defensive Art
Cost: 60,000 Gold, 2 Weeks

Water Scale Defensive Art- (Passive Ability, Protector) Possessor gains 5% Water Resistance and +500 Defense against Water while wearing Light Armor
Requires: Apprentice Light Armor Mastery
Cost: 80,000 Gold, 3 Weeks



~Seer (Robe)~

Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Requires: Basic Robe Mastery, 3 other Seer abilities
Cost: 125,000 Gold, 2 Weeks

Archmage's Mystic Defenses- (Passive Ability, Seer) Possessor's per-item Defense capping may be based on 2*Spirit instead of 2*Constitution if possessor is wearing a Robe and has at least 3 Wizard Magic spells equipped
Not For Sale

Atypical Seer Attunement- (Passive Ability, Seer) Each Robe worn by possessor provide +50 additional Defense per (possessor level / 2, rounded down) and +50 additional MIN per (possessor level / 2, rounded down)
Requires: Apprentice Robe Mastery, 10 other Seer abilities
Cost: 125,000 Gold, 4 Weeks

Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Requires: Basic Robe Mastery
Cost: 40,000 Gold, 2 Weeks

♢Cataclysm Comes!- (Active Ability, Seer) Possessor's 'Doom Prophecy' actions may name a moderate negative status effect instead of a minor one
Not for Sale

♢Doom and Cataclysm, Intertwined- (Passive Ability, Seer) Possessor's 'Doom Prophecy' ability may choose both a minor negative status effect and a moderate negative status effect instead of just one status effect
Not for Sale

♢Doom Prophecy- (Active Ability, Seer) Possessor may perform an action, choosing a target, a minor negative status effect, and a round number greater than the current round's number. Possessor acquires a non-stacking buff that doubles possessor's infliction chance of that minor negative status effect on the chosen individual during the chosen round.
Not for Sale

Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Requires: Basic Robe Mastery
Cost: 30,000 Gold, 2 Weeks

Has Studied Magic Practices- (Passive Ability, Seer) Possessor gains +15 MIN and +15 SPI
Requires: None
Cost: 20,000 Gold, 2 Weeks

Mystical Infliction- (Passive Ability, Seer) Possessor's chances of inflicting minor and moderate status effects increase by 1% if possessor has a Robe equipped
Requires: Robed Spellcaster
Cost: 200,000 Gold, 2 Weeks

Peerless Understanding of the True Power of the Robe- (Passive Ability, Seer) Possessor treats Robe as a Tier 2 Armor subtype. Other entities treat instances of Robes equipped by possessor as a Tier 2 Armor subtype.
Requires: Adept Robe Mastery, Peerless Understanding of the True Power of the <Any Armor Subtype Derivative of this Armor Subtype>
Cost: 30,000,000 Gold, 30 Weeks
Not for Sale

Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Basic Robe Mastery
Cost: 70,000 Gold, 2 Weeks

Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Apprtentice Robe Mastery, Predict Direction of Attack (Basic)
Cost: 200,000 Gold, 2 Weeks

Predict Direction of Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +1,000 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Seer, Predict Direction of Attack
Cost: 500,000 Gold, 2 Weeks

Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Basic Robe Mastery
Cost: 70,000 Gold, 2 Weeks

Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Apprtentice Robe Mastery, Predict Elemental Attack (Basic)
Cost: 200,000 Gold, 2 Weeks

Predict Elemental Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +1,000 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Seer, Predict Elemental Attack
Cost: 500,000 Gold, 2 Weeks

Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Basic Robe Mastery
Cost: 70,000 Gold, 2 Weeks

Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Apprtentice Robe Mastery, Predict Source of Attack (Basic)
Cost: 200,000 Gold, 2 Weeks

Predict Source of Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +1,000 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Apprtentice Robe Mastery, Predict Source of Attack
Cost: 200,000 Gold, 2 Weeks

♢Preordained Arrival- (Active Ability, Seer) If possessor is wearing a Robe, possessor may not be prevented from entering or leaving battlespaces by equal or lower Level individuals the first time per round that possessor moves from one battlespace to another
Not for Sale

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

Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Requires: Basic Robe Mastery
Cost: 20,000 Gold, 2 Weeks

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

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

Seer of Distant Stars- (Passive Ability, Seer) Possessor gains 10% Astral Resistance if possessor has scanned the stats of an opposing Alien or Astral Being and is wearing a Robe
Requires: Astromancer, Seer's Vision, Seer
Cost: 300,000 Gold, 2 Weeks

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

♢The Instrument Is Named- (Active Ability, Seer) Possessor's 'Doom Prophecy' actions may apply their buff to a chosen ally of possessor instead of possessor
Not for Sale

Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack
Requires: Basic Robe Mastery
Cost: 140,000 Gold, 3 Weeks


~Spy (Disguise)~

Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Requires: Basic Disguise Mastery, 3 other Spy abilities
Cost: 125,000 Gold, 2 Weeks

Badly Impersonate Outsider- (Stance Ability, Spy) Possessor's subtype becomes Outsider while no opponent is Level 20 or greater, Possessor gains +100 to all stats while in this stance if no opponent is Level 20 or greater
Not for Sale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

Covert Essence- (Passive Ability, Spy) When possessor is Transformed into a Transformation or entity on the Enemy List (including if possessor is Transformed into such while in a Transformation), possessor may choose, at the time of transformation, to count as not being Transformed while in said Transformation, with effects that would only work on Transformations not working on said Transformation in said case
Not for Sale

Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Requires: Basic Disguise Mastery
Cost: 600,000 Gold, 3 Weeks

Disguise Wearer I- (Passive Ability, Spy) Possessor gains +5 to all stats when possessor has a Disguise equipped
Requires: Basic Disguise Mastery
Cost: 20,000 Gold, 2 Weeks

Disguise Wearer II- (Passive Ability, Spy) Possessor gains +25 to all stats when possessor has a Disguise equipped, Possessor gains +50 Defense when possessor has a Disguise equipped
Requires: Disguise Wearer I
Cost: 60,000 Gold, 2 Weeks

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

Peerless Understanding of the True Power of the Disguise- (Passive Ability, Spy) Possessor treats Disguise as a Tier 2 Armor subtype. Other entities treat instances of Disguises equipped by possessor as a Tier 2 Armor subtype.
Requires: Adept Disguise Mastery, Peerless Understanding of the True Power of the <Any Armor Subtype Derivative of this Armor Subtype>
Cost: 30,000,000 Gold, 30 Weeks

Plum Convincing When Imitating a Dog- (Passive Ability, Spy) Possessor, if in 'Form of Dog' Stance, loses possessor's name and has it replaced with 'Dog' and may choose to provide the scan results of an Enemy of Level 20 or lower whose name contains 'Dog' when scanned by an individual with lower MIN who is below Level 60
Not for Sale

Resistant Costumes- (Passive Ability, Spy) If possessor is in a Stance whose name includes 'Costume' that gives possessor one or more non-Universe elements, possessor gains 40% Resistance to those elements
Not for Sale

Self-Driven Deniably-Surreptitious Denial of Self-Denial- (Passive Ability, Spy) Possessor may, as an choice that may not be controlled by other individuals or randomly chosen (overriding such instances of control or randomness), choose to ignore having chosen to not count as being Transformed due to the effect of the ability 'Covert Essence', with said choice being made on a per-check basis and being able to count as both Transformed and not-Transformed for different purposes at the same time
Not for Sale

Secret Agent- (Passive Ability, Spy) Possessor gains +500 AGI, Possessor gains +10% Critical and Dodge, Thief Arts and Ninjutsu spells cost possessor 5,000 less MP to cast, Possessor's Charm infliction chance is increased by 10%, Possessor gains +10% Poison Resistance as a non-stacking bonus
Not for Sale

Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped
Requires: Apprentice Disguise Mastery, 10 other Spy abilities
Cost: 125,000 Gold, 4 Weeks

Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
Not for Sale



Nonbase Derivatives


Aura Derivatives

~Anarchy's Raptor (Aura: Chaos Shroud)~

Peerless Understanding of the True Power of the Chaos Shroud- (Passive Ability, Anarchy's Raptor) Possessor treats Chaos Shroud as a Tier 2 Armor subtype. Other entities treat instances of Chaos Shrouds equipped by possessor as a Tier 2 Armor subtype.
Requires: Adept Chaos Shroud Mastery
Cost: 30,000,000 Gold, 30 Weeks


~Astrologer (Aura: Astrolabe)~

~Cauldron-Born (Aura: Foam)~

~Entomologist (Aura: Swarmsphere)~

~Heaven-Sent (Aura: Halo)~

~Outer Huntsman (Aura: Domain)~

~Limbdome (Aura: Grasping Tide)~

~Pyroclast (Aura: Blaze)~

~Seachild (Aura: Bubble)~

~Technocrat (Aura: Forcefield)~


Body-Mod Derivatives

~Bodybuilder (Body-Mod: Fitness Plan)~

~Bulkhulk (Body-Mod: Steroid)~

Ripped and Then Some- (Passive Ability, Modificationist: Bulkhulk) Possessor gains +2 Base STR and +1 Base CON; Possessor's HP is reduced by 3% of possessor's Max HP as a non-Damage reduction in value at the start of possessor's first action each round
Not for Sale

~Duramorph (Body-Mod: Shiftskin)~

~Essence Chemist (Body-Mod: Infusion Formula)~

Basic Infusion Formula Mastery- (Passive Ability, Other: Essence Chemist) If possessor has an Essence Formula equipped, possessor gains +10 additional Defense
Requires: Viscous Lord, Ooze Traits, Alchemist, Scientist, Transmuter, Scholar, Biomancer, Crafter
Cost: 5,000,000 Gold, 5 Weeks


~Evolutionist (Body-Mod: Genehack)~

~Grappler (Body-Mod: Oil)~

~Ink-Artisan (Body-Mod: Tattoo)~

~Malevolator (Body-Mod: Hellheart)~

~Marvel (Body-Mod: Supreme Attribute)~

Peerless Understanding of the True Power of the Supreme Attribute- (Passive Ability, Marvel) Possessor treats Supreme Attribute as a Tier 2 Armor subtype. Other entities treat instances of Supreme Attributes equipped by possessor as a Tier 2 Armor subtype.
Requires: Adept Supreme Attribute Mastery
Cost: 30,000,000 Gold, 30 Weeks


~Molten Forgebody (Body-Mod: Selfsmelt)~

~Steel Centurion (Body-Mod: Dermal Plating)~



Clothing Derivatives

~Aristocrat (Clothing: Formalwear)~

~Bride (Other: Wedding Dress)~

Finds Herself Near Lots of Wedding Dresses- (Passive Ability, Other: Bride) Whenever possessor would obtain a Wedding Dress as a drop from an entity on the Enemy List, possessor instead obtains two of that item
Not for Sale


~Crimson Courtier (Clothing: Sanguine Garments)~

~Grand Couturier (Clothing: High Fashion)~

~Polar Traveler (Clothing: Winterwear)~

~Somnambulist Dreamlander (Clothing: Sleepwear)~

~Stripper (Clothing: Underwear)~

~Swimmer (Clothing: Swimwear)~

Sexy Beach Bod- (Passive Ability, Diplomat: Swimmer) Possessor's Charm infliction chances are increased by 30%, If possessor is wearing a Swimwear, possessor obtains +(the highest non-automatic Charm infliction chance possessor has used during the current thread x100) Defense
Not for Sale


~Townsfolk (Clothing:Casualwear)~

~Trendsetter (Clothing: Streetwear)~



Disguise Derivatives

~Clonelord (Disguise: Body-Double)~

~Draconian (Disguise: Dragongarb)~

~Festivalgoer (Disguise: Costume)~

~Glamour Artisan (Disguise: Glamour)~

~Glitchlurker (Disguise: Distorted Wreathing)~

~Hybrid (Disguise: Symbiote)~

~Imposter (Disguise: Uniform)~

~Intruder (Disguise: Skinsuit)~

~Lightsculptor (Disguise: Hologarb)~

~Mauler (Disguise: Beastframe)~

Peerless Understanding of the True Power of the Beastframe- (Passive Ability, Mauler) Possessor treats Beastframe as a Tier 2 Armor subtype. Other entities treat instances of Beastframe equipped by possessor as a Tier 2 Armor subtype.
Requires: Adept Beastframe Mastery
Cost: 30,000,000 Gold, 30 Weeks


~Pharaoh (Disguise: Sarcophagus)~

~Sneakysneakster (Disguise: Hollowed Object)~

~Skinwalker (Disguise: Pelt)~

Basic Pelt Mastery- (Passive Ability, Other: Skinwalker) If possessor has a Pelt equipped, possessor gains +10 additional Defense
Requires: Beastmaster, Flux Baron, Animal Traits, Shapeshifter Traits, Monk, Warrior, Combatant
Cost: 5,000,000 Gold, 5 Weeks

Skinner of Great Beasts- (Passive Ability, Other: Skinwalker) Possessor may choose for possessor's 'Skinning Slice' ability to additionally affect the subtypes Alien, Bio-Horror, Daemon, Darkspawn, Demon, Devil, Horror, Spirit, Dragon and Great Beast and omit the text 'from the Enemy List that are normally fightable for drops'; temporary armor resulting from the use of Possessor's 'Skinning Slice' ability instead has a Gold value equal to (Target's Level * 100,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) and instead provides +(Target's Level * 200 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level * Target's subtype Tier value * (2 if target is an Elite, 1 if not))% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) Melee Attack
Not for Sale



Grand Armor Derivatives

~Battlehulk (Grand Armor: Carapace Armor)~

~Dwimmerlord (Grand Armor: Stoneplate)~

~Emperor (Grand Armor: Throne Armor)~

~Juggernaut Knight (Grand Armor: Juggernaut Armor)~

~Lighthouse Keeper (Grand Armor: Lighthouse Armor)~

~Living Bastion (Grand Armor: Fortress Armor)~

~Protodeus (Grand Armor: Titan-Mail)~

~Sea-Strider (Grand Armor: Hermit-Shell)~

~Worldclaimer (Grand Armor: Geobastion)~

~Worldender (Grand Armor: Warnest)~



Heavy Armor Derivatives

~Aquanaut (Heavy Armor: Diving Armor)~

~Armadillo-Knight (Heavy Armor: Shellplate)~

~Fighter (Heavy Armor: Plate Armor)~

~Dracoknight (Heavy Armor: Scale Mail)~

~Menace (Heavy Armor: Terror Armor)~

~Necroguard (Heavy Armor: Bone Mail)~

~Oakenguard (Heavy Armor: Treeplate)~

~Oathsworn (Heavy Armor: Oathmail)~

~Pledged Knight (Heavy Armor: Knightly Mail)~

~Royal Guard (Heavy Armor: Ceremonial Armor)~

~Speaker of the Golden Houses (Heavy Armor: Speaker's Mail)~

~Swarmlord (Heavy Armor: Hivemail)~

Hive of Multitudes- (Passive Ability, Guardian: Swarmlord) If possessor is wearing a Hivemail, whenever possessor, due to an effect that is not part of a Swarmlord ability or Hivemail armor, summons one or more Insects, possessor may summon an equal number of lower-Level Insects that are normally fightable for drops on the Enemy List, Max 20,000 summoned
Not for Sale



Light Armor Derivatives

~Ambusher (Light Armor: Assassin's Armor)~

~Berserker (Light Armor: Hide Armor)~

~Biotrooper (Light Armor: Living Mail)~

~Crystalguard (Light Armor: Gem-Mail)~

~Distingushed Officer (Light Armor: Parade Armor)~

~Duelist (Light Armor: Light Mail)~

~Prisoner (Light Armor: Restraint)~

~Researcher (Light Armor: Labcoat)~

~Sentai Ranger (Light Armor: Super Suit)~

~Slime-Soldier (Light Armor: Morphmail)~

~Soldier (Light Armor: Body Armor)~

~Wasteland Drifter (Light Armor: Longcoat)~

~Weaver (Light Armor: Woven Armor)~



Power Armor Derivatives

~Astronaut (Power Armor: Space Suit)~

~Central Controller (Power Armor: Command Suit)~

~Cleaner (Power Armor: Hazard Suit)~

~Colonist (Power Armor: Environmental Armor)~

~Drop-Trooper (Power Armor: Jump Armor)~

~Frame Architect (Power Armor: Frame)~

~Hitman (Power Armor: Warp Armor)~

~Mechanizer (Power Armor: Warsuit)~

~Superheavy (Power Armor: Chromeshell)~

~Nanosculptor (Power Armor: Nanomail)~

~Voidmind (Power Armor: Isolation Sphere)~



Robe Derivatives

~Ecologist (Robe: Vinerobe)~

~Embalmer (Robe: Bodywrapping)~

~Filth Dweller (Robe: Rags)~

~Mage-Marshall (Robe: Armored-Robe)~

~Magiclad (Robe: Magidress)~

~Magistrate (Robe: Gown)~

~Mantlekeeper (Robe: Mantling)~

~Otherworlder (Robe: Realmcourt Dress)~

~Practitioner (Robe: Ritual Vestments)~

~Starclad (Robe: Astral Raiment)~

Peerless Understanding of the True Power of the Astral Raiment- (Passive Ability, Starclad) Possessor treats Astral Raiment as a Tier 2 Armor subtype. Other entities treat instances of Astral Raiments equipped by possessor as a Tier 2 Armor subtype.
Requires: Adept Astral Raiment Mastery
Cost: 30,000,000 Gold, 30 Weeks


~Thaumaturge (Robe: Magerobe)~

~Vicar (Robe: Cassock)~



Ward Derivatives

~Cloistered (Ward: Faithward)~

~Concoctionist (Ward: Defensive Mixture)~

~Countermage (Ward: Spellward)~

~Genius (Ward: Mindward)~

~Lexographer (Ward: Symboligical Ward)~

~Outer Scion (Ward: Veil)~

~Paramount (Ward: Framing)~

~Programmer (Ward: Codeward)~

~Soundwarden (Ward: Dissuasion-Device)~

~War-Ender (Ward: Shieldfield)~



Nonbase Other

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:37 pm
by Administrator
Spell-Based Classes (A-H)

~Abjurer (Abjuration)~

Abjurant Forcefield- (Stance Ability, Abjurer) Possessor gains +(100 * Possessor Level) Defense and (Possessor Level)% Resilience
Requires: Abjurer, Basic Defensive Magic Amplification Training, Basic Forcefield Creation
Cost: 400,000 Gold, 3 Weeks

Abjurant Mummy-Curse Deflecting Aura- (Stance Ability, Abjurer) Possessor and possessor's allies cannot obtain debuffs from non-unique individuals below Level 60 whose name includes 'Mummy'
Not for Sale

Abjurer- (Passive Ability, Abjurer) +500 Defense, All Abjuration spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Requires: Apprentice Abjuration Attunement, 10 other Abjurer abilities
Cost: 125,000 Gold, 4 Weeks

Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0
Not for Sale

Adept Abjuration Attunement- (Passive Ability, Abjurer) Abjuration spells cost possessor 10,000 less MP to cast, Possessor's Abjuration spells that provide a Defense bonus provide an additional +500 Defense, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Abjuration Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Abjurer, 50 other Abjurer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Requires: Basic Item Preservation Application Aptitude
Cost: 190,000 Gold, 3 Weeks

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

Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Abjuration spell possessor has equipped
Requires: Basic Abjuration Attunement
Cost: 20,000 Gold, 2 Weeks

Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

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

Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Requires: Apprentice Abjuration Attunement
Cost: 100,000 Gold, 2 Weeks

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

Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Requires: Basic Abjuration Attunement, 1 Enchanter Ability
Cost: 50,000 Gold, 2 Weeks

Basic Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Broadened Abjuration Magic- (Passive Ability, Abjurer) Possessor's 'Broaden Casting' ability may count Abjuration Magic spells as Wizard Magic spells for its purposes (though not the purposes of other aspects of actions it is involved in)
Not for Sale

♢Builder of the Hidden Cathedrals- (Passive Ability, Abjurer) If possessor summons a Large Structure, possessor may give it a buff that provides it with +100% Dodge until it acts offensively; possessor may summon Large Structures into other battlespaces that already exist so long as no entity within those battlespaces of greater Level than possessor objects

Erosion-Resistant Spell- (Technique Ability, Abjurer) Possessor may use 'Erosion-Resistant Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs placed by said action may not be removed by Water element sources below Level 40.
Not for Sale

Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Requires: Basic Abjuration Attunement
Cost: 180,000 Gold, 3 Weeks

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

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

Gloriously Problem-Deflecting Spell- (Technique Ability, Abjurer) Possessor may use 'Gloriously Problem-Deflecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs applied by said action may not be removed by opposing sources below Level 40.
Not for Sale

Hyped-Up Spellshield- (Technique Ability, Abjurer) Possessor may use 'Hyped-Up Spellshield' in conjunction with a 'Cast a Spell' action so long as an Abjuration spell is cast and no other technique is used. Said action is delayed 5 rounds. If its caster is not Glory element, all Defense buffs that it provides are increased by 1 point as a non-stacking effect across all buffs on the same individual. If its caster is Glory element, all Defense buffs that it provides are increased by 5,000 points as a non-stacking effect across all buffs on the same individual.
Not for Sale

Larceny-Repelling Aura- (Passive Ability, Abjurer) Posessor's items cannot be stolen by sources equal to or below Level 40 (Not for Sale)
Not for Sale

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

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

Protector's Sacrifice- (Active Ability, Abjurer) Possessor may, as a counter in response to any enemy attack, before targets (other than self) take damage, spend any amount of Max HP or Max MP, one target takes that much less damage, Possessor may, as an action, reduce any of possessor's stats' maxes by a number, this amount of stat damage is healed (from the same stat) on target ally
Not for sale

♢Secret Doorways Within Each Diagram- (Passive Ability, Abjurer) If possessor begins a round in a battlespace that contains an individual who possesses a buff with possessor as a source, possessor may choose to enter a battlespace previously created by possessor so long as no individual of greater Level than possessor objects; possessor may choose to count possessor's Wanderer abilities as additionally being Abjurer abilities for non-prerequisite purposes

Spell-Attaching Art: Golden Flame-Shield- (Technique Ability, Abjurer) Possessor may use 'Spell-Attaching Art: Golden Flame-Shield' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, gives its target a non-stacking buff that provides 15% Fire Resistance and +200 Defense against Fire.
Not for Sale

Spell-Attaching Art: Hyper-Unlikely Electricity Cancellation- (Technique Ability, Abjurer) Possessor may use 'Hyper-Unlikely Electricity Cancellation' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, has a 1 in 15,000,000 chance of giving its target a non-stacking buff that gives it Immunity to Electrical against individuals below Level 60 for 1 round.
Not for Sale

Spell that Blocks the Wind Guillotine- (Technique Ability, Abjurer) Possessor may use 'Spell that Blocks the Wind Guillotine' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Any buff applied by said action gains the additional effect 'possessor obtains 10% Instant Death Resistance against Air element actions'
Not for Sale

Squid-Reprotecting Spell- (Technique Ability, Abjurer) Possessor may use 'Squid-Reprotecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. If said action applies an abjuration buff from a spell worth under 500,000 Gold, said action applies a copy of said buff to any one Aquatic that previously possessed any number of Abjuration buffs with caster as their source, provided that said buff could have been applied to said Aquatic
Not for Sale

Warded Skin- (Passive Ability, Abjurer) +200 Defense
Requires: Basic Aura Mastery, Essence of the Wholly Defensive Wall
Cost: 400,000 Gold, 4 Weeks

Zone Screen- (Passive Ability, Abjurer) Whenever possessor casts an Abjuration spell, possessor may, to a max of once per round, attach an non-stacking effect to a Zone, Terrain, or Phantom Terrain that gives all of possessor's allies, including possessor, in said Zone +(100 * Possessor Level) Defense and makes said allies unable to have their stats scanned by sources below (possessor Level - 10, to a max of 60)
Not for Sale


~Alchemist (Alchemy)~

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

Alchemaestro of Infliction- (Passive Ability, Alchemist) Possessor ignores the Immunities to status effects of individuals below Level 40, Possessor's minor status effect infliction chances for status effects coming from Alchemy spells are increased by 20% as a non-stacking effect, Possessor's moderate status effect infliction chances for status effects coming from Alchemy spells are increased by 10% as a non-stacking effect
Requires: Adept Alchemy Attunement, Level 40
Cost: 20,000,000 Gold, 2 Weeks

Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1000 HP or MP per possessor level if they already heal those stats
Requires: Apprentice Alchemy Attunement, 10 other Alchemist abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Requires: Basic Alchemy Attunement, 3 other Alchemist abilities
Cost: 125,000 Gold, 2 Weeks

Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Study of Homunculus-Creation Principles- (Passive Ability, Alchemist) Possessor's Alchemy summons gain +25 to all stats, Possessor's Alchemy summons gain +25 additional points to all stats if Golems
Requires: Basic Alchemy Attunement, 5 Base MIN
Cost: 75,000 Gold, 2 Weeks

Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Requires: Basic Alchemy Attunement, Basic Transumtation Attunement, Basic Merchant Proficiency, Basic Crafter Proficiency, 5 Base MIN
Cost: 100,000 Gold, 2 Weeks

Dangerous Mixing- (Technique Ability, Alchemist) Possessor may use 'Dangerous Mixing' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as possessor is casting an Alchemy spell as part of said action and no other technique is used. Said action gains +500 Ranged Attack, +500 Magical Attack, and 20% inflicts Dissolving.
Not for Sale

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

Frothy Disasterist- (Passive Ability, Alchemist) Possessor's spells whose name includes 'Frothy Disaster' ignore Damage division caused by the spells themselves and gain +500 Magical Attack.
Requires: Lethal Mixer, Infuse Acid, Adept Alchemist
Cost: 30,000,000 Gold, 3 Weeks

Genius of Poisons- (Passive Ability, Alchemist) Wielder may choose to have minor negative status effects that wielder inflicts that come from Alchemy spells instead be moderate negative status effects (retaining their names and text)
Requires: Alchemaestro of Infliction, Adept Thief Arts Attunement, Biomancer, Scientist, Ninja, Crafter, Chef, Enchanter, Channeler, Beastmaster, Herpetologist, Caliph of Corrosion
Cost: 30,000,000 Gold, 2 Weeks

Has Added Agility-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 AGI
Requires: Has Devised A Self-Enhancing Drug Regimen
Cost: 200,000 Gold, 2 Weeks

Has Added Constitution-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 CON
Requires: Has Devised A Self-Enhancing Drug Regimen
Cost: 200,000 Gold, 2 Weeks

Has Added Mind-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 MIN
Requires: Has Devised A Self-Enhancing Drug Regimen
Cost: 200,000 Gold, 2 Weeks

Has Added Speed-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Apprentice Alchemy Attunement, Has Added Agility-Enhancing Ingredients To Own Self-Enhancing Drug Regimen
Cost: 400,000 Gold, 2 Weeks

Has Added Spirit-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 SPI
Requires: Has Devised A Self-Enhancing Drug Regimen
Cost: 200,000 Gold, 2 Weeks

Has Added Strength-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 STR
Requires: Has Devised A Self-Enhancing Drug Regimen
Cost: 200,000 Gold, 2 Weeks

Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Requires: Basic Alchemy Attunement
Cost: 200,000 Gold, 2 Weeks


Has Imbibed a Crimson Gigas Tonic- (Stance Ability, Alchemist) Possessor gains +100,000 Melee Attack, Possessor is Immune to individuals below Level 40, Possessor gains 7 Base STR and CON, Possessor gains a 100% chance of being afflicted with Stat Boost: STR Boost at the start of each round
Requires: Expert Alchemist, Has Imbibed a Viridian Gigas Tonic, 10 Base MIN, 10 Base SPI, 10 Base STR, 10 Base CON
Cost: 200,000,000 Gold, 20 Weeks

Has Imbibed a Goopification Tonic- (Stance Ability, Alchemist) Possessor gains 1 Base AGI and 1 Base CON, Possessor gains the subtype Ooze
Requires: Alchemist, Viscous Lord, 10 Base MIN
Cost: 20,000,000 Gold, 5 Weeks

Has Imbibed an Invisible Man Tonic- (Stance Ability, Alchemist) Possessor gains +50% Dodge, Possessor has a 15% chance of being afflicted with Insanity at the start of each round
Requires: Adept Alchemist, Thief, 10 Base MIN
Cost: 30,000,000 Gold, 5 Weeks

Has Imbibed a Jeckell-and-Hyde Tonic- (Stance Ability, Alchemist) Possessor loses 5 Base MIN and SPI, Possessor gains 5 Base STR and CON, Possessor has a 60% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Alchemist, 10 Base MIN, 10 Base SPI
Cost: 15,000,000 Gold, 5 Weeks

Has Imbibed a Viridian Gigas Tonic- (Stance Ability, Alchemist) Possessor gains +20,000 Melee Attack, Possessor is Immune to individuals below Level 20, Possessor gains 7 Base STR and CON, Possessor loses 5 Base MIN and SPI, Possessor has 100% chance of being inflicted with Confusion: Berserk at the start of each round
Requires: Adept Alchemist, Crusher, Has Imbibed a Jeckell-and-Hyde Tonic
Cost: 60,000,000 Gold, 5 Weeks

Improved Mad Mixer- (Passive Ability, Alchemist) Possessor may choose what effect possessor's 'Mad Mixer' ability applies instead of having one be randomly applied
Not for Sale

Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Infuse Air- (Technique Ability, Alchemist) Possessor may use Infuse Air in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Air element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Infuse Earth- (Technique Ability, Alchemist) Possessor may use Infuse Earth in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Earth element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Infuse Electrical- (Technique Ability, Alchemist) Possessor may use Infuse Electrical in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Electrical element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Infuse Ice- (Technique Ability, Alchemist) Possessor may use Infuse Ice in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Ice element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Infuse Water- (Technique Ability, Alchemist) Possessor may use Infuse Water in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Water element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Learned How to Poison Rocks and Minerals- (Passive Ability, Alchemist) Possessor ignores the Immunities to status effects of individuals below Level 20, Possessor's minor status effect infliction chances for status effects coming from Alchemy spells are increased by 5% as a non-stacking effect
Requires: Alchemist, Scholar, Thief, Apprentice Evermason Knowledge, Apprentice Conjurer Knowledge, Level 20
Cost: 3,000,000 Gold, 3 Weeks

Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Requires: Basic Alchemy Attunement, Basic Crafter Proficiency
Cost: 60,000 Gold, 3 Weeks

Mad Mixer- (Passive Ability, Alchemist) Possessor may, as part of an action that includes possessor casting an Alchemy spell, may choose to destroy two random Potions that possessor has equipped, and, if said potions are destroyed, possessor adds one of the following effects (chosen randomly) to said action: '100% inflicts a randomly determined positive or negative minor status effect', '+500 to a randomly determined stat as a buff that stacks 5 times', or '-500 to a randomly determined stat as a debuff that stacks 5 times'
Not for Sale

Milk Mixer- (Passive Ability, Alchemist) Whenever possessor uses a Drink consumable, possessor may spend a charge of a Drink consumable that possessor has equipped that has 'Milk' in its name to cause the first said consumable to heal 5,000 additional HP
Not for Sale

Potion Boost- (Passive Ability, Alchemist) Possessor's Alchemy spells whose name includes 'Potion' and possessor's Potion consumables that apply buffs to stats have said values increased by 50 points, to a max of 500 points across all stacked applications per individual.
Requires: Alchemist
Cost: 200,000 Gold, 2 Weeks

Potion Bombing!- (Passive Ability, Alchemist) Possessor gains +(The value of possessor's most valuable equipped Potion/ 1,000, rounded up, to a max of 1,000) Ranged Attack if possessor has at least 1 Potion equipped
Requires: Apprentice Alchemy Attunement, Basic Throwing Weapon Training, Basic Crafter Proficiency
Cost: 500,000 Gold, 3 Weeks

Potion-Filled Pockets- (Passive Ability, Alchemist) Possessor may bring 10 unequipped Potion consumables or Alchemy spells if possessor has a Clothing or Light Armor equipped at the start of the thread.
Requires: Alchemist, Basic Clothing Mastery, Basic Light Armor Mastery
Cost: 100,000 Gold, 2 Weeks

♢Sublime Merchandise Synchronization: Sepherys- (Active Ability, Alchemist) Possessor's caps are considered 15% higher for purposes of equipped items whose name includes 'Sepherys' if at least half of possessor's equipped items have 'Sepherys' in the name

Was Incorrectly Taught the Basics of Alchemy- (Passive Ability, Alchemist) Alchemist abilities cost possessor 500,000 additional Gold and 5 additional weeks to learn in ability shops
Not for Sale

~Anarchomancer (Chaos Magic)~

Adept Chaos Magic Attunement- (Passive Ability, Anarchomaner) Possessor's unmodified stats are increased by 300 points if possessor has not specifically chosen the result of any otherwise-randomized roll or value earlier in the same thread, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, with the spells that are in them having a 50% chance of being castable by possessor each round
Requires: Anarchomaner, 50 other Anarchomaner Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Anarchomancer- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spell that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +(250 * Possessor Level) Magical Attack, Whenever possessor casts a Chaos Magic spell, there is a 50% chance that it costs 50% less MP (rounded up) (with it only being castable if it were castable without said discount factored in)
Requires: Apprentice Chaos Magic Attunement, 3 other Anarchomancer abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Requires: Basic Chaos Magic Attunement, 3 other Anarchomancer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blessed by Chaos- (Passive Ability, Anarchomancer) Possessor may use chaos element instead of possessor's normal element in attacks
Not for sale

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

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

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

Holds a Lingering Suspicion that the True Meaning of Love May Be a Penguin- (Passive Ability, Anarchomancer) Possessor suffers no negative effects from Charm status effects from sources below Level 20
Not for Sale

Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Not for Sale

Random Agility- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 AGI (this is not a buff)
Requires: Basic Chaos Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Random Constitution- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 CON (this is not a buff)
Requires: Basic Chaos Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Random Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Defense (this is not a buff)
Requires: Basic Chaos Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Randomized Minor Stat Bonus- (Passive Ability, Anarchomancer) Possessor gains +10 to a stat that is randomly chosen at the start of each round (with only one such bonus applying at a time)
Not for Sale

Random Magical Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Magical Attack (this is not a buff)
Requires: Random Offense
Cost: 100,000 Gold, 2 Weeks

Random Melee Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack (this is not a buff)
Requires: Random Offense
Cost: 100,000 Gold, 2 Weeks

Random Mind- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 MIN (this is not a buff)
Requires: Basic Chaos Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Requires: Basic Chaos Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Random Ranged Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Ranged Attack (this is not a buff)
Requires: Random Offense
Cost: 100,000 Gold, 2 Weeks

Random Spirit- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 SPI (this is not a buff)
Requires: Basic Chaos Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Random Stat Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +25 Defense Against Stat Damage (this is not a buff)
Requires: Random Defense
Cost: 100,000 Gold, 2 Weeks

Random Strength- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 STR (this is not a buff)
Requires: Basic Chaos Magic Attunement
Cost: 100,000 Gold, 2 Weeks

~Arcanist (Arcanist Magic)~

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

Apprentice Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures possessor summons through Aracanist Magic spells or Cards gain +150 to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost 500 less MP and gain +150 additional Magical Attack
Requires: Basic Arcanist Magic Attunement, 3 other Arcanist abilities
Cost: 125,000 Gold, 2 Weeks

Arcanist- (Passive Ability, Arcanist) All entities possessor summons through Arcanist Magic spells or Cards gain +(10 x Possessor Level) to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost (50 x Possessor Level) less MP and gain +(25 x Possessor Level) Magical Attack if they possess a Magical Attack bonus
Requires: Apprentice Arcanist Magic Training, 10 other Arcanist abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Arcanist's Prognostication- (Passive Ability, Arcanist) Possessor knows what the top card of possessor's Deck-Based Arcanist deck is
Requires: Basic Divination Attunement, Deck-Based Arcanist
Cost: 40,000 Gold, 3 Weeks

Augmented Elementalize Via Card- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability may use unique spells in addition to non-unique ones, and it does not render the spell used effectless if said spell is unique
Requires: Elementalize Via Card
Cost: 10,000 Gold, 1 Week

Augmented Elementalize Via Card II- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability does not render spells effectless
Requires: Augmented Elementalize Via Card, 5 Base MIN
Cost: 190,000 Gold, 2 Weeks

Basic Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures summoned through Aracanist Magic spells or Cards gain +10 to all stats, All Cards that do damage deal an additional 60 damage, and all Arcanist Magic spells cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Call Upon Miraculous Card Reappearances- (Passive Ability, Arcanist) Possessor may select cards from possessor's discard pile in addition to possessor's Deck-Based Arcanist deck when using the ability Sacrificial Card Draw
Requires: Sacrificial Card Draw, Level 10
Cost: 60,000 Gold, 3 Weeks

Card-Playing Stance- (Stance Ability, Aracanist) Possessor's Arcanist Magic spells gain +50 Magical Attack
Requires: Basic Arcanist Magic Attunement
Cost: 60,000 Gold, 3 Weeks

Card Collector I- (Passive Ability, Arcanist) If possessor has at least 5 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +50 to all stats
Requires: Basic Arcanist Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Card Collector II- (Passive Ability, Arcanist) If possessor has at least 20 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +200 to all stats
Requires: Card Collector I
Cost: 60,000 Gold, 1 Week

Card Collector III- (Passive Ability, Arcanist) If possessor has at least 50 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +500 to all stats
Requires: Card Collector II, Level 5
Cost: 210,000 Gold, 1 Week

Card Collector IV- (Passive Ability, Arcanist) If possessor has at least 100 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +1,000 to all stats
Requires: Card Collector III, Level 10
Cost: 360,000 Gold, 2 Weeks

Cut the Deck- (Active Ability, Arcanist) Immediately after the order of the cards in possessor's Deck-Based Arcanist deck is randomized, possessor may choose a number less than the number of cards in possessor's Deck-Based Arcanist deck and have all cards below that number in possessor's Deck-Based Arcanist deck on top of possessor's Deck-Based Arcanist deck
Requires: Shuffle Deck
Cost: 50,000 Gold, 1 Week

Deadly Card Flick- (Passive Ability, Arcanist) Possessor may choose to treat Arcanist Magic spells as though they possessed a Ranged Attack bonus equal to their Magical Attack bonus and possess no other text if using them as part of a Ranged Attack action
Requires: Apprentice Throwing Weapon Training
Cost: 160,000 Gold, 2 Weeks

Deck-Based Arcanist- (Passive Ability, Arcanist) Possessor may, at the start of a thread, voluntarily lose all Spell slots to become a Deck-Based Arcanist. A Deck-Based Arcanist possesses a deck of 60 Arcanist Magic spells. No more than four copies of any one spell may be in this deck. A mod randomizes the order of the spells in this deck and does not reveal this order. At the start of the thread, following other effects and events that are applied at the start of the thread that do not have this phrase in them, the player controlling the Deck-Based Arcanist draws seven spells. These spells may be used as though they were equipped. As soon as one of these spells is used as part of any action or effect, that spell is discarded and is placed in its respective player's discard pile of Arcanist Magic spells. At the start of each round, if possessor is a Deck-Based Arcanist and has less than 7 Arcanist Magic spells in hand, then possessor draws a spell. Possesor's maximum hand size is considered to be 7. If possessor's hand contains more cards than possessor's maximum hand size, then possessor must, at the start of possessor's next action, discard cards until possessor's hand contains a number of cards equal to or lower than possessor's maximum hand size. Objects within possessor's deck may be referred to as spells or cards even if they are not said things otherwise. If possessor would draw a spell, but possessor's deck is empty, then possessor's discard pile is placed in a random order, and its contents become its respective player's deck.
Requires: Basic Arcanist Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Deck of Numerous Things- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck may contain Card Consumables in addition to Arcanist Magic spells
Requires: Improved Deck Capacity II
Cost: 140,000 Gold, 2 Weeks

Discard a Card- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, discard a card
Requires: Deck-Based Arcanist
Cost: 30,000 Gold, 1 Weeks

Dramatic Card Use- (Passive Ability, Arcanist) When possessor uses the Cast a Spell action and casts an Arcanist Magic spell, possessor may choose a target and have a 5% chance of inflicting Charm: Impressed on said target
Requires: Basic Arcanist Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Draw a Card- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, spend an action to draw a card, up to said player's maximum hand size
Requires: Deck-Based Arcanist
Cost: 30,000 Gold, 1 Week

Draw From the Bottom- (Active Ability, Arcanist) If possessor is a Deck-Based Arcanist, possesser may, whenever possessor would draw a card, possessor may choose to draw from the top of possessor's deck as opposed to the bottom
Requires: Draw a Card, Invert Deck
Cost: 60,000 Gold, 2 Weeks

Elementalize Via Card- (Active Ability, Arcanist) Possessor may, as an action, cause an equipped non-unique Arcanist Magic spell to lose all of its effects for the remainder of the thread to cause a willing target individual to become the element or elements of said spell
Requires: Basic Arcanist Magic Attunement, Basic Enchantment Attunement
Cost: 20,000 Gold, 2 Weeks

Expanded Elementalize Via Card- (Passive Ability, Arcanist) Possessor may use Elementalize Via Card to affect items as well as individuals, but possessor may not use Augmented Elementalize Via Card or Augmented Elementalize Via Card II as part of an action using this ability
Requires: Augmented Elementalize Via Card, 5 Base MIN
Cost: 290,000 Gold, 3 Weeks

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

Fast Shuffler- (Passive Ability, Arcanist) If possessor's actions for an entire round all involve either an Arcanist Magic spell, an Arcanist ability, or passing, then possessor gets +10 to possessor's turn-order-determining stat sum for turn-order-determining purposes the next round
Requires: Basic Arcanist Magic Attunement
Cost: 30,000 Gold, 1 Week

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

Fifty-Two Pickup- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, spend an action to discard all cards in hand, move all cards from possessor's discard pile to possessor's deck, randomly re-order all cards in possessor's deck
Requires: Discard a Card
Cost: 140,000 Gold, 1 Week

Hand of Power- (Passive Ability, Arcanist) Possessor gets +10 to all stats for each spell in hand if possessor is a Deck-Based Arcanist
Requires: Improved Hand Size
Cost: 60,000 Gold, 2 Weeks

Improved Card Drawing- (Passive Ability, Arcanist) At the start of each round, if possessor is a Deck-Based Arcanist and, after drawing the first time, possesses less spells in hand than possessor's maximum hand size, then possessor may immediately draw another card
Requires: Improved Hand Size II
Cost: 60,000 Gold, 2 Weeks

Improved Card Drawing II- (Passive Ability, Arcanist) At the start of each round, if possessor is a Deck-Based Arcanist and does not have a number of cards in hand equal to possessor's maximum hand size, then possessor immediately draws up to possessor's maximum hand size
Requires: Reflexive Card Drawing III, Level 5
Cost: 160,000 Gold, 2 Weeks

Improved Deck Capacity I- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain up to 100 cards, with its minimum number of spells contained being unaffected
Requires: Deck-Based Arcanist
Cost: 70,000 Gold, 1 Week

Improved Deck Capacity II- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain up to 500 cards, with its minimum number of spells contained being unaffected
Requires: Improved Deck Capacity I
Cost: 140,000 Gold, 2 Weeks

Improved Deck Capacity III- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain as few as 30 cards, with its maximum number of spells contained being unaffected
Requires: Improved Deck Capacity II
Cost: 90,000 Gold, 1 Week

Improved Deck Capacity IV- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain as few as 20 cards, with its maximum number of spells contained being unaffected
Requires: Improved Deck Capacity III, Apprentice Arcanist Magic Attunement
Cost: 190,000 Gold, 3 Weeks

Improved Deck-Cutting- (Active Ability, Arcanist) As an action, possessor may choose a number less than the number of cards in possessor's Deck-Based Arcanist deck and have all cards below that number in possessor's Deck-Based Arcanist deck on top of possessor's Deck-Based Arcanist deck
Requires: Cut the Deck, Fast Shuffler
Cost: 50,000 Gold, 2 Weeks

Improved Duplicate Card Use- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain as many as 5 of the same spell
Requires: Improved Deck Capacity II
Cost: 80,000 Gold, 2 Weeks

Improved Hand Size I- (Passive Ability, Arcanist) Possessor may, at the start of a thread, choose to have a maximum hand size as a Deck-Based Arcanist of 8, should possessor choose to do this, the minimum number of cards that must be in possessor's deck increases by 10
Requires: Improved Deck Capacity
Cost: 80,000 Gold, 2 Weeks

Improved Hand Size II- (Passive Ability, Arcanist) Possessor may, at the start of a thread, choose to have a maximum hand size as a Deck-Based Arcanist of 9, should possessor choose to do this, the minimum number of cards that must be in possessor's deck increases by 20
Requires: Improved Hand Size
Cost: 140,000 Gold, 2 Weeks

Improved Hand Size III- (Passive Ability, Arcanist) Possessor may, at the start of a thread, choose to have a maximum hand size as a Deck-Based Arcanist of 10, should possessor choose to do this, the minimum number of cards that must be in possessor's deck increases by 50
Requires: Improved Hand Size II, Improved Deck Capacity IV
Cost: 180,000 Gold, 3 Weeks

Invert Deck- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, place the cards in possessor's deck in reverse order
Requires: Deck-Based Arcanist
Cost: 50,000 Gold, 1 Week

Invert Discard Pile- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, place the cards in possessor's discard pile in reverse order
Requires: Deck-Based Arcanist
Cost: 50,000 Gold, 1 Week

Just What I Needed!- (Active Ability, Arcanist) Possessor may, before drawing a card from possessor's Deck-Based Arcanist deck, name a card, if possessor draws said card, then possessor gets +50 to all stats for the remainder of the turn; this bonus is a buff and does not stack
Requires: Dramatic Card Use, Deck-Based Arcanist
Cost: 60,000 Gold, 2 Weeks

Master Deck-Stacker- (Passive Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, choose the order of the cards in possessor's Deck-Based Arcanist deck at any point that possessor would shuffle or randomize the order of the cards in said deck, at the cost of 5% of possessor's Max MP for the remainder of the thread
Requires: Stack the Deck, 5 Base AGI, 5 Base MIN, 5 Base SPI
Cost: 320,000 Gold, 3 Weeks

Optional Discards- (Active Ability, Arcanist) If possessor is a Deck-Based Arcanist and possessor would discard a card as a result of using it, then possessor may choose to not discard said card with a 50% chance of success in not discarding
Requires: Discard a Card, Apprentice Arcanist Magic Attunement, Level 10
Cost: 150,000 Gold, 3 Weeks

Poker Face- (Passive Ability, Arcanist) There is a 50% chance that each action possessor makes that involves an Arcanist Magic spell cannot be countered by individuals under level 20
Requires: Basic Arcanist Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Reflexive Card Cycling- (Passive Ability, Arcanist) The first time each turn, if possessor is a Deck-Based Arcanist, that a card goes to possessor's discard pile, possessor may choose to immediately discard a card and then draw a card
Requires: Reflexive Card Drawing
Cost: 60,000 Gold, 1 Week

Reflexive Card Drawing- (Passive Ability, Arcanist) If possessor uses the ability Fifty-Two Pickup, possessor immediately draws a number of cards equal to the number of cards in possessor's hand prior to possessor's use of said ability
Requires: Fifty-Two Pickup
Cost: 40,000 Gold, 2 Weeks

Reflexive Card Drawing II- (Passive Ability, Arcanist) The second time each turn, if possessor is a Deck-Based Arcanist, that a card goes to possessor's discard pile, possessor may choose to immediately draw a card
Requires: Reflexive Card Cycling
Cost: 120,000 Gold, 1 Week

Reflexive Card Drawing III- (Passive Ability, Arcanist) The first time each turn, if possessor is a Deck-Based Arcanist, that a card goes to a possessor's discard pile, possessor may choose to not benefit from Reflexive Card Drawing II this turn and then immediately draw a card
Requires: Reflexive Card Drawing II
Cost: 180,000 Gold, 2 Weeks

Reflexive Card Drawing IV- (Passive Ability, Arcanist) If possessor uses the ability Fifty-Two Pickup, poassessor immediately draws a number of cards equal to possessor's maximum hand size
Requires: Improved Card Drawing II, Apprentice Arcanist Magic Attunement, Level 8
Cost: 120,000 Gold, 2 Weeks

Replace Deck- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, switch the cards in possessor's discard pile with those in possessor's Deck-Based Arcanist deck, keeping the cards in the same order
Requires: Invert Deck, Invert Discard Pile
Cost: 90,000 Gold, 2 Weeks

Reveal Your Hand Cockily- (Active Ability, Arcanist) Possessor may spend an action, provided that possessor has at least one card in possessor's hand if possessor is a Deck-Based Arcanist or that possessor has at least one Arcanist Magic spell equipped, to give all foes the ability to preemptively counter any of possesor's actions involving any of said spells or cards using an action that acts as a counter that possesses a 50% chance of completely cancelling its target's action provided that its target is not more than 15 levels higher than it or over level 99. Possessor's action also has a 15% chance of inflicting Confusion: Disconcerted on up to 20 targets.
Requires: Deck-Based Arcanist, Card Playing Stance
Cost: 30,000 Gold, 1 Week

Sacrificial Card Draw- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, reduce possessor's max hand size by one and then immediately move a card of possessor's choice to possessor's hand from possessor's Deck-Based Arcanist deck as an action that is considered drawing a card
Requires: Dramatic Card Use, Deck-Based Arcanist, 5 Base SPI
Cost: 120,000 Gold, 3 Weeks

Shuffle Deck- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, have the order of the cards in possessor's Deck-Based Arcanist deck be randomized
Requires: Deck-Based Arcanist
Cost: 50,000 Gold, 1 Week

Shuffle Discard Pile- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, have the order of the cards in possessor's discard pile be randomized
Requires: Deck-Based Arcanist
Cost: 50,000 Gold, 1 Week

Stack the Deck- (Passive Ability, Arcanist) Possessor may, at the beginning of a thread, if possessor is a Deck-Based Arcanist, choose the order of the cards in possessor's Deck-Based Arcanist deck
Requires: Apprentice Thief Arts Attunement, Deck-Based Arcanist
Cost: 120,000 Gold, 2 Weeks

Take a Mulligan- (Active Ability, Arcanist) Possessor may, before possessor's first action of the thread, provided that possessor is a Deck-Based Arcanist, at a time when possessor could take an action, choose to place possessor's hand into possessor's Deck-Based Arcanist deck, randomize the order of the cards in possessor's Deck-Based Arcanist deck, and then draw a number of cards equal to the number of cards in possessor's hand before possessor used this ability; after using this action, possessor may take an action like normal, this ability may be used a maximum of one time per thread
Requires: Shuffle the Deck
Cost: 40,000 Gold, 1 Week

Throw Card Dramatically- (Active Ability, Arcanist) Possessor may use Throw Card Dramatically in conjunction with a Magical Attack, so long as no other technique is used and an Arcanist Magic spell is cast as part of said Magical Attack. Possessor gains a 5% chance of inflicting Charm: Impressed with this attack.
Requires: Dramatic Card Use
Cost: 80,000 Gold, 2 Weeks

Trade Cards- (Active Ability, Arcanist) Possessor may, if possessor is a Deck-Based Arcanist, exchange a card in possessor's hand with a card from a willing target Deck-Based Arcanit's hand
Requires: Deck-Based Arcanist
Cost: 50,000 Gold, 1 Week

Unified Knowledge of Card Tricks and Card Magic- (Passive Ability, Arcanist) Possessor may count Arcanist abilities possessor possesses as Card Mystic abilities (including for prerequisite purposes), Possessor may count Card Mystic abilities possessor possesses as Arcanist abilities (including for prerequisite purposes)
Requires: Card Mystic, Arcanist, Arcane Deal, Throw Card Dramatically
Cost: 5,000,000 Gold, 2 Weeks

~Artificer (Artifice)~

Adept Artifice Attunement- (Passive Ability, Artificer) Artifice spells cost possessor 10,000 less MP to cast, Artifice spells that possessor casts that possess a Magical Attack bonus gain an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Artifice Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Artificer, 50 other Artificer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Requires: Basic Artifice Attunement, 3 other Artificer abilities
Cost: 125,000 Gold, 2 Weeks



Artifacer's Repair Overload- (Active Ability, Artifacer) Possessor may spend an action and destroy an equipped Artifice spell to re-construct a destroyed item of equal or lesser value
Not For Sale

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

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

Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Requires: Apprentice Artifice Training, 10 other Artificer abilities
Cost: 125,000 Gold, 4 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Air Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Air Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Acid Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Acid Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Earth Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Earth Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Fire Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Fire Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Ice Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Ice Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Magic Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Magic Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Water Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Water Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: DealAcid Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Acid Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Air Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Air Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Earth Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Earth Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Fire Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Fire Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Ice Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Ice Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Magic Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Magic Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Water Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Water Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Agility Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Agility Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Constitution Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Constitution Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Electrical Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Electrical Resistant'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Energy Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Energy Resistant'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: MindBoosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Mind Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Physical Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Physical Resistant'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Spirit Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Spirit Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Strength Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Strength Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Technology Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Technology Resistant'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Electrical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Electrical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Energy Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Energy Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Physical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Physical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Technology Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Technology Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Deal Energy Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Energy Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Unfold Into Clockwork- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Unfold Into Clockwork'
Requires: Artificer's Invention Creation Discovery: Deal Technology Damage, Gearwright
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Acid Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Acid Resistant'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Agility Enhancing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Agility Enhancement'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Air Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Air Resistant'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Constitution Enhancing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Constitution Enhancement'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Dwarven Rune-Etching- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 5,000,000 Gold and 500,000 XP and give it the 'Artificer's Design' Enhancement 'Etched with Dwarven Runes'
Requires: Artificer's Magic Item Creation Discovery: Earth Resistance, Artificer's Magic Item Creation Discovery: Magic Resistance, Artificer's Enchanted Item Creation Discovery: Deal Earth Damage, Multiple-Artifice-Design Item-Inclusion (2), Magic Item Creation Discovery Mastery, Knowledge of Major Dwarven Clans, Enchanter, Smith
Cost: 50,000,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Dwarven Runic Magitech Engine Integration- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 10,000,000 Gold and 1,000,000 XP and give it the 'Articier's Design' Enhancement 'Integrated Dwarven Runic Magitech Engine'
Requires: Artificer's Magic Item Creation Discovery: Dwarven Rune-Etching, Abjurer, Enchanter
Cost: 100,000,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Dwarven Smith's Lordly Endowment- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 5,000,000 Gold and 500,000 XP and give it the 'Articier's Design' Enhancement 'Dwarflord's Treasure'
Requires: Artificer's Magic Item Creation Discovery: Dwarven Rune-Etching, Mountain King, Warlord
Cost: 50,000,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Earth Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Earth Resistant'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Fire Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Fire Resistant'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Ice Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Ice Resistant'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Imbue With Clan History- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 5,000,000 Gold and 500,000 XP and give it the 'Articier's Design' Enhancement 'Of the Clan'
Requires: Artificer's Magic Item Creation Discovery: Dwarven Rune-Etching, Scholar of History
Cost: 100,000,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Magic Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Magic Resistant'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Mind Enhancing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Mind Enhancement'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Runic Magmaproofing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 10,000,000 Gold and 1,000,000 XP and give it the 'Articier's Design' Enhancement 'Magmaproofing Runes'
Requires: Artificer's Magic Item Creation Discovery: Dwarven Rune-Etching, Abjurer, Enchanter
Cost: 100,000,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Spirit Enhancing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Spirit Enhancement'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Strength Enhancing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Strength Enhancement'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magic Item Creation Discovery: Water Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Water Resistant'
Requires: Build Artificer's Doodad, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Add Acid Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Acid to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Aprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Add Air Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Air to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Aprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Add Earth Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Earth to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Aprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Add Fire Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Fire to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Aprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Add Ice Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Ice to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Aprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Add Magic Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Magic to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Aprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Add Water Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Water to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Aprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Acid Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Acid from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Air Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Air from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Earth Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Earth from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Fire Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Firefrom its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Ice Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Ice from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Magic Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Magic from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Water Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Water from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Technological Item-Creation Procedure: Add Electrical Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Electrical to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Hypertech Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Technological Item-Creation Procedure: Add Energy Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Energy to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Hypertech Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Technological Item-Creation Procedure: Add Psychic Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Psychic to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Hypertech Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Technological Item-Creation Procedure: Add Technology Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Technology to its elements, with this added element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Hypertech Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Electrical Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Electrical from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Energy Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Energy from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Psychic Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Psychic from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Artificer's Magical Item-Creation Procedure: Remove Technology Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Technology from its elements, with this removed element not being a buff and being part of the created item's text
Requires: Build Artificer's Gizmo, Build Artificer's Doodad, Apprentice Artifice Attunement, Apprentice Enchantment Attunement
Cost: 200,000 Gold, 2 Weeks

Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Requires: Basic Artifice Attunement
Cost: 300,000 Gold, 2 Weeks

Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Requires: Basic Artifice Attunement
Cost: 300,000 Gold, 2 Weeks

Dwarven Artificer- (Passive Ability, Artificer) Items possessor creates through Artifice spells whose name includes 'Dwarf' or 'Dwarven' have their stat bonuses increased by 500 points as a non-stacking buff on the item that stacks 200 times across items
Not for Sale

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

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

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

Improved Clockwork Gizmobot Armor- (Passive Ability, Artificer) The buff provided by possessors 'Improved Gizmobots (Clockwork)' ability additionally causes Clockworks that possess it to gain +5,000 Defense
Requires: Improved Gizmobots (Clockwork)
Cost: 5,000,000 Gold, 2 Weeks

Improved Clockwork Gizmobot Deployment- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said summoning may not be prevented by entities below Level 20
Requires: Improved Gizmobots (Clockwork)
Cost: 5,000,000 Gold, 2 Weeks

Improved Clockwork Gizmobot Power Reserves- (Passive Ability, Artificer) The buff provided by possessors 'Improved Gizmobots (Clockwork)' ability additionally causes Clockworks that possess it to gain +50,000 MP
Requires: Improved Gizmobots (Clockwork)
Cost: 5,000,000 Gold, 2 Weeks

Improved Clockwork Gizmobot Weaponry- (Passive Ability, Artificer) The buff provided by possessors 'Improved Gizmobots (Clockwork)' ability additionally causes Clockworks that possess it to deal 50,000 additional Damage
Requires: Improved Gizmobots (Clockwork)
Cost: 5,000,000 Gold, 2 Weeks

Improved Gizmobots (Clockwork)- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said Clockwork obtains a non-stacking buff that provides +500 to all stats
Requires: Artificer's Invention Creation Discovery: Unfold Into Clockwork, Enhanced Clockwork Automata Production
Cost: 500,000 Gold, 2 Weeks

Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Requires: Sturdy Crafting, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 1 Week

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

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

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

Multiple-Artifice-Design Item-Inclusion (2)- (Passive Ability, Artificer) Possessor may place 2 'Artificer's Design' Enhancements on each item
Requires: Artificer, Level 10
Cost: 5,000,000 Gold, 2 Weeks

Multiple-Artifice-Design Item-Inclusion (3)- (Passive Ability, Artificer) Possessor may place 3 'Artificer's Design' Enhancements on each item
Requires: Multiple-Artifice-Design Item-Inclusion (2), Level 20
Cost: 10,000,000 Gold, 2 Weeks

Multiple-Artifice-Design Item-Inclusion (4)- (Passive Ability, Artificer) Possessor may place 4 'Artificer's Design' Enhancements on each item
Requires: Multiple-Artifice-Design Item-Inclusion (3), Level 30
Cost: 20,000,000 Gold, 2 Weeks

Possesses a General Knowledge of Cursed Items- (Passive Ability, Artificer) Possessor gains +250 MIN
Not for Sale

Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Requires: Basic Artifice Attunement
Cost: 50,000 Gold, 2 Weeks

Skilled Magitech Engineer- (Passive Ability, Artificer) Possessor may choose to treat the text of any of possessor's Artificer abilities as though the text 'Magic Item' were exchanged with 'Gadget' (or vice-versa) and/or as though the text 'Enchanted Item' were exchanged with 'Invention' (or vice-versa), with this change not taking effect for prerequisite purposes
Requires: Magic Item Creation Discovery Mastery, Enchanted Item Creation Discovery Mastery, Gadget Creation Discovery Mastery, Invention Creation Discovery Mastery, Magical Item-Creation Procedure Mastery, Technological Item-Creation Discovery Mastery, Multiple-Artifice-Design Item-Inclusion (4), Theoretical Mage-Scientist, Level 20, 10 Base MIN
Cost: 80,000,000 Gold, 2 Weeks

Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
Requires: Basic Artifice Attunement
Cost: 60,000 Gold, 2 Weeks

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


~Astromancer (Astral Magic)~

A Second, Hidden Sky- (Passive Ability, Astromancer) Once per thread, when one of possessor's Empowered constellations is removed by an opponent, possessor may immediately cast a non-offensive spell that sets an Empowered Constellation
Requires: Establish Astral Dome, Shielded by the Stars, Widen Astral Magic II, Maintain Power of Shifted Constellations, Can Sense the Stars through the Clouds
Cost: 7,000,000 Gold, 2 Weeks

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

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

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

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

Astrologer (2)- (Passive Ability, Astromancer) Possessor gains +5% To Hit, Possessor gains +2,000 to all stats if possessor has an Empowered Constellation set, Possessor gains +15% To Hit against targets that possess an Astral Magic buff, debuff, or status effect
Requires: Astromancer, Diviner
Cost: 1,000,000 Gold, 2 Weeks

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

Astronomer- (Passive Ability, Astromancer) Possessor gains +500 MIN, Possessor gains +5% To Hit against Astral Beings, Possessor gains +5% To Hit if any individual in possessor's battlespace has an Empowered Constellation set or if possessor is in a Zone of Astral
Requires: Scientist
Cost: 700,000 Gold, 2 Weeks

Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 60,000 Gold, 3 Weeks

Automatic Telescope Transmutation- (Passive Ability, Astromancer) At the start of each round, possessor may choose one equipped Eyewear and give it a buff that does not stack on the same item that stacks 3 times per wielder across all item that provides +10% To Hit that provides an additional +15% To Hit against Astral Beings
Requires: Astronomer, Transmuter, Basic Astral Magic Attunement
Cost: 3,000,000 Gold, 2 Weeks

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

Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Requires: Basic Astral Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Draws Power from the Sky of Night, Beneath an Astral Sign, Star Charter
Cost: 120,000 Gold, 2 Weeks

♢Beyond This World a Great Light Shines- (Passive Ability, Astromancer) If one of possessor's allies, regardless of what battlespace possessor is in, moves from a battlespace that contains at least three Empowered Constellations that are not set by that ally into a different battlespace that contains three different Empowered Constellations that are also not set by that ally, that ally obtains a buff that stacks 200 times that provides +(250 x Possessor Level) MIN, SPI, and SAN; additionally stacked instances of this buff require different Empowered Constellations present than the three and three checked by each prior instance of it; the number of instances of this buff an individual possesses is divided by 8, rounded down, if it is taken between battles
Not for Sale

Can Sense the Stars through the Clouds- (Passive Ability, Astromancer) Sources below Level 40 cannot prevent possessor from benefiting from the effects of Empowered Constellations that possessor or possessor's allies have set.
Requires: Diviner, Navigate by the Stars, Apprentice Astral Magic Attunement
Cost: 3,000,000 Gold, 2 Weeks

Catastrophic Astral Echo-Devastation- (Passive Ability, Astromancer) Up to (Possessor's Level / 20, rounded up) times per round, when possessor kills an opponent via Astral element Damage, possessor may deal 800,000 Flat Astral element Damage to all of that opponent's allies
Requires: Greater Constellation Power Boost, Widen Astral Magic III, Guide the Falling Stars
Cost: 80,000,000 Gold, 2 Weeks

Change the Moon's Phase by Glaring at It- (Active Ability, Astromancer) Possessor may spend an action to remove a Moon element buff or debuff from a lower-Level source or to remove an effect attached by a lower-Level source to a Zone of Moon
Requires: Judgment of the Signs, Basic Moon Synchronization
Cost: 7,000,000 Gold, 2 Weeks

Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Requires: Draws Power from the Sky of Night, Interstellar Navigator
Cost: 130,000 Gold, 2 Weeks

Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 300 points as a non-stacking effect
Requires: Twin-Constellation Link, Astral Magic Casting II, Improved Constellation Empowerment: Strength, Improved Constellation Empowerment: Agility, Improved Constellation Empowerment: Constitution, Improved Constellation Empowerment: Mind, Improved Constellation Empowerment: Spirit
Cost: 200,000 Gold, 2 Weeks

Constellations Shifting Upon the Path- (Passive Ability, Astromancer) At the start of a round, possessor may choose a battlespace and an equipped Astral Magic spell that can set an Empowered Constellation; if caster enters that battlespace before the end of the round after the round in which this choice is made, that Empowered Constellation, at the cost of the spell, becomes set
Requires: Preceded By Ominous Astral Signs, Twin-Constellation Link
Cost: 5,000,000 Gold, 2 Weeks

Draw Power From Multiple Constellations- (Passive Ability, Astromancer) Posssessor may have three Empowered Constellations set at a time
Requires: Greater Constellation Power Boost, Seer of Distant Stars, Scholar of Distant Worlds, Channel Leyline
Cost: 400,000 Gold, 3 Weeks

Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Empowered by Night, Attuned to Constellations
Cost: 80,000 Gold, 2 Weeks

Earthbound Star-Cyclone Technique- (Technique Ability, Astromancer) Possessor may use 'Earthbound Star-Cyclone Technique' in conjunction with a 'Magical Attack' action so long as an Astral Magic spell is cast and no other technique is used. Said action gains +1,000 Magical Attack, gains a 50% chance of repeating at the start of each round if it hits at least 15 different targets and none of its caster's other actions have repeated on the same round, and gains the element Air
Not for Sale

Establish Astral Dome- (Passive Ability, Astromancer) If possessor has an Empowered Constellation set, possessor may choose to prevent lower-Level entities below Level 60 from leaving possessor's battlespace
Requires: Beneath Favorable Stars, Abjurer, Basic Gate Magic Attunement, Basic Geomancy Attunement
Cost: 3,000,000 Gold, 2 Weeks

Fish-Smacking Meteor Technique- (Technique Ability, Astromancer) Possessor may use 'Fish-Smacking Meteor Technique' in conjunction with a 'Magical Attack' action so long as an Astral Magic spell is cast and no other technique is used. Said action gains +200 Magical Attack and gains a 50% chance of inflicting Fatigued: Knocked Out on Aquatics below Level 60
Not for Sale

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

Greater Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Requires: Judgment of the Signs, Shielded by the Stars, Wielder of Astrological Weapons
Cost: 300,000 Gold, 2 Weeks

Guided By the Stars- (Passive Ability, Astromancer) At the start of each round, possessor may, provided no individual of Level 60 or greater or that is 20 or more Levels greater than possessor who is either in the battlespace possessor is entering or the battlespace possessor is leaving objects, choose to enter a battlespace that contains an individual who has an Empowered Constellation set or that contains a Zone of Astral
Requires: Read Astral Omens, Wanderer
Cost: 2,000,000 Gold, 2 Weeks

Guide the Falling Stars- (Passive Ability, Astromancer) If a Zone of Astral is removed or destroyed in a battlespace that possessor is in, possessor may deal 70,000 Flat Astral element Damage to up to 70,000 entities in possessor's battlespace
Requires: Widen Astral Magic II, Tap Into Astrogeomantic Power, Draw Power from Multiple Constellations
Cost: 7,000,000 Gold, 2 Weeks

♢Harmonically-Guided Triumphant Works- (Passive Ability, Astromancer) For each sequential prior round during which possessor and each of possessor's allies, provided that there are at least 30 such allies, all cast the same Spell at least once, possessor and possessor's allies, as a state-based non-buff, non-debuff effect generated by possessor, ignore a cumulative 5% of each Resistance possessed by the targets of said Spell, provided said targets are equal Level to or lower Level than possessor, for purposes of attacks and actions that incorporate the casting of said Spell, as well as having actions and attacks involving the casting of said spell have a cumulative 1% chance of ignoring the Reflection, Absorption, and Reflection of said actions and attacks by targets that are equal Level to or lower Level than possessor
Not for Sale

Heralded By Omens- (Passive Ability, Astromancer) At the start of a round, possessor may choose a battlespace that possessor is not in and inflict Favored, Augmented, or Elevated on all allies in that battlespace; if possessor does not enter that battlespace before the end of the round after the round on which this is chosen, all status effects inflicted by this ability are removed and this ability loses its text as a non-stacking debuff that cannot be removed by sources below Level 80
Requires: Guided By the Stars
Cost: 2,000,000 Gold, 2 Weeks

Improved Constellation Empowerment: Agility- (Passive Ability, Astromancer) Non-stacking Agility increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Requires: Star Charter, Minor Space Acclimation, Basic Gate Magic Attunement, Basic Vessel User
Cost: 60,000 Gold, 3 Weeks

Invoke Hidden Astral Sign- (Passive Ability, Astromancer) Possessor may, at the start of a round, choose an Empowered Constellation that possessor has set alongside a spell that possessor has equipped that can set an Empowered Constellation, with the spell having to be non-unique and having to be of lesser value than the chosen set Empowered Constellation; until the end of the round, the Empowered Constellation chosen, instead of providing its normal benefit, provides the benefit of the Empowered Constellation settable by the spell chosen, with the phase of the Empowered Constellation being the phase of the original Empowered Constellation if possible, but being the initial phase that the other Empowered Constellation would be set to otherwise; this ability cannot be chosen if the phase or identity of the Empowered Constellation on the spell chosen would not be clearly defined
Requires: Myriad Secret Stars, Draw Power from Multiple Constellations, Improved Constellation Empowerment: Agility, Improved Constellation Empowerment: Constitution, Improved Constellation Empowerment: Mind, Improved Constellation Empowerment: Spirit, Improved Constellation Empowerment: Strength
Cost: 60,000,000 Gold, 3 Weeks

Invoke Hyped Up Astrological Event that's Totally Going to be the Apocalypse This Time- (Technique Ability, Astromancer) Possessor may use 'Invoke Hyped Up Astrological Event that's Totally Going to be the Apocalypse This Time' in conjunction with a 'Magical Overdrive' action so long as no other technique is used and an Astral Magic spell is cast. Said action gains +1 Magical Attack, is delayed 5 rounds, and obtains -50% To Hit.
Not for Sale

Judgment of the Signs- (Passive Ability, Astromancer) All minor and moderate status effect infliction chances coming from possessor's Empowered Constellations are increased by 5%
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks

Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Requires: Attuned to Constellations
Cost: 60,000 Gold, 2 Weeks

Lightning-Collecting Meteor Technique- (Technique Ability, Astromancer) Possessor may use 'Lightning-Collecting Meteor Technique' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and an Astral Magic spell is cast. Said action is delayed for 1 to 5 rounds (with caster determining the number of rounds). Said action deals (1,000,000 * the number of rounds it was delayed, to a max of 200 rounds) Electrical element Damage as added Damage to its main Damage total.
Not for Sale

Maintain Power of Shifted Constellations- (Passive Ability, Astromancer) When possessor performs a 'Shift Constellation' action, possessor may choose to maintain the phase of the transferred Empowered Constellation.
Requires: Shift Constellation, Greater Constellation Power Boost
Cost: 3,000,000 Gold, 2 Weeks

Mapper of Holy Constellations- (Passive Ability, Astromancer) While possessor's Active Holy Sign is the Guiding Star of Phalerin and possessor has at least 3 Empowered Constellations set, possessor gains +300 to all stats, +20,000 MP, and possessor's Empowered Constellations may not be removed by sources below Level 60
Requires: Beneath Favorable Stars, Call Upon Sign: Guiding Star of Phalerin, Charter of Astrogeomantic Power, Draw Power From Multiple Constellations
Cost: 300,000 Gold, 2 Weeks

Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Requires: No Prerequisites
Cost: 80,000 Gold, 6 Weeks

Moon-Nose Inversion- (Active Ability, Astromancer) Possessor may spend an action to set the Nose Status of a Nose-Bearing Moon Face to 'Inverted' if it is 'Non-Inverted' or to 'Non-Inverted' if it is 'Inverted'
Not for Sale

Myriad Secret Stars- (Passive Ability, Astromancer) Possessor may use possessor's 'A Second, Hidden Sky' ability once per battle instead of once per thread
Requires: A Second, Hidden Sky, Adept Astral Magic Attunement
Cost: 60,000,000 Gold, 2 Weeks

Navigate by the Stars- (Passive Ability, Astromancer) Possessor, possessor's Vehicle transformations, and possessor's Vessel transformations gain +5% To Hit if any individual in their battlespace has an Empowered Constellation set or if they are in a Zone of Astral.
Requires: Basic Vessel User
Cost: 200,000 Gold, 2 Weeks

Preceded By Ominous Astral Signs- (Passive Ability, Astromancer) At the start of a round, possessor may choose a battlespace that possessor is not in and have a 100% chance of inflicting Hexed, Confusion: Fear, or Stat Drain on all opponents in that battlespace; if possessor does not enter that battlespace before the end of the round after the round on which this is chosen, all status effects inflicted by this ability are removed and this ability loses its text as a non-stacking debuff that cannot be removed by sources below Level 80
Requires: Heralded By Omens, Constellation Power Boost
Cost: 2,000,000 Gold, 2 Weeks

Problematic Crotch-Aimed Meteor Technique- (Technique Ability, Astromancer) Possessor may use 'Problematic Crotch-Aimed Meteor Technique' in conjunction with a 'Magical Attack' action so long as an Astral Magic spell is cast and no other technique is used. Said action gains +300 Magical Attack, gains a 60% chance of inflicting Pain, gains a 60% chance of inflicting Fatigued: Stun, and gains +15% To Hit
Not for Sale

Read Astral Omens- (Passive Ability, Astromancer) If possessor has an Empowered Constellation set, possessor gains +500 MIN, +500 SPI, +5% To Hit, and +5% Dodge
Requires: Star Charter, Astrologer (2)
Cost: 500,000 Gold, 2 Weeks

Relift the Stars- (Active Ability, Astromancer) Possessor may spend an action to replace all Active Constellations that were removed by sources below Level 100 during the current round or the previous round or had their durations expire during the current round or the previous round.
Not for Sale

Shift Constellation- (Active Ability, Astromancer) Possessor may spend an action to transfer an Empowered Constellation from being set for possessor to being set for one of possessor's allies in its first phase; this transfer ignores 'caster only' as a restriction on the transfer of effects but does not ignore other restrictions and treats casting requirements as additional restrictions.
Requires: Twin-Constellation Link, Widen Astral Magic I
Cost: 3,000,000 Gold, 2 Weeks

Shielded by the Stars- (Passive Ability, Astromancer) Non-stacking Defense increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks

Spell of the Star's Reflection in the Sea's Depths- (Technique Ability, Astromancer) Possessor may use 'Spell of the Star's Reflection in the Sea's Depths' in conjunction with a 'Magical Attack' action so long as no other technique is used and an Astral Magic spell is cast. Said action gains +10% To Hit if a Zone of Water is present. Counters against said action from sources below Level 45 have a 25% chance of failing if a Zone of Water is present. Said action gains element Water and loses the element Void.
Not for Sale

Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Tap Into Astrogeomantic Power- (Passive Ability, Astromancer) Possessor gains +200 SPI and gains 2,000 MP if possessor is both in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation set or the Terrain or Phantom Terrain is Space
Requires: Charter of Astrogeomantic Power, Beneath Favorable Stars
Cost: 140,000 Gold, 2 Weeks

Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Requires: Lesser Constellation Power Boost, Beneath an Astral Sign, Astromancer
Requires: 500,000 Gold, 3 Weeks

Unified Knowledge of Astral and Astral Magic- (Passive Ability, Astromancer) Possessor may count Astromancer abilities possessor possesses as Cosmos Ruler abilities (including for prerequisite purposes), Possessor may count Cosmos Ruler abilities possessor possesses as Astromancer abilities (including for prerequisite purposes)
Requires: Adept Astral Magic Attunement, Starmind, Scholar of Distant Worlds, Scholar of Dimensions
Cost: 5,000,000 Gold, 2 Weeks

Weaver of Interlocked Astral Patterns- (Passive Ability, Astromancer) Possessor may, at the start of a round, choose an Empowered Constellation that a willing ally of possessor has set alongside a spell that possessor has equipped that can set an Empowered Constellation that possessor could transfer with possessor's 'Shift Constellation' ability, with the spell having to be non-unique and having to be of lesser value than the chosen set Empowered Constellation; until the end of the round, the Empowered Constellation chosen, instead of providing its normal benefit, provides the benefit of the Empowered Constellation settable by the spell chosen, with the phase of the Empowered Constellation being the phase of the original Empowered Constellation if possible, but being the initial phase that the other Empowered Constellation would be set to otherwise; this ability cannot be chosen if the phase or identity of the Empowered Constellation on the spell chosen would not be clearly defined
Requires: Invoke Hidden Astral Sign, Constellations Shifting Upon the Path, Widen Astral Magic III
Cost: 65,000,000 Gold, 2 Weeks

Widen Astral Magic I- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 100 additional targets.
Requires: Astral Magic Casting II
Cost: 500,000 Gold, 2 Weeks

Widen Astral Magic II- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 10,000 additional targets.
Requires: Widen Astral Magic I, Focused Astral Magic Casting, Astromancer
Cost: 5,000,000 Gold, 2 Weeks

Widen Astral Magic III- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 1,000,000 additional targets.
Requires: Widen Astral Magic I, Adept Astral Magic Attunement
Cost: 80,000,000 Gold, 2 Weeks

Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks

Zodiac Link- (Passive Ability, Astromancer) All of possessor's allies who have the same Empowered Constellation set as possessor obtain +5,000 to all stats as a non-stacking bonus
Requires: Astrologer (2), Heralded By Omens, Shift Constellation, Widen Astral Magic II, Channeler
Cost: 6,000,000 Gold, 2 Weeks

Zodiac Strike- (Technique Ability, Astromancer) Possessor may use 'Zodiac Strike' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Magical Attack', 'Overdrive', 'Ranged Attack', or 'Ranged Overdrive' action so long as no other technique is used and one of possessor's allies who has the same Empowered Constellation set as possessor attacked each non-caster target of the attack earlier in the same round. Said action deals 60,000 Astral Damage in addition to other Damage it deals.
Requires: Zodiac Link, Wielder of Astrological Weapons
Cost: 6,000,000 Gold, 2 Weeks

Zodiac Ward- (Technique Ability, Astromancer) Possessor gains 5% Resistance to the Damage dealt by attacks that come from sources below Level 60 that come from sources that are not higher Level than possessor that fail to target every ally of possessor who has at least one Empowered Constellation set that possessor also has set.
Requires: Zodiac Link, Shielded by the Stars
Cost: 6,000,000 Gold, 2 Weeks

~Bard (Bardic Music)~

Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Requires: Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks

Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks

Alternate Costume: Hair Metal Tolva- (Stance Ability, Bard) Possessor gains the element Electrical, Bardic Music spells cost possessor 20,000 less MP to cast, Possessor gains a +2,000 uncapped bonus to STR, AGI, and CON if possessor is wielding a String Instrument, Possessor gains a +2,000 uncapped bonus to MIN and SPI if possessor is wielding a Bioaugmentation or Trinket whose name includes 'Wig' or 'Hair', If there is a Soundtrack currently playing (with a Genre of 'Metal' or whose name includes 'Tolva'), possessor's Base STR, AGI, and CON are increased by 1 as a non-stacking bonus, and (if its Subgenre is 'Hair Metal', 'Glam Metal', or 'Pop Metal' or if its name includes 'Tolva'), possessor's Base MIN and SPI are increased by 1 as a non-stacking bonus
Not for Sale

Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Requires: Basic Bardic Music Attunement, 3 other Bard abilities
Cost: 125,000 Gold, 2 Weeks

Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Requires: Basic Bardic Music Attunement
Cost: 140,000 Gold, 2 Weeks

Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Bardic Music Attunement, 10 other Bard abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Requires: Basic Bardic Music Attunement
Cost: 80,000 Gold, 2 Weeks

Bardic Prodigy's Inherent Talent- (Passive Ability, Bard) All Bardic Music spells last 1 additional turn and cost 10 less MP
Requires: No prerequisites
Not for Sale

Bird-Summoning Rap Performance- (Active Ability, Bard) Possessor may spend an action to summon 30 Aerials below Level 60 from the Enemy List that are normally fightable for drops, Max 200 summoned
Not for Sale

Bongo Maniac- (Passive Ability, Bard) Possessor may choose to include Bardic Music spells in attacks while afflicted by Confusion: Berserk if an Instrument is equipped, Possessor may choose to make a Cast a Spell action while afflicted with Confusion: Berserk if a spell is equipped, Possessor may choose to use Strength instead of Agility as the Prime Attribute of Ranged Attack or Magical Attack actions in exchange for only incorporating the Attack Bonuses to said actions that come from Instruments or Bard abilities, Possessor has a 40% chance per action of behaving as though afflicted by Confusion: Berserk instead of Confusion while afflicted with Confusion if an Instrument is equipped
Not for Sale

Clown (2)- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose three targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each selected target
Requires: Apprentice Thief Arts Attunement, Apprentice Bardic Music Attunement
Cost: 400,000 Gold, 3 Weeks

Creative- (Passive Ability, Bard) Possessor gains +100 unmodified MIN and +100 unmodified SPI
Not for Sale

Dramatic Introductory Monologue- (Passive Ability, Bard) Possessor's first action of battle may not be countered if it is a 'Cast a Spell' action that targets no opponents or is a 'Transform' action
(Not for Sale)

Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Not for Sale

Flowery Lyrics- (Passive Ability, Bard) Possessor's actions that involve casting a Bardic Music spell may gain '10% inflicts any one minor positive status effect'
Not for Sale

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

Footsteps Accompanied by Excessive Bass- (Passive Ability, Bard) Possessor gains +150 Magical Attack and 15% inflicts Impaired: Deaf when using a Bardic Music spell that provides a Magical Attack bonus, Possessor's stats are immediately scanned by all opponents when possessor shifts rows unless possessor has the ablility 'Apprentice Bardic Music Attunement', Possessor may choose at the start of any action or round to disable this ability's other aspects or re-enable them if possessor has the ability 'Apprentice Bardic Music Attunement'
Not for Sale

Funny Fake-Out- (Technique Ability, Bard) Possessor may use 'Funny Fake-Out' in conjunction with a 'Melee Attack' action. Said action gains a 60% chance of inflicting Confusion: Overwhelmed by Laughter and cannot reduce its targets' HP, MP, or stats below 1
Requires: Jocund Prankster
Cost: 1,000,000 Gold, 2 Weeks

Funny Jokester- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 5%
Requires: Clown (2), Apprentice Leadership Attunement
Cost: 400,000 Gold, 2 Weeks


Funny Pratfalls- (Passive Ability, Bard) Whenever possessor misses and/or is dodged, or whenever possessor is afflicted with a debuff, possessor may choose five targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each such target
Requires: Sudden Joke
Cost: 400,000 Gold, 2 Weeks

Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Requires: Basic Bardic Music Attunement
Cost: 120,000 Gold, 2 Weeks

Heartthrob- (Passive Ability, Bard) Possessor's Charm infliction chances (not including those of its sub-status effects) are increased by 5%
Requires: Sexy Wink, Sexy Voice, Sexy Dance Moves
Cost: 200,000 Gold, 2 Weeks

Jocund Prankster- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 10%
Requires: Funny Jokester, Pie-to-the-Face Maneuver, Clown-Shoe Spring Back, Bard, Diplomat
Cost: 600,000 Gold, 2 Weeks

Killed the Joke- (Passive Ability, Bard) While possessor is present, individuals may not be afflicted with Confusion: Overcome by Laughter
Not for Sale

Knows Half of a Joke So Deadly It Kills Anyone Who Hears It- (Passive Ability, Bard) If possessor conducts a Combo Move with another individual who possesses the ability 'Knows Half of a Joke So Deadly It Kills Anyone Who Hears It', said action may gain '30% inflicts Instant Death'
Not for Sale

Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Requires: Basic Sound Amplification, Regularly Practices Singing
Cost: 90,000 Gold, 2 Weeks

Master of Laughter- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 30%
Requires: Jocund Prankster
Cost: 30,000,000 Gold, 20 Weeks

Memorable Vocals- (Passive Ability, Bard) Bardic Music buffs that possessor inflicts that have a duration greater than one round have their duration increased by 5 rounds
Not for Sale

Memorably Funny- (Passive Ability, Bard) Instances of Confusion: Overwhelmed by Laughter with possessor as their source possess no automatic per-round recovery rate and may not be cured by individuals below level 30
Requires: Master of Laughter, Level 20
Cost: 30,000,000 Gold, 20 Weeks

Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Not for Sale

Music of Fire- (Technique Ability, Bard) Possessor may use 'Music of Fire' in conjunction with a 'Cast a Spell' or 'Magical Attack' action so long as no other technique is used and a Bardic Music spell is equipped. Said action gains the element Fire.
Not for Sale

Play the Flamesong- (Active Ability, Bard) Possessor may, if Fire element and wielding an Instrument worth at least 200,000,000 Gold, spend an action to place a non-stacking buff that provides +60,000 to all stats and +60% Critical on all Fire-element individuals in battle; said action may also resurrect any Fire element individual killed by a source below Level 80 once per thread per individual being resurrected
Not for Sale

Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Not for Sale

Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Requires: Basic Bardic Music Attunement
Cost: 0 Gold, 5 Weeks

Remix: Fae Melody- (Technique Ability, Bard) Possessor may use 'Remix: Fae Melody' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and a Bardic Music spell is cast as part of said action. Said action gains +7,000 additional Magical Attack, has its SPI buffs increased by 700 points (as an effect that stacks a max of 7 times across all applications) and counts as coming from a source whose sole entity subtype is Fae.
Not for Sale

Resonant Voice- (Passive Ability, Bard) Possessor's minor status effect infliction chances that come from Bardic Music spells are increased by 30%
Not for Sale

Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Accustomed to Being On Stage
Cost: 90,000 Gold, 2 Weeks

Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%
Requires: Sexy Voice
Cost: 300,000 Gold, 5 Weeks

Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Requires: Basic Bardic Music Attunement
Cost: 140,000 Gold, 2 Weeks

Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Basic Bardic Music Attunement
Cost: 70,000 Gold, 2 Weeks

Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Requires: Apprentice Bardic Music Attunement
Cost: 100,000 Gold, 3 Weeks

Sudden Joke- (Technique Ability, Bard) Possessor may use 'Sudden Joke' in conjunction with a 'Magical Attack' action so long as possessor casts a 'Thief Arts' spell, a 'Bardic Music' spell, or a 'Leadership' spell as part of said action. Said action gains a 40% chance of inflicting Confusion: Overwhelmed by Laughter
Requires: Basic Leadership Attunement, Clown (2)
Cost: 200,000 Gold, 2 Weeks

Told 1,001 Stories By A Beautiful Storyteller- (Passive Ability, Bard) When possessor acquires this ability, it tracks when it was obtained, for each week after said point in time that passes, to a max of 1,001 weeks, possessor gains a bonus week that may be used only on abilities for a randomly chosen base class
Not for Sale

Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Turkey Music!- (Active Ability, Bard) Possessor may, once per day, create up to 10 of the item Turkey at no cost, Food consumable with Turkey in the name heal for 1.2 times normal value and provide stat, HP, and MP boosts of 1.2 times normal value for possessor
Not For Sale

Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Requires: Loud Singing Voice
Cost: 300,000 Gold, 3 Weeks

Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding
Not For Sale


~Biomancer (Biomancy)~

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

Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Requires: Basic Biomancy Attunement, 3 other Biomancer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

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

Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Requires: Apprentice Biomancy Training, 10 other Biomancer abilities
Cost: 125,000 Gold, 4 Weeks

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

Immaculate Self-Forked Clone- (Active Ability, Biomancer) Possessor may, up to once per thread, across all copies of this ability across all individuals, with these trackers being non-resettable, perform an action to summon a non-unique PC that is named 'Forked <Possessor Name> Clone', that has possessor's base stats, that is possessor's PC Type, and that has copies of possessor's abilities, Max 1 summoned
Not for Sale

Increase Virulence- (Passive Ability, Biomancer) Possessor's chances of inflicting Diseased are increased by 20%
Not for Sale

Increase Disease Potency- (Passive Ability, Biomancer) Instances of Diseased with possessor as their source cause the life of 25,000 additional points of HP whenever they would cause a loss of HP
Requires: Increase Virulence
Cost: 2,000,000 Gold, 2 Weeks

Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Requires: Basic Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Phrantoglaabic Muscle- (Passive Ability, Biomancer) Possessor gains +200 Unmodified STR
Not for Sale

Selectively Reintegrate Fork- (Active Ability, Biomancer) Possessor may spend an action to unsummon a PC summoned through possessor's 'Immaculate Self-Forked Clone' ability, gaining replicated copies of all buffs and positive status effects present on said unsummoned PC
Not for Sale

Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Spirit- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Spirit do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 1,000,000 Gold, 4 Weeks

Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

~Blight Druid (Blight Magic)~

Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
Requires: Basic Blight Magic Attunement, 3 other Blight Druid abilities
Cost: 125,000 Gold, 2 Weeks

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

Basic Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 10 more points of each such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Requires: Basic Disease Amplification
Cost: 65,000 Gold, 3 Weeks

Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Requires: Basic Blight Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Requires: Basic Blight Magic Attunement
Cost: 40,000 Gold, 2 Weeks

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



Foul Odor- (Passive Ability, Blight Druid) Allies and foes with a CON lower than 500 have a 5% chance of having Stun inflicted on them at the beginning of battle
Requires: Basic Blight Magic Attunement
Cost: 30,000 Gold, 3 Weeks

Locust's Feasting- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +120 Magical Attack
Requires: Locust's Hunger
Cost: 170,000 Gold, 3 Weeks

Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Requires: Basic Blight Magic Attunement
Cost: 47,000 Gold, 2 Weeks

Lord of the Rotten Forest- (Passive Ability, Blight Druid) Possessor's summons that are both Undead and Plants may choose to have their offensive actions to apply a debuff that provides -500 CON to Plants, with said debuff stacking 10 times
Not for Sale


Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease
Requires: Basic Blight Magic Attunement
Cost: 47,000 Gold, 2 Weeks

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


~Channeler (Channeling)~

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

Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Requires: Basic Channeling Attunement, 3 other Channeler abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Requires: Basic Zonal Element Channeling Linkup
Cost: 50,000 Gold, 2 Weeks

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

Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Requires: Basic Channeler Attunement
Cost: 40,000 Gold, 2 Weeks

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

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

Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 2 Weeks

Can Channel the Power of the Imperial Homeworld's Core- (Passive Ability, Channeler) Possessor, while in RP threads on the Imperial Homeworld, gains +2 to all base stats, gains +32,813,100 MP, and may summon 1 Fire or Earth element Elemental below Level 60 that is normally fightable for drops on the Enemy List at the start of each round, with a max of 10 summoned and this ability's possessor being able to summon individuals of higher Level through this ability's natural functions
Not For Sale

Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects
Not For Sale

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

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

Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Requires: Basic Chain Casting Attunement, Basic Linkup Mastery
Cost: 300,000 Gold, 2 Weeks

Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 4 Weeks

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

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

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

Command Interdiction- (Passive Ability, Channeler) Once per thread, when an opponent of possessor that is equal Level to or lower Level than possessor that is below Level 80 performs an action that grants one or more other entities additional actions, possessor may choose for said action to instead not grant any entities additional actions
Not for Sale

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

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

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

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

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

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

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

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

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

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

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

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

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

Essence Channeling and Elemental Essence Synchronization (Special Type A)- (Passive Ability, Channeler) If possessor is on the same side of battle as an Ice element Fae or Elemental, possessor may choose for any of possessor's Magical Attack actions to gain 30% inflicts Frozen, If possessor is on the same side of battle as a Fire or Physical element Human or Dragon, possessor gains +2,000 Melee Attack, If possessor is on the same side of battle as a Fire or Destruction element Devil or Undead, possessor may choose to become Destruction element at the start of any of possessor's actions, If possessor is on the same side of battle as a Time element Human, possessor may choose to gain +3,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, If possessor is on the same side of battle as an individual with the ability 'Cheerful Oni's Drunken Battle Mastery', possessor suffers no negative effects from the status effect Poison: Drunk and may choose to gain +5,000 HP, If possessor is Wood element and possesses the ability Elementalist, possessor may cast Wood element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Wood has been cast an additional time, If possessor is Metal element and possesses the ability Elementalist, possessor may cast Metal element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Metal has been cast an additional time, If possessor is Light element and possesses the ability Elementalist, possessor may choose to treat any Light element Wizard Magic spells that possessor has equipped as Elemental Magic spells, If possessor is Darkness element and possesses the ability Elementalist, possessor may choose to treat any Darkness element Wizard Magic spells that possessor has equipped as Elemental Magic spells, If possessor is Earth element and possesses the ability Elementalist, possessor may cast Earth element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Earth has been cast an additional time, If possessor is Air element and possesses the ability Elementalist, possessor may cast Air element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Air has been cast an additional time, If possessor is Fire element and possesses the ability Elementalist, possessor may cast Fire element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Fire has been cast an additional time, If possessor is Water element and possesses the ability Elementalist, possessor may cast Water element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Water has been cast an additional time
Not for Sale

Essence Channeling and Elemental Essence Synchronization (Special Type B)- (Passive Ability, Channeler) If possessor is on the same side of battle as an Air element Human or a Human with one or more Divine Magic spells equipped, possessor may change the subtype of any spell possessor is casting from Elemental Magic or Danmaku to Divine Magic, If possessor is on the same side of battle as a Blood element Devil or Undead, possessor may choose to become Blood element at the start of any of possessor's actions, If possessor is on the same side of battle as a Fire element Human or Aerial, possessor has a 5% chance once per thread of auto-resurrecting when killed by a source below Level 80 that is no more than 20 Levels greater than possessor as an effect that does not stop the end of battle, If possessor is on the same side of battle as a Celestial and either said Celestial is Earth element or possessor is wielding an Earth element Sword, possessor may choose at the beginning of each round to destroy a Zone created by a source below Level 80 that is no more than 20 Levels greater than possessor, If possessor is on the same side of battle as a Demon or Devil, possessor gains +5,000 MP and +500 MIN, If possessor is on the same side of battle as an individual who is more than one of the subtypes Humanoid, Shapeshifter, and Animal, possessor gains +500 AGI and 20% Dodge
Not for Sale

Exposed to Intensive Mana Channeling- (Passive Ability, Channeler) Possessor may, for purposes of Channeler abilities and Channeling Magic spells, transfer up to 10,000 more MP than otherwise possible
Not for Sale

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

Gaze Hungry For Knowledge- (Passive Ability, Channeler) Possessor may deal 1,500 Flat Psychic element MIN Drain to one opponent at the start of each round
Requires: Eyes Lit With Wisdom, Meditation Upon Empty Blackness, Channeler, Improved Transferal of Mana, Warlock
Cost: 15,000,000 Gold, 5 Weeks

Guardian Imposition Force Aura- (Stance Ability, Channeler) Possessor may, when entring this Stance, choose a willing ally, said ally, for the duration that possessor is in this stance, uses possessor's Defense instead of its own against the attacks of Individuals below Level 20 who are lower Level than possessor
Requires: Basic Linkup Mastery, Basic Transfer Mastery, Channeler, Guardian
Cost: 700,000 Gold, 3 Weeks

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

Improved Essence Algorithm Use- (Passive Ability, Channeler) If possessor has changed its base stats or subtype using an ability whose name includes 'Essence Algorithm', possessor gains +2,000 uncapped points to all stats, If possessor is in a Transformation due to one of possessor's abilities whose name includes 'Essence Algorithm', possessor gains +5,000 to all stats
Not for Sale

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

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

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

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

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

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

Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Requires: Comprehension of Horrid Elements Yet Unseen, Wanderer, Channeler, Enchanter
Cost: 5,000,000 Gold, 5 Weeks

Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Requires: Comprehension of Horrid Elements Yet Unseen, Wanderer, Channeler, Enchanter
Cost: 5,000,000 Gold, 5 Weeks

Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Requires: Comprehension of Horrid Elements Yet Unseen, Wanderer, Channeler, Enchanter
Cost: 5,000,000 Gold, 5 Weeks

Mana-Drinker's Aura- (Stance Ability, Channeler) Possessor may deal up to 5,000 points of Flat MP Drain from up to 60 targets at the start of each round
Requires: Suction Spell
Cost: 300,000 Gold, 3 Weeks

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

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

Positive Status Anchoring- (Passive Ability, Channeler) If possessor is afflicted with a minor positive status effect and at least one of possessor's allies is afflicted with said same minor positive status effect, possessor possesses no natural per-round auto-loss chance for said status effect
Requires: Radiant Channeling: Rejuvenation, Radiant Channeling: Mind Restore, Radiant Channeling: Stat Boost, Radiant Channeling: Favored, Radiant Channeling: Augmented, Radiant Channeling: Fortified, Radiant Channeling: Purified, Radiant Channeling: Invigorated, Radiant Channeling: Imbued, Radiant Channeling: Elevated
Cost: 1,100,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

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

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

Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
Not for Sale

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

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

Understanding of Theoretical Power Assumption- (Passive Ability, Channeler) Possessor gains +300 to all stats and +5,000 MP if any other individual is in the same battle as possessor
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Basic Understanding of Theoretical Mana Pattern Copying, Apprentice Master of Monsters Knowledge
Cost: 600,000 Gold, 2 Weeks

Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor
Requires: Channeler, Basic Linkup Mastery, Improved Transferal of Mana
Cost: 5,000,000 Gold, 5 Weeks


~Commander (Leadership)~

'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Requires: Basic Leadership Attunement
Cost: 60,000 Gold, 3 Weeks

Annoyance General's Generally Annoying Tactics- (Passive Ability, Commander) At the start of each round, each of possessor's opponents is randomly afflicted with either -100 to a randomly determined stat, -2% to Dodge, To Hit, Resilience, or Critical, or -100 Defense, with said debuffs stacking 10 times across all possible debuffs
Not for Sale

Annoyance General's Secret Training Regimen: Be a Thousand Times More Annoying than the Enemy Troops Could Possibly Be- (Passive Ability, Commander) Possessor's allies gain one Annoyance Point each time possessor inflicts a negative status effect on them or places a debuff on them, with said allies being able to possess a maximum of 20 such points at any time; Possessor allies may spend said points as a response to be afflicted with a minor or moderate negative status effect from an opposing source below Level 40 or a debuff from an opposing source below Level 40 to instead not be afflicted with said status effect or debuff
Not for Sale

Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Requires: Basic Leadership Attunement, 3 other Commander abilities
Cost: 125,000 Gold, 2 Weeks

Aura of Inspiration- (Passive Ability, Commander) Possessor's allies gain +200 to all stats as a non-stacking bonus and have a 15% chance of being afflicted with Invigorated: High Morale at the start of each round
Not for Sale

Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Battle Formation: Phoenix Formation- (Stance Ability, Commander) Possessor's team's row setup changes while in this stance. If another positive source on possessor's side alters possessor's team's row setup, then possessor's team must decide which setup to use, with the assignment of a setup being random between the available, contested choices if the team cannot decide on one. Possessor's row setup gains the following categories: Main Body, Left Wing, Right Wing, and Tail. The Main Body, Left Wing, and Right Wing, are considered to be front rows in all respects not otherwise specified. The Tail is considered to be a back row in all respects not otherwise specified. Only the Main Body counts as possessing members in the front row when determining how many individuals may be in the Tail. A number of individuals in the Left Wing and Right Wing equal to the number of individuals in the opposite wing gain +10 to their relevant combat stat (to a max of +1,000) for each individual in the opposite wing. There may not be more individuals in the Left Wing or the Right Wing than in the body, and rows are changed as normal if such an invalid arrangement of individuals occurs.
Not For Sale

Charismatic- (Passive Ability, Commander) Possessor counts as being 1 Level higher for pet-equipping, pet-leveling, summon-equipping, summon-leveling, and summon-summoning purposes, This ability's effects do not stack with other effects that provide bonuses of the same types or to the same things
Not for Sale

Comforting Message- (Passive Ability, Commander) Possessor's actions that involve the casting of a Leadership spell that are not offensive may cure Confusion: Fear
Not for Sale

Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Requires: Apprentice Leadership Attunement, 10 other Commander abilities
Cost: 125,000 Gold, 4 Weeks

Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Requires: Basic Leadership Attunement
Cost: 70,000 Gold, 2 Weeks

Cunning Land Developer- (Passive Ability, Commander) Possessor may destroy any one zone, terrain, or phantom terrain created by a lower-Level source below Level 60 at the start of each round, Possessor may chance the element of any one Zone created by a lower-Level source below Level 60 into any combination of base elements at the start of each round, Possessor may change the type of any one terrain created by a lower-Level source below Level 60 into solely any one terrain that possesses a corresponding square mile for sale in the shop at the start of each round
Not for Sale

Director- (Passive Ability, Commander) Possessor's allies gain +100 MIN as a non-stacking effect
Requires: Bard, Commander
Cost: 300,000 Gold, 3 Weeks

♢Eternally Most High- (Passive Ability, Commander) Possessor's opponents of lower Level than possessor may not acquire buffs that increase their Level and may not treat their Level as greater than it is, this ability does not prevent entry into Transformations

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

Gives Off a Trustworthy-Leadership Vibe- (Passive Ability, Commander) Possessor's allies gain 80% Charm Resistance while in possession of one of possessor's Leadership buffs
Not for Sale

Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Requires: Basic Leadership Attunement
Cost: 50,000 Gold, 2 Weeks

Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Requires: Commander's Hand
Cost: 20,000 Gold, 3 Weeks

Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Morale-Boosting Command
Cost: 50,000 Gold, 1 Weeks

Issue Imperial Decree- (Active Ability, Commander) Possessor may spend an action to name an ability, Any individual who performs an action with that ability's name during the remainder of the round gains +500 to all stats as a buff that stacks 4 times
Not for Sale

Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Not for Sale

Knows Hand Gestures that Signal the Sky to Lay Down the Smackdown- (Passive Ability, Commander) +145,000 Ranged Attack, +112,000 Magical Attack, Possessor's Air element Elemental allies are Immune to Confusion while possessor is present, Possessor's Air element allies gain +50% Critical as a non-stacking Constantly Applied effect, if possessor is in a Grid-Tracked Balloon Race and has performed an attack at a distance of 2 or more (or that invokes a Weather Effect, whether Tile-Based or otherwise), possessor may, to a max of once per round, Move 7, then conduct an 'Ranged Attack' action (provided possessor is normally capable of performing said action type) with a minimum Distance of 3 and a Maximum Distance of 5, with Weather-Synchronized Moderate Negative Status effects (and their sub-status effects) having a 50% greater chance of being inflicted, with this infliction chance having any Synchronized Auto-Pop Proc Chances increased by 5% (to a max of 98%) and any Synchronized Forced Movements having their Magnitude increased by a chosen number from 5 to 8
Not for Sale

Lady's Grace- (Passive Ability, Commander) Possessor's pets and summons gain +(50 x Possessor Level) points to all stats
Not for Sale

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

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

Mind of the Demon General- (Passive Ability, Commander) Once per round, when an entity below possessor's Level with lower MIN than possessor would counter one of possessor's actions, including preemptively, possessor may gain an additional action to make a preemptive counter to said counter
Not for Sale

Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Requires: Basic Leadership Attunement
Cost: 40,000 Gold, 2 Weeks

Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Apprentice Leadership Attunement, Good at Keeping Allied Morale High
Cost: 70,000 Gold, 2 Weeks

♢Nemesis Overcrash: Perfect Omniversal Control- (Technique Ability, Commander) Possessor may use 'Nemesis Overcrash: Perfect Omniversal Control' in conjunction with an 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor has no higher-Level opponents. If possessor would be killed or defeated by a source of lower Level, there is no individual of higher Level than possessor present in any battlespace, and possessor's MP is not set to 0, possessor may preemptively perform an 'Ultimate Attack' action that includes this technique, and, if that action is successful, may immediately end the round. Possessor obtains an unremovable buff that lets its possessor control all decisions made by all entities in all battlespaces next round, with said buff unable to be extended, replicated, or altered and said buff not being able to control more than one round even in the cases of round renumbering or resetting. Said action sets its user's MP to 0 for the remainder of the thread.
Not for Sale

One Cool Dude- (Passive Ability, Commander) If possessor is wearing an Eyewear and either a Clothing or a Light Armor, possessor has a 5% chance of not obtaining minor negative status effects that possessor would otherwise obtain
Not for Sale

Paramount Above The Crown- (Passive Ability, Commander) Possessor's actions cannot be controlled by sources whose Level is equal to or lower than possessor's Level; possessor cannot be forced to count as a pet or a summon by sources whose Level is equal to or lower than possessor's Level
Not for Sale

♢Pillar of the Helix Force: Nexus of Belief- (Passive Ability, Commander) At the start of each round, for each unique ally possessor possesses, possessor obtains an instance of a buff that stacks 200 times that provides +(100 * Possessor Level) to all stats
Not for Sale

Raging Coaching- (Passive Ability, Commander) Possessor's allies gain +200 to all stats while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Not for Sale

Tyrant's Command- (Active Ability, Commander) Possessor may spend an action to give one of its pets or summons an action, during said action, said pet or summon obtains +(100 * possessor Level) to all stats as a non-stacking buff, after said action, if said summon is not Darkness element as is not a Demon, Devil, Daemon, or Fiend, it obtains -(100 * possessor Level) to all stats as a debuff that stacks 3 times
Not for Sale

Unnaturally Loud Voice- (Passive Ability, Commander) Possessor may not be afflicted with Impaired: Mute by sources below Level 20
Not for Sale


~Dancer (Dance)~

Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
Requires: Far-Reaching Dodge-Jumps, Gymnast
Cost: 300,000 Gold, 2 Weeks

Amazing Bod- (Passive Ability, Dancer) Possessor gains +200 STR, +200 CON, and +200 AGI
Not for Sale

Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Requires: Basic Dance Attunement, 3 other Dancer abilities
Cost: 125,000 Gold, 2 Weeks

Astounding Grace While Dodging- (Passive Ability, Dancer) Possessor's 'Fancy Dodging' has its infliction chance of Charm: Impressed raised to 60%
Requires: Dancer, Monk, Acrobatic Mastery
Cost: 200,000 Gold, 3 Weeks

Ballet of Love and Mourning- (Passive Ability, Dancer) The Charm: Lovestruck and Confusion: Depression infliction chances of Dance spells cast by possessor are increased by 5%
Not for Sale

Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Cloak-Dancer- (Passive Ability, Dancer) Possessor gains +200 Defense if possessor has a Cloak equipped
Not for Sale

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

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

Dance of Seasons- (Active Ability, Dancer) Possessor may spend an action to count as having cast Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, or Call Unto Seasons: Winter
Not for Sale

Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dance Synchronization, 10 other Dancer abilities
Cost: 125,000 Gold, 4 Weeks

Dancin' Animal- (Passive Ability, Dancer) If possessor casts a Dance spell, possessor may choose to obtain a buff that causes possessor to gain the subtype Animal
Not for Sale

Elemental Dance of Fire- (Technique Ability, Dancer) Possessor may use 'Elemental Dance of Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Dance spell is cast by possessor as part of said action and no other technique is used. Said action, if it does not possess the element Water, either gains the element Fire or becomes solely the element Fire.
Not for Sale

Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Requires: Swift Dodging, Apprentice Dance Attunement
Cost: 150,000 Gold, 2 Weeks

Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Requires: Basic Unarmed Technique Attunement, Good at Jumping
Cost: 100,000 Gold, 2 Weeks

Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Requires: Fancy Dodging, High Jumps, Far Jumps, Level 19
Cost: 200,000 Gold, 2 Weeks

Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Requires: Good at Footwork, 5 Base AGI
Cost: 100,000 Gold, 2 Weeks

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

Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Requires: Basic Dance Attunement
Cost: 100,000 Gold, 2 Weeks

Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Requires: Basic Dance Attunement
Cost: 100,000 Gold, 2 Weeks

Graceful Movement- (Passive Ability, Dancer)- +300 AGI, 5% Dodge
Not for sale

Graceful Under Pressure- (Passive Ability, Dancer) Whenever a source below Level 60 inflicts a minor or moderate negative status effect or debuff, there is a 25% chance that possessor may choose to be cured of a different minor or moderate negative status effect or debuff from a source below Level 60 that possessor possesses
Not for Sale

Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
Requires: Basic Dance Attunement
Cost: 60,000 Gold, 2 Weeks

High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Requires: Basic Unarmed Technique Attunement, Good at Jumping
Cost: 100,000 Gold, 2 Weeks

Incredibly Unexpected Ballet- (Passive Ability, Dancer) To a max of once per battle, when possessor is targeted by an action with an opponent as a source, possessor may, before said action, if possessor is not in a Dancer stance, enter a Dancer stance, and if said stance-entry is successful, have an 80% chance of inflicting Confusion: Surprise on the source of said action
Not for Sale

Is Back with the Boogie- (Passive Ability, Dancer) Whenever possessor enters a battlespace that possessor was previously in during the same battle, possessor gains +5,000 AGI as a non-stacking buff that lasts 3 rounds
Not for Sale

Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Requires: Basic Dance Attunement
Cost: 100,000 Gold, 2 Weeks

Massively Distracting Stance- (Stance Ability, Dancer) Possessor, while in this stance, has a 5% chance of causing any opposing individual below Level 20 targeting an individual other than possessor with an action that does not also target possessor to lose said action, with effects that would occur before and after said action still occurring. Possessor, while in this stance, has a 1% chance of causing any opposing individual between Levels 20 and 30, not including 30, targeting an individual other than possessor with an action that does not also target possessor to lose said action, with effects that would occur before and after said action still occurring. Only one instance of this stance's action-losing power may be applied to each target per round across all copies of this stance in battle, and said instance may be applied a maximum of one time per round. Possessor, while in this stance, has a 5% chance of inflicting Confusion.
Not for Sale

Nude Defense Mastery- (Passive Ability, Dancer) Possessor gains +2,000 Defense and +200 Defense against stat damage while no Armor is equipped
Not for Sale

Nudist Warrior- (Passive Ability, Dancer) If possessor has no Armor equipped, possessor gains +(1,000 * Possessor Level) Defense, gains +(500 * Possessor Level) to all stats, and gains (Possessor Level)% Dodge
Not For Sale

Sealed Dance of Fire- (Passive/Active Ability, Dancer) +40 to all stats, Attacks (own and allies') may do 500 additional Fire damage if possessor desires so, Fire element summons gain 500 HP, Possessor may skip a turn to inflict 5% Charm on Fire element foes under level 100 and do 700 Fire damage to non-charmed foes, Possessor may skip 3 turns for unknown quest-only effects
Not for sale

Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Requires: Basic Dance Attunement
Cost: 70,000 Gold, 2 Weeks

Superb Wheel Motion- (Passive Ability, Dancer) Possessor gains +500 AGI, 25% Dodge, +500 Melee Attack, and +250 to possessor's turn-order-determining stat sum if possessor has an item whose name includes 'Skates'
Not for Sale

Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
Requires: Fast Footwork
Cost: 200,000 Gold, 2 Weeks

The King of Swing- (Passive Ability, Dancer) Possessor obtains +2 Fame, Possessor gains 150% To Hit, Possessor may choose, when casting a Dance spell, to gain the element Nobility, Possessor may choose, when casting a Dance spell, to gain a buff that stacks 5 times that provides +10% To Hit and +10% Dodge
Not for Sale


~Delver of the Forbidden (Forbidden Magic)~

Apprentice Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 250 less Damage to possessor and have a 5% less chance of inflicting minor negative status effects on possessor
Requires: Basic Forbidden Magic Attunement, 3 other Delver of the Forbidden abilities
Cost: 125,000 Gold, 2 Weeks

Balks at the Warnings of Conventional Scholars- (Passive Ability, Delver of the Forbidden) Possessor gains +50 unmodified MIN, Possessor has a 5% chance of being afflicted with Confusion at the start of each round
Requires: Basic Forbidden Magic Attunement
Cost: 200,000 Gold, 3 Weeks

Basic Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 10 less Damage to possessor and have a 1% less chance of inflicting minor negative status effects on possessor
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bearer of an Eerie Mark- (Passive Ability, Delver of the Forbidden) Possessor gains 50% Stat Drain Resistance against the status effect Stat Drain from sources that are Darkspawn and Forbidden Magic spells
Requires: Basic Forbidden Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Crazy Eyes- (Passive Ability, Delver of the Forbidden) When possessor scans an entity's stats, possessor has a 5% chance of inflicting Confusion: Fear on that entity
Requires: Basic Forbidden Magic Attunement
Cost: 10,000 Gold, 1 Week

Darkspawn-Summoning Ritual-Corruption- (Passive Ability, Delver of the Forbidden) Whenever a Summoner Magic or Ritual Magic spell would allow the summoning of a non-specific Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Abstract, Daemon, Devil, or Demon from the Enemy List, possessor may instead summon a Darkspawn that would otherwise be allowed under the summoning's restrictions
Requires: Apprentice Forbidden Magic Attunement, Summoner, Ritualist
Cost: 100,000 Gold, 3 Weeks

Delver of the Forbidden- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Forbidden Magic spells that possessor casts deal (Possessor Level * 1,000) less Damage to possessor and have a (Possessor Level)% less chance of inflicting minor or moderate negative status effects on possessor
Requires: Apprentice Forbidden Magic Training, 10 other Delver of the Forbidden abilities
Cost: 125,000 Gold, 4 Weeks

Delver of the Forbidden (Unorthodox Style)- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal (Possessor's Level x 5,000) less Damage to possessor and have a (Possessor's Level)% less chance of inflicting minor negative status effects on possessor, this ability counts as 'Delver of the Forbidden' for prerequisite purposes and entities may treat it as though it possessed the name 'Delver of the Forbidden'
Requires: Apprentice Forbidden Magic Attunement, 10 other Delver of the Forbidden abilities
Cost: 125,000 Gold, 4 Weeks

Enlightenment Through Lunacy- (Passive Ability, Delver of the Forbidden) Possessor gains +500 MIN and +250 SPI while afflicted with Confusion
Requires: Basic Forbidden Magic Attunement
Cost: 500,000 Gold, 2 Weeks

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

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

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

Has Read Forbidden Tomes- (Passive Ability, Delver of the Forbidden) +500 MIN, 30% Confusion Resistance
Requires: Apprentice Forbidden Magic Attunement, Scholar
Cost: 100,000 Gold, 3 Weeks

Horrid Ululations- (Passive Ability, Delver of the Forbidden) Bardic Music spells cast by possessor increase the stats of Darkspawn by an additional 500 points as an effect that does not stack across multiple instances of the same spell that stacks 5 times across different spells
Requires: Apprentice Forbidden Magic Attunement, Bard, Ritualist, Herald of Lunacy
Cost: 100,000 Gold, 3 Weeks


~Diabolist (Demon Magic)~

Accustomed to Demonic Fire- (Passive Ability, Diabolist) Possessor gains 10% Fire Resistance against Demons
Requires: Basic Demon Magic Attunement
Cost: 300,000 Gold, 3 Weeks

Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Requires: Basic Demon Magic Attunement, 3 other Diabolist abilities
Cost: 125,000 Gold, 2 Weeks

Basic Demon Augmentation- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +200 to all stats
Requires: Basic Demon Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All demon Magic spells cost possessor 500 less MP to cast
Requires: Basic Demon Magic Attunement, Basic Ritual Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Cheeseburger Matrix Proximity Boost- (Passive Ability, Diabolist) Possessor gains +2,000 uncapped SPI if any of possessor's allies possesses an ability named 'Cheeseburger Matrix'
Not for Sale

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

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

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

~Diviner (Divining)~

Accountant's Wealth-Assessment Gaze- (Passive Ability, Diviner) Possessor pierces 5,000 Defense against Gold Damage against individuals whose stats possessor has scanned
Requires: Apprentice Divination Attunement, Filter-Out Sensort Overstimulation, Diviner's Eyes, Excellent at Counting Large Numbers of Things Quickly, Apprentice Merchant Proficiency
Cost: 700,000 Gold, 2 Weeks

Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Diviner, 50 other Diviner Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Ancient Magic: Divining Techniques of a Grand Era- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher
Not for Sale

Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Basic Divining Attunement, 3 other Diviner abilities
Cost: 125,000 Gold, 2 Weeks

Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Requires: Detective or Diviner
Cost: 3,000,000 Gold, 30 Weeks

Autoscan Demons- (Passive Ability, Diviner) Possessor may scan the stats of every Demon opponent at the start of every round
Not for Sale

Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Requires: Apprentice Divination Attunement
Cost: 500,000 Gold, 5 Weeks

Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Requires: Basic Appreciation of Feng Shui, Zonal Perception, Diviner
Cost: 400,000 Gold, 2 Weeks

Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, with this increase not bypassing Level-based immunities
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Not for Sale

Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Requires: Basic Divining Attunement
Cost: 40,000 Gold, 2 Weeks

Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Requires: Diviner, Knowledge of Portals
Cost: 600,000 Gold, 2 Weeks

Can See Concepts Through Right Eye- (Passive Ability, Diviner) Possessor gains +2% To Hit against Manifests
Not for Sale

Can Spot Orkanith Grabbing Things- (Passive Ability, Diviner) Possessor gains +30% To Hit against individuals whose name includes 'Orkanith' and cannot have items stolen from them by PCs with said name
Not for Sale

Can Spot the Peanuts- (Passive Ability, Diviner) Possessor gains +30% To Hit against targets who are carrying at least one Food consumable whose name includes 'Peanut' or who have such an item equipped
Not for Sale

Can Spot the Samurai- (Passive Ability, Diviner) Possessor gains +30% To Hit against targets who possess the ability 'Kensei'
Not for Sale

Conduct Seance- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a dead target whose corpse is present, In RP threads the corpse doesn't need to be present to contact the dead normally
Requires: Basic Spirit Form User or Basic Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Requires: Apprentice Divining Attunement
Cost: 200,000 Gold, 2 Weeks

Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Requires: Basic Detective Skills
Cost: 60,000 Gold, 3 Weeks

Desire-Seeing Eyes- (Passive Ability, Diviner) Possessor's actions that can inflict Charm may scan their target's stats before their Charm infliction chance occurs, Possessor's chance of inflicting Charm on targets is increased by 15% if possessor has scanned their stats
Not for Sale

Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Requires: Improved Detective's Truth, Deputize Assistant, Detective's Evasion, Uncounterable Accusation
Cost: 225,000 Gold, 4 Weeks

Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Requires: Detective's Eye
Cost: 120,000 Gold, 3 Weeks

Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Requires: Basic Detective Skills
Cost: 40,000 Gold, 3 Weeks

Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Requires: Basic Detective Skills
Cost: 60,000 Gold, 2 Weeks

Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, with this increase not bypassing Level-based immunities
Requires: Basic Detective Skills
Cost: 70,000 Gold, 3 Weeks

Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Requires: Basic Detective Skills
Cost: 70,000 Gold, 3 Weeks
Not for Sale

Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Requires: Detective's Eye
Cost: 40,000 Gold, 3 Weeks

Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Detective
Cost: 150,000 Gold, 2 Weeks

Detective's Relentlessness- (Passive Ability, Diviner) Possessor's To Hit may not be reduced by effects attached to Zones that come from sources below Level 40
Not for Sale

Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Requires: Detective's Intuition
Cost: 100,000 Gold, 2 Weeks

Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Requires: Apprentice Divining Attunement, 10 other Diviner abilities
Cost: 125,000 Gold, 4 Weeks

Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Requires: Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Basic Divining Attunement
Cost: 150,000 Gold, 2 Weeks

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

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

Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Requires: Basic Divining Attunement
Cost: 60,000 Gold, 3 Weeks

Dreamsense- (Passive Ability, Diviner) At the start of each round, possessor is informed of how many individuals in the same battlespace as possessor are afflicted with Fatigued: Asleep.
Not for Sale

Dwarven Stoneworker's Secret-Door-Detecting Sense- (Passive Ability, Diviner) If possessor is a Humanoid and in the 'Form of Dwarf' stance or if possessor possesses the ability 'Dwarf Essence', possessor gains +5% Critical against Earth-element Large Structures, Has RP effects
Not for Sale

Dungeon-Mapping Tongue- (Active Ability, Diviner) Possessor may spend an action to gain a non-stacking buff (to a max of three times per random dungeon per unique user) that reveals the contents of the next room before it is entered
Not for Sale

Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
Requires: Zonal Perception, Magical Echolocation, Diviner
Cost: 2,000,000 Gold, 2 Weeks

♢Enigma Solver- (Passive Ability, Diviner) Enigma Man abilities and Mystery element buffs and items cannot effect possessor's scan attempts
Not for Sale

Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Requires: Base MIN of 5 or higher
Cost: 300,000 Gold, 2 Weeks

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

Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Requires: Swift Sensory-Input Processing
Cost: 1,000,000 Gold, 2 Weeks

Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

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

Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Requires: Predict Future through Cards, Predict Future with a Crystal Ball, Predict Future with Dice, Predict Future with Bones, Read Tea Leaves, Read Palms, Predict Future from the Stars
Cost: 800,000 Gold, 2 Weeks

Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Improved Stat Scanning, Diviner
Cost: 500,000 Gold, 4 Weeks

Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Requires: Detective's Eye
Cost: 80,000 Gold, 2 Weeks

Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Requires: Predict Attacks, Level 20
Cost: 400,000 Gold, 2 Weeks

Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Requires: Detective's Truth
Cost: 100,000 Gold, 2 Weeks

Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Apprentice Divining Attunement, Diviner's Skill
Cost: 300,000 Gold, 2 Weeks

Instinctive Sense to Tell When the Least Conveninent Time to Give Someone a Phone Call is for That Person- (Passive Ability, Diviner) Possessor's first 'Ranged Attack' or 'Magical Attack' action of each battle obtains 'Pierces 2,000 Defense'
Not for Sale

Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Requires: Detective's Investigation
Cost: 138,000 Gold, 3 Weeks

Item Ownership Deduction- (Active Ability, Diviner) Possessor may spend an action to obtain a list of the names of all individuals who are no more than 20 Levels above possessor's Level who previously possessed a chosen item or had said chosen item equipped, with said chosen item being an item that possessor either possesses or has equipped
Not for Sale

Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Not for Sale

Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Requires: Auto Zonescan, Geomancer
Cost: 2,000,000 Gold, 2 Weeks

Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Requires: Apprentice Divining Attunement, Basic Psychic Power Attunement
Cost: 200,000 Gold, 2 Weeks

Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Requires: Apprentice Divination Attunement, Filter-Ouy Sensort Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Metal-Detecting Prowess- (Stance Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Requires: Dowsing Stance
Cost: 90,000 Gold, 1 Week

Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Requires: Diviner, Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Mind-Prospector's Thought-Vein-Detecting Assessment- (Active Ability, Diviner) Caster scans a target's stats. If the scan is successful, target obtains a debuff that makes it so that, to a max of once per battle per debuff-possessor (across all instances of the debuff per applying individual, to a max of 20 times across all applying individuals per side of battle), the next action the scan's performer performs a 'Mine Brain' Technique as part of has its MIN Damage cap doubled (to a max of 2,000,000 additional points).
Not for Sale

Nocturnal Tracking Capability- (Passive Ability, Diviner) Possessor's To Hit may not be reduced by effects attached to Zones that come from sources below Level 20
Not for Sale

Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Requires: Auto-Scan, Danger Sense
Cost: 200,000 Gold, 2 Weeks

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

Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Natural Disasters- (Passive Ability, Diviner) Possessor gains +2,000 Defense against effects attached to Zones by sources below Level 40
Requires: Diviner, Geomancer
Cost: 1,000,000 Gold, 2 Weeks

♢Quick Reference- (Active Ability, Diviner) Possessor may spend an action to obtain a list of the numerical values possessed by all the individuals for any chosen number of values in any combination of battlespaces, with which numeric value belongs to which individual not being displayed and which specific numeric values correspond to which selected value categories not being displayed and this effect not counting as scanning stats; values can be selected from any particular singular stat, sum of all stats, HP, MP, sum of HP and MP, Max HP, Max MP, Sum of Max HP and Max MP, HP Damage Possessed, MP Damage Possessed, Defense, Defense against Stat Damage, Defense against any particular element or subtype, (Resistance percentage to any particular element, status effect, sub-status effect, or subtype), Prime Attribute, Turn Order Determining Stat Sum, Turn Order Determining Stat for Turn-Order Determining Purposes, To Hit, Dodge, Critical Chance, Resilience, (Sum of To Hit, Dodge, Critical Chance, and Resilience), Level, HP Determining Stat, MP Determining Stat, XP possessed, XP dropped, Gold possessed, and Gold dropped
Not for Sale

Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Re-Autoscan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of each round
Requires: Adept Divining Attunement, Auto-Scan
Cost: 5,000,000 Gold, 2 Weeks

Retroactive Owner Analysis- (Passive Ability, Diviner) Possessor may, before or after any of possessor's actions, to a max of once per thread per individual, scan the stats of any individual whose name was listed by one of possessor's uses of the ability 'Item Ownership Deduction', even if said individual is not within the same battle, provided that said individual is within the same thread, Has RP effects
Requires: Item Ownership Deduction
Cost: 500,000 Gold, 2 Weeks

Rumor-Punching Battle Detective- (Passive Ability, Diviner) Possessor gains +25% To Hit and +50% Critical against entities who possess a Constant Effect named 'Living Rumor', Possessor's offensive actions scan the stats of entities who possess a Constant Effect whose name is 'Living Rumor'
Requires: Detective, Martial Artist (2), Analyst of the Absolute, Warrior
Cost: 30,000,000 Gold, 3 Weeks

Speak to Corpses- (Passive Ability, Diviner) Possessor gains +300 MIN if any corpses are present
Requires: Apprentice Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Requires: No Prerequisites
Cost: 400,000 Gold, 2 Weeks

Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Requires: Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Track Own Corpse- (Passive Ability, Diviner) Individuals below Level 20 may not destroy or transform possessor's corpse without possessor's permission, Has RP effects
Requires: Diviner, Necromancer
Cost: 1,000,000 Gold, 2 Weeks

Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Requires: Basic Divining Attunement
Cost: 280,000 Gold, 3 Weeks

Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Requires: Detective's Accusation
Cost: 210,000 Gold, 2 Weeks

Vampire Spotter- (Passive Ability, Diviner) At the start of each round, possessor is informed of how many entities in the same battlespace as possessor have a name that includes 'Vampire' or 'Vampiric', Possessor's stat scan attempts treat possessor's Level as being 5 greater for purposes of scanning the stats of entities whose name includes 'Vampire' or 'Vampiric' as an effect that does not bypass Level-based Immunities
Requires: Diviner, Detective, Deathless One
Cost: 5,000,000 Gold, 3 Weeks

♢View Beyond All Worlds- (Passive Ability, Diviner) At the start of each round, possessor may scan the stats of an individual in any battlespace; if this scan is successful, the target, if equal Level to or lower Level than possessor, may not trigger any effects that it would trigger upon its stats being scanned without possessor's permission
Not for Sale

View Dreams- (Passive Ability, Diviner) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may choose to obtain copies of the stats of all of said individual's allies' stats who are not 20 or more Levels greater than possessor or than said individual if said individual possesses knowledge of those individuals' stats (which defaults to yes unless otherwise specified); this does not cause possessor to count as having scanned the stats of said individuals
Not for Sale

Vision Screen- (Passive Ability, Diviner) Once per thread when possessor is afflicted with a debuff by a source below Level 80 because possessor scanned said source's stats, possessor instead does not acquire said debuff
Not for Sale

Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Requires: Apprentice Divination Attunement, Improved Understanding of Area Mana Patterns
Cost: 300,000 Gold, 2 Weeks


~Druid (Druid Magic)~

Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Requires: Basic Druid Magic Attunement
Cost: 15,000 Gold, 4 Weeks (2 Weeks if at least 3 other Druid abilities, not counting prerequisites, are possessed)

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

Aided by Suddenly-Mobile Trees- (Passive Ability, Druid) Possessor gains +300 Melee Attack, +5% Dodge, and counts as having 5 additional Plant allies if the Terrain or Phantom Terrain is Forest
Requires: Druidic Land Attunement: Forest, Command Trees, Friend of the Trees
Cost: 6,000,000 Gold, 2 Weeks

Angry About Civilization- (Passive Ability, Druid) Possessor cannot equip, use, or benefit from non-Druid-Magic Technology element items or abilities of any type, Possessor gains +(5 x Possessor Level), to a max of level 50, to all stats for each enemy, to a max of 5 enemies, which is Technology element or has a Technology element item equipped
Requires: Apprentice Druid Magic Attunement, Not Technology Element
Cost: 300,000 Gold, 2 Weeks

Animal Attracting Expansion A- (Passive Ability, Druid) Adds the Level 1 Large Bunny, Feeding Mouse, Cricket, and Horse to Attract Animals and Passively Attract Animals
Requires: Attract Animals
Cost: 70,000 Gold, 2 Weeks

Animal Attracting Expansion B- (Passive Ability, Druid) Adds the Level 1 Lion, Tiger, and Bear to Attract Animals and Passively Attract Animals
Requires: Passively Attract Animals, Animal Attracting Expansion A, Level 5
Cost: 300,000 Gold, 2 Weeks

Animal Empathy- (Passive Ability, Druid) Possessor may choose at the beginning of a round to gain a non-stacking buff named 'Empathic Animal Link', While possessor possesses this buff, possessor is afflicted with copies of any minor status effect that is inflicted on any of possessor's Animal allies
Requires: Taming Touch, Passively Attract Animals
Cost: 400,000 Gold, 2 Weeks

Animal-Soothing Touch- (Passive Ability, Druid) Possessor's attacks involving Melee Attack bonus that have a chance of inflicting Charm on Animals if at least one of possessor's weapon slots is empty may, should they be successful in inflicting Charm, deal no damage to their target
Requires: Passively Attract Animals, Improved Taming Touch
Cost: 90,000 Gold, 2 Weeks

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

Archdruid- (Passive Ability, Druid) Individuals who do not possess a name that includes 'Archdruid', do not possess an ability or Constant Effect whose name includes 'Archdruid', possess no ally who either has a name that includes 'Archdruid' or possesses an ability or Constant Effect whose name includes 'Archdruid', and are not Level 60 or greater may not cast Druid Magic spells without possessor's permission, Possessor gains +5,000 to all stats and +50,000 MP
Requires: Adept Druid Magic Attunement
Cost: 100,000,000 Gold, 3 Weeks

Arctic Duid- (Passive Ability, Druid) Possessor gains 15% Ice Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Ice to any non-Fire-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Ice Resistance
Requires: Accustomed to the Wild, Druid, Basic Ice Synchronization OR Envoy of Winter
Cost: 200,000 Gold, 2 Weeks

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

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

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

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

Aura of Brambles- (Stance Ability, Druid) Possessor may deal up to 10,000 Flat Earth or Earth & Physical element Damage to up to 3 entities at the start of each round and to any entity that targets possessor with an offensive attack at the end of each said attack
Requires: Minor Aura of Nature, Druid
Cost: 500,000 Gold, 2 Weeks

Aura of Nature- (Stance Ability, Druid) Possessor's Plant and Animal allies gain +1,000 to all stats as a bonus that stacks 3 times
Requires: Minor Aura of Nature, Druid
Cost: 500,000 Gold, 2 Weeks

Aura of Sprouting Plants- (Stance Ability, Druid) Possessor's Plant allies regenerate 50,000 HP at the start of each round and are cured from cures one debuff that comes from a source below Level 40 that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, or a Mad Scientist ability at the start of each round.
Requires: Hear the Voices of the Forest, Aura of Nature
Cost: 5,000,000 Gold, 2 Weeks

Aura of the Wild- (Stance Ability, Druid) Possessor's Animal allies gain +45 to all stats
Requires: Attract Animals
Cost: 130,000 Gold, 3 Weeks

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

Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Requires: Apprentice Druid Magic Attunement
Cost: 600,000 Gold, 2 Weeks

Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: Attuned to the Environment, Basic Zonal Linking, Basic Understanding of Linking Magic Types
Cost: 200,000 Gold, 2 Weeks

Blossoming Aura- (Stance Ability, Druid) Possessor's Plant allies gain +150 SPI
Requires: Friend of the Trees
Cost: 150,000 Gold, 3 Weeks

Bramble Hulk's Wrath- (Passive Ability, Druid) Possessor gains +3,000 STR, +3,000 Melee Attack, and +15% Critical while in the stance 'Bramble Hulk Stance', Possessor's Pain infliction chances are increased by 15% while possessor is in the stance 'Bramble Hulk Stance', Possessor's 'Melee Attack' and 'Melee Overdrive' actions gain '30% inflicts Pain and Fatigued: Stun' while possessor is in the stance 'Bramble Hulk Stance'
Requires: Bramble Hulk Stance, Attuned to the Environment, 5 Base CON, 5 Base STR
Cost: 7,000,000 Gold, 2 Weeks

Bramble Hulk Stance- (Stance Ability, Druid) Possessor gains +2,000 Melee Attack, +2,000 STR, +2,000 CON, 45% Crticial, 45% Resilience, +20,000 HP as a non-stacking bonus, and the subtype Plant, and possessor's 'Druid of Brambles' ability deals 100,000 additional Damage
Requires: Druid of Brambles, Tree-Melding Art, Druidic Land Attunement: Briar Patch, Green Fury
Cost: 5,000,000 Gold, 3 Weeks

Bulwark Against Extinction- (Passive Ability, Druid) Possessor's 'One Among the Beasts' and 'One Among the Trees' do not cause possessor to de-transform automatically if possessor possesses no appropriate allies (though possessor may still choose to do so)
Requires: One Among the Beasts OR One Among the Trees
Cost: 30,000,000 Gold, 2 Weeks

Cactus Affinity- (Passive Ability, Druid) If the Terrain or Phantom Terrain is Desert, possessor may choose to deal 5,000 Flat Physical element Damage to and have a 30% chance of inflicting Pain on any individual who conducts an offensive action that targets possessor at the end of said action, The Damage values of the Abilities of possessor's Plant pets and summons increase by 500 Points
Requires: Druidic Land Attunement: Desert
Cost: 200,000 Gold, 2 Weeks

Call Spirit Animals- (Passive Ability, Druid) Whenever possessor summons an Animal, possessor may give it a non-stacking buff that gives its possessor the subtype Spirit
Requires: Druid, Shaman OR Shrine Maiden
Cost: 2,000,000 Gold, 2 Weeks

Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Requires: Basic Geomantic Druidic Arts
Cost: 100,000 Gold, 2 Weeks

Cave Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Cthonians that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Keeper of the Depths, Geomancer OR Basic Earth Synchronization
Cost: 6,000,000 Gold, 3 Weeks

Command Trees- (Passive Ability, Druid) Possessor's Level is treated to be 1 higher, to a max of 99, for purposes of equipping Plant pets whose name includes 'Tree' or 'Treant'
Not for Sale

Connection to the Seasons- (Passive Ability, Druid) Possessor may obtain a buff that gives its possessor the element Electrical whenever Call Unto Season: Spring is cast, Possessor may obtain a buff that gives its possessor the element Energy whenever Call Unto Season: Summer is cast, Possessor may obtain a buff that gives its possessor the element Acid whenever Call Unto Season: Fall is cast, and Possessor may obtain a buff that gives its possessor the element Ice whenever Call Unto Season: Winter is cast
Requires: Druid, Elementalist, Channeler
Cost: 300,000 Gold, 2 Weeks

Contact Aquatic Plants- (Active Ability, Druid) Possessor may spend an action to summon up to 5 Plants from the enemy list that are normally fightable for drops that are below Level 5 and are either Water element or also possess the subtype Aquatic
Not for Sale

Councilor of Scales- (Passive Ability, Druid) Whenever possessor summons a Dragon, possessor may give it a non-stacking buff that gives its possessor the subtype Animal, Whenever a Dragon is summoned, possessor has a 60% chance of inflicting Charm on it
Requires: Adept Druid Magic Attunement, Dragon Lord, Level 40
Cost: 30,000,000 Gold, 2 Weeks

Deadwood Wrath- (Technique Ability, Druid) Possessor may use 'Deadwood Wrath' in conjunction with an offensive 'Attack' (the ability class) or 'Druid' action that involves possessor casting a Druid Magic spell. Said action gains +1,000 additional Melee Attack, Magical Attack, or Ranged Attack for each buff that its target possesses that is either a Wood element buff that is not a Druid or Druid Magic buff or that is a buff that comes from its target having specifically killed or defeated a Plant, to a max of 10 such buffs, with said action gaining (10 * the number of such buffs, to a max of 10)% inflicts Paralyzed and ignoring the Defense bonuses provided by any such buff that come from sources below Level 60 that are not 10 or more Levels greater than this action's performer.
Requires: Hear the Voices of the Forest, Angry About Civilization
Cost: 2,000,000 Gold, 2 Weeks

Desert Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain 60% Fatigued Resistance and 50% Impaired Resistance
Requires: Druidic Land Attunement: Desert, Accustomed to the Wild
Cost: 300,000 Gold, 2 Weeks

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

Druid's Companion- (Passive Ability, Druid) Possessor may, at the start of a thread, choose an Animal pet that possessor has equipped as an effect that is not a buff. Said entity gains +500 to all stats while alive in the same battlespace as possessor; Possessor gains +500 to all stats as an uncapped bonus while alive in the same battlespace as said entity.
Requires: Druid, Beastmaster
Cost: 5,000,000 Gold, 2 Weeks

Druid's Poison Resistance- (Passive Ability, Druid) Possessor gains 100% Poison Resistance while possessor has at least 5 Druid Magic spells equipped
Requires: Druid
Cost: 200,000 Gold, 2 Weeks

Druidic Sage- (Passive Ability, Druid) Possessor counts as being in a Sage stance while in a Druid stance
Not for Sale

Druid of Brambles- (Passive Ability, Druid) Whenever possessor is targeted by an offensive action, possessor may, at the end of said action, deal 5,000 Flat Earth element Damage to said action's source
Requires: Blossoming Aura, Druid
Cost: 300,000 Gold, 2 Weeks

Druid of Seasons- (Passive Ability, Druid) Whenever possessor summons a Plant or Animal, possessor may give it a non-stacking buff that gives it the element Ice, Acid, Electrical, or Energy. At the start of each round, possessor may give each of its willing allies who possesses one of the elements Ice, Acid, Electrical or Energy a non-stacking buff that makes it solely the element Ice, Acid, Electrical, or Energy. Possessor's Plant and Animal allies gain 20% Ice Resistance, 20% Acid Resistance, 20% Electrical Resistance, and 20% Energy Resistance.
Requires: Cryomancer, Electromancer, Pluromancer, Chromamancer, Druid, Geomancer, Influence Weather, Connection to the Seasons
Cost: 20,000,000 Gold, 2 Weeks

Druid of Spring Blossoms- (Passive Ability, Druid) Possessor's actions deal 50,000 additional points of Healing to Plants
Requires: Connection to the Seasons, Aura of Blossoms
Cost: 300,000 Gold, 2 Weeks

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

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

Druidic Geomantic Overlay Connection- (Passive Ability, Druid) Possessor's 'Understand Natural Disruptions' and 'Purge Unnatural Influence' abilities also apply to Phantom Terrains
Requires: Purge Unnatural Influence, Geomancer
Cost: 700,000 Gold, 2 Weeks

Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Requires: Can Sense Zonal Traits
Cost: 300,000 Gold, 2 Weeks

Druidic Land Attunement: Briar Patch- (Passive Ability, Druid) Possessor gains +200 CON and 10% Critical if the Terrain or Phantom Terrain is Briar Patch
Requires: Druidic Land Attunement: Forest
Cost: 300,000 Gold, 2 Weeks

Druidic Land Attunement: Desert- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Desert
Requires: Druidic Land Attunement, Attuned to Terrain: Desert
Cost: 500,000 Gold, 2 Weeks

Druidic Land Attunement: Forest- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Forest
Requires: Druidic Land Attunement, Attuned to Terrain: Forest
Cost: 500,000 Gold, 2 Weeks

Druidic Land Attunement: Swamp- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Swamp
Requires: Druidic Land Attunement, Attuned to Terrain: Swamp
Cost: 500,000 Gold, 2 Weeks

Druidic Priest- (Passive Ability, Druid) Possessor may choose to cast non-unique Druid Magic spells as though they were Divine Magic spells instead of Druid Magic spells; Possessor may choose to cast non-unique Divine Magic spells as though they were Druid Magic spells instead of Divine Magic spells
Requires: Druid, Priest, 10 Base CON, 10 Base SPI
Cost: 500,000 Gold, 2 Weeks

Druidically Bolstered Animal Summons- (Passive Ability, Druid) Possessor's Animal summons obtain a buff when summoned that provides +500 to all stats and does not stack
Requires: Friend of the Wildlife Stance, Summoner, Beastmaster
Cost: 5,000,000 Gold, 2 Weeks

Elder Druid's Timeless Body- (Passive Ability, Druid) Possessor gains Fatigued: Elderly Immunity, Possessor gains 100% Impaired Resistance, Possessor gains 100% Stat Drain Resistance, Possessor's Minor Status Effect Resistances are increased by +10%
Requires: Adept Druid Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

Elemental Body- (Passive Ability, Druid) At the start of any round, possessor may transform into any type of Elemental that is Earth, Air, Fire, Water, Ice, Acid, Energy, or Electrical element that is of lower Level that is below Level 80 that is fightable for drops on the Enemy List; Possessor counts as being in a Natural Form transformation while in said transformation
Requires: Cryomancer, Electromancer, Pluromancer, Chromamancer, Pyromancer, Teramancer, Aeromancer, Hydromancer, Elementalist, Adept Druid Magic Attunement, Basic Natural Form User
Cost: 80,000,000 Gold, 3 Weeks

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

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

Forest Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Plants that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Botanist, Druidic Land Attunement: Forest
Cost: 6,000,000 Gold, 3 Weeks

Forest's-Heart Connection- (Passive Ability, Druid) Possessor obtains +200,000 HP while the terrain or Phantom Terrain is Forest
Not for Sale

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

Forest Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Plants that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Botanist, Druidic Land Attunement: Forest
Cost: 6,000,000 Gold, 3 Weeks

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

Friend of the Wildlife Stance- (Stance Ability, Druid) Possessor's Animal, Aerial, Aquatic, and Plant allies regenerate 30,000 HP at the start of each round
Requires: Animal Attracting Expansion B, Attract Birds, Attract Plants
Cost: 300,000 Gold, 2 Weeks

Gardener (2)- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks

Grabbing Vines- (Active Ability, Druid) Possessor, if in a Druid stance, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 1,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Druid Magic spells, that inflicts Paralyzed, that possesses '1 hits against 20', is solely Earth element, and costs 11,300 MP
Not for Sale

Grass-Growing Footsteps- (Passive Ability, Druid) Whenever possessor performs a Switch Rows action, possessor's Plant allies are healed for 5,000 points of Earth-element HP Healing
Not for Sale

Green Fury- (Passive Ability, Druid) Possessor gains +500 Magical Attack as a buff whenever a Terrain or Phantom Terrain that is a Forest, Jungle, or Swamp ceases to be present, with said buff stacking 4 times
Requires: Green Mage, Land's Protector
Cost: 500,000 Gold, 2 Weeks

Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest
Requires: Friend of the Trees
Cost: 160,000 Gold, 2 Weeks

Hengekeeper- (Passive Ability, Druid) If possessor has at least 10 Druid Magic spells equipped and possesses at least one Earth or Magic element Large Structure ally, possessor gains +5,000 to all stats and +50,000 MP as a non-stacking bonus, and possessor's allies who possesses the ability 'Druid' gain +2,500 to all stats as a bonus that stacks 7 times
Requires: Hengestone Bearer, Adept Druid Magic Attunement
Cost: 70,000,000 Gold, 3 Weeks

Hengestone Bearer- (Passive Ability, Druid) Possessor may equip a Minor Hengestone or an antiquity with Hengsestone in its name with greater value than Minor Hengestone in an accessory slot to provide +2,000 MP
Requires: Apprentice Druid Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Improve Sap Stickiness- (Passive Ability, Druid) Possessor's Druid Magic spells and Plant allies have their Paralyzed: Sticky infliction chances increased by 15%
Requires: Friend of the Trees, Botanist
Cost: 300,000 Gold, 2 Weeks

Improved Taming Touch- (Passive Ability, Druid) Possessor's attacks involving Melee Attack bonus gain a 15% chance of inflicting Charm on Animals if at least one of possessor's weapon slots is empty
Requires: Taming Touch
Cost: 130,000 Gold, 2 Weeks

Incite Disaster- (Active Ability, Druid) Possessor may spend an action and choose a Zone that is present in the same battlespace as possessor that is only a Zone of a combination of (Base Elements that are not Technology) and Wood. Said action deals (1,000 * Possessor Level) Flat Damage of that Zone's elements to each opponent within said Zone.
Requires: Technology-Destroying Spell, Geomancer
Cost: 500,000 Gold, 2 Weeks

Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Requires: Basic Druid Weather Control
Cost: 100,000 Gold, 1 Week

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

Interruptable Druidic Casting Style- (Stance Ability, Druid) Possessor, if in this stance, has a 98% chance, if in the front row, of failing to use any ability that is either an Active Druid ability or 'Magical Attack', 'Overdrive', or 'Cast a Spell'; Possessor, if in this stance, obtains +20 MIN and +20 SPI; This stance does not count towards the maximum number of stances that possessor may be in unless any of possessor's other stances include 'Casting Style' in their name
Not for Sale

Jungle Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Plants that are possessor's allies, pets, or summons also apply those bonuses to Animals that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Beastmaster, Botanist OR Hydromancer
Cost: 6,000,000 Gold, 3 Weeks

Land's Protector- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher, to a max of Level 60, for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Requires: Attuned to the Environment, Apprentice Geomancy Attunement, Apprentice Druid Magic Attunement
Cost: 140,000 Gold, 2 Weeks

Lunar Druid- (Passive Ability, Druid) Possessor's allies who possesses the subtype Shapeshifter as well as the subtype Animal gain +500 to all stats as a non-stacking bonus, Whenever possessor is in a Natural Form transformation that is an Animal, possessor may choose to also count as a Shapeshifter, Possessor may choose to count as a Shapeshifter while in a Chronogeomantic Zone of Night if possessor has at least 5 Druid Magic spells equipped
Requires: Druid, Basic Flux Baron Knowledge, Geomancer, Basic Natural Form User
Cost: 3,000,000 Gold, 2 Weeks

Lunar Pack-Guide- (Passive Ability, Druid) Possessor counts as possessing a Constant Effect named 'Pack Hunter' while possessor is in a Chronogeomantic Zone of Night and has at least one Druid Magic spell equipped, Possessor's allies who possess a Constant Effect named 'Pack Hunter' who are Animals gain +1,500 to all stats while possessor is in a Chronogeomantic Zone of Night and has at least one Druid Magic spell equipped as a non-stacking effect
Requires: Lunar Druid, Beastmaster
Cost: 15,000,000 Gold, 2 Weeks

Minor Aura of Nature- (Stance Ability, Druid) Possessor's Plant and Animal allies gain +150 to all stats
Requires: Blossoming Aura, Aura of the Wild
Cost: 290,000 Gold, 3 Weeks

Mountain Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain +200 CON and +5% Resilience
Requires: Druid, Accustomed to the Wild, Teramancer OR Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Mushroom Druid- (Passive Ability, Druid) Whenever possessor summons a Plant, possessor may give it a non-stacking buff that gives its possessor the subtype Cthonian, Possessor obtains +200 to all stats if possessor possesses an ally that is both a Plant and a Cthonian
Requires: Accustomed to the Wild, Keeper of the Depths, Geomancer OR Basic Earth Synchronization
Cost: 200,000 Gold, 2 Weeks

Natural Reincarnation- (Passive Ability, Druid) Up to 3 times per thread, when possessor is killed by a source that is not 5 or more Levels greater than possessor that is below Level 80, possessor may choose to be resurrected either immediately or at the start of the next round, and, upon said resurrection, transform into a chosen Plant, Animal, or (Human, Humanoid, or Fae whose name includes 'Druid') from the Enemy List that is of lower Level than possessor that is normally fightable for drops on the Enemy List
Requires: Adept Druid Magic Attunement, Healer
Cost: 100,000,000 Gold, 5 Weeks

Nature's Emissary's Countless Faces- (Passive Ability, Druid) Possessor may choose for individuals who have not scanned possessor's stats to treat possessor as though possessor possessed no Druid abilities
Requires: Druid, Illusionist OR Flux Baron OR Adept Druid Magic Attunement
Cost: 1,000,000 Gold, 2 Weeks

Nonlethal Taming Touch- (Passive Ability, Druid) Possessor's 'Taming Touch' ability has its Charm infliction chance increased to 20% for actions that deal no Damage, possessor may choose for possessor's attacks that involve possessor's Magical Attack bonus to deal no Damage ot Animals
Requires: Taming Touch
Cost: 500,000 Gold, 2 Weeks

Ocean Druid- (Passive Ability, Druid) Possessor's Aquatic allies gain +200 to all stats as a non-stacking bonus
Requires: Druid, Basic Seakeeper Knowledge
Cost: 500,000 Gold, 2 Weeks

One Among the Beasts- (Passive Ability, Druid) At the start of any round, possessor may transform into any type of Animal that is of lower Level that is below Level 80 that is fightable for drops on the Enemy List that possessor possesses at least one of as an ally, Possessor automatically de-transforms if possessor possesses no allies of said type, becoming afflicted with either Confusion: Berserk or Confusion: Enraged if the last such ally possessor stopped having stopped being present due to dying; Possessor counts as being in a Natural Form transformation while in said transformation
Requires: Adept Druid Magic Attunement, Animal Attracting Expansion B, Animal-Soothing Touch, Basic Natural Form User
Cost: 80,000,000 Gold, 3 Weeks

One Among the Birds- (Passive Ability, Druid) Possessor's 'One Among the Beasts' ability may select Aerials in addition to Animals
Requires: One Amongst the Beasts, Skykeeper, Sky Druid
Cost: 30,000,000 Gold, 2 Weeks

One Among the Fish- (Passive Ability, Druid) Possessor's 'One Among the Beasts' ability may select Aquatics in addition to Animals
Requires: One Amongst the Beasts, Seakeeper, Ocean Druid
Cost: 30,000,000 Gold, 2 Weeks

One Among the Trees- (Passive Ability, Druid) At the start of any round, possessor may transform into any type of Plant that is of lower Level that is below Level 80 that is fightable for drops on the Enemy List that possessor possesses at least one of as an ally, Possessor automatically de-transforms if possessor possesses no allies of said type, becoming afflicted with either Confusion: Berserk or Confusion: Enraged if the last such ally possessor stopped having stopped being present due to dying; Possessor counts as being in a Natural Form transformation while in said transformation
Requires: Adept Druid Magic Attunement, Passively Attract Plants, Protector of the Land, Basic Natural Form User
Cost: 80,000,000 Gold, 3 Weeks

One Among the Worms- (Passive Ability, Druid) Possessor's 'One Among the Beasts' ability may select Cthonians in addition to Animals
Requires: One Amongst the Beasts, Keeper of the Depths, Cave Druid
Cost: 30,000,000 Gold, 2 Weeks

Passed through the Light of the Elder Guardians- (Passive Ability, Druid) Possessor gains +1,000 SPI and 20% Light Resistance, Possessor may survive on suns as an RP effect
Not for Sale

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

Passively Attract Plants- (Passive Ability, Druid) The entries from the Attract Plants table are added to the Passively Attract Animals table
Requires: Attract Plants, Passively Attract Animals
Cost: 70,000 Gold, 2 Weeks

Pine Barrage Commander- (Passive Ability, Druid) While the terrain or phantom terrain is Forest, possessor obtains +300 Ranged Attack, and possessor's 'Ranged Attack' and 'Point Blank' actions may gain '30% inflicts Pain'
Requires: Aided by Suddenly-Mobile Trees
Cost: 3,000,000 Gold, 2 Weeks

Plains Druid- (Passive Ability, Druid) Possessor's Animal pets and summons gain +5% To Hit against opponents who possess no Dodge bonus that comes from buffs
Requires: Druid
Cost: 200,000 Gold, 2 Weeks

Plant Rider- (Passive Ability, Druid) Possessor's Steed and Vehicle transformations that are Plants gain +50 to all stats
Not for Sale

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

Purge Unnatural Influence- (Active Ability, Druid) Possessor may spend an action to remove an effect attached to a Zone or Terrain (but not a Phantom Terrain) that comes from a source that is not 20 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell, a Scientist ability, an Engineer ability, or an Architect ability.
Requires: Understand Natural Disruptions
Cost: 3,000,000 Gold, 3 Weeks

Purging Spell- (Technique Ability, Druid) Possessor may use 'Puring Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' ability so long as no other technique is used and a Druid Magic spell is cast as part of said action. Said action removes one buff or debuff that comes from a source that is not 5 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell , a Scientist ability, an Engineer ability, or an Architect ability from each of its targets.
Requires: Purge Unnatural Influence
Cost: 2,000,000 Gold, 2 Weeks

Reef Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Plants that are possessor's allies, pets, or summons also apply those bonuses to Aquatics that fall into the same categories (out of allies, pets, and summons)
Requires: Ocean Druid, Seakeeper
Cost: 6,000,000 Gold, 3 Weeks

Replace Organs With Specialized Plant Growths- (Passive Ability, Druid) Whenever one of possessor's allies (including possessor) is afflicted with Wounded by a source that is not either 10 or more Levels greater than possessor or greater than Level 60, possessor may give said target a buff that causes its possessor to ignore the status effect Wounded from sources below Level 60 and that causes its possessor to gain the subtype Plant
Requires: Druid, Biomancer OR Adept Healer Magic Attunement
Cost: 7,000,000 Gold, 2 Weeks

Resist Glamours- (Passive Ability, Druid) Possessor gains +500 Defense against Fae and Illusion Magic; Fae below Level 15 cannot inflict debuffs or minor negative status effects on possessor
Requires: Resist Unnatural Magic, Basic Counselor of Faerie Knowledge, Druid
Cost: 300,000 Gold, 2 Weeks

Resist Plants- (Passive Ability, Druid) Possessor gains 5% Plant Resistance; Plants below Level 15 cannot inflict minor negative status effects on possessor
Requires: Resist Unnatural Magic, Basic Botanist Knowledge, Druid
Cost: 300,000 Gold, 2 Weeks

Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Requires: Protector of the Land
Cost: 200,000 Gold, 2 Weeks

Restoring Spell- (Technique Ability, Druid) Possessor may use 'Restoring Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as said action includes the casting of a Druid Magic spell. Said action gains +500 Magical Attack if it possesses 'Heals', 'Heals HP' or 'Heals MP', Said action may cure one debuff from a source below Level 40 from each of its Plant or Animal targets, Said action cures one debuff that comes from a source below Level 40 that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, or a Mad Scientist ability.
Requires: Purge Unnatural Influence
Cost: 2,000,000 Gold, 2 Weeks

Reweave Spells into Beasts- (Active Ability, Druid) Possessor may spend an action to remove a Druid Magic Spell that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon an Animal from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Spell drops from, Max 200 summoned
Requires: Druid, Summoner
Cost: 300,000 Gold, 2 Weeks

Root Strike- (Active Ability, Druid) Possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 200 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Druid Magic spells, that possesses a 30% chance of inflicting Paralyzed, is solely Earth element, and costs 0 MP
Not for Sale

Sage of the Walking Tree- (Passive Ability, Druid) Possessor's allies whose name includes 'Treant' have their stats and Damage dealt doubled, to a max of 12,000 additional stat points and 500,000 additional points of Damage, To a max of once per thread, possessor summons 1 Treant from the Enemy List at the beginning of battle that is naturally Level 19, that cannot act for the first two rounds of the battle that it is summoned in, Possessor's allies whose name is "Treant" gain the ability (with the Treant summoned by this ability naturally possessing it):
Passenger Capacity (1)- Possessor may at any time take an action to pick up or deploy 1 passenger, All passengers are automatically deployed when possessor dies, Vehicle Trait
Not for Sale

Sage of the Walking Tree Stance- (Stance Ability, Druid) Possessor gains +502 Defense against Darkness, +502 Defense against Water, 30% Magic Resistance, 25% Earth Resistance, and 50% Physical Weakness
Not for Sale

Sand Affinity- (Passive Ability, Druid) If the Terrain or Phantom Terrain is Desert, possessor gains +2% Dodge
Requires: Druidic Land Attunement: Desert
Cost: 300,000 Gold, 3 Weeks

Sargasso Druid- (Passive Ability, Druid) Whenever possessor summons a Plant, possessor may give it a non-stacking buff that gives its possessor the subtype Aquatic, Possessor obtains +200 to all stats if possessor possesses an ally that is both a Plant and an Aquatic
Requires: Ocean Druid, Botanist
Cost: 200,000 Gold, 2 Weeks

Seeding Strike- (Active Ability, Druid) Possessor may use Seeding Strike in conjunction with a Melee Attack, so long as no other technique is used and a Druid Magic spell is equipped. This attack gains +25 Melee Attack, this attack summons an additional 5 Plants that could be summoned through Attract Plants so long as this does not bring said plants above possessor's summon cap, has no effect if it would not kill target
Requires: Attract Plants
Cost: 90,000 Gold, 2 Weeks

See through the Eyes of Animals- (Passive Ability, Druid) Possessor gains +5% To Hit for each Animal ally that possessor possesses, to a max of 5 such allies
Requires: Taming Touch, Aura of Nature, Druid, Diviner
Cost: 4,000,000 Gold, 2 Weeks

Shielded by the Walking Tree- (Passive Ability, Druid) If possessor is in the back row and possessor has at least 1 ally in the front row named "Treant" that possesses a Vehicle Trait whose name includes 'Passenger Capacity', possessor is Immune to damage from sources below Level 40
Not for Sale

Sky Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Aerials that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Keeper of the Depths, Aeromancer OR Basic Air Synchronization
Cost: 6,000,000 Gold, 3 Weeks

Storm Druid- (Passive Ability, Druid) Possessor gains 15% Electrical Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Electrical to any non-Earth-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Electrical Resistance
Requires: Influence Weather, Accustomed to the Wild, Sky Druid, Basic Electrical Synchronization OR Wizard OR Aeromancer
Cost: 200,000 Gold, 2 Weeks

Suburban Gardener-Druid- (Passive Ability, Druid) Possessor gains +200 SPI if possessor possesses at least one Plant ally, at least one Human or Humanoid ally, and at least one Large Structure Ally, Possessor may choose to count as possessing up to 5 fewer Druid abilities
Requires: Gardener (2), Druid
Cost: 1,000,000 Gold, 2 Weeks

Supportive Druidic Invigoration B- (Active Ability, Druid) Possessor may spend an action to heal (100 x possessor Level, max Level 99) HP and MP to target Plant or Druid
Not For Sale

Swamp Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain 60% Poison Resistance and 50% Diseased Resistance
Requires: Druidic Land Attunement: Swamp, Accustomed to the Wild
Cost: 300,000 Gold, 2 Weeks

Taming Touch- (Passive Ability, Druid) Possessor's attacks involving Melee Attack bonus gain a 5% chance of inflicting Charm on Animals if at least one of possessor's weapon slots is empty
Requires: Attract Animals
Cost: 90,000 Gold, 2 Weeks

Technology-Destroying Spell- (Technique Ability, Druid) Possessor may use 'Technology-Destroying Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor is casting a Druid Magic spell as part of said action and possessor is not Technology element. Said action gains +250 Magical Attack against Technology-element targets, Robots, Machines, Clockworks, and non-Wood-element Large Structures, Said action removes a Hypertech or Technology element buff from a source below Level 40 from each target
Requires: Angry About Civilization
Cost: 300,000 Gold, 2 Weeks

Tender of Gardens- (Passive Ability, Druid) Possessor gains +600 SPI, Possessor's Plant allies gain +1,000 to all stats and +2,000 Defense as a non-stacking bonus, Druid Magic spells that summon Plants cost possessor 5,000 MP less to cast
Requires: Gardener (2), Druid
Cost: 2,000,000 Gold, 2 Weeks

Thistle-Defying Passage- (Passive Ability, Druid) Possessor gains +500 Defense against Effects attached to Zones, Terrains, and Phantom Terrains, Effects attached to Zones, Terrains, and Phantom Terrains by sources below Level 10 cannot inflict minor negative status effects on possessor and cannot deal non-Healing Damage to possessor
Requires: Trackless Passage
Cost: 300,000 Gold, 2 Weeks

Trackless Passage- (Passive Ability, Druid) If possessor leaves a battlespace while a terrain or phantom terrain is present and possessor has at least 3 Druid Magic spells equipped, possessor may not be followed out of the battlespace by opponents below Level 40 unless possessor chooses such.
Requires: Druidic Land Attunement
Cost: 300,000 Gold, 2 Weeks

Tree-Melding Art- (Stance Ability, Druid) 15% Dodge if at least one allied Plant is in this battle
Requires: Attract Plants, Friend of the Trees
Cost: 180,000 Gold, 3 Weeks

Treespeech- (Passive Ability, Druid) Possessor's Plant pets and summons gain +50 MIN, Possessor gains +250 MIN while possessor has one or more Plant pets or summons, Possessor gains the RP power to speak to trees
Not for Sale

Treestaff- (Active Ability, Druid) Possessor may spend an action to remove a Staff that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon a Plant from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Staff drops from, Max 200 summoned
Requires: Druid, Sage
Cost: 300,000 Gold, 2 Weeks

Totemic Druid- (Passive Ability, Druid) At the start of each thread, possessor chooses an Animal from the Enemy List that is normally fightable for drops as an effect that is not a buff; Whenever possessor possesses one of said Animal as an ally, possessor obtains +2,000 to all stats
Requires: Shaman, Druid
Cost: 1,000,000 Gold, 2 Weeks

Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60
Requires: Druid, Diviner, Accustomed to the Wild
Cost: 2,000,000 Gold, 2 Weeks

Urban Druid- (Passive Ability, Druid) Possessor's Plant and Animal allies gain (+300 to all stats and +5% Dodge) if possessor possesses any Large Structure allies, Possessor may not gain the ability 'Angry About Civilization'
Requires: Druid, Not possessing the ability 'Angry About Civilization'
Cost: 200,000 Gold, 2 Weeks

Vine Control- (Passive Ability, Druid) Possessor gains +150 Magical Attack and +150 Ranged Attack, Possessor's 'Magical Attack' actions that involve possessor casting a 'Druid Magic' spell may gain '30% inflicts Paralyzed'
Not for Sale

Volcanic Druid- (Passive Ability, Druid) Possessor gains 15% Fire Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Fire to any non-Ice-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Fire Resistance
Requires: Accustomed to the Wild, Druid, Basic Fire Synchronization OR Pyromancer
Cost: 200,000 Gold, 2 Weeks

Wisdom of Nature- (Passive Ability, Druid) Possessor gains +200 MIN if a Plant, Animal, Aquatic, Aerial, or Cthonian is present
Requires: Basic Druid Magic Attunement
Cost: 200,000 Gold, 2 Weeks

~Elementalist (Elemental Magic)~

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

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

Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Requires: Basic Elemental Magic Attunement, 3 other Elementalist abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Stone Melding- (Passive Ability, Elementalist) +25 Defense to self and all Earth element Elemental Magic summons while in a Zone of Earth
Requires: Envoy of Earth
Cost: 30,000 Gold, 2 Weeks

Arbormancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Wood element Elemental Magic spells, Possessor's Wood element Elemental Magic spells cost 50 less MP, Possessor's Wood element Elemental Magic summons gain +200 to all stats, Possessor's Wood element Elemental Magic spells that provide HP regeneration provide an additional 500 points, Possessor's Wood element Elemental Magic spells that have a chance of inflicting Rejuvination have a 5% greater chance
Requires: Purity of Wood
Cost: 225,000 Gold, 4 Weeks

Aquatic Lancing- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Requires: Hand of Salty Brine
Cost: 80,000 Gold, 2 Weeks

Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Requires: Aura of Water
Cost: 250,000 Gold, 3 Weeks

Aqueous Column of Wrath- (Stance Ability, Elementalist) User must have at least 5 Water element Elemental Magic spells equipped, +100 Defense, you may deal 50 Water element AGI damage to anyone who targets you with an offensive action as a counter
Requires: Hydromancer, Flaming Pillar of Self, Speaker of the Text of Water
Cost: 300,000 Gold, 3 Weeks

Attunement to Air- (Passive Ability, Elementalist) All Air element Elemental Magic spells cost possessor 5% less MP to cast, to a max of 4,000 less.
Requires: Aeromancer
Cost: 500,000 Gold, 2 Weeks

Attunement to Earth- (Passive Ability, Elementalist) All Earth element Elemental Magic spells cost possessor 5% less MP to cast, to a max of 4,000 less.
Requires: Teramancer
Cost: 500,000 Gold, 2 Weeks

Attunement to Fire- (Passive Ability, Elementalist) All Fire element Elemental Magic spells cost possessor 5% less MP to cast, to a max of 4,000 less.
Requires: Pyromancer
Cost: 500,000 Gold, 2 Weeks

Attunement to Water- (Passive Ability, Elementalist) All Water element Elemental Magic spells cost possessor 5% less MP to cast, to a max of 4,000 less.
Requires: Hydromancer
Cost: 500,000 Gold, 2 Weeks

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

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

Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Requires: Envoy of Fall
Cost: 222,000 Gold, 4 Weeks

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

Aura of Metal- (Passive Ability, Elementalist) Possessor gains 5% Metal Resistance, Possessor's offensive actions pierce an additional 200 Defense if a Metal element Elemental Magic spell is equipped
Requires: Envoy of Metal
Cost: 111,000 Gold, 2 Weeks

Aura of Spring- (Passive Ability, Elementalist) Possessor gains 5% Electrical Resistance, Possessor's offensive actions have a 5% chance of causing targets of lower Level than possessor who are below Level 20 to skip their next action (with effects occurring before and after said action still occurring) if a Electrical element Elemental Magic spell is equipped
Requires: Envoy of Spring
Cost: 222,000 Gold, 4 Weeks

Aura of Summer- (Passive Ability, Elementalist) Possessor gains 5% Elemental Magic Resistance, Possessor's offensive actions may ignore a single elemental resistance (but not Immunity or Absorbtion) of lower Level than possessor who are below Level 20
Requires: Envoy of Summer
Cost: 222,000 Gold, 4 Weeks


Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Requires: Envoy of Water
Cost: 111,000 Gold, 2 Weeks

Aura of Winter- (Passive Ability, Elementalist) Possessor gains 5% Ice Resistance, Possessor's offensive actions have a 5% chance of inflicting a debuff on targets of lower Level than possessor who are below Level 20 that halves said targets' turn-order-determining stats for turn-order-determining purposes
Requires: Envoy of Winter
Cost: 222,000 Gold, 4 Weeks

Aura of Wood- (Passive Ability, Elementalist) Possessor gains 5% Wood Resistance, Possesor regenerates 500 HP per round if a Wood element Elemental Magic spell is equipped
Requires: Envoy of Wood
Cost: 111,000 Gold, 2 Weeks

Aurumancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Metal element Elemental Magic spells, Possessor's Metal element Elemental Magic spells cost 50 less MP, Possessor's Metal element Elemental Magic summons gain +200 to all stats, Possessor's Metal element Elemental Magic spells that pierce Defense pierce an additional 250 points, Possessor's Metal element Elemental Magic spells that have a chance of inflicting Fortified have a 5% greater chance
Requires: Purity of Metal
Cost: 225,000 Gold, 4 Weeks

Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blades of Earthen Metal- (Passive Ability, Elementalist) Possessor's 'Blades of Pure Metal' ability may deal either Earth element or Earth & Metal element Damage instead of Metal element Damage
Requires: Blades of Pure Metal, Teramancer
Cost: 80,000 Gold, 2 Weeks

Blades of Pure Metal- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Metal element Elemental Magic spells, So long as possessor has a Metal element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Metal element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and pierces 100 Defense per user level
Requires: Hand of Razor Steel
Cost: 80,000 Gold, 2 Weeks

Blinding Flame Globes- (Passive Ability, Elementalist) Attacks generated by possessor's 'Toss Flame Globes' ability may gain '30% inflicts Impaired: Blind'
Requires: Pyromancer, Toss Flame Globes
Cost: 80,000 Gold, 2 Weeks

Caller of the Aestival Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic multi-element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting moderate status effects have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Aestival Beasts
Cost: 190,000 Gold, 6 Weeks

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

Caller of the Autumnal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Acid element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their Drain-inflicting attacks inflict an additional 500 points of Drain, their attacks that have a chance of inflicting Dissolving have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Autumnal Beasts
Cost: 190,000 Gold, 6 Weeks

Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Cavern Beasts
Cost: 95,000 Gold, 3 Weeks

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

Caller of the Hibernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Ice element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, and they count as having 5,000 additional MP, their attacks that have a chance of inflicting Frozen have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Hibernal Beasts
Cost: 190,000 Gold, 6 Weeks

Caller of the Metal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Metal element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks pierce an additional 200 Defense, their attacks that have a chance of inflicting Wounded: Sawn Apart have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Wealthy Beasts
Cost: 95,000 Gold, 3 Weeks

Caller of the Vernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Electrical element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their turn-order-determining stats count as being 200 higher for turn-order-determining purposes, their attacks that have a chance of inflicting Electrocuted have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Vernal Beasts
Cost: 190,000 Gold, 6 Weeks

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

Caller of the Wood Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Wood element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, they regenerate an additional 5,000 HP per round, their attacks that have a chance of inflicting Entombed: Overgrown have a 1% higher chance, and said summons cost 150 less MP to summon
Requires: Ally of the Tree Beasts
Cost: 95,000 Gold, 3 Weeks

Chroma-Body Stance- (Stance Ability, Elementalist) Possessor gains +1,000 to all stats for each element that possessor possesses (to a max of 200 such elements), Possessor may choose at the beginning of any action or round to gain a non-stacking buff that gives its possessor any combination of base elements (chosen at the time of its application).
Not for Sale

Chromamancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Acid element Elemental Magic spells, Possessor's Acid element Elemental Magic spells cost posessessor 50 less MP, Possessor's Acid element Elementalist Magic spells that increase or decrease stats increase or decrease (the same as before) them by an additional 100 points as a non-stacking effect, Possessor's Acidelement Elemental Magic spells that have a chance of inflicting Stat Drain have a 5% greater chance
Requires: Purity of Autumn
Cost: 550,000 Gold, 8 Weeks

Conflux Shield- (Stance Ability, Elementalist) User must have at least 3 multi-element Elemental Magic spells equipped, Possessor gains +500 Defense against single-element actions and effects
Requires: Aura of Summer
Cost: 500,000 Gold, 6 Weeks

Core of the Great Tree- (Stance Ability, Elementalist) User must have at least 3 Wood element Elemental Magic spells equipped, Possessor gains +100 Defense and regenerates 10,000 HP per round
Requires: Aura of Wood
Cost: 250,000 Gold, 3 Weeks

Cryomancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Ice element Elemental Magic spells, Possessor's Ice element Elemental Magic spells cost posessessor 50 less MP, Possessor's Ice element Elementalist Magic spells that decrease turn-order-determining stats for turn-order-determining purposes decrease them by an additional 250 points as a non-stacking effect, Possessor's Ice element Elemental Magic spells that have a chance of inflicting Fatigued: Slow have a 5% greater chance
Requires: Purity of Winter
Cost: 550,000 Gold, 8 Weeks

Dome of Transparent Ice- (Stance Ability, Elementalist) User must have at least 3 Ice element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor gains a 5% chance of reflecting offensive actions from lower-level sources that are below Level 20
Requires: Aura of Winter
Cost: 500,000 Gold, 6 Weeks

Drowning Deluge- (Active Ability, Elementalist) When possessor uses the 'Invoke Constant Deluge' ability, possessor may choose to attach an effect to said Zone that has a 50% chance of inflicting Drowning on opposing Chtonians and a 5% chance of inflicting Drowning on others at the start of each round, with said effect not stacking on the same Zone or across Zones
Not for Sale

Drowning Kiss- (Active Ability, Elementalist) Possessor may use Drowning Kiss in conjunction with a Melee Attack, so long as no other technique is used and no weapons that provide a Melee Attack bonus are equipped. This character gains +450 Melee Attack, and has a 50% chance of inflicting Drowning on targets of equal level to or lower level than possessor. Possessor must have at least two solely Water element elemental magic spells equipped to use this ability.
Requires: Purity of Water
Cost: 600,000 Gold, 2 Weeks

Electromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Electrical element Elemental Magic spells, Possessor's Electrical element Elemental Magic spells cost posessessor 50 less MP, Possessor's Electrical element Elementalist Magic spells that increase turn-order-determining stats for turn-order-determining purposes increase them by an additional 250 points as a non-stacking effect, Possessor's Electrical element Elemental Magic spells that have a chance of inflicting Fatigued: Stun have a 5% greater chance
Requires: Purity of Spring
Cost: 550,000 Gold, 8 Weeks

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

Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks

Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks

Elemental Geomancy: Air- (Passive Ability, Elementalist) The presence of a Zone of Air counts as a casting of Call Unto Air for possessor's purposes
Requires: Envoy of Air, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Elemental Geomancy: Earth- (Passive Ability, Elementalist) The presence of a Zone of Earth counts as a casting of Call Unto Earth for possessor's purposes
Requires: Envoy of Earth, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Elemental Geomancy: Fall- (Passive Ability, Elementalist) The presence of a Zone of Acid counts as a casting of Call Unto Seasons: Fall for possessor's purposes
Requires: Envoy of Fall, Basic Geomancy Attunement
Cost: 100,000 Gold, 4 Weeks

Elemental Geomancy: Fire- (Passive Ability, Elementalist) The presence of a Zone of Fire counts as a casting of Call Unto Fire for possessor's purposes
Requires: Envoy of Fire, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Elemental Geomancy: Metal- (Passive Ability, Elementalist) The presence of a Zone of Metal counts as a casting of Call Unto Elements: Metal for possessor's purposes
Requires: Envoy of Metal, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Elemental Geomancy: Spring- (Passive Ability, Elementalist) The presence of a Zone of Electrical counts as a casting of Call Unto Seasons: Spring for possessor's purposes
Requires: Envoy of Spring, Basic Geomancy Attunement
Cost: 100,000 Gold, 4 Weeks

Elemental Geomancy: Summer- (Passive Ability, Elementalist) The presence of a Zone of any base element counts as a casting of Call Unto Seasons: Summer for possessor's purposes
Requires: Envoy of Summer, Basic Geomancy Attunement
Cost: 100,000 Gold, 4 Weeks

Elemental Geomancy: Water- (Passive Ability, Elementalist) The presence of a Zone of Water counts as a casting of Call Unto Water for possessor's purposes
Requires: Envoy of Water, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Elemental Geomancy: Winter- (Passive Ability, Elementalist) The presence of a Zone of Ice counts as a casting of Call Unto Seasons: Winter for possessor's purposes
Requires: Envoy of Winter, Basic Geomancy Attunement
Cost: 100,000 Gold, 4 Weeks

Elemental Geomancy: Wood- (Passive Ability, Elementalist) The presence of a Zone of Wood counts as a casting of Call Unto Elements: Wood for possessor's purposes
Requires: Envoy of Wood, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

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

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

Empowered by the Deluge- (Active Ability, Elementalist) When possessor uses the 'Invoke Constant Deluge' ability, possessor may choose to obtain a non-stacking buff that provides +2,000 to all stats while the Zone created by said use of said ability is present in the same battlespace as possessor
Not for Sale

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

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

Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Requires: Apprentice Elemental Magic Attunement
Cost: 100,000 Gold, 2 Weeks

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

Envoy of Metal- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Metal
Requires: Elemental Esoterica: Metal
Cost: 50,000 Gold, 2 Weeks

Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Requires: Apprentice Elemental Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Requires: Apprentice Elemental Magic Attunement
Cost: 100,000 Gold, 2 Weeks

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

Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Requires: Apprentice Elemental Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Envoy of Wood- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Wood
Requires: Elemental Esoterica: Wood
Cost: 50,000 Gold, 2 Weeks

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

Expert Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells half thier normal MP cost, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Elemental Magic Attunement, 100 other Elementalist Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

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

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

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

Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Requires: Hand of Glittering Mineral
Cost: 80,000 Gold, 2 Weeks

Freezing Gestures- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Ice element Elemental Magic spells, So long as possessor has an Ice element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Ice element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and causes a debuff that stacks 20 times that causes -50 to all turn-order-determining stats for turn-order-determining purposes
Requires: Hand of Unchanging Winter
Cost: 160,000 Gold, 4 Weeks

Hand of Bark- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor regenerates 500 HP per round for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed: Overgrown
Requires: Envoy of Wood
Cost: 80,000 Gold, 2 Weeks

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

Hand of Blossoming Cherry- (Passive Ability, Elementalist) Possessor's Wood element Elemental Magic spells that confer non-addative resistance to Wood have a 25% chance of conferring an equal amount of non-addative Earth resistance, to a max of 25%, +25 MIN if a Wood element Elemental Magic spell is equipped
Requires: Hand of Bark
Cost: 70,000 Gold, 2 Weeks

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

Hand of Changing Colors- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that inflict Drain inflict an additional 200 points for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Dissolving
Requires: Envoy of Fall
Cost: 160,000 Gold, 4 Weeks

Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Requires: Envoy of Air
Cost: 80,000 Gold, 2 Weeks

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

Hand of Elder Oak- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Wood element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Wood element if no weapon is equipped
Requires: Hand of Blossoming Cherry
Cost: 80,000 Gold, 2 Weeks

Hand of Endless Summer- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a multi-element element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely any two base elements if no weapon is equipped
Requires: Hand of Multiple Elements
Cost: 160,000 Gold, 4 Weeks

Hand of Eternal Autumn- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Acid element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Acid element if no weapon is equipped
Requires: Hand of Seasonal Decay
Cost: 160,000 Gold, 4 Weeks

Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Requires: Envoy of Fire
Cost: 80,000 Gold, 2 Weeks

Hand of Frost- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that cause a reduction of stats for turn-order-determining purposes cause an additional 20 point reduction for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Frozen
Requires: Envoy of Winter
Cost: 160,000 Gold, 4 Weeks

Hand of Generative Lightning- (Passive Ability, Elementalist) Possessor's Electrical element Elemental Magic spells that confer non-addative resistance to Electrical have a 25% chance of conferring an equal amount of non-addative Magic resistance, to a max of 25%, +25 AGI if an Electrical element Elemental Magic spell is equipped
Requires: Hand of Sparks
Cost: 140,000 Gold, 4 Weeks

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

Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Requires: Envoy of Earth
Cost: 80,000 Gold, 2 Weeks

Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Requires: Hand of Seafoam
Cost: 70,000 Gold, 2 Weeks

Hand of Multiple Elements- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that deal Flat damage deal an additional 500 such points for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting any one minor status effect
Requires: Envoy of Summer
Cost: 160,000 Gold, 4 Weeks

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

Hand of Razor Steel- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Metal element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Metal element if no weapon is equipped
Requires: Hand of Shining Gold
Cost: 80,000 Gold, 2 Weeks

Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Requires: Hand of the Inflexable Tide
Cost: 80,000 Gold, 2 Weeks

Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Requires: Envoy of Water
Cost: 80,000 Gold, 2 Weeks

Hand of Seasonal Decay- (Passive Ability, Elementalist) Possessor's Acid element Elemental Magic spells that confer non-addative resistance to Acid have a 25% chance of conferring an equal amount of non-addative Psychic resistance, to a max of 25%, +25 STR if an Acid element Elemental Magic spell is equipped
Requires: Hand of Changing Colors
Cost: 140,000 Gold, 4 Weeks

Hand of Shinining Gold- (Passive Ability, Elementalist) Possessor's Metal element Elemental Magic spells that confer non-addative resistance to Metal have a 25% chance of conferring an equal amount of non-addative Physical resistance, to a max of 25%, +25 CON if a Metal element Elemental Magic spell is equipped
Requires: Hand of Solid Iron
Cost: 70,000 Gold, 2 Weeks

Hand of Solid Iron- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions pierce an additional 200 Defense for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Wounded: Sawn Apart
Requires: Envoy of Metal
Cost: 80,000 Gold, 2 Weeks

Hand of Sparks- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's non-offensive actions that cause an increase of stats for turn-order-determining purposes cause an additional 20 point increase for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Electrocuted
Requires: Envoy of Spring
Cost: 160,000 Gold, 4 Weeks

Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Requires: Hand of Gravel
Cost: 70,000 Gold, 2 Weeks

Hand of Unchanging Winter- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Ice element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Ice element if no weapon is equipped
Requires: Hand of Unmelting Ice
Cost: 160,000 Gold, 4 Weeks

Hand of Unending Spring- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Electrical element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Electrical element if no weapon is equipped
Requires: Hand of Generative Lightning
Cost: 160,000 Gold, 4 Weeks

Hand of Unmelting Ice- (Passive Ability, Elementalist) Possessor's Ice element Elemental Magic spells that confer non-addative resistance to Ice have a 25% chance of conferring an equal amount of non-addative Technology resistance, to a max of 25%, +25 CON if an Ice element Elemental Magic spell is equipped
Requires: Hand of Frost
Cost: 140,000 Gold, 4 Weeks

Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Requires: Envoy of Air
Cost: 40,000 Gold, 1 Week

Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Requires: Envoy of Earth
Cost: 40,000 Gold, 1 Week

Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Requires: Envoy of Fire
Cost: 40,000 Gold, 1 Week

Heart of Metal- (Passive Ability, Elementalist) +10 Magical Attack for Metal element Elemental Magic, 5% Metal Resistance
Requires: Envoy of Metal
Cost: 40,000 Gold, 1 Week

Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Requires: Envoy of Water
Cost: 40,000 Gold, 1 Week

Heart of Wood- (Passive Ability, Elementalist) +10 Magical Attack for Wood element Elemental Magic, 5% Wood Resistance
Requires: Envoy of Wood
Cost: 40,000 Gold, 1 Week

Hurl Lightning- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Electrical element Elemental Magic spells, So long as possessor has an Electrical element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Electrical element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and has a 10% chance of causing targets below Level 20 to skip their next action (with effects that would occur before and after said action still occurring)
Requires: Hand of Unending Spring
Cost: 160,000 Gold, 4 Weeks

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

Improved Explosive Flame Globes- (Passive Ability, Elementalist) Possessor's attacks obtained from the 'Toss Flame Globes' ability may gain 1 hit against 15 and deal 1/2 Damage
Requires: Throw Inferno Globes, Throw Explosive Flame Globes
Cost: 600,000 Gold, 2 Weeks

Invoke Constant Deluge- (Active Ability, Elementalist) Possessor may spend an action to create a Zone of Water that must be removed three times before it is actually removed (with individuals of Level 40 or greater being able to ignore this restriction)
Not for Sale

Invoke Decay- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Acid element Elemental Magic spells, So long as possessor has an Acid element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Acid element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and causes a debuff that stacks 20 times that causes -50 to all stats
Requires: Hand of Eternal Autumn
Cost: 160,000 Gold, 4 Weeks

Juggle Flame Globes- (Passive Ability, Elementalist) Once per round, immediately before possessor's the first attack of the round that possessor performs that is generated by the ability 'Toss Flame Globes' possessor may choose to have a 20% chance of inflicting Charm: Impressed on up to 15 targets
Requires: Toss Flame Globes, Juggler (2)
Cost: 500,000 Gold, 2 Weeks

Knowledge of Common Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN, Possessor gains +10 MIN for each base element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 50,000 Gold, 2 Weeks

Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Requires: Scholar of Elements, Studious
Cost: 400,000 Gold, 2 Weeks

Life-Drinking Roots- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Wood element Elemental Magic spells, So long as possessor has a Wood element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Wood element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and inflicts HP Drain
Requires: Hand of Elder Oak
Cost: 80,000 Gold, 2 Weeks

Lightning Halo- (Stance Ability, Elementalist) User must have at least 3 Electrical element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor counts any one turn-order-determining stat to be 200 points higher for turn-order-determining purposes, Possessor may deal 5,000 Flat Electrical element damage to any individual who conducts an offensive action against possessor
Requires: Aura of Spring
Cost: 500,000 Gold, 6 Weeks

Limited Stone Meld: Insurmountable Footing- (Stance Ability, Elementalist) You cannot be forced to switch rows by individuals whose SPI is lower than your SPI or CON and who are lower level than you
Requires: Aura of Earth, Apprentice Stone Melding
Cost: 110,000 Gold, 2 Weeks

Multipartite Assault- (Passive/Active Ability, Elementalist) Elemental Magic spells cast by possessor that possess more than one element and a Magical Attack bonus gain +40 additional Magical Attack, So long as possessor has a multi-element Elemental Magic spell equipped, then for each open weapon slot that possessor possesses, to a max of 200 such slots, possessor gains an additional action each turn that may only be used to make an attack against a single target that does a (500 * possessor's Level) Flat Damage that still has a chance of missing as though it was not a Flat-Damage attack that is solely any two base elements
Requires: Hand of Endless Summer
Cost: 160,000 Gold, 4 Weeks

Multipartite Assault Expansion- (Passive Ability, Elementalist) The attack generated by possessor's 'Multipartite Assault' ability may also select the elements Blood and Atomic as though they were base elements
Not for Sale

Pluromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing multi-element Elemental Magic spells, Possessor's multi-element Elemental Magic spells cost posessessor 50 less MP, multi-Element Elemental Magic summons gain +100 to all stats, Possessor's multi-element Elemental Magic spells that have a chance of inflicting any minor status effect have a 5% greater chance of doing so, to a max of 30%
Requires: Purity of Summer
Cost: 550,000 Gold, 8 Weeks

Powerful Flame Globes- (Passive Ability, Elementalist) Attacks generated by possessor's 'Toss Flame Globes' ability deal an additional 10,000 points of Flat Fire element Damage with the same conditions on missing as the Flat Fire element Damage that said actions would otherwise possess
Requires: Throw Inferno Globes
Cost: 700,000 Gold, 2 Weeks

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

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

Purity of Autumn- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Acid element may deal solely Acid element damage, Posessor's Acid element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict Drain
Requires: Invoke Decay, Ward of Falling Leaves, Caller of the Autumnal Spirits, Apprentice Elemental Magic Attunement
Cost: 360,000 Gold, 6 Weeks

Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Requires: Form Metal Guardian Orbs, Ever-Present Earthen Dome, Caller of the Earth Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

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

Purity of Metal- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Metal element may deal solely Metal element damage, Posessor's Metal element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and pierce an additional 200 Defense if they are damage-dealing
Requires: Blades of Pure Metal, Sphere of Impermeable Metal, Caller of the Metal Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Purity of Spring- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Electrical element may deal solely Electrical element damage, Posessor's Electrical element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and have a 10% chance of causing their targets, provided said targets are below Level 20, to skip their next action if part of an offensive action, with all things that would happen before and after said action still occurring
Requires: Hurl Lightning, Lightning Halo, Caller of the Vernal Spirits, Apprentice Elemental Magic Attunement
Cost: 360,000 Gold, 6 Weeks

Purity of Summer- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is multi-element may become any combination of multiple base elements
Requires: Multipartite Assault, Conflux Shield, Caller of the Aestival Spirits, Apprentice Elemental Magic Attunement
Cost: 360,000 Gold, 6 Weeks

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

Purity of Winter- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Ice element may deal solely Ice element damage, Posessor's Ice element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict a non-stacking debuff that halves the turn-order-determining stats of targets below Level 20 for turn-order-determining purposes
Requires: Freezing Gestures, Dome of Transparent Ice, Caller of the Hibernal Spirits, Apprentice Elemental Magic Attunement
Cost: 360,000 Gold, 6 Weeks

Purity of Wood- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Wood element may deal solely Wood element damage, Posessor's Wood element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and heal their caster for 500 HP when cast
Requires: Life-Drinking Roots, Core of the Great Tree, Caller of the Wood Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

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

Pyromancer's Pyromania- (Passive Ability, Elementalist) Possessor's chances of inflicting Burning that come from Fire element Elemental Magic spells or Elementalist abilities, not including Burning's sub-status effects, are increased by 10%
Requires: Pyromancer, Level 20
Cost: 400,000 Gold, 2 Weeks

Searing Flame Globes- (Passive Ability, Elementalist) Attacks generated by possessor's 'Toss Flame Globes' ability may gain '30% inflicts Pain'
Requires: Pyromancer, Toss Flame Globes
Cost: 80,000 Gold, 2 Weeks

Smoke-Eater- (Passive Ability, Elementalist) Possessor absorbs damage that is both Fire and Air element that comes from sources below Level 10 provided possessor is at least Level 20, Possessor gains 10% Fire Resistance and 10% Air Resistance, Possessor gains 30% Suffocation Resistance and 30% Burning Resistance, Possessor inflicts Drain against Elementals that are both Fire and Air element that are below Level 60
Not for Sale

Speak the Aestival Tongue- (Passive Ability, Elementalist) Possessor's spells that are more than one out of the elements Air, Earth, Fire, and Water gain +5 Magical Attack
Requires: Envoy of Summer
Cost: 22,000 Gold, 6 Weeks

Speak the Autumnal Tongue- (Passive Ability, Elementalist) Possessor's Acid element spells gain +5 Magical Attack
Requires: Envoy of Fall
Cost: 22,000 Gold, 6 Weeks

Speak the Hibernal Tongue- (Passive Ability, Elementalist) Possessor's Ice element spells gain +5 Magical Attack
Requires: Envoy of Winter
Cost: 22,000 Gold, 6 Weeks

Speak the Tongue of Coins- (Passive Ability, Elementalist) Possessor's Metal element spells gain +5 Magical Attack
Requires: Envoy of Metal
Cost: 11,000 Gold, 3 Weeks

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

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

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

Speak the Tongue of Trees- (Passive Ability, Elementalist) Possessor's Wood element spells gain +5 Magical Attack
Requires: Envoy of Wood
Cost: 11,000 Gold, 3 Weeks

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

Speak the Vernal Tongue- (Passive Ability, Elementalist) Possessor's Electrical element spells gain +5 Magical Attack
Requires: Envoy of Spring
Cost: 22,000 Gold, 6 Weeks

Sphere of Impermeable Metal- (Stance Ability, Elementalist) User must have at least 3 Metal element Elemental Magic spells equipped, Possessor gains +200 Defense, Whenever possessor's Defense would be pierced, said amount of Defense piercing is reduced by 200
Requires: Aura of Metal
Cost: 250,000 Gold, 3 Weeks

Superheated Fire- (Passive Ability, Elementalist) If possessor is Level 20 or greater, Fire Damage dealt by possessor pierces all of the Defense, excluding Defense that is specifically Defense against Fire, of individuals below Level 40 who are below possessor's Level
Requires: Elementalist, Pyromancer, Blazing Sultan, Improved Weaponization of Fire, Level 20
Cost: 600,000 Gold, 2 Weeks

Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Requires: Purity of Earth
Cost: 225,000 Gold, 4 Weeks

Throw Explosive Flame Globes- (Passive Ability, Elementalist) Possessor's attacks obtained from the 'Toss Flame Globes' ability may gain 1 hit against 15 and deal 1/3 Damage
Requires: Pyromancer, Toss Flame Globes
Cost: 500,000 Gold, 2 Weeks

Throw Inferno Globes- (Passive Ability, Elementalist) Possessor's attacks generated by the ability 'Toss Flame Globes' inflict Burning on targets below Level 40
Requires: Superheated Fire, Toss Flame Globes, Pyromancer's Pyromania
Cost: 700,000 Gold, 2 Weeks

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

Ward of Falling Leaves- (Stance Ability, Elementalist) User must have at least 3 Acid element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor may choose to gain a 50% chance of inflicting Drain against any individual who conducts an offensive action against posessor for purposes of posessor's next damage-dealing action as a non-stacking buff
Requires: Aura of Fall
Cost: 500,000 Gold, 6 Weeks

~Enchanter (Enchantment)~

Ammo Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Ammo cost 200 XP less when applying said enhancements to Ammo
Requires: Gun Enchanter, Apprentice Magewright Proficiency
Cost: 140,000 Gold, 2 Weeks

Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Requires: Basic Enchantment Attunement, 3 other Enchanter abilities
Cost: 125,000 Gold, 2 Weeks

Axe Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Axes cost 200 XP less when applying said enhancements to Axes
Requires: Basic Enchanter Attunement, Apprentice Axe Training
Cost: 140,000 Gold, 2 Weeks

Bailartix Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Bailartixes cost 200 XP less when applying said enhancements to Bailartixes
Requires: Basic Enchanter Attunement, Apprentice Bailartix Training
Cost: 140,000 Gold, 2 Weeks

Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Requires: Basic Enchanter Attunement, Apprentice Sword Training
Cost: 140,000 Gold, 2 Weeks

Bladecane Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Bladecanes cost 200 XP less when applying said enhancements to Bladecanes
Requires: Basic Enchanter Attunement, Apprentice Bladecane Training
Cost: 140,000 Gold, 2 Weeks

Book Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Books cost 200 XP less when applying said enhancements to Books
Requires: Basic Enchanter Attunement, Apprentice Book Training
Cost: 140,000 Gold, 2 Weeks

Bow Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Bows cost 200 XP less when applying said enhancements to Bows
Requires: Basic Enchanter Attunement, Apprentice Bow Training
Cost: 140,000 Gold, 2 Weeks

Card Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Cards cost 200 XP less when applying said enhancements to Cards
Requires: Basic Enchanter Attunement, Apprentice Card Training
Cost: 140,000 Gold, 2 Weeks

Dart Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Throwing Weapons cost 200 XP less when applying said enhancements to Throwing Weapons
Requires: Basic Enchanter Attunement, Apprentice Throwing Weapon Training
Cost: 140,000 Gold, 2 Weeks

♢Elevated Command Priority- (Passive Ability, Enchanter) Possessor, instead of the inflictor, controls the actions of individuals afflicted with standard instances of Charm (but not its sub-status effects) provided said inflictor is of lower Level than possessor
Not for Sale

Enchant Building to Only Appear on Holidays- (Active Ability, Enchanter) Possessor may spend an action to give target Large Structure that is either willing or 20 or more Levels lower a special instance of Vanished that has no effect on a round number chosen by its inflictor at the time of its infliction, Can enchant buildings permanently as an RP effect for XP
Not for Sale

Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Requires: Apprentice Enchantment Training, 10 other Enchanter abilities
Cost: 125,000 Gold, 4 Weeks

Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Requires: Apprentice Enchantment Training, 10 other Enchanter abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Fan Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Fans cost 200 XP less when applying said enhancements to Fans
Requires: Basic Enchanter Attunement, Apprentice Fan Training
Cost: 140,000 Gold, 2 Weeks

Fist Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Fist Weapons cost 200 XP less when applying said enhancements to Fist Weapons
Requires: Basic Enchanter Attunement, Apprentice Fist Weapon Training
Cost: 140,000 Gold, 2 Weeks

Flawed Twin-Essence-Binding Technique- (Passive Ability, Enchanter) This ability may be used to use two different abilities, not including itself, together in a single combo. The format such a combo should follow is: Normal Format = ??? (Ability 1) (Ability 2) (Two Abilities Used Through Flawed Twin-Essence-Binding Technique), There is a 90% chance that all non-unique items in any combination ivolving this ability will be destroyed before said combination can be carried out
Not for Sale

Flawless Twin-Essence-Binding Technique- (Passive Ability, Enchanter) This ability may be used to use two different abilities, not including itself, together in a single combo. The format such a combo should follow is: Normal Format = ??? (Ability 1) (Ability 2) (Two Abilities Used Through Flawless Twin-Essence-Binding Technique)
Not for Sale

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

Force Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Forces cost 200 XP less when applying said enhancements to Forces
Requires: Basic Enchanter Attunement, Apprentice Force Training
Cost: 140,000 Gold, 2 Weeks

Glitter Aura- (Stance Ability, Enchanter) Possessor gains 30% inflicts Charm, 30% inflicts Impaired: Blind, 30% inflicts Confusion, 20% Dodge, +500 AGI, and +500 SPI while in this stance
Not for Sale

Good at Cleaning- (Passive Ability, Enchanter) Possessor regenerates 15 MP whenever possessor removes a debuff from a source below Level 20 from an ally
Not for Sale

Gun Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Guns cost 200 XP less when applying said enhancements to Guns
Requires: Basic Enchanter Attunement, Apprentice Gun Training
Cost: 140,000 Gold, 2 Weeks

Hammer Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Hammers cost 200 XP less when applying said enhancements to Hammers
Requires: Basic Enchanter Attunement, Apprentice Hammer Training
Cost: 140,000 Gold, 2 Weeks

Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Requires: Basic Enchanter Attunement, Understanding of Common Practices of Theoretical Magic
Cost: 300,000 Gold, 3 Weeks

Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 2 Weeks

Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Requires: Infuse Spell Essence
Cost: 300,000 Gold, 1 Week

Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 3 Weeks

Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 2 Weeks

Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Requires: Infuse Spell Essence: Triple
Cost: 300,000 Gold, 2 Weeks

Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Requires: Infuse Spell Essence: Double
Cost: 300,000 Gold, 1 Week

Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Instrument Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Instruments cost 200 XP less when applying said enhancements to Instruments
Requires: Basic Enchanter Attunement, Apprentice Instrument Training
Cost: 140,000 Gold, 2 Weeks

Knife Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Knives cost 200 XP less when applying said enhancements to Knives
Requires: Basic Enchanter Attunement, Apprentice Knife Training
Cost: 140,000 Gold, 2 Weeks

Lethal Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Deadly Items cost 200 XP less when applying said enhancements to Deadly Items
Requires: Basic Enchanter Attunement, Apprentice Deadly Item Training
Cost: 140,000 Gold, 2 Weeks

Mace Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Maces cost 200 XP less when applying said enhancements to Maces
Requires: Basic Enchanter Attunement, Apprentice Mace Training
Cost: 140,000 Gold, 2 Weeks

Matrix Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Assault Matrices cost 200 XP less when applying said enhancements to Assault Matrices
Requires: Basic Enchanter Attunement, Apprentice Assault Matrix Training
Cost: 140,000 Gold, 2 Weeks

Orb Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Orbs cost 200 XP less when applying said enhancements to Orbs
Requires: Basic Enchanter Attunement, Apprentice Orb Training
Cost: 140,000 Gold, 2 Weeks

Polearm Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Polearms cost 200 XP less when applying said enhancements to Polearms
Requires: Basic Enchanter Attunement, Apprentice Polearm Training
Cost: 140,000 Gold, 2 Weeks

Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Not for Sale

♢Root Command- (Active Ability, Enchanter) Possessor gives target entity that does not Resist Dominion and is not Immune to Dominion that is not greater Level than possessor an action immediately following this action; possessor controls that entity's decisions during that action
Not for Sale

Scythe Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Scythes cost 200 XP less when applying said enhancements to Scythes
Requires: Basic Enchanter Attunement, Apprentice Scythe Training
Cost: 140,000 Gold, 2 Weeks

Shield Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Shields cost 200 XP less when applying said enhancements to Shields
Requires: Basic Enchanter Attunement, Apprentice Shield Training
Cost: 140,000 Gold, 2 Weeks

Soul Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Souls cost 200 XP less when applying said enhancements to Souls
Requires: Basic Enchanter Attunement, Apprentice Soul Training
Cost: 140,000 Gold, 2 Weeks

Spear Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Spears cost 200 XP less when applying said enhancements to Spears
Requires: Basic Enchanter Attunement, Apprentice Spear Training
Cost: 140,000 Gold, 2 Weeks

Staff Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Staves cost 200 XP less when applying said enhancements to Staves
Requires: Basic Enchanter Attunement, Apprentice Staff Training
Cost: 140,000 Gold, 2 Weeks

Stone Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Stones cost 200 XP less when applying said enhancements to Stones
Requires: Basic Enchanter Attunement, Apprentice Stone Training
Cost: 140,000 Gold, 2 Weeks

Tool Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Tools cost 200 XP less when applying said enhancements to Tools
Requires: Basic Enchanter Attunement, Apprentice Tool Training
Cost: 140,000 Gold, 2 Weeks

Trained In An Unusual Subschool of Enchanting- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Not for Sale

Wand Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Wands cost 200 XP less when applying said enhancements to Wands
Requires: Basic Enchanter Attunement, Apprentice Wand Training
Cost: 140,000 Gold, 2 Weeks

Whip Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Whips cost 200 XP less when applying said enhancements to Whips
Requires: Basic Enchanter Attunement, Apprentice Whip Training
Cost: 140,000 Gold, 2 Weeks

~Force Mage (Force Magic)~

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

Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Requires: Basic Force Magic Attunement, 3 other Force Mage abilities
Cost: 125,000 Gold, 2 Weeks

Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks

Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Requires: Basic Force Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks

Bodily Calligraphy of Mystic Battle Stance- (Stance Ability, Force Mage) Possessor gains +500 AGI, +500 SPI, and +15% Dodge. Once per round, when possessor moves from one row to another row, possessor may choose to immediately gain an action (with said action occurring after any actions it would otherwise interrupt) that may only be used to perform a 'Cast a Spell' action.
Requires: Flash-Kata Spell, Gymnast
Cost: 5,000,000 Gold, 3 Weeks

Burly Spell- (Technique Ability, Force Mage) Possessor may use 'Burly Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Strength as its Prime Attribute.
Requires: Apprentice Physical Synchronization, Offensive Force Projection, Force Mage
Cost: 400,000 Gold, 4 Weeks

Decorporealized Force Channeling- (Passive Ability, Force Mage) Possessor may ignore the conversion of possessor's actions elements to solely be Physical when it comes from a Force Magic spell, buff, or technique with caster or an ally of caster as a source.
Requires: Force Mage, Channeler
Cost: 800,000 Gold, 2 Weeks

Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Defense
Requires: Basic Defensive Force Projection, Force Projection
Cost: 500,000 Gold, 2 Weeks

Flash-Kata Spell- (Technique Ability, Force Mage) Possessor may use 'Flash-Kata Spell' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, cannot be countered (including preemptively) by sources below Level 40, and may use Agility as its Prime Attribute.
Requires: Warrior, Combatant, Monk, Channeler, Martial Artist (2), Familiarity with Martial Forms, Fast Ninjutsu, Shadow Wind Stance, Hand Signal Expert, Aura Hands, Burly Spell, Guarded Spell, Understanding of Common Practices of Theoretical Magic, Has Undergone More Harsh Training II, Ki Strike, Improved Ki Channeling, Silent Casting
Cost: 3,000,000 Gold, 4 Weeks

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

Force Armor Battle-Form- (Stance Ability, Force Mage) Possessor gains Spirit as an additional Defense-capping-determining stat which cannot be multipled for cap-determining purposes, Possessor gains +(Possessor's SPI) Defense, Possessor may choose to count as wearing a Light Armor, Heavy Armor, or Aura
Requires: Auramancer, Force Mage, Heavy Spell, Guarded Spell, Basic Understanding of the Heart of Physical, Aura Strike, Positive Aura Resonance: Constitution, Positive Aura Resonance: Spirit, Positive Aura Resonance: Strength, Don Armor Quickly, Spry While Armored
Cost: 13,000,000 Gold, 5 Weeks

Forceful Mindcasting- (Technique Ability, Force Mage) Possessor may use 'Forceful Mindcasting' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, ignores the Defense (including Defense Against Stat Damage) of targets below Level 40, and may use Mind as its Prime Attribute.
Requires: Force Mage, Psychometrist
Cost: 3,000,000 Gold, 3 Weeks

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

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

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

Force Projection- (Passive Ability, Force Mage) Possessor gains +500 Ranged Attack, +500 Magical Attack, and +500 Defense
Requires: Basic Force Projection, Apprentice Force Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Guarded Spell- (Technique Ability, Force Mage) Possessor may use 'Guraded Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action cannot be preemptively countered by sources below Level 40 unless they ignore Physical element Defense.
Requires: Apprentice Physical Synchronization, Intense Concentration, Force Mage
Cost: 400,000 Gold, 4 Weeks

Heavy Spell- (Technique Ability, Force Mage) Possessor may use 'Heavy Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Prone.
Requires: Burly Spell
Cost: 400,000 Gold, 3 Weeks

Impactful Force- (Passive Ability, Force Mage) All Fatigued: Stun infliction chances possessed by Force Magic spells cast by possessor are increased by 15%
Requires: Offensive Force Projection
Cost: 300,000 Gold, 2 Weeks

Intense Concentration- (Passive Ability, Force Mage) Possessor's actions cannot be cancelled by preemptive counters from sources below Level 20
Requires: Defensive Force Projection, 5 Base MIN
Cost: 300,000 Gold, 2 Weeks

Ki Spiritualism- (Passive Ability, Force Mage) Possessor may use Spirit as the Prime Attribute of 'Magical Attack' and 'Overdrive' actions that involve the casting of a Force Magic spell.
Requires: Enlightened Sensei, Channeler, Forceful Mindcasting, Bodily Calligraphy of Mystic Battle Stance, Ki Strike, Improved Ki Channeling, Armored Martial Arts, Decorporealized Force Channeling, Force Armor Battle-Form, Aura Boxing, Aura-Injecting Attack
Cost: 12,000,000 Gold, 4 Weeks

Knockout Spell- (Technique Ability, Force Mage) Possessor may use 'Knockout Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Knocked Out.
Requires: Heavy Spell
Cost: 400,000 Gold, 3 Weeks

Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Ranged Attack and +1,000 Magical Attack
Requires: Basic Offensive Force Projection, Force Projection
Cost: 500,000 Gold, 2 Weeks

Resolute Spell- (Technique Ability, Force Mage) Possessor may use 'Resolute Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Constitution as its Prime Attribute.
Requires: Burly Spell, Defensive Force Projection, Ki Spiritualism
Cost: 400,000 Gold, 4 Weeks

Unstoppable Perfected Force-Infused Body- (Passive Ability, Force Mage) If possessor is in a Monk Stance and has a Force Magic buff, possessor is Immune to sources below Level 40 and gains +12,000 uncapped Defense.
Requires: Force Monk
Cost: 12,000,000 Gold, 3 Weeks



~Geomancer (Geomancy)~

Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Requires: Basic Gate Magic Attunement, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks

Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
Requires: Basic Gate Magic Attunement, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks

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

Apply Zonal Battle-Tiling- (Passive Ability, Geomancer) At the start of every round, possessor may attach an effect to a Zone that deals 100,000 Flat Damage of any base element to each individual in said Zone at the start of each round, with said effect stacking 4 times per Zone and 10 times across all Zones
Not for Sale

Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Requires: Basic Geomancy Attunement, 3 other Geomancer abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

Attuned to Terrain: Casino- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is 'Casino'
Not For Sale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Attuned to Terrain: Sunforge - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Sunforge
Requires: Phantom Terrain Link Established: Sunforge
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Sunforge in a Random Dimension

Attuned to Terrain: Sunny Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sunny Forest
Requires: Phantom Terrain Link Established: Sunny Forest
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Sunny Forest on a Random World

Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Requires: Phantom Terrain Link Established: Swamp
Cost: 60,000 Gold, 1 Week, 1 Square Mile of Swamp on a Random World

Attuned to Terrain: Tropical Island - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Tropical Island
Requires: Phantom Terrain Link Established: Tropical Island
Cost: 90,000 Gold, 1 Week, 1 Square Mile of Tropical Island on a Random World

Attuned to Terrain: Twisting Nightmare - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Twisting Nightmare
Requires: Phantom Terrain Link Established: Twisting Nightmare
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Twisting Nightmare in a Random Dimension

Attuned to Terrain: Untamed Wilds - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Untamed Wilds
Requires: Phantom Terrain Link Established: Untamed Wilds
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Untamed Wilds in a Random Dimension

Attuned to Terrain: Void of Endings - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Void of Endings
Requires: Phantom Terrain Link Established: Void of Endings
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Void of Endings in a Random Dimension

Attuned to Terrain: Wellspring of Life - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Wellspring of Life
Requires: Phantom Terrain Link Established: Wellspring of Life
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Wellspring of Life in a Random Dimension

Attuned to Terrain: White Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is White Void
Requires: Phantom Terrain Link Established: White Void
Cost: 80,000,000 Gold, 1 Week, 1 Square Mile of White Void in a Random Dimension

Attuned to Terrain: World Tree - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is World Tree
Requires: Phantom Terrain Link Established: World Tree
Cost: 80,000,000 Gold, 1 Week, 1 Square Mile of World Tree in a Random Dimension

Attuned to the Forge of Aeons- (Passive Ability, Geomancer) Temporary items created by possessor are worth 80,000,000 additional Gold, Wielder may spend an action to make any of wielder's equipped or carried weapons any single base weapon subtype as a non-stacking effect, Has RP effects
Not for Sale

♢Aura of the Living Otherworld- (Stance Ability, Geomancer) At the start of each round, possessor may exchange a zone, terrain, or phantom terrain that possessor controls for a summon of equal Level to or lower Level than possessor that is an Elemental, Spirit, Outsider, or Fae that is normally fightable for drops on the enemy list and shares at least one element with said zone, terrain, or phantom terrain (checking the elements of the corresponding square miles for terrains and phantom terrains in addition to any other elements they might possesses), Max 40 summoned
Not for Sale

Automated Geodecoration- (Passive Ability, Geomancer) At the start of each round, possessor may change the elements of any zone that is a combination of base elements to any other combination of base elements, provided it was not created by a source that is Level 99 or greater or that is 10 or more Levels greater than possessor
Not for Sale

Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 3 Weeks

Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
Requires: Basic Geomancy Attunement, 3 other Geomancer Abilities
Cost: 280,000 Gold, 3 Weeks

Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Road on a Random World

Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
Requires: Basic Zonal Linking, Geomancer
Cost: 15,000,000 Gold, 5 Weeks

Cyclic Assumption of Day and Night- (Passive Ability, Geomancer) Possessor may, at the start of each round, become solely Light element if Darkness element and solely Darkness element if Light element
Requires: Ambassador of Night and Day
Cost: 800,000 Gold, 2 Weeks

Draw the Line of Day and Night- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a target Zone of Darkness or Zone of Light to cause any number of chosen sides of battle to treat it as a Zone of Light and any number of other chosen sides of battle to treat it as a Zone of Darkness
Requires: Zoneshift: Light / Dark, Level 19
Cost: 4,000,000 Gold, 3 Weeks

Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle
Not for Sale

Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Not for Sale

Empowered by Day- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Day
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Early Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Early Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Evening- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Evening
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Dusk- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Dusk
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Dawn- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Dawn
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Late Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Late Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Midnight- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Midnight
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Morning- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Morning
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Noon- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Noon
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Essence of the Oasis- (Passive Ability, Geomancer) Possessor's 'Desert Master's Dislike of Excess Water' ability does not give possessor a Water Weakness
Not for Sale

Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Requires: Geomancer, Establish Dimensional Portal
Cost: 5,000,000 Gold, 2 Weeks

Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Geomancy Attunement, 100 other Geomancer Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

♢Farheaven's Cloak of Mirrored Realms- (Stance Ability, Geomancer) Whenever an entity of equal Level to or lower Level than possessor would create a Phantom Terrain, possessor may, up to (Possessor's Level / 5, rounded up) times per round, prevent said Phantom Terrain's creation and instead create a Phantom Terrain of Elysian Wilds, Ethereal Mists, Faerie Kingdom, Heavenly Fields, or Spirit Realm or a Zone of Earth, Light, or Life. Whenever possessor performs said prevention, possessor obtains +500 Defense and +50 Defense against SPI Damage as a buff that stacks 5 times.
Not for Sale

Focused Geomancy Casting- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Geomancy
Requires: Geomancy Casting II, Apprentice Geomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Generate Chronogeomantic Zone of Night- (Passive Ability, Geomancer) Possessor may create a Chronogeomantic Zone of Night at the beginning of battle if no other Zones are present
Requires: Empowered by Night, Zonal Link Established: Zone of Darkness
Cost: 100,000 Gold, 1 Week

Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Requires: Apprentice Geomancy Attunement, 10 other Geomancer abilities
Cost: 125,000 Gold, 4 Weeks

Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Requires: Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Requires: Geomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Geomantic Denial Stance- (Stance Ability, Geomancer) At the start of each round, possessor removes on Zone or Phantom Terrain that has been created by a source below Level 40 from battle
Requires: Geomancer
Cost: 400,000 Gold, 4 Weeks

Harmonized Assumption of Day and Night- (Passive Ability, Geomancer) Possessor may, at the start of each round, if either solely Light element or solely Darkness element, become solely Light & Darkness element
Requires: Cyclic Assumption of Day and Night, Level 25
Cost: 800,000 Gold, 2 Weeks

Improved Terrain Attunement: Battlefield: The Ground Giveth Me Baneful Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x100, to a max of 10,500) to any one attack type and + (Possessor Level x100, to a max of 10,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Not for Sale

Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Requires: Attuned to Terrain: Battlefield
Cost: 180,000 Gold, 1 Week, 3 Square Mile of Battlefield on a Random World

Improved Terrain Attunement: Boneyard: Connection to the Undead- (Passive Ability, Geomancer) Possessor and possessor's Undead pets and summons gain +100 to all stats if the terrain or phantom terrain is Boneyard
Requires: Attuned to Terrain: Boneyard, 2 Necromancer abilities
Cost: 40,000 Gold, 1 Week, 3 Square Mile of Boneyard on a Random World

Improved Terrain Attunement: Casino: Betting on Black- (Passive Ability, Geomancer) Possessor may choose at the start of any round that the terrain or phantom terrain is 'Casino' to obtain a buff that makes possessor solely Darkness element until the end of the round and provides +1% To Hit
Not For Sale

Improved Terrain Attunement: Casino: Betting on Green- (Passive Ability, Geomancer) Possessor may choose at the start of any round that the terrain or phantom terrain is 'Casino' to obtain a buff that makes possessor solely Earth element until the end of the round and provides -1% To Hit
Not For Sale

Improved Terrain Attunement: Casino: Betting on Red- (Passive Ability, Geomancer) Possessor may choose at the start of any round that the terrain or phantom terrain is 'Casino' to obtain a buff that makes possessor solely Fire element until the end of the round and provides +1% To Hit
Not For Sale

Improved Terrain Attunement: Casino: Casino-Based Luck-Twisting- (Passive Ability, Geomancer) Possessor's Favored and Blessed infliction chances are increased by 15% while the terrain or phantom terrain is 'Casino'
Not For Sale

Improved Terrain Attunement: Casino: Embracing the Casino Chaos- (Passive Ability, Geomancer) At the end of any round during which the terrain or phantom terrain is 'Casino' during which possessor could have decided the result of one of more randomized rolls but instead did not decide any of them, possessor obtains a buff that stacks 7 times that lasts 7 rounds that provides +700 to all stats
Not For Sale

Improved Terrain Attunement: Casino: Jackpot Hit- (Passive Ability, Geomancer) Possessor may choose for Criticals that possessor obtains while the terrain or phantom terrain is 'Casino' to deal Gold Damage equal to the HP Damage they would deal either instead of or in addition to said HP Damage
Not For Sale

Improved Terrain Attunement: Casino: Lucky in Casinos- (Passive Ability, Geomancer) Possessor gains +7% Critical and +7% To Hit if the terrain or phantom terrain is 'Casino'
Not For Sale

Improved Terrain Attunement: Casino: Support from Coin-Spraying Machines- (Passive Ability, Geomancer) Possessor may choose for the any of possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Wealth if the terrain or phantom terrain is 'Casino'
Not For Sale

Improved Terrain Attunement: Casino: The House Always Wins- (Passive Ability, Geomancer) Possessor obtains +5,000 to all stats while the terrain or phantom terrain is 'Casino' and was created by possessor
Not For Sale

Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Requires: Attuned to Terrain: Desert
Cost: 180,000 Gold, 1 Week, 3 Square Mile of Desert on a Random World

Improved Terrain Attunement: Desert: Improved Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 Magical Attack and a 10% chance of inflicting Confusion with Magical Attack actions and Overdrive actions if the terrain or phantom terrain is Desert
Requires: Improved Terrain Attunement: Desert: Mirage Magics
Cost: 170,000 Gold, 2 Weeks, 5 Square Mile of Desert on a Random World

Improved Terrain Attunement: Desert: Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 SPI if the terrain or phantom terrain is Desert
Requires: Improved Terrain Attunement: Desert: Cloaked in Mirage
Cost: 150,000 Gold, 2 Weeks, 3 Square Mile of Desert on a Random World

Improved Terrain Attunement: Frozen Waste: Bearer of the Chill- (Passive Ability, Geomancer) Possessor gains +100 CON and possessor's damage-dealing Ranged Attack, Melee Atttack, and Magical Attack actions deal 25 AGI damage on hit, if the terrain or phantom terrain is Frozen Waste
Requires: Attuned to Terrain: Frozen Waste
Cost: 40,000 Gold, 1 Week, 3 Square Mile of Frozen Waste on a Random World

Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
Requires: Attuned to Terrain: Mountains
Cost: 120,000 Gold, 1 Week, 3 Square Mile of Mountains on a Random World

Improved Terrain Attunement: Mushroom Forest: Calmer of Fungal Beings- (Active Ability, Geomancer) Possessor gains +25 to all stats, and +15% infliction rate against Plants for attacks that can inflict Charm if the terrain or phantom terrain is Mushroom Forest
Requires: Attuned to Terrain: Mushroom Forest
Cost: 120,000 Gold, 1 Week, 2 Square Mile of Mushroom Forest on a Random World

Improved Terrain Attunement: Mushroom Forest: Constitution of the Stalk Walker- (Active Ability, Geomancer) Possessor gains +25 to all stats save CON, +200 CON, and +5% Poison Resistance if the terrain or phantom terrain is Mushroom Forest
Requires: Attuned to Terrain: Mushroom Forest
Cost: 120,000 Gold, 1 Week, 3 Square Mile of Mushroom Forest on a Random World

Improved Terrain Attunement: Mushroom Forest: Dancing Mayor of the Sporefolk- (Active Ability, Geomancer) Possessor gains +70 to all stats and possessor's Plant pets and summons gain +150 to all stats if the terrain or phantom terrain is Mushroom Forest, provides an additional bonus of +110 to all stats of said pets and summons if the previous bonus applies and possessor has either two Dancer abilities or a Dance spell equipped
Requires: Attuned to Terrain: Mushroom Forest
Cost: 140,000 Gold, 1 Week, 5 Square Mile of Mushroom Forest on a Random World

Improved Terrain Attunement: Mushroom Forest: Poison Resistance of the Shroom Kings- (Active Ability, Geomancer) Possessor gains +50 to all stats and 25% Poison Resistance if the terrain or phantom terrain is Mushroom Forest
Requires: Attuned to Terrain: Mushroom Forest
Cost: 80,000 Gold, 1 Week, 1 Square Mile of Mushroom Forest on a Random World

Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Requires: Attuned to Terrain: Mountains
Cost: 120,000 Gold, 1 Week, 3 Square Mile of Swamp on a Random World

Mystic Terrain Reservoir: Desert- (Passive Ability, Geomancer) Possessor gains +5,000 MP if the terrain or phantom terrain is Desert
Requires: Attuned to Terrain: Desert
Cost: 120,000 Gold, 4 Weeks, 3 Square Mile of Desert on a Random World

Phantom Terrain Link Established: Abyss- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Abyss
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Abyss in a Random Dimension

Phantom Terrain Link Established: Abyss of Time- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Abyss of Time
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Abyss of Time in a Random Dimension

Phantom Terrain Link Established: Alien Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Alien Domain
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Alien Domain in a Random Dimension

Phantom Terrain Link Established: Astral Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Astral Void
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Astral Void in a Random Dimension

Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Requires: Basic Geomancy Attunement
Cost: 180,000 Gold, 1 Week, 5 Square Mile of Battlefield on a Random World

Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Requires: Basic Geomancy Attunement
Cost: 100,000 Gold, 1 Week, 5 Square Mile of Beach on a Random World

Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Requires: Basic Geomancy Attunement
Cost: 160,000 Gold, 1 Week, 5 Square Mile of Boneyard on a Random World

Phantom Terrain Link Established: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Bubble Cosmos in a Random Dimension

Phantom Terrain Link Established: Casino- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Casino
Requires: Basic Geomancy Attunement
Cost: 5,000,000 Gold, 2 Weeks, 5 Casino

Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Requires: Basic Geomancy Attunement
Cost: 120,000 Gold, 1 Week, 5 Square Mile of Caverns on a Random World

Phantom Terrain Link Established: Celestial City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Celestial City
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Celestial City in a Random Dimension

Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Cliffside on a Random World

Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Cloudy Sky on a Random World

Phantom Terrain Link Established: Concordant City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Concordant City
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Concordant City in a Random Dimension

Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Conifer Forest on a Random World

Phantom Terrain Link Established: Cosmic Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Junkyard
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Cosmic Junkyard in a Random Dimension

Phantom Terrain Link Established: Cosmic Web- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Web
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 800,000,000 Gold, 1 Week, 5 Square Mile of Cosmic Web in a Random Dimension

Phantom Terrain Link Established: Crystal Isles- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Crystal Isles
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Crystal Isles in a Random Dimension

Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Dark Forest on a Random World

Phantom Terrain Link Established: Dark Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Realm
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Dark Realm in a Random Dimension

Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Requires: Basic Geomancy Attunement
Cost: 40,000 Gold, 1 Week, 5 Square Mile of Desert on a Random World

Phantom Terrain Link Established: Divine Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Divine Domain
Requires: Establish Planar Phantom Terrain Links, Level 40
Cost: 2,000,000,000 Gold, 1 Week, 5 Square Mile of Divine Domain in a Random Dimension

Phantom Terrain Link Established: Domain of Balance- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Balance
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Domain of Balance in a Random Dimension

Phantom Terrain Link Established: Domain of Elemental Air- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Air
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Domain of Elemental Air in a Random Dimension

Phantom Terrain Link Established: Domain of Elemental Fire- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Fire
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Domain of Elemental Earth in a Random Dimension

Phantom Terrain Link Established: Domain of Elemental Earth- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Earth
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Domain of Elemental Earth in a Random Dimension

Phantom Terrain Link Established: Domain of Elemental Fire- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Fire
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Domain of Elemental Fire in a Random Dimension

Phantom Terrain Link Established: Domain of Elemental Water- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Water
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Domain of Elemental Water in a Random Dimension

Phantom Terrain Link Established: Domain of Void Cages- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Void Cages
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Domain of Void Cages in a Random Dimension

Phantom Terrain Link Established: Dreamland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dreamland
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Dreamland in a Random Dimension

Phantom Terrain Link Established: Dry Riverbed- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dry Riverbed
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Dry Riverbed on a Random World

Phantom Terrain Link Established: Elysian Wilds- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Elysian Wilds
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Elysian Wilds in a Random Dimension

Phantom Terrain Link Established: Endless Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Endless Desert
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 60,000,000 Gold, 1 Week, 5 Square Mile of Endless Desert in a Random Dimension

Phantom Terrain Link Established: Ethereal Mists- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ethereal Mists
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Ethereal Mists in a Random Dimension

Phantom Terrain Link Established: Extradimensional Arena- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Extradimensional Arena
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Extradimensional Arena in a Random Dimension

Phantom Terrain Link Established: Faerie Kingdom- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Faerie Kingdom
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Faerie Kingdom in a Random Dimension

Phantom Terrain Link Established: Farmland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Farmland
Requires: Basic Geomancy Attunement
Cost: 140,000 Gold, 1 Week, 5 Square Mile of Farmland on a Random World

Phantom Terrain Link Established: Fell City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Fell City
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 600,000,000 Gold, 1 Week, 5 Square Mile of Fell City in a Random Dimension

Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Forest on a Random World

Phantom Terrain Link Established: Frozen Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Cosmos
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Frozen Cosmos in a Random Dimension

Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Requires: Basic Geomancy Attunement
Cost: 40,000 Gold, 1 Week, 5 Square Mile of Frozen Waste on a Random World

Phantom Terrain Link Established: Gear Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Gearwork Cosmos
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Gear Cosmos in a Random Dimension

Phantom Terrain Link Established: Glacier- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Glacier
Requires: Basic Geomancy Attunement
Cost: 180,000 Gold, 1 Week, 5 Square Mile of Glacier on a Random World

Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Requires: Basic Geomancy Attunement
Cost: 120,000 Gold, 1 Week, 5 Square Mile of Graveyard on a Random World

Phantom Terrain Link Established: Grid Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Grid Domain
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Grid Domain in a Random Dimension

Phantom Terrain Link Established: Hellscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hellscape
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Hellscape in a Random Dimension

Phantom Terrain Link Established: Heavenly Fields- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Heavenly Fields
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Heavenly Fields in a Random Dimension

Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Hills on a Random World

Phantom Terrain Link Established: Hive-Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hive-Realm
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Hive-Realm in a Random Dimension

Phantom Terrain Link Established: Imperial Heavens- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Imperial Heavens
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Imperial Heavens in a Random Dimension

Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Requires: Basic Geomancy Attunement
Cost: 160,000 Gold, 1 Week, 5 Square Mile of Jungle on a Random World

Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Junkyard on a Random World

Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Lake on a Random World

Phantom Terrain Link Established: Land of Mist and Poison- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Mist and Poison
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 600,000,000 Gold, 1 Week, 5 Square Mile of Land of Mist and Poison in a Random Dimension

Phantom Terrain Link Established: Land of Seasons- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Seasons
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Land of Seasons in a Random Dimension

Phantom Terrain Link Established: Land of the Dead- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of the Dead
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Land of the Dead in a Random Dimension

Phantom Terrain Link Established: Mage’s Sanctum- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mage’s Sanctum
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Mage’s Sanctum in a Random Dimension

Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Marsh on a Random World

Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Requires: Basic Geomancy Attunement
Cost: 40,000 Gold, 1 Week, 5 Square Mile of Meadow on a Random World

Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Mesa on a Random World

Phantom Terrain Link Established: Mindscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mindscape
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Mindscape in a Random Dimension

Phantom Terrain Link Established: Mirror Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mirror Realm
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 800,000,000 Gold, 1 Week, 5 Square Mile of Mirror Realm in a Random Dimension

Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Requires: Basic Geomancy Attunement
Cost: 120,000 Gold, 1 Week, 5 Square Mile of Mountains on a Random World

Phantom Terrain Link Established: Mushroom Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mushroom Forest
Requires: Basic Geomancy Attunement
Cost: 520,000 Gold, 1 Week, 5 Square Mile of Mushroom Forest on a Random World

Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Ocean on a Random World

Phantom Terrain Link Established: Open Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
Requires: Basic Geomancy Attunement
Cost: 40,000 Gold, 1 Week, 5 Square Mile of Open Plains on a Random World

Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Requires: Basic Geomancy Attunement
Cost: 40,000 Gold, 1 Week, 5 Square Mile of Open Sky on a Random World

Phantom Terrain Link Established: Plane of Living Flesh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Plane of Living Flesh
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Plane of Living Flesh in a Random Dimension

Phantom Terrain Link Established: Polluted Morass- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Polluted Morass
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Polluted Morass on a Random World

Phantom Terrain Link Established: Primordial Soup- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Soup
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Primordial Soup in a Random Dimension

Phantom Terrain Link Established: Primordial Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Void
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Primordial Void in a Random Dimension

Phantom Terrain Link Established: Realm of Magic- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Realm of Magic
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Realm of Magic in a Random Dimension

Phantom Terrain Link Established: River-Land- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to River-Land
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of River-Land on a Random World

Phantom Terrain Link Established: Road- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Road
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Road on a Random World

Phantom Terrain Link Established: Rolling Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Rolling Plains
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Rolling Plains on a Random World

Phantom Terrain Link Established: Salt Flats- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Salt Flats
Requires: Basic Geomancy Attunement
Cost: 140,000 Gold, 1 Week, 5 Square Mile of Salt Flats on a Random World

Phantom Terrain Link Established: Savannah- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Savannah
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Savannah on a Random World

Phantom Terrain Link Established: Scrubland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Scrubland
Requires: Basic Geomancy Attunement
Cost: 30,000 Gold, 1 Week, 5 Square Mile of Scrubland on a Random World

Phantom Terrain Link Established: Sea of Madness- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sea of Madness
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Sea of Madness in a Random Dimension

Phantom Terrain Link Established: Shadow KIngdom- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Shadow KIngdom
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Shadow KIngdom in a Random Dimension

Phantom Terrain Link Established: Silent Hallways- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Silent Hallways
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Silent Hallways in a Random Dimension

Phantom Terrain Link Established: Snowy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Snowy Plains
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Snowy Plains on a Random World

Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Requires: Basic Geomancy Attunement
Cost: 40,000 Gold, 1 Week, 5 Square Mile of Space on a Random World

Phantom Terrain Link Established: Spirit Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Spirit Realm
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Spirit Realm in a Random Dimension

Phantom Terrain Link Established: Steppes- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Steppes
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Steppes on a Random World

Phantom Terrain Link Established: Storehouse of Wonders- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Storehouse of Wonders
Requires: Establish Planar Phantom Terrain Links, Level 40
Cost: 2,000,000,000 Gold, 1 Week, 5 Square Mile of Storehouse of Wonders in a Random Dimension

Phantom Terrain Link Established: Stormy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Stormy Plains
Requires: Basic Geomancy Attunement
Cost: 120,000 Gold, 1 Week, 5 Square Mile of Stormy Plains on a Random World

Phantom Terrain Link Established: Sunforge- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sunforge
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Sunforge in a Random Dimension

Phantom Terrain Link Established: Sunny Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sunny Forest
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Sunny Forest on a Random World

Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Requires: Basic Geomancy Attunement
Cost: 30,000 Gold, 1 Week, 5 Square Mile of Swamp on a Random World

Phantom Terrain Link Established: Tropical Island- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Tropical Island
Requires: Basic Geomancy Attunement
Cost: 180,000 Gold, 1 Week, 5 Square Mile of Tropical Island on a Random World

Phantom Terrain Link Established: Twisting Nightmare- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Twisting Nightmare
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Twisting Nightmare in a Random Dimension

Phantom Terrain Link Established: Untamed Wilds- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Untamed Wilds
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Untamed Wilds in a Random Dimension

Phantom Terrain Link Established: Void of Endings- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Void of Endings
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Void of Endings in a Random Dimension

Phantom Terrain Link Established: Wellspring of Life- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Wellspring of Life
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 300,000,000 Gold, 1 Week, 5 Square Mile of Wellspring of Life in a Random Dimension

Phantom Terrain Link Established: White Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to White Void
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 800,000,000 Gold, 1 Week, 5 Square Mile of White Void in a Random Dimension

Phantom Terrain Link Established: World Tree- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to World Tree
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 800,000,000 Gold, 1 Week, 5 Square Mile of World Tree in a Random Dimension

Regurgitate Lake- (Passive Ability, Geomancer) Possessor, upon removing a Terrain, Phantom Terrain, or Zone with the ability 'Drink Lake', as a non-stacking effect, gains the ability:
Regurgitate Lake- 20,000 Damage, 70% inflicts Drowning, This action's Prime Attribute is Constituion, this action gains '1 hit against 200' if targetting only individuals of lower Level than caster that are below Level 60, Water, 45,000 MP
Not for Sale

Strengthened Zonal Link: Zone of Acid- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Acid’' ability may create a Zone of Acid even if other zones are present
Requires: Zonal Link Established: Zone of Acid, Apprentice Geomancy Attunement, Caliph of Corrosion
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Air- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Air' ability may create a Zone of Air even if other zones are present
Requires: Zonal Link Established: Zone of Air, Apprentice Geomancy Attunement, Wind Duke
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present
Requires: Zonal Link Established: Zone of Dakness, Apprentice Geomancy Attunement, Ebony Chancellor
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Destruction- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Destruction’' ability may create a Zone of Destruction even if other zones are present
Requires: Zonal Link Established: Zone of Destruction, Apprentice Geomancy Attunement, Heir of Dust
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Earth- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Earth' ability may create a Zone of Earth even if other zones are present
Requires: Zonal Link Established: Zone of Earth, Apprentice Geomancy Attunement, Mountain King
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Electrical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Electrical' ability may create a Zone of Electrical even if other zones are present
Requires: Zonal Link Established: Zone of Electrical, Apprentice Geomancy Attunement, Lightning Lord
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Energy- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Energy' ability may create a Zone of Energy even if other zones are present
Requires: Zonal Link Established: Zone of Energy, Apprentice Geomancy Attunement, Countess of Power
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Requires: Zonal Link Established: Zone of Fre, Apprentice Geomancy Attunement, Blazing Sultan
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Hope- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Hope' ability may create a Zone of Hope even if other zones are present
Requires: Zonal Link Established: Zone of Hope, Apprentice Geomancy Attunement, Eternal Champion
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Ice- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Ice' ability may create a Zone of Ice even if other zones are present
Requires: Zonal Link Established: Zone of Ice, Apprentice Geomancy Attunement, Snow Queen
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Life- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Life’' ability may create a Zone of Life even if other zones are present
Requires: Zonal Link Established: Zone of Life, Apprentice Geomancy Attunement, Genesis Architect
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Requires: Zonal Link Established: Zone of Light, Apprentice Geomancy Attunement, Radiant Hierophant
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Magic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Magic' ability may create a Zone of Magic even if other zones are present
Requires: Zonal Link Established: Zone of Magic, Apprentice Geomancy Attunement, Arcane Vizier
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Metal- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Metal’' ability may create a Zone of Metal even if other zones are present
Requires: Zonal Link Established: Zone of Metal, Apprentice Geomancy Attunement, Archsmith of Metal
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Moon- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Moon’' ability may create a Zone of Moon even if other zones are present
Requires: Zonal Link Established: Zone of Moon, Apprentice Geomancy Attunement, Lunar Trickster
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Psychic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Psychic' ability may create a Zone of Psychic even if other zones are present
Requires: Zonal Link Established: Zone of Light, Apprentice Geomancy Attunement, Mind Lord
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Physical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Physical' ability may create a Zone of Physical even if other zones are present
Requires: Zonal Link Established: Zone of Physical, Apprentice Geomancy Attunement, Kinetic Emperor
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology even if other zones are present
Requires: Zonal Link Established: Zone of Technology, Apprentice Geomancy Attunement, Heir to the Future
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Truth- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Truth’' ability may create a Zone of Truth even if other zones are present
Requires: Zonal Link Established: Zone of Truth, Apprentice Geomancy Attunement, Analyst of the Absolute
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Water- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Water' ability may create a Zone of Water even if other zones are present
Requires: Zonal Link Established: Zone of Water, Apprentice Geomancy Attunement, Ocean Prince
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of War- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of War’' ability may create a Zone of War even if other zones are present
Requires: Zonal Link Established: Zone of War, Apprentice Geomancy Attunement, Warmaster
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Wood- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Wood’' ability may create a Zone of Wood even if other zones are present
Requires: Zonal Link Established: Zone of Wood, Apprentice Geomancy Attunement, Lord of Trees
Cost: 300,000 Gold, 1 Week

Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Requires: 5 Geomancer abilities whose name contains 'Attuned to Terrain'
Cost: 5,000,000 Gold, 5 Weeks

Terrain Survival: Desert- (Passive Ability, Geomancer) Possessor gains 50% Resistance to Fatigued, 5% Fire Resistance, 10% Burning Resistance, 10% Entombed Resistance, and 15% Confusion Resistance all from sources that are either Desert Terrain or Phantom Terrain or are attached to Desert Terrain or Phantom Terrain
Requires: Attuned to Terrain: Desert
Cost: 120,000 Gold, 1 Week, 3 Square Mile of Desert on a Random World

Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones
Not for Sale

Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Acid Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Air Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Darkness Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Destruction- (Passive Ability, Geomancer) Possessor may create a Zone of Destruction at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Destruction Synchronization
Cost: 10,000,000 Gold, 1 Week

Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Earth Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Electrical Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Energy Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Fire Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Hope Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Ice Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Life- (Passive Ability, Geomancer) Possessor may create a Zone of Life at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Life Synchronization
Cost: 10,000,000 Gold, 1 Week

Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Light Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Magic Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Metal- (Passive Ability, Geomancer) Possessor may create a Zone of Metal at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Metal Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Moon- (Passive Ability, Geomancer) Possessor may create a Zone of Moon at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Moon Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Psychic Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Physical Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Technology- (Passive Ability, Geomancer) Possessor may create a Zone of Technology at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Technology Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Truth- (Passive Ability, Geomancer) Possessor may create a Zone of Truth at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Truth Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of War- (Passive Ability, Geomancer) Possessor may create a Zone of War at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic War Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Water- (Passive Ability, Geomancer) Possessor may create a Zone of Water at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Water Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Wood- (Passive Ability, Geomancer) Possessor may create a Zone of Wood at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Wood Synchronization
Cost: 100,000 Gold, 1 Week

Zoneshift: Light/Dark- (Active Ability, Geomancer) Possessor may spend an action to change a Zone of Light into a Zone of Darkness or a Zone of Darkness into a Zone of Light provided said Zone was not created by a source more than 19 levels above possessor's Level
Requires: Ambassador of Night and Day
Cost: 400,000 Gold, 2 Weeks

~Golomancer (Golomancy)~

Animate Talking Puppets- (Passive Ability, Golomancer) Possessor's Golem summons gain +200 MIN
Not for Sale

Apprentice Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +2,000 HP and +200 CON
Requires: Basic Golomancy Attunement, 3 other Golomancer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Agility-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 AGI
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week

Basic Constitution-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 CON
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week

Basic Gear-Golem Creation Techniques- (Passive Ability, Golomancer) Possessor's Technology-element Golem summons gain +125 to all stats as a non-stacking buff at the time of their summoning
Requires: Basic Gearwright Knowledge, Basic Golomancy Attunement
Cost: 300,000 Gold, 2 Weeks

Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Mind-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 MIN
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week

Basic Spirit-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 SPI
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week

Basic Strength-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 STR
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week

Builder of Sturdy Golems- (Passive Ability, Golomancer) All of possessor's Golem summons gain +200 CON and +5,000 HP
Requires: Apprentice Golomancy Attunement, Basic Constitution-Enhancing Golem Crafting, Basic Strength-Enhancing Golem Crafting
Cost: 300,000 Gold, 3 Weeks

Excellent at Crafting Muscles on Statues- (Passive Ability, Golomancer) Possessor's Golem summons gain +2,000 STR as a non-stacking buff at the time of their summoning
Not for Sale

Focused Golomancy Casting- (Passive Ability, Golomancer) Golomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Golomancy
Requires: Golomancy Casting II, Apprentice Golomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Golomancy Casting I- (Passive Ability, Golomancer) Golomancy spells cost possessor 20 less MP to cast
Requires: Basic Golomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Golomancy Casting II- (Passive Ability, Golomancer) Golomancy spells cost possessor 200 less MP to cast
Requires: Golomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Improved Resilient Golem Design- (Passive Ability, Golomancer) All of possessor's Golem summons gain +5% Resilience
Requires: Resilient Golem Design
Cost: 200,000 Gold, 2 Weeks

Mistress of Runepuppets- (Passive Ability, Golomancer) Possessor obtains (Possessor Level / 25, rounded up, max 5) Pet slots that may only contain Golems, Possessor may use these pet slots as summon slots to hold Rune Magic summons that are Golems
Not for Sale

Resilient Golem Design- (Passive Ability, Golomancer) All of possessor's Golem summons gain 15% Resilience
Requires: Builder of Sturdy Golems
Cost: 100,000 Gold, 2 Weeks

Imbue Statues With a Simmering Rage- (Passive Ability, Golomancer) Possessor's Golem summons may, at the time of their summoning, at possessor's choosing, obtain a non-stacking buff that makes its possessor suffer no negative effects for the status effect Confusion: Enraged or Confusion: Enraged: Berserk, gain the ability to choose to count as being afflicted with Confusion: Enraged or Confusion: Enraged: Berserk, gain +2,000 STR, gain the elements Fury & Fire, and gain +25% Critical.
Not for Sale

Transparent Arms- (Passive Ability, Golomancer) Possessor gains +25% To Hit if possessor has no weapons equipped
Not for Sale


~Gunslinger (Gunslinging)~

Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Requires: Trick Shooter
Cost: 260,000 Gold, 2 Weeks

Adept Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 10,000 less MP to cast, Gunslinging spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Gunslinger, 50 other Gunslinger Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Requires: Basic Gunslinging Attunement, 3 other Gunslinger abilities
Cost: 125,000 Gold, 2 Weeks

Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Requires: Trick Shooter, Mathematical Knowledge
Cost: 390,000 Gold, 3 Weeks

Can't Be Disarmed When Holding A Gun- (Passive Ability, Gunslinger) Entities below Level 60 cannot force possessor to unequip Guns without possessor's permission
Not for Sale

Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Requires: Apprentice Gunslinging Attunement
Cost: 70,000 Gold, 2 Weeks

♢Death-Dueling Gunslinger- (Passive Ability, Gunslinger) Possessor's base stats increase by 2 if possessor is in the same battlespace as one or more opposing non-summon Undead and either possessor possesses no unique allies or possessor has at least 40 Leadership spells equipped
Not for Sale

Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Requires: Gunslinging Casting II
Cost: 60,000 Gold, 3 Weeks

Expert Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Gunslinging Attunement, 100 other Gunslinger Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Extra Bullet Capacity- (Passive Ability, Gunslinger) Possessor gains an additional Accessory slot that may only hold an Ammo accessory and cannot be switched for other types of slots by individuals below Level 100
Not for Sale

Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Requires: Basic Gunslinging Attunement
Cost: 80,000 Gold, 2 Weeks

Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Requires: Fast Draw, Gunslinging Casting I
Cost: 80,000 Gold, 2 Weeks

Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Requires: Gunslinging Casting II, Apprentice Gunslinging Attunement
Cost: 60,000 Gold, 2 Weeks

♢Guns at High Noon- (Passive Ability, Gunslinger) If possessor has no allies in the same battlespace and is wielding a Gun, possessor's attacks that involve Gunslinging spells deal 5% more Damage
Not for Sale

Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Requires: Apprentice Gunslinging Attunement, 10 other Gunslinger abilities
Cost: 125,000 Gold, 4 Weeks

Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Requires: Basic Gunslinging Attunement
Cost: 50,000 Gold, 2 Weeks

Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Requires: Gunslinging Casting I
Cost: 100,000 Gold, 2 Weeks

Hyperrapid Gun-Shift- (Passive Ability, Gunslinger) If no opponents has greater AGI than possessor, possessor may, before any action, choose to unequip and then equip any number of Gun or Ammo items
Not for Sale

♢Precise Countershot- (Passive Ability, Gunslinger) If possessor is wielding a Gun, possessor's 'Ranged Attack' and 'Point Blank' counters gain +50% To Hit
Not for Sale

♢Sheriff's Overwatch- (Stance Ability, Gunslinger) Possessor may, if wielding at least one Gun, whenever an opponent targets one of possessor's allies with an offensive attack for the first time per round per ally across all opponents, conduct a 'Ranged Attack' action that must target that opponent and may not target any other opponents and may not target any allies other than possessor and said previously targeted ally, with this action being a counter to said offensive attack
Not for Sale

Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with ‘Trick Shot' in their name
Requires: Basic Gunslinging Attunement
Cost: 240,000 Gold, 3 Weeks

Unified Knowledge of Guns and Gunslinging- (Passive Ability, Gunslinger) Possessor may count Gunner abilities possessor possesses as Gunslinger abilities (including for prerequisite purposes), Possessor may count Gunslinger abilities possessor possesses as Gunner abilities (including for prerequisite purposes)
Requires: Gunner, Gunslinger, Trick Shooter, Shot Mastery, Fast Reload, Close Shooting, Shot on the Run
Cost: 5,000,000 Gold, 2 Weeks


~Healer (Healer Magic)~

Accredited Physician- (Passive Ability, Healer) Possessor gains +500 MIN, Possessor counts as possessing 5 additional Healer abilities, Possessor deals 50,000 additional HP Healing
Not for Sale

Adept Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 10,000 less MP to cast, Helaer Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Healer Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Healer, 50 other Healer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Requires: Basic Healer Magic Attunement, 3 other Healer abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Requires: Basic Healer Magic Attunement, 3 other Healer abilities
Cost: 125,000 Gold, 2 Weeks

Assemble A Medical Team- (Passive Ability, Healer) Once per thread when possessor gains an action from possessor's 'Emergency Healing Procedure' ability, possessor may choose any number of willing allies who possess the ability 'Healer' or the ability 'Doctor' and give each of them an action after said action that may only be used to perform a non-offensive action that targets only individuals who were targeted by said action
Not for Sale

Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round
Requires: Improved Healing, Apprentice Healer Magic Attunement
Cost: 500,000 Gold, 4 Weeks

Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 1 Week

Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 1 Week

Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 1 Week

Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 1 Week

Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 1 Week

Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 1 Week

Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 1 Week

Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 1 Week

Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 1 Week

Brush Off Death- (Technique Ability, Healer) Possessor may use 'Brush Off Death' in conjunction with a 'Rest' or 'Meditate' action so long as no other technique is used and possessor has Regenerated more HP (not counting values regenerated that would put individuals over their Max HP), than any other individual currently in the same battle. Said action cures its performer of Instant Death: Doomed.
Not for Sale

Can Instantly Access the Medical Archives on Disc 911 of Nexus- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 2,000 points, Whenever possessor would Heal stat damage, possessor heals an additional 40 points, Possessor's Healer Magic spells that have a percent chance of curing a minor status effect have said chance increased by 10%, Possessor's Healer Magic spells that have a percent chance of curing a moderate status effect have said chance increased by 2%, Possessor gains +200 MIN, Has RP effects
Not for Sale

Can Treat Ruin Syndrome- (Passive Ability, Healer) Whenever possessor would kill an Agony element individual that is not 20 or more Levels greater than possessor, possessor may instead leave it at 1 HP, remove all of its Agony-element abilities, and change its element to Life.
Not for Sale

Channeled Healing- (Active Ability, Healer) Possessor may spend an action to give up to 5% of possessor's max HP to another target with an 85% chance of success.
Not for Sale

Corruption-Removing Massage- (Active Ability, Healer) Possessor may spend an action to remove a debuff that makes an entity one or more Lower Elements (potentially in addition to other effects), provided its source is equal or lower Level and possesses a lower STR than possessor
Not for Sale

Diagnosis Master- (Passive Ability, Healer) Possessor is aware of the full text of all debuffs on individauls in the same battle as possessor that come from sources below Level 80 who are not 20 or more Levels greater than possessor
Not for Sale

Doctor Nole's Custom Treatment- (Technique Ability, Healer) Possessor may use 'Doctor Nole's Custom Treatment' as part of a non-offensive 'Magical Attack' or 'Attack with Finesse' action that involves possessor casting a Healer Magic spell. Said action heals an additional 250,000 HP if it would otherwise heal HP and cures any one debuff from a source below Level 80 than is not 20 or more Levels greater than said action's performer.
Not for Sale

Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Requires: Basic Healer Magic Attunement
Cost: 5,000,000 Gold, 8 Weeks

Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Not for Sale

Emergency Healing Procedure- (Passive Ability, Healer) Once per thread when possessor acquires a buff from possessor's 'Sound a Critical Medical Alert' ability, possessor may choose to immediately gain an action that may only be used to perform a non-offensive action that targets only individuals who said buff would naturally boost possessor's HP Healing towards
Not for Sale

Enraging Massage- (Technique Ability, Healer) Possessor may use 'Enraging Massage' in conjunction with a 'Perform Massage' action so long as no other technique is used. Said action may lose its chance of curing Fatigued, May provide +300 STR and +300 Melee Attack as a non-stacking buff, and may gain 60% inflicts Confusion: Enraged
Not for Sale

Establish Field of Resurrective Light- (Active Ability, Healer) Possessor may spend an action to attach an effect to a Zone of Light that does not stack across zones or on the same Zone that resurrects an individual who died while in said Zone due to a source of lower Level than said effect's creator at the start of each round
Not for Sale

Exorcismal Surgery- (Technique Ability, Healer) Possessor may use 'Exorcismal Surgery' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action that is non-offensive or that targets an individual who is considered a transformation due to an action involving an ability named 'Possess' or Constant Effect named 'Auto-Possess' so long as said action does not involve any other technique, so long as possessor possesses the ability Doctor, and so long as possessor has a Void or Light element Sword or Knife equipped. Said action de-transforms any instance of transformation present on its target coming from an ability named 'Possess' or Constant Effect named 'Auto-Possess' that comes from a source below Level 80 that is not 20 or more Levels greater than said action's caster. Said action also unmarks its target as being Haunted providing said marking comes from a source that is either below Level 80 and 20 Levels below said action's caster.
Not for Sale

Extended Critical Medical Alert- (Passive Ability, Healer) Buffs created by possessor's 'Sound a Critical Medical Alert' ability last until the end of battle
Requires: Sound a Critical Medical Alert
Cost: 3,000,000 Gold, 2 Weeks

Focused Healer Magic Casting- (Passive Ability, Healer) Healer Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Healer Magic
Requires: Healer Magic Casting II, Apprentice Healer Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Greater Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor Heals an additional 2,500 points
Requires: Healer, Improved Healing
Cost: 200,000 Gold, 2 Weeks

Greater Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 250 points of each type
Requires: Greater Healing
Cost: 400,000 Gold, 2 Weeks

Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Requires: Apprentice Healer Magic Attunement, 10 other Healer abilities
Cost: 125,000 Gold, 4 Weeks

Healer Magic Casting I- (Passive Ability, Healer) Healer Magic spells cost possessor 20 less MP to cast
Requires: Basic Healer Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Healer Magic Casting II- (Passive Ability, Healer) Healer Magic spells cost possessor 200 less MP to cast
Requires: Healer Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Requires: Improved Stat Damage Healing, Bolster Agility, Bolster Constitution, Bolster Mind, Bolster Spirit, Bolster Strength
Cost: 200,000 Gold, 2 Weeks

Healing Spell- (Technique Ability, Healer) Possessor may use Healing Spell in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used and said action deals no HP Damage (not counting HP Healing). Each Healer Magic spell involved in said action that possess a Magical Attack bonus gains +75 additional Magical Attack.
Requires: Basic Healer Magic Attunement
Cost: 130,000 Gold, 2 Weeks

Improved Curing of Minor Status Effects- (Passive Ability, Healer) Whenever possessor would have a chance of curing a minor status-effect (not counting natural per-round auto-recovery chances), said chance is raised by 5%
Requires: Basic Healer Magic Attunement
Cost: 150,000 Gold, 2 Weeks

Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Requires: Basic Healer Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Requires: Improved Healing
Cost: 300,000 Gold, 2 Weeks

Knowledge of Electroshock Therapy- (Passive Ability, Healer) Possessor's Electrical-element, Non-Offensive actions may gain '15% cures any one minor negative status effect'
Not for Sale

MANLY SHIRTLESS DOCTOR MODE- (Passive Ability, Healer) Possessor gains +500 STR and +500 CON if possessor has one Armorx.5 equipped whose name includes 'Pants' and does not have any other Armor equipped, Possessor deals 50,000 additional points of HP Healing if possessor has one Armorx.5 equipped whose name includes 'Pants' and does not have any other Armor equipped
Not for Sale

Medicinal Herb Mastery- (Passive Ability, Healer) Possessor’s Medicine consumables that heal HP heal an additional 7,000 points.
Requires: Herb Lore, Apprentice Healer Magic Attunement
Cost: 210,000 Gold, 3 Weeks

Miracle Healer- (Passive Ability, Healer) Possessor may cure one debuff from a source below Level 80 that is not 20 or more Levels greater than possessor at the start of each round if possessor is not in a non-Healer stance
Not for Sale

Organ Rearranger- (Passive Ability, Healer) Possessor's 'Rearragne Organs' ability may effect unwilling individuals up to Level 60, Possessor's 'Rearrange Organs' ability gains the ability to provide +1,000 or -1,000 CON as a selectable option
Not for Sale

Paramedic Stance- (Stance Ability, Healer) Possessor may, whenever an ally is affected by an offensive action but not killed by it, immediately heal said individual for (500 x possessor level (to a max of level 80)) HP, this is done at a cost of 1% of possessor's max MP each time possessor uses this ability, Possessor gains +500 AGI for turn-order-determining purposes if AGI is one of possessor's turn-order-determining stats while an ally is injured.
Requires: Apprentice Healer Magic Attunement, Doctor
Cost: 500,000 Gold, 4 Weeks

Perform Massage- (Active Ability, Healer) Possessor may spend an action to have a 60% chance of curing Fatigued
Not for Sale

Plague Cure- (Technique Ability, Healer) Possessor may use 'Plague Cure' in conjunction with a 'Magical Attack' action that is non-offensive so long as no other technique is used, so long as possessor is Level 40 or greater, and so long as possessor casts a Healer Magic spell as part of said action. Said action gains '5% cures Plague'.
Not for Sale

Practitioner of 'Radical' Medicine- (Passive Ability, Healer) Possessor's actions that Heal HP deal an additional 5,000 points of HP Healing if wielder has an item equipped with 'Skateboard' in its name, Possessor's actions that have a chance of curing minor or moderate status effects have said chances increased by 10% if wielder has an item equipped with 'Skateboard' in its name and an item equipped with 'Yo-Yo' in its name
Not for Sale

Reality Surgery- (Technique Ability, Healer) Possessor may use 'Reality Surgery' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as possessor possesses the ability Doctor and has a Void element Sword or Knife equipped. Said action gains +3,500 Melee Attack and '15% inflicts Vanished'
Not for Sale

Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Not for Sale

♢Reprocessor's Purgation Stance- (Stance Ability, Healer) At the start of each round, possessor declares a base subtype; during the round of that declaration, as a non-stacking buff on possessor, each time an entity of that subtype is killed, possessor destroys its corpse, and, then, if said corpse destruction were successful, possessor chooses an entity to Regenerate (10,000 * that entity's Level) HP and MP; entities of the chosen subtype obtain a 50% weakness to Poison, Pain, and Wounded while possessor possesses this buff
Not for Sale

Restorative Power that Cures Illness- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may have a 30% chance of curing any of its targets of any one minor status effect whenever it would otherwise heal something
Requires: Restorative Stance
Cost: 350,000 Gold, 2 Weeks

Restorative Power that Heals Agility- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of AGI Damage whenever it would otherwise heal something
Requires: Restorative Stance
Cost: 300,000 Gold, 2 Weeks

Restorative Power that Heals Constitution- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of CON Damage whenever it would otherwise heal something
Requires: Restorative Stance
Cost: 300,000 Gold, 2 Weeks

Restorative Power that Heals Mind- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of MIN Damage whenever it would otherwise heal something
Requires: Restorative Stance
Cost: 300,000 Gold, 2 Weeks

Restorative Power that Heals Stats- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 200 points of stat damage from each stat whenever it would otherwise heal something
Requires: Restorative Power that Heals Agility, Restorative Power that Heals Strength, Restorative Power that Heals Constitution, Restorative Power that Heals Mind, Restorative Power that Heals Spirit, Healer's Stat Protection
Cost: 500,000 Gold, 2 Weeks

Restorative Power that Heals Strength- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of STR Damage whenever it would otherwise heal something
Requires: Restorative Stance
Cost: 300,000 Gold, 2 Weeks

Restorative Power that Heals Spirit- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of SPI Damage whenever it would otherwise heal something
Requires: Restorative Stance
Cost: 300,000 Gold, 2 Weeks

Restorative Stance- (Stance Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round while possessor is in this stance, Possessor may not take offensive actions while in this stance
Requires: Auto-Healing, Healer
Cost: 500,000 Gold, 4 Weeks

Rumblin' Resurrection- (Technique Ability, Healer) Possessor may use 'Rumblin' Resurrection' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has a greater number of living allies within the same battlespace who have been resurrected at any point in time than any other individual currently in the same battle. Said action gives all individuals it resurrects +15,000 to all stats as a non-stacking buff and may, if it successfully resurrects at least one individual, to a max of once per round, deal 15,000,000 Flat Light & Earth & Energy element Damage to any one boss in the same battlespace as its performer.
Not for Sale

Salvation-Preserving Resurrection Warding- (Passive Ability, Healer) Once per thread, when possessor resurrects an individual, possessor may choose to place a buff on said individual that makes said individual unable to take Damage, obtain debuffs, or obtain negative status effects from sources of equal Level to or lower Level than possessor
Not for Sale

Shining Aura of Pacifism- (Stance Ability, Healer) Possessor may not conduct offensive actions, Possessor may not place debuffs or negative status effects on individuals or deal non-healing Damage, HP and MP Healing dealt by possessor's is doubled, Possessor's opponents of equal or lower Level deal half Damage to possessor if possessor possesses any unique allies
Not for Sale

Soothing Spell- (Active Ability, Healer) Possessor may use Healing Spell in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used and said action is non-offensive. Each Healer Magic spell involved in said action that possess a Magical Attack bonus gains a 15% chance of curing any minor status effect.
Requires: Basic Healer Magic Attunement
Cost: 140,000 Gold, 2 Weeks

Sound a Critical Medical Alert- (Passive Ability, Healer) Once per round when one of possessor's allies is reduced to below 15% of its Max HP, has more than 50% of its non-Stat-Damage-counting value of any stat worth of Stat Damage in said stat, is afflicted with a major negative status effect, or is afflicted with a debuff from an equal or higher Level source, possessor may choose to obtain a buff that lasts until the end of the round, does not stack, raises the Level of sources of debuffs that can be removed with debuff-removing effects that are restricted in the Level of source they can effect debuffs from that possessor targets said individual with by 1 Level, to a Max of Level 80, raises the Level of sources of status effects that can be removed with status effects-removing effects that are restricted in the Level of source they can effect debuffs from that possessor targets said individual with by 1 Level, to a Max of Level 80, Increases the amount of HP Healing possessor deals to said individual by 50,000 points, and increases the amount of stat point healing possessor deals to said individual by 500 points
Not for Sale

Stat Protect- (Passive Ability, Healer) Possessor gains Immunity to Stat Damage from sources below Level 40, Possessor gains Stat Drain Immunity against sources below Level 40
Requires: Adept Abjuration Synchronization, The Doctor Can't Get Sick, Restorative Power that Heals Stats
Cost: 5,000,000 Gold, 4 Weeks

Supernatural Abilities As a Doctor Obtained by Having Death as a Godfather- (Passive Ability, Healer) Possessor may, when casting a Healing Magic spell, choose to obtain a randomly determined 'yes' or 'no' answer for each target, with said answer being permanent for the duration of the thread; possessor's Healer Magic spells may resurrect individuals who possess a 'yes' answer, Possessor may not resurrect individuals who possess a 'no' answer
Not for Sale

The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action
Requires: Healer, Doctor
Cost: 400,000 Gold, 4 Weeks

The Doctor Can't Stay Sick!- (Passive Ability, Healer) When possessor is in a Healer Stance, possessor's per-round auto-recovery chances for minor status effects are increased by 40%
Requires: The Doctor Can't Get Sick!
Cost: 200,000 Gold, 2 Weeks

The Great Healer- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +(100 * Possessor Level) additional Magical Attack, non-unique individuals below possessor's Level who are below Level 100 cannot cause Damage to be counted as unhealable by possessor
Not for Sale

Treat Element-Melting- (Technique Ability, Healer) Possessor may use 'Treat Element-Melting' in conjunction with a 'Heal', 'Treat', 'Magical Attack', or 'Melee Attack' action that involves possessor casting a Healer Magic spell, is not offensive, and does not involve any other technique. Said action may change its target's element from 'Melted' to any one base element and may change the
element of any of said target's items from 'Melted' to any one base element
Not for Sale

Triage Stance- (Passive Ability, Healer) While in this stance, possessor is aware of how much Damage is present on each of possessor's allies, even if possessor would normally be denied said information.
Not for Sale

Wreath of Purity- (Technique Ability, Healer) Possessor may use 'Wreath of Purity' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has a greater sum total of different Resistances (not counting Immunities and only counting Resistances that do not only exist during certain conditionals) than any other individual currently in the same battle. Said action attaches a non-stacking buff to its performer that increases its performer's already-existing Resistances to Tier 1 and 2 elements, minor status effects (including sub-status effects), moderate status effects (including sub-status effects), and major status effects (including sub-status effects) by 5%, to a max of 75%.
Not for Sale


~Hunter (Archery)~

Aimed Shot- (Active Ability, Hunter) This character may use Aimed Shot in conjunction with a Ranged Attack, so long as no other technique is used and a bow is equipped. This character gains +25 Ranged Attack for purposes of this attack, gains +5% Critical, Gains +20% to hit, and has a 5% chance that this attack does double damage.
Requires: Basic Archery Attunement
Cost: 50,000 Gold, 2 Weeks

Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Requires: Basic Archery Attunement, 3 other Hunter abilities
Cost: 125,000 Gold, 2 Weeks

Archery Casting I- (Passive Ability, Hunter) Archery spells cost possessor 20 less MP to cast
Requires: Basic Archery Attunement
Cost: 50,000 Gold, 2 Weeks

Archery Casting II- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast
Requires: Archery Casting I
Cost: 100,000 Gold, 2 Weeks

Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

♢Deathhunter- (Passive Ability, Hunter) Possessor gains +25% To Hit against Undead, Possessor gains an additional +(Possessor's Level)% To Hit against Undead with Counters
Not for Sale

Focused Archery Casting- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Archery
Requires: Archery Casting II, Apprentice Archery Attunement
Cost: 60,000 Gold, 2 Weeks

Ghost Hunter- (Skill Tree, Hunter)
[][][][][]- Possessor gains +5% To Hit against Undead whose name includes 'Ghost' or who possess a Constant Effect whose name includes 'Incorporeal' for each box marked; each box costs 1 Skill Point
[][][][][]- Possessor gains +3% Critical against Undead for each box marked; each box costs 1 Skill Point
[]- Possessor may spend an action to scan the stats of an Undead whose name includes 'Ghost' or who possesses a Constant Effect whose name includes 'Incorporeal'; the box costs 3 skill points
[]- Possessor ignores Dodge bonuses provided by Constant Effects whose name includes 'Incorporeal'; the box costs 8 skill points
[]- Possessor is Immune to debuffs that come from abilities whose name includes 'Possess' or 'Possession' that result in possessor's actions being controlled or possessor being treated as a transformation; the box costs 10 skill points
Not for Sale

Hunter- (Passive Ability, Hunter) ll Archery spells cast by possessor that possess a Ranged Attack bonus gain +500 additional Ranged Attack, and all actions possessor takes that involve Archery spells gain +10% Critical
Requires: Apprentice Archery Training, 10 other Archer abilities
Cost: 125,000 Gold, 4 Weeks

Hunter of All- (Passive Ability, Hunter) Possessor gains +5% To Hit and +5% Critical if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Requires: Hunter of the Wildlands, Manhunter, Hunter of Stars
Cost: 15,000,000 Gold, 3 Weeks

Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Men- (Passive Ability, Hunter) Possessor gains +50 Ranged Attack when a Bow is equipped against Humans
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Stars- (Passive Ability, Hunter) This character gains +500 Ranged Attack when a Bow is equipped against Astral Beings
Requires: Hunter, Level 40
Cost: 4,000,000 Gold, 2 Weeks

Hunter of the Wildlands- (Passive Ability, Hunter) Possessor gains +5% To Hit against Aerials, Aquatics, and Animals if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Requires: Hunter of Beasts, Hunter of Birds, Hunter of Fish
Cost: 300,000 Gold, 2 Weeks

Hunter's Aim- (Passive Ability, Hunter) 104% to Hit with Bows, +5% to Hit with Archery Spells and Hunter techniques
Requires: Basic Archery Attunement, Basic Bow Training
Cost: 40,000 Gold, 2 Weeks

Hunter's Eyes- (Passive Ability, Hunter) 120% To Hit, +100 AGI, +100 CON, +100 SPI
Not for Sale

♢Hunter's Feast- (Passive Ability, Hunter) If possessor kills an Animal, possessor heals 5% of its Max HP in HP; this is increased to 25% if possessor kills it via an (action, attack, or effect) that incorporates the Ranged Attack bonus of a Bow Weapon
Not for Sale

Manhunter- (Passive Ability, Hunter) Possessor may follow Humans and Humanoids out of battlespaces into other battlespaces provided that no entity of Level 40 or greater in either battlespace objects, Possessor gains +5% To Hit against Humans and Humanoids
Requires: Tracking, Survivalist, Hunter of Men
Cost: 100,000 Gold, 2 Weeks

Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles
Not for Sale

Stake Shot- (Technique Ability, Hunter) Possessor may use 'Stake Shot' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Bow whose name includes 'Crossbow' equipped. Said action gains +350 Ranged Attack, gains the element Wood, and gains '30% inflicts Instant Death on Undead whose name includes Vampire or Vampiric'
Requires: Hunter, Archer, Slayer, Level 20
Cost: 14,500,000 Gold, 8 Weeks

Survivalist- (Passive Ability, Hunter) Possessor gains +500 CON, gains +1% Dodge while a terrain or phantom terrain is present, and gains +2,500 Defense against effects attached to zones, terrain, and phantom terrains
Requires: Hunter, Monk
Cost: 300,000 Gold, 3 Weeks

Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Trophy Collector- (Passive Ability, Hunter) Possessor gains +100 to all stats for each different type of individual defeated by possessor in a thread, to a max of 50 such individuals
Not for Sale

Unified Knowledge of Archery and Hunting- (Passive Ability, Hunter) Possessor may count Archer abilities possessor possesses as Hunter abilities (including for prerequisite purposes), Possessor may count Hunter abilities possessor possesses as Archer abilities (including for prerequisite purposes)
Requires: Archer, Hunter, Arrow Mastery, Hunter of All
Cost: 5,000,000 Gold, 2 Weeks

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:37 pm
by Administrator
Spell-Based Classes (I-P)

~Illusionist (Illusion Magic)~

Adept Illusion Magic Attunement- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 10,000 less MP to cast, Illusion Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Illusion Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Illusionist, 50 other Illusionist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

And Illusion as the Firmament- (Passive Ability, Illusionist) Possessor's Illusion Magic summons may not be unsummoned by individuals who are not higher Level than possessor if either said individuals or possessor treat Illusion as a base element, Possessor may treat Zones of Illusion as Zones of Earth
Not for Sale

Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Requires: Basic Illusion Magic Attunement, 3 other Illusionist abilities
Cost: 125,000 Gold, 2 Weeks

Basic Illusion Duration-Extending- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 1 additional round. Possessor's Illusionary Things last 1 additional round.
Not for Sale

Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Illusory Reality Manipulation- (Passive Ability, Illusionist) Once per round per Illusory Thing, to a max of 200 times per round across all of possessor's Illusory Things, after one of possessor's actions completes, each of possessor's Illusory Things may replicate an an action performable by any entity on the Enemy List of Level 20 or Lower that is of equal Level to or lower Level than possessor that is normally fightable for drops on the Enemy List as though an instance of said entity were performing said action
Not for Sale

Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Requires: Form Blurring Stance
Cost: 200,000 Gold, 2 Weeks

Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Requires: Apprentice Illusion Magic Attunement
Cost: 125,000 Gold, 3 Weeks

Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Requires: Convincing Liar
Cost: 200,000 Gold, 2 Weeks

Can Make Things Up On the Fly- (Passive Ability, Illusionist) Possessor gains +200 MIN while performing counters
Not for Sale

Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Requires: Convincing Liar
Cost: 400,000 Gold, 5 Weeks

Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Basic Illusion Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Create Ambulatory Illlusions- (Passive Ability, Illusionist) Illusionary Things created by possessor may, if occupying a space in a row-order formation, move to the front row or back row of that row-order formation at the start of each round. Illusionary Things created by possessor gain +1,000 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Create Auditory Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of cancelling the actions of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion that triggers a max of once across all of possessor's Illusionary Things per round per opponent. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Create Convincing Illusions- (Passive Ability, Illusionist) Possessor's Illusionary Things' effects that have 'are not Immune to Confusion' as a conditional have said conditional replaced with 'are not Immune to Insanity'. Possessor's Illusionary Things have the Level required of an individual to perform an action to destroy them raised to 20 if under 20. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 500 points.
Not for Sale

Create Gustatory Illusions- (Passive Ability, Illusionist) HP Drain dealt to Illusionary Things created by possessor by possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion does not provide said individuals with HP. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Create Illusion- (Active Ability, Illusionist) Possessor may spend an action to create an Illusonary Thing. Said Illusionary Thing has 500 HP, may be targetted with attacks, is destroyed if it reaches 0 HP, and may be destroyed if an individual with 200 or more MIN or an individual who is Level 5 or greater spends an action to do so. A max of 5 Illusionary Things may be created at once, and Illusionary Things created by possessor last 5 rounds.
Not for Sale

Create Illusionary Companion- (Passive Ability, Illusionist) Possessor gains +300 Defense and +100 MIN when possessor has at least one Illusionary Thing that possessor created present. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Create Long-Lasting Illusions- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 50 additional rounds. Possessor's Illusionary Things last 500 additional rounds.
Not for Sale

Create Olfactory Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of inflicting Confusion on each of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Create Tactile Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor may occupy spaces in possessor's row-order formation. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Create Visual Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of automatically being selected as targets for the attacks of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Expert Illusion Magic Attunement- (Passive Ability, Illusionist) Illusion Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Illusion Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Illusion Magic Attunement, 100 other Illusionist Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Extend Illusion Duration- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 5 additional rounds. Possessor's Illusionary Things last 5 additional rounds.
Not for Sale

Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Fake Defense
Cost: 200,000 Gold, 2 Weeks

Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
Requires: Apprentice Illusion Magic Attunement, Convincing Liar
Cost: 300,000 Gold, 3 Weeks

False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Requires: Honeyed Words
Cost: 200,000 Gold, 2 Weeks

Focused Illusion Magic Casting- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Illusion Magic
Requires: Illusion Magic Casting II, Apprentice Illusion Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Requires: Basic Unreality Sculpting
Cost: 300,000 Gold, 3 Weeks

Gnomish Prestidigitation- (Passive Ability, Illusionist) If possessor is in 'Form of Gnome' stance, possessor gains +5 MIN, +5 SPI, and 2% Dodge
Requires: Form of Gnome
Cost: 60,000 Gold, 1 Week

Grant Illusions Knowledge- (Passive Ability, Illusionist) When possessor creates an Illusionary Thing, possessor may choose up to 15 weeks worth of abilities that possessor possesses (obeying prerequisite abilities but not other prerequisites when assigning said abilities) that are for sale in the Ability Shop; said Illusionary Thing counts as possessing abilities with those names. Illusionary Things created by possessor gain +3,000 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Requires: Convincing Liar
Cost: 200,000 Gold, 2 Weeks

Hypecasting- (Technique Ability, Illusionist) Possessor may, once per thread, use 'Hypecasting' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast, caster's stats have not be scanned, and no other technique is used. Said action is delayed for 5 rounds. Caster counts as 1 Level higher, to a max of Level 80, during said action.
Not for Sale

Illusionary Entourage- (Passive Ability, Illusionist) If possessor has at least 5 allies who are Illusionary Things that possessor created, possessor gains a 10% chance of cancelling any action performed by an opponent below Level 20. Possessor's allies who are Illusionary Things provide their allies with +200 MIN as a non-stacking effect. Possessor gains +500 Defense and +300 MIN when possessor has at least five Illusionary Things that possessor created present. Possessor may create up to 25 more Illusionary Things at one time. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Illusionary Photography- (Passive Ability, Illusionist) Possessor counts as 5 Levels higher for stat-scanning purposes, to a max of Level 60, if possessor's stats have not been scanned, Possessor's offensive actions may deal 500 MIN Damage if possessor has an item with 'Camera' in its name equipped, Has RP effects
Not for Sale

Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Requires: Apprentice Illusion Magic Attunement, 10 other Illusionist abilities
Cost: 125,000 Gold, 4 Weeks

Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Requires: Basic Illusion Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Requires: Illusion Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Illusory Squid-Caster Maneuver- (Technique Ability, Illusionist) Possessor may use 'Illusory Squid-Caster Maneuver' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Said action trats its caster's subtype as being solely Aquatic.
Not for Sale

Invest Illusions With Personality- (Passive Ability, Illusionist) When possessor creates an Illusionary Thing, possessor may choose up to 10 weeks worth of abilities that possessor possesses (obeying prerequisite abilities but not other prerequisites when assigning said abilities) that are for sale in the Ability Shop; said Illusionary Thing counts as possessing abilities with those names. Illusionary Things created by possessor gain +3,000 HP and the required MIN to destroy them is increased by 100 points.
Not for Sale

Kaleidoscopic Magic- (Active Ability, Illusionist) Possessor may, provided that no opponents are of higher Level than possessor, change, remove, or add any base elements to the elements of any Illusion Magic, Transmutation, Wizard Magic, or Enchantment spell cast
Not for Sale

Mask Immunities- (Passive Ability, Illusionist) When possessor enters the 'Mask True Power' Stance, possessor may voluntarily change the values of possessor's Resistances to any values lower than or equal to what they would be without said stance activated and may choose to lose any Immunities, Reflections, or Absorbtions that possessor possesses that are constantly present. Possessor may, when taking the action naturally allowed by the 'Mask True Power' stance, set said Resistance values to any point within the allowed range and may toggle on or off any of said Resistances, Immunities, Absorbtions, or Reflections
Requires: Mask True Power
Cost: 200,000 Gold, 3 Weeks

Master Illusion Magic Attunement- (Passive Ability, Illusionist) Possessor may choose for entities below Level 80 who do not possesses the ability 'Master Illusion Magic Attunement' or a higher-Tier Tier-ability in the class Illusionist to be unable to cast Illusion Magic spells, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Illusion Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Expert Illusion Magic Attunement, 250 other Illusionist Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

May Create Life-Imparted Illusions- (Passive Ability, Illusionist) If possessor is Life element, possessor's Illusion Magic summons may gain the element Life and may not be unsummoned by individuals below Level 80
Not for Sale

Natural Blur- (Passive Ability, Illusionist) Possessor gains 15% Dodge until possessor's stats have been scanned by an opponent
Requires: Form-Blurring Stance
Cost: 200,000 Gold, 2 Weeks

Primacy of Lies- (Passive Ability, Illusionist) At the start of each battle, possessor may choose a base element; if possessor does so, possessor obtains a buff that causes other individuals in the same battlespace to treat said element as a nonbase element and to treat Illusion as a base element; Possessor's Illusory Things may not be destroyed by individuals below Level 20 without possessor's permission
Not for Sale

Sea-Mirage-Guarded Spell- (Technique Ability, Illusionist) Possessor may use 'Sea Mirage Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast, caster is in a Zone of Water, and no other technique is used. Said action becomes solely Water element, may not be countered by individuals below Level 40, and gains +20% to Hit against individuals who are not specifically Immune to Drowning.
Not for Sale

Shadow Misdirection- (Passive Ability, Illusionist) Possessor may choose for effects that would forcibly shift possessor's row that come from sources below Level 20 to not do so
Requires: Convincing Liar, Basic Shadow Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Shrouded in Illusion- (Passive Ability, Illusionist) Possessor counts as being 5 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Illusionist, Basic Self-Veiling, Convincing Liar
Cost: 18,000,000 Gold, 2 Weeks

Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Requires: Basic Unreality Sculpting, Level 15
Cost: 300,000 Gold, 2 Weeks

Skilled Liar- (Passive Ability, Illusionist) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's MIN, and said foes have not yet acted twice, +200 MIN
Not for Sale

Spell Delivered by Phantom Stalker- (Technique Ability, Illusionist) Possessor may use 'Spell Delivered by Phantom Stalker' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Said action gains +10% To Hit, counts as coming from a source that scanned its target's stats, and has a 50% chance of inflicting Confusion: Fear: Disconcerted.
Not for Sale

Spell that Already Targeted Your Weaker Self- (Technique Ability, Illusionist) Possessor may use 'Spell that Already Targeted Your Weaker Self' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as an Illusion Magic spell is cast and no other technique is used. Said action ignores buffs present on target that come from sources below Level 60 that were applied within the last 500 rounds.
Not for Sale

Spell that Named the Lightning Wind- (Technique Ability, Illusionist) Possessor may use 'Spell that Named the Lightning Wind' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Any Electrical element counter to said action has the element Electrical in the action of the counter or Damage dealt by the counter changed to Air.
Not for Sale

Spoof Fire- (Technique Ability, Illusionist) Possessor may use 'Spoof Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Fire element if it is not actually Fire element.
Not for Sale

The Man Who Lied to Time- (Passive Ability, Illusionist) If possessor is Illusion element and Level 40 or greater, possessor may choose to count as being Time element to individuals who have not scanned possessor's stats, Has RP effects
Not for Sale


~Kensei (Sword Arts)~

Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Kensei, 50 other Kensei Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Requires: Basic Sword Arts Attunement, 3 other Kensei abilities
Cost: 125,000 Gold, 2 Weeks

Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Requires: Basic Sword Arts Attunement
Cost: 290,000 Gold, 3 Weeks

Badass Samurai- (Passive Ability, Kensei) +20,000 to all stats
Requires: Samurai (2), Sunglasses-Maker, Diplomat, Crusher, Rider, 12 Base STR, 12 Base AGI, 12 Base CON, 12 Base MIN, 12 Base SPI
Cost: 200,000,000 Gold, 5 Weeks

Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

♢Blade of Retribution- (Passive Ability, Kensei) If possessor is wielding a Sword, the first attack possessor performs per round that incorporates a Sword Arts spell that deals Damage deals an additional X Damage to one of its targets, where X is equal to 5% of the total Damage that target dealt to possessor during the battle, to a max of 20% of the attack's Damage to that target not counting this increase
Not for Sale

Blade of the Sun and Moon- (Technique Ability, Kensei) Possessor may use Blade of the Sun and Moon in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. Said Melee Attack action gains +2,000 Melee Attack and becomes solely Light & Darkness element
Requires: Ambassador of Night and Day
Cost: 400,000 Gold, 2 Weeks

Can Light Cigarettes With a Sword- (Passive Ability, Kensei) If possessor is wielding a Sword, possessor's 'Melee Attack' actions may involve the use of a Consumable whose name includes 'Cigarette' or 'Cigar' that only targets possessor
Requires: Mana Blade
Cost: 80,000 Gold, 1 Week

Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Requires: Attuned to the Spirit of One's Weapon
Cost: 300,000 Gold, 3 Weeks

Catastrophe Edge- (Passive Ability, Kensei) Possessor may count the Magical Attack bonus possessed by Catastrophe Magic spells that possessor has equipped as a Melee Attack bonus if possessor has a Sword equipped
Not for Sale

Cat-Eating Samurai- (Passive Ability, Kensei) Possessor may regenerate 500,000 HP whenever possessor kills an Animal with an action that involves the casting of a Sword Arts spell
Not for Sale

Combination Attack: I Am My Sword Which Smites You!- (Technique Ability, Kensei) Possessor may use 'I Am My Sword Which Smites You!' in conjunction with a 'Melee Overdrive' action if possessor has a unique ally named 'Sword Vashna' that possesses the ability 'Transform Into Vashna's Sword' and has at least one open weapon slot. Said action becomes a Combo Move that uses an action of its performer and said unique ally, Possessor's per-item Melee Attack bonus is doubled for said action, said action gains '2 hits against 1', said action's Prime Attribute becomes (Possessor's Strength + said ally's Strength or Spirit), and a temporary copy of the item *Sword of Vashna is placed in one of possessor's open weapon slots for the duration of said action. Said action costs 25% of the Max MP of said allied participant to perform.
Not for Sale

Cut through Space- (Technique Ability, Kensei) Possessor may use 'Cut through Space' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +30,000 Melee Attack, gains the element Spatial, and may target individuals below Level 80 who are in different battlespaces who are not 20 or more Levels greater than its user.
Not for Sale

Essence-Warped Strike- (Technique Ability, Kensei) Possessor may use 'Essence-Warped Strike' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Any moderate negative status effect infliction chance that said action possesses may be exchanged for an equal chance of inflicting a different moderate negative status effect.
Requires: Meditation of the Magic Blade, Infuse Blade
Cost: 400,000 Gold, 2 Weeks

Expert Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Sword Arts Attunement, 100 other Kensei Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Finely Attuned to Soul Blade- (Passive Ability, Kensei) Possessor's Soul Blade provides X% to Hit and X% Critical, where X is equal to twice possessor's Level; bonuses that possessor recieves to To Hit and Critical in the form of +#% to either suffer a reduction in total (not per instance) of (X/2)%, to a minimum of 0% should possessor be reciving an amount of to Hit and Critical from an equipped Soul Blade equal to at least (X/2)%
Not for Sale

Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Requires: Sword Arts Casting II, Apprentice Sword Arts Attunement
Cost: 60,000 Gold, 2 Weeks

Iaijutsu Training- (Passive Ability, Kensei) Possessor gains +(60 x Possessor Level) AGI and STR for 2 rounds upon equipping a weapon. This bonus does not stack with itself. The duration resets however, if a weapon is equipped while the Possessor has the buff
Not for Sale

Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Requires: Can Tap Into a Blade's Power, Mana Blade, Weapon of the Blademagus
Cost: 200,000 Gold, 2 Weeks

Is Sometimes a Sword- (Passive Ability, Kensei) Possessor is retired if the non-temporary item 'Sword of Vashna' ceases to exist, save by being transformed into possessor, Possessor cannot be detransformed into an item by effects that would detransform possessor in non-RP threads
Not for Sale

Is Sword-Vashna- (Passive Ability, Kensei) One of possessor's weapon slots contains a temporary copy of the item '*Sword of Vashna' at the beginning of each thread, with the stipulation that said copy cannot be transformed into a sub-character
Not for Sale

Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Requires: Apprentice Sword Arts Attunement, 10 other Kensei abilities
Cost: 125,000 Gold, 4 Weeks

Living Weapon- (Passive Ability, Kensei) Possessor gains the subtype Sword and always counts as wielding a Sword
Not for Sale

Mage King's Demise- (Technique Ability, Kensei) Possessor may use 'Mage King's Demise' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +150,000 Melee Attack, gains the element Physical, and prevents its target from casting spells if its target is below Level 80 and not 5 or more Levels greater than its caster.
Not for Sale

Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Requires: Soulflame Blast
Cost: 20,000,000 Gold, 2 Weeks

Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Requires: Mana Blade
Cost: 100,000 Gold, 2 Weeks

Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Requires: Basic Sword Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Master Sword Arts Attunement- (Passive Ability, Kensei) Possessor may choose for entities below Level 80 who do not possesses the ability 'Master Sword Arts Attunement' or a higher-Tier Tier-ability in the class Kensei to be unable to cast Sword Arts spells, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Expert Sword Arts Attunement, 250 other Kensei Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Ready Blade
Cost: 500,000 Gold, 2 Weeks

Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Meditation of the Magic Blade
Cost: 300,000 Gold, 2 Weeks

Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Meditation of the Sword's Fury
Cost: 300,000 Gold, 2 Weeks

Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Ready Blade
Cost: 200,000 Gold, 2 Weeks

Motorcycle Samurai- (Passive Ability, Kensei) Possessor gains +30% To Hit if possessor has a Vehicle transformation whose name includes 'Motorcyle' and a Sword both equipped
Requires: Driver, Rider, Kensei, and Samurai (2)
Cost: 3,000,000 Gold, 3 Weeks

One Hekkin Samurai- (Passive Ability, Kensei) Possessor's base stats are increased by 1 if possessor possesses the ability 'Kensei' and the ability 'Swordsman' and is in 'Form of Dog' Stance
Not for Sale

Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Requires: Basic Sword Arts Training
Cost: 60,000 Gold, 2 Weeks

Practiced Cutting Horses in Half- (Passive Ability, Kensei) Possessor gains +2% Critical against Animals and Steeds while wielding a Sword
Requires: Practiced Cutting Flies in Half
Cost: 60,000 Gold, 2 Weeks

Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Requires: Basic Sword Arts Attunement
Cost: 5,000,000 Gold, 8 Weeks

Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Kensei
Cost: 200,000 Gold, 2 Weeks

Residual Sword-Charging- (Passive Ability, Kensei) Whenever possessor conducts a 'Melee Attack' or 'Overdrive' action that involves the casting of a Sword Arts spell, possessor may choose to apply a buff that stacks 5 times to one of possessor's equipped Sword weapons that possesses a Magical Attack bonus that adds the elements of one Sword Magic spell that was used in said action to said Sword's elements (discounting the element Universe), with said buff lasting 5 rounds
Requires: Magic Sword, Infuse Blade
Cost: 5,000,000 Gold, 2 Weeks

Ruin Strike- (Technique Ability, Kensei) Possessor may use 'Ruin Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +50,000 Melee Attack, gains the element Destruction, and applies a debuff that stacks 3 times that provides -5,000 CON. Said action gains the additional cost of 5% of its user's Max MP.
Not for Sale

Samurai (2)- (Passive Ability, Kensei) Possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Defense
Requires: Swordsman, Archer, Guardian, Kensei
Cost: 2,000,000 Gold, 2 Weeks

Samurai Santa- (Passive Ability, Kensei) Sword Arts spells cast by possessor may gain '1 hit against every individual in caster's battlespace' if they already target at least one non-caster individual and caster is Level 40 or greater and/or is a Santa
Requires: Santa Traits, Kensei
Cost: 200,000,000 Gold, 2 Weeks

Science-Destroyer- (Technique Ability, Kensei) Possessor may use 'Science Destroyer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +60,000 Melee Attack, gains the element Mystic, and changes all of its target's Technology-element actions to being solely Null element if its target is below Level 65 and not more than 5 Levels greater than its caster. This technique has RP effects that foul up most technological things.
Not for Sale

Secretly a Samurai- (Passive Ability, Kensei) Possessor may choose to count as possessing 30 additional Kensei and Swordsman abilities, including for prerequisite purposes, but also may choose to count as possessing 0 of either or both
Not for Sale

Soul-Blade Wielder- (Passive Ability, Kensei) Possessor may, at the start of any of possessor's action, create and equip a Temporary weapon named Soul Blade that is a sword and provides +X Melee Attack and +X to all stats, where X is equal to (100 * Possessor Level); said weapon is the same element as its creator; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.
Not for Sale

Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Requires: Soulflame Strikes, Kensei
Cost: 120,000 Gold, 2 Weeks

Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Requires: Apprentice Sword Arts Attunement, Practiced Swordsman, 10 Base SPI
Cost: 120,000 Gold, 4 Weeks

Strike Like Air- (Passive Ability, Kensei) Possessor gains +5% To Hit (to a max of 200%) with 'Melee Attack' actions if possessor has an Air element Sword and an Air element Sword Arts spell equipped
Requires: Apprentice Sword Arts Attunement, Practiced Swordsman
Cost: 120,000 Gold, 4 Weeks

Superior Bladesman's Art- (Technique Ability, Kensei) Possessor's 'Melee Attack' and 'Attack with Finesse' actions gain '2 hits against 1' against targets 5 or more Levels lower than possessor if possessor has a Sword and at least 5 Sword Arts spells equipped.
Requires: Kensei, Sword Arts Casting II, Strike Like Air, Ready Blade
Cost: 20,000,000 Gold, 3 Weeks

Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Requires: Basic Sword Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Requires: Sword Arts Casting I
Cost: 100,000 Gold, 2 Weeks

Sword Echo- (Technique Ability, Kensei) Possessor may use 'Sword Echo' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, has a buff from a Kensei ability, and no other technique is used. If an attack that is part of said action misses, said action's user may remove one stacked instance of a buff from a Kensei ability to recalculate the attack's miss chance up to 100 times.
Requires: Meditation of the Sword's Fury, Infuse Blade
Cost: 400,000 Gold, 2 Weeks

Time-Split Cut- (Technique Ability, Kensei) Possessor may use 'Time-Split Cut' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Said action is delayed one round.
Requires: Meditation of the Magic Blade, Infuse Blade
Cost: 200,000 Gold, 2 Weeks

Tingly Sword Strikes- (Passive Ability, Kensei) When possessor conducts an action that incorporates the Melee Attack bonus of a Sword possessor is wielding, possessor may pay 15 MP to give that action a 15% chance of inflicting Paralyzed
Requires: Mana Blade
Cost: 60,000 Gold, 2 Weeks

Transform Into Vashna's Sword- (Active Ability, Kensei) Posessor may spend an action to become the item '*Sword of Vashna' as an effect that ignores the effect 'Is Sometimes a Sword'
Not for Sale

Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Requires: Swordsman, Kensei, Slash Mastery, Meditation of the Sword's Thirst
Cost: 5,000,000 Gold, 2 Weeks

♢Vengeance for the Worthy- (Passive Ability, Kensei) If possessor is wielding a Sword, possessor gains (Possessor Level)% inflicts Instant Death against targets who have killed at least one unique ally of caster who is not currently alive
Not for Sale

Wave-Cutting Motion- (Passive Ability, Kensei) Possessor gains +350 Ranged Attack and +350 Magical Attack if possessor is wielding a Sword
Requires: Mana Blade
Cost: 60,000 Gold, 2 Weeks

Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
Requires: Basic Sword Arts Attunement
Cost: 50,000 Gold, 2 Weeks

~Luminary (Celestial Magic)~

Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Requires: Basic Celestial Magic Attunement, 3 other Luminary abilities
Cost: 125,000 Gold, 2 Weeks

♢Armored by Heavenly Magic- (Passive Ability, Luminary) Possessor obtains +(500 * the number of Holy Magic or Celestial Magic buffs present on possessor) Defense, to a max of 100,000 Defense
Not for Sale

Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack, and all Celestial Magic spells cost possessor 10 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Benevolent Spell- (Active Ability, Luminary) This character may use Benevolent Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 200,000 Gold, it does not have said negative effects.
Requires: Basic Celestial Magic Attunement
Cost: 150,000 Gold, 3 Weeks

Celestial Magic Casting I- (Passive Ability, Luminary) Celestial Magic spells cost possessor 20 less MP to cast
Requires: Basic Celestial Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Celestial Magic Casting II- (Passive Ability, Luminary) Celestial Magic spells cost possessor 200 less MP to cast
Requires: Celestial Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Cleansing Healing- (Active Ability, Luminary) This character may use Cleansing Healing in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would heal, it instead deals damage to Undead, Demons, Devils, Daemons, and Darkspawn.
Requires: Basic Celestial Magic Attunement
Cost: 160,000 Gold, 2 Weeks

♢Ensnare Within Holy Light- (Passive Ability, Luminary) If possessor is a Celestial, whenever possessor afflicts an individual with Awestruck, possessor may also afflict said individual with Entombed: Incarcerated
Not for Sale

Focused Celestial Magic Casting- (Passive Ability, Luminary) Celestial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Celestial Magic
Requires: Celestial Magic Casting II, Apprentice Celestial Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Has Beheld Glorious Things- (Passive Ability, Luminary) 10% Awestruck Resistance
Requires: Basic Celestial Magic Attunement
Cost: 60,000 Gold, 2 Weeks

♢Heaven Shockwave Rain- (Passive Ability, Luminary) Whenever possessor unsummons an opposing Demon, Devil, or Daemon, to a max of 200 times per round, possessor may deal (10,000 * Possessor Level, to a max of 2,000,000) Flat Light element Damage to all of said unsummoned entity's allies
Not for Sale

Improved Benevolent Spell- (Technique Ability, Luminary) Possessor may use 'Benevolent Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Celestial Magic as part of said action. If said spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 2,000,000 Gold, it does not have said negative effects.
Requires: Apprentice Celestial Magic Attunement, Benevolent Spell
Cost: 300,000 Gold, 2 Weeks

♢Insurmountable Holiness- (Passive Ability, Luminary) Possessor gains +(100 * Possessor Level) SPI if possessor is not afflicted with Voidstruck and has at least 5 Celestial Magic spells equipped, Possessor gains Voidstruck Immunity if possessor possesses no SPI-reducing debuffs or curses, is a Celestial, and has at least 5 Celestial Magic spells equipped
Not for Sale

Luminary- (Passive Ability, Luminary) All Celestial Magic spells possessor casts that possess a Magical Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Celestial Magic spells cost possessor (250 * Possessor Level) less MP to cast
Requires: Apprentice Celestial Magic Attunement, 10 other Luminary abilities
Cost: 125,000 Gold, 4 Weeks

Magics of an Alien Heaven- (Passive Ability, Luminary) Possessor may equip and cast Celestial Magic spells as though they were Gate Magic spells, Possessor treats the Celestial Magic Resistance of entities as though it were 15% lower
Not for Sale

Pure Spirit- (Passive Ability, Luminary) Possessor gains +300 Defense against SPI Damage, +200 SPI, and 15% Stat Drain: SPI Drain Resistance
Requires: Purifying Spell, Shining Spirit
Cost: 250,000 Gold, 2 Weeks

Purifying Spell- (Active Ability, Luminary) This character may use Purifying Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. The spell gains a 20% chance of curing any one minor status effect.
Requires: Benevolent Spell
Cost: 90,000 Gold, 2 Weeks

Radiant Wings of Holy Magic- (Passive Ability, Luminary) Possessor gains 20% Earth Resistance and +120 AGI for the remainder of each round possessor casts a Celestial Magic spell and the duration of the next round
Requires: Basic Celestial Magic Attunement
Cost: 90,000 Gold, 2 Weeks

Shining Spirit- (Passive Ability, Luminary) +50 SPI, if possessor is a Celestial, Deva, or Angel, provides +150 additional SPI
Requires: Basic Celestial Magic Attunement
Cost: 80,000 Gold, 2 Weeks

~Mentalist (Psychic Power)~

Adept Psychic Power Attunement- (Passive Ability, Mentalist) Psychic Power spells cost possessor 10,000 less MP to cast, Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Psychic Power Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Mentalist, 50 other Mentalist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Alter Dream Content- (Passive Ability, Mentalist) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may inflict Confusion, Confusion: Fear, Confusion: Depression, Confusion: Fear: Disconcerted, Confusion: Paranoia, Charm, Charm: Lovestruck, Charm: Lust, Charm: Wanderlust, Stat Drain: MIN Drain, Stat Drain: SPI Drain, Fatigued: Stress, Mind Restore, Stat Boost: MIN Boost, Stat Boost: SPI Boost, Invigorated, Invigorated: High Morale, or Invigorated: Zesty on said individual.
Not for Sale

Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Requires: Basic Psychic Power Attunement, 3 other Mentalist abilities
Cost: 125,000 Gold, 2 Weeks

Armed with Telepathically-Conjured Pies- (Passive Ability, Mentalist) Possessor may choose to count as having an additional Deadly Item and/or Food equipped, Possessor gains +250 Ranged Attack, Possessor's 'Ranged Attack' actions may gain 'Heals' and/or '30% inflicts Confusion: Overwhelmed by Laughter'
Not for Sale

Autohypnosis- (Active Ability, Mentalist) Possessor may spend an action to inflict Fatigued: Asleep on itself
Requires: Mentalist, Hypnotist (2)
Cost: 500,000 Gold, 2 Weeks

Autonarcoleptic Conditioning- (Passive Ability, Mentalist) Possessor may inflict Fatigued: Asleep on itself at the start of any round
Not for Sale

Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Dream Reading Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when scanning the stats of individuals afflicted with Fatigued: Asleep, to a max of Level 100, with said effect not bypassing 'Immune to under Level X' effects
Not for Sale

Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Bifurcated Mind- (Passive Ability, Mentalist) Possessor's Base MIN is halved, rounded up, Possessor gains an additional action per round
Not for Sale

Cryokineticist- (Passive Ability, Mentalist) Ice-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Cryokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Detachable Hypno-Eyes- (Passive Ability, Mentalist) 45% may inflict Confusion, Charm, or Fatigued: Asleep, Possessor is Immune to Imparied: Blind from sources below Level 10
Not for Sale

Dream Message- (Passive Ability, Mentalist) If possessor inflicts a buff on an individual afflicted with Fatigued: Asleep, possessor may inflict Mind Restore, Stat Boost: MIN Boost, Stat Boost: SPI Boost, Invigorated, Invigorated: High Morale, Invigorated: Zesty, or Invigorated: Alert on said individual.
Not for Sale

Electrokineticist- (Passive Ability, Mentalist) Electrical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Electrokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Empowered Denial- (Passive Ability, Mentalist) Once per battle, possessor may choose to not acquire a debuff or negative status effect from a source below Level 60
Not for Sale

Enter Dreams- (Passive Ability, Mentalist) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may create a Zone of Psychic & Magic, or, if possessor is Dream element, may create a Zone of Dream. Possessor gains +5% Dodge if any individual in the same battlespace other than possessor is afflicted with Fatigued: Asleep.
Not for Sale

~Focused on the Other, Blind to the Self- (Passive Ability, Mentalist) Possessor is unable to scan itself. Possessor is informed as an RP effect of the possible, immediate consequences of any decisions forced on them by the actions of individuals besides itself, this ability may be removed by the spending of three weeks in the ability shop.
Not for Sale

Focused Psychic Power Casting- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Psychic Power
Requires: Psychic Power Casting II, Apprentice Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Good Imagination- (Passive Ability, Mentalist) Possessor gains +50 unmodified MIN and +50 unmodified SPI
Not for Sale

Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Requires: Basic Psychic Power Attunement
Cost: 125,000 Gold, 2 Weeks

High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Requires: 2 Base STR, 2 Base AGI, 2 Base CON, 2 Base MIN, 2 Base SPI
Cost: 50,000 Gold, 2 Weeks

Hypnotic Gaze Resistance- (Passive Ability, Mentalist) Possessor gains 30% Charm Resistance, Possessor gains +30% Charm Resistance against actions, spells, and abilities whose name includes 'Gaze' or 'Stare' and against Undead, Aliens, Devils, and Mindshadows whose name includes 'Vampire' or 'Vampiric', Possessor gains +5% Dominion Resistance against (actions, spells, and abilities whose name includes 'Gaze' or 'Stare' and against Undead, Aliens, Devils, and Mindshadows whose name includes 'Vampire' or 'Vampiric') with sources below Level 60 that are not 5 or more Levels greater than possessor
Requires: Mentalist, Monk
Cost: 4,500,000 Gold, 4 Weeks

Hypnotist (2)- (Passive Ability, Mentalist) Possessor's Fatigued and Fatigued: Asleep infliction chances are increased by 5% as a non-stacking bonus
Requires: No Prerequisites
Cost: 500,000 Gold, 3 Weeks

Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Cryokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Electrokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Psychokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Requires: Apprentice Psychic Power Attunement, Basic Psychometry Powers
Cost: 60,000 Gold, 2 Weeks

Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Pyrokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Induce Memory-Alterations Through Dreams- (Passive Ability, Mentalist) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may remove 1 buff from a source below Level 60 that is not 20 or more Levels greater than possessor from said individual.
Not for Sale

Knows the Opponent's Mother's Zip Code- (Passive Ability, Mentalist) Possessor's Confusion: Fear: Disconcerted infliction chances are increased by 30% against Humans
Not for Sale

Lingering Mental Influence- (Passive Ability, Mentalist) Up to (Possessor's Level) times per battle when one of possessor's opponents recovers from a minor negative status effect that possessor was the source of that is either Charm or Confusion or one of their sub-status effects, possessor may choose to have a 20% chance of inflicting Charm, Confusion, Confusion: Depression, or Confusion: Fear on that opponent
Requires: Basic Psychic Power Attunement, General Understanding of the Psychology of Spawned Humans
Cost: 200,000 Gold, 2 Weeks

Manifest Time-Manipulating Psyche-Construct Phantom-Body Ally- (Passive Ability, Mentalist) Possessor may choose to count as possessing an additional ally who is a Golem & Spirit, Possessor obtains +2,000 to all stats, Possessor obtains +2,000 Melee Attack and Ranged Attack, Possessor's Petrified: Time Stop infliction chances are increased by 5%
Not for Sale

Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Requires: Basic Psychic Power Attunement
Cost: 75,000 Gold, 2 Weeks

Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Requires: Basic Psychic Power Attunement
Cost: 75,000 Gold, 2 Weeks

Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Requires: Apprentice Psychic Power Attunement, 10 other Mentalist abilities
Cost: 125,000 Gold, 4 Weeks

Mind-Blade Wielder- (Passive Ability, Mentalist) Possessor may, at the start of any of possessor's action, create and equip a Temporary weapon named Mind-Blade that is a sword and provides +X Melee Attack and +X to all stats, where X is equal to (100 * Possessor Level); said weapon is Psychic element; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.
Not for Sale

Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Requires: Trade, Basic Telekinesis Powers
Cost: 100,000 Gold, 2 Weeks

Oneironaut- (Passive Ability, Mentalist) Possessor gains +500 to all stats if in a Zone of Magic & Psychic or a Zone of Dream. Possessor gains +2% Dodge if in a Zone of Magic & Psychic or a Zone of Dream.
Not for Sale

Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Requires: Basic Psychic Power Attunement
Cost: 50,000 Gold, 2 Weeks

Psychic Power Casting II- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast
Requires: Psychic Power Casting I
Cost: 100,000 Gold, 2 Weeks

Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Psychokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Requires: Mentalist, Improved Psychometry Powers, Diviner
Cost: 200,000 Gold, 2 Weeks

Pull Beasts From Dreams- (Passive Ability, Mentalist) If possessor is in the same battlespace as an individual afflicted with Fatigued: Asleep whose stats have been scanned by possessor, possessor may, at the start of each round, summon 1 entity from the Enemy List that is below said individual's Level, below Level 60, and 10 or more Levels lower than possessor. Max 30 summoned.
Not for Sale

Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Pyrokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold
Requires: Basic Psychic Power Attunement
Cost: 40,000 Gold, 2 Weeks

~Monk (Unarmed Technique)~

100%-Natural, Grapple-Capable Eyeballs- (Passive Ability, Monk) If possessor has no Eyewear, Upgrades, or Bioaugmentations equipped and is not afflicted with Impaired: Blind, possessor has an optional 30% chance of inflicting Paralyzed on any individual who conducts an offensive Physical element action targeting possessor while both possessor and that individual are in the front rows of their respective row-order formations, with said infliction chance occurring after said action concludes
Not for Sale

Absolute Inferno-Soul Style- (Stance Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage), Possessor gains the element Ki.
Requires: Enlightened Sensei, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks

Absolute Inferno-Soul Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Absolute Inferno-Soul Style' stance. Possessor may use Techniques that require possessor be in 'Absolute Inferno-Soul Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Requires: Absolute Inferno-Soul Style, Adept Warrior, Adept Fist Weapon Training
Cost: 50,000,000 Gold, 2 Weeks

Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Monk, 50 other Monk Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Agile Speed- (Passive Ability, Monk) Possessor's turn-order-determining stat becomes Agility
Not for Sale

Alternate Costume: Fig Leaf Tolva- (Stance Ability, Monk) Possessor counts having no armor equipped for purposes of Unarmed Technique spells and Monk abilities, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Not for Sale

Alternate Costume: Luchador Tolva- (Stance Ability, Monk) Possessor's element becomes Physical, Possessor deals (Possessor Level * 2,500) additional Damage with Damage-dealing attacks that involve the casting of Unarmed Technique spells, Possessor counts as wearing an additional Physical element Clothes and an additional Physical element Mask, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 7, Possessor's Base Constitution is increased by 3, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Not for Sale

Anemone and Clownfish Work in Concert- (Passive Ability, Monk) If possessor is in 'Anemone Style' stance, whenever one of possessor's allies performs a non-offensive action that targets possessor, possessor gains a non-stacking buff that provides +10% Critical and To Hit until the end of the round. If possessor is in 'Anemone Style' stance, whenever possessor performs an attack that targets an opponent of possessor's, possessor's allies gain +10% Dodge against said opponent until the end of the round.
Requires: Anemone Style
Cost: 200,000 Gold, 2 Weeks

Anemone Extends To Reach Its Foe- (Technique Ability, Monk) Possessor may use 'Anemone Extends To Reach Its Foe' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Anemone Style' stance. Said action gains +100 Melee Attack and deals full Damage to targets below Level 40 in the back row.
Requires: Anemone Style
Cost: 200,000 Gold, 2 Weeks

Anemone Sting- (Technique Ability, Monk) Possessor may use 'Anemone Sting' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Anemone Style' stance. Said action gains +500 Melee Attack if it is a counter, gains a 15% chance of inflicting Pain if it is a counter, and increases its chances of inflicting minor negative status effects by 15% if it is a counter.
Requires: Anemone Style
Cost: 200,000 Gold, 2 Weeks

Anemone Style- (Stance Ability, Monk) Possessor gains +500 CON and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Anemone Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Whip while in 'Anemone Style' stance. Possessor may use Techniques that require possessor be in 'Anemone Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Whip. Possessor counts as possessing 8 additional Dominator abilities for prerequisite purposes if possessor possesses this ability and 'Master of Anemone Style'.
Requires: Anemone Style, Warrior, Dominator
Cost: 200,000 Gold, 2 Weeks

Anemone's Tendrils Ensnare Its Prey- (Passive Ability, Monk) If possessor is in 'Anemone Style' stance, possessor may, to a max of once per round, in response to an action in which an opponent of possessor that possesses a lower AGI than possessor's AGI attacked possessor but none of possessor's allies, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter.
Requires: Anemone Style
Cost: 200,000 Gold, 2 Weeks

Anemone Thrashing- (Passive Ability, Monk) If possessor is in 'Anemone Style' stance, possessor's counters gain +25% To Hit.
Requires: Anemone Style
Cost: 200,000 Gold, 2 Weeks

Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 2 Weeks

Arcana-Ripper- (Technique Ability, Monk) Possessor may use 'Arcana-Ripper' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) from each target, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage to that target.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Assassin- (Passive Ability, Monk) If possessor is in 'Arcane Talon Style' Stance, possessor gains +3,500 to all uncapped stats for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) that possessor possesses, to a max of 5 such buffs. Possessor deals 120,000 additional Damage to entities for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they possess or each different base Spell subtype Spell (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they have equipped, to a combined max of 10 such buffs or spells.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Body Reinforcement- (Passive Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor gains +7,000 to all stats, gains Impaired Immunity, gains Fatigued Immunity, gains Fatigued: Prone Immunnity, gains Fatigued: Knocked Out Immunity, gains Stat Drain: SPI Drain Immunity, and is Immune to debuffs from sources below Level 60 that are 5 or more Levels lower Level than possessor.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Pattern Fist- (Technique Ability, Monk) Possessor may use 'Arcane Pattern Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and its performer gains an action after it that may only be used to perform a 'Cast a Spell' action that involves the casting of a Wizard Magic or Force Magic spell.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Arcane Talon Style- (Stance Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)
Requires: Ninja, Wizard, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Arcane Talon Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Arcane Talon Style' stance. Possessor may use Techniques that require possessor be in 'Arcane Talon Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Arcane Talon Style'.
Requires: Arcane Talon Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Archerfish Strikes and Hits the Sky- (Technique Ability, Monk) Possessor may use 'Archerfish Strikes and Hits the Sky' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Archerfish Style' stance. Said action gains +300 Melee Attack and ignores Dodge bonuses granted by ((buffs and Constant Effects) from sources below Level 40) whose name includes 'Soar', 'Fly', 'Float', and/or 'Hover'.
Requires: Archerfish Style
Cost: 200,000 Gold, 2 Weeks

Archerfish Strikes From Within The Water- (Technique Ability, Monk) Possessor may use 'Archerfish Strikes From Within The Water' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, a terrain or phantom terrain is present, and possessor is in 'Archerfish Style' stance. Said action gains +300 Melee Attack, gains +5% to Hit, and provides its performer with a non-stacking buff that provides +15% Dodge that lasts until its possessor is not in the same battlespace as a terrain or a phantom terrain or until the beginning of its possessor's next action, whichever occurs first.
Requires: Archerfish Style
Cost: 200,000 Gold, 2 Weeks

Archerfish Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +5% Critical
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Archerfish Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Ranged Attack if wielding a Bow while in 'Archerfish Style' stance. Possessor may use Techniques that require possessor be in 'Archerfish Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Archerfish Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Archerfish Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Archerfish Style'.
Requires: Archerfish Style, Warrior, Archer
Cost: 200,000 Gold, 2 Weeks

Army-Destroying Strike- (Technique Ability, Monk) Possessor may use 'Army-Destroying Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack, cannot target unique opponents of its caster, targets all non-unique opponents of its caster, unsummons all of its targets, and has a 50% chance of inflicting Instant Death on non-unique targets of lower Level than its performer.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks

Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Requires: Defensive Combat Training, Basic Unarmed Technique Attunement
Cost: 70,000 Gold, 2 Weeks

Aura of Bitter Brambles- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, possessor has a 100% chance of inflicting Pain and Poison on up to 30 opponents at the start of each round
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Aurora Fist- (Technique Ability, Monk) Possessor may use 'Aurora Fist' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Hefty Fist' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +3,500 Melee Attack (which may be incorporated into a 'Hefty Fist' action), gains the elements Light and Magic, and gains a 60% chance of inflicting Impaired: Blind.
Not for Sale

Automatic Ki-Dodge- (Passive Ability, Monk) If possessor is in 'Awakened Battle-Aura Style' stance, possessor gains 100% Dodge and possessor's Dodge value cannot be reduced or treated as lower by sources below Level 80.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Auto-Rearranging Organs- (Passive Ability, Monk) Possessor gains 50% Resilience
Not for Sale

Awakened Aura-Waves- (Passive Ability, Monk) At the start of each round, if possessor is in 'Awakened Battle-Aura Style' stance, possessor may choose to have a 300% chance of inflicting Confusion: Fear, Fatigued: Stun, and/or Charm: Impressed on up to 3,000,000 entities (choosing the same combination of status effects for all such entities) and may choose to Defeat any number of opponents below Level 40.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Awakened Battle-Aura Style- (Stance Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to their corresponding unmodified values, Possessor gains the element Ki.
Requires: Enlightened Sensei, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks

Awakened Battle-Aura Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Awakened Battle-Aura Style' stance. Possessor may use Techniques that require possessor be in 'Awakened Battle-Aura Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Requires: Awakened Battle-Aura Style, Adept Warrior, Adept Fist Weapon Training
Cost: 50,000,000 Gold, 2 Weeks

Awakened Mind Guiding Hand- (Technique Ability, Monk) Possessor may use 'Awakened Mind Guiding Hand' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and +75% To Hit.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks

Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Requires: Controlled Breathing
Cost: 100,000 Gold, 3 Weeks

Barrage of Pain- (Passive Ability, Monk) Possessor's attacks that deal more than one hit to a target have each hit after the first deal 100,000 additional Damage to said target.
Not for Sale

Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Requires: Has Undergone More Harsh Training
Cost: 200,000 Gold, 2 Weeks

Basic Gravato-Geoseismic Throw- (Technique Ability, Monk) Possessor may use 'Basic Gravato-Geoseismic Throw' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least two of possessor's weapon slots are open. Said attack gains +240 Melee Attack, may be made from the back row, and has a 15% chance of inflicting Stun. If this technique's user decides to pay 1,000 MP when using it and has at least 800 CON, said action may be made solely Earth element.
Requires: Basic Unarmed Technique Attunement
Cost: 190,000 Gold, 2 Weeks

Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bat Fights Within the Night- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor gains Impaired: Blind Immunity.
Requires: Bat Style
Cost: 200,000 Gold, 2 Weeks

Bat Style- (Stance Ability, Monk) Possessor gains +500 SPI and +5% To Hit.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Bat Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack and +400 Magical Attack if wielding a Soul while in 'Bat Style' stance. Possessor may use Techniques that require possessor be in 'Bat Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Soul. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Soul and in 'Bat Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Magical Attack' action if possessor is wielding a Soul and is in 'Bat Style' stance. Possessor counts as possessing 8 additional Enslaver abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bat Style'.
Requires: Bat Style, Warrior, Enslaver
Cost: 200,000 Gold, 2 Weeks

Battle Momentum Buildup- (Passive Ability, Monk) If possessor is in 'Himmarantz Style' stance, whenever possessor changes rows, possessor gains +500 Melee Attack until the end of a round during which possessor does not change rows as a buff that stacks 30 times. Said buff may instead provide an equal Magical Attack bonus if possessor possesses the ability 'Himmarantz Style Weapon Addition' and is wielding a Bailartix.
Requires: Himmarantz Style
Cost: 200,000 Gold, 2 Weeks

Become Denser While Sleeping- (Passive Ability, Monk) Whenever possessor conducts a 'Rest' action, possessor, as part of said action, obtains a buff that provides +200 CON, +5,000 HP, and +300 Defense that stacks 4 times
Not for Sale

Bee Defends Its Hive- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, to a max of once per round, in response to an action in which an opponent of possessor attacked a single ally of possessor, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter. Said counter may be a 'Ranged Attack' action with the same targeting restriction if possessor possesses the ability 'Bee Style Weapon Addition' and is wielding a Throwing Weapon.
Requires: Bee Style
Cost: 200,000 Gold, 2 Weeks

Bee Drives In Its Stinger- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, whenever possessor performs an attack that targets a single individual other than possessor, choose to obtain a debuff that reduces its possessor's Defense by 500 that does not stack and that lasts until the end of the next round to cause said attack to deal 10,000 additional Damage.
Requires: Bee Style
Cost: 200,000 Gold, 2 Weeks

Bee Sting- (Technique Ability, Monk) Possessor may use 'Bee Sting' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Bee Style' stance. Said action gains +100 Melee Attack, gains a 15% chance of inflicting Pain, and increases its chances of inflicting minor negative status effects by 15%.
Requires: Bee Style
Cost: 200,000 Gold, 2 Weeks

Bee Style- (Stance Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Bee Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Ranged Attack if wielding a Throwing Weapon while in 'Bee Style' stance. Possessor may use Techniques that require possessor be in 'Bee Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Throwing Weapon. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Throwing Weapon and in 'Bee Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Throwing Weapon and is in 'Bee Style' stance. Possessor counts as possessing 8 additional Assassin abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bee Style'.
Requires: Bee Style, Warrior, Assassin
Cost: 200,000 Gold, 2 Weeks

Beefy Flexing- (Technique Ability, Monk) Possessor may use 'Beefy Flexing' in conjunction with a 'Defend' or 'Powerful Attack' action so long as no other technique is used and possessor has greater Max HP value than any other individual currently in the same battle. Said action gives its performer +500,000 HP, +5,000 STR, and +5,000 CON as a buff that stacks 5 times.
Not for Sale

Belligerent Kicking- (Passive Ability, Monk) Possessor's chances of inflicting Fatigued: Stun are increased by 20% if possessor is in 'Kangaroo Style' stance.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Belligerent Striking Stomp- (Technique Ability, Monk) Possessor may use 'Belligerent Striking Stomp' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Boar Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Stun.
Requires: Boar Style
Cost: 200,000 Gold, 2 Weeks

BETTER Post-Strike FLEX- (Passive Ability, Monk) Possessor may choose to have a 65% chance of inflicting Charm: Impressed on up to 15 targets at the end of each of possessor's actions that involved an attack that successfully inflicted Fatigued: Stun on at least on target
Not for Sale

Bird-Grounding Strike- (Technique Ability, Monk) Possessor may use 'Bird-Grounding Strike' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Archerfish Style' stance. Said action gains +300 Melee Attack, has a 15% chance of inflicting Fatigued: Prone, with said status effect instance causing its possessor to count as being in the front-row for damage-halving purposes.
Requires: Archerfish Style
Cost: 200,000 Gold, 2 Weeks

Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Requires: Red Belt
Cost: 100,000 Gold, 2 Weeks

Blades of the Wolf Pack- (Technique Ability, Monk) Possessor may use 'Blades of the Wolf Pack' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains (+500 Melee Attack and +5% To Hit) for each other individual that targeted one or more of said action's target's with an attack that incorporated the Technique 'Blades of the Wolf Pack' earlier in the same round, to a max of 200 different individuals.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks

Blastwave Punch- (Technique Ability, Monk) Possessor may use 'Blastwave Punch' in conjunction with a 'Melee Overdrive' or 'Ranged Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains +3,000 Ranged Attack, may count its possessor's Ranged Attack bonuses as equal Melee Attack bonuses (not including ones already converted from a different bonus type), may count its possessor's Melee Attack bonuses as equal Ranged Attack bonuses (not including ones already converted from a different bonus type), gains '1 hit against 1 target in each row', and deals full Damage to targets below Level 60 in the back row.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Blinding the Supernal- (Technique Ability, Monk) Possessor may use 'Blinding the Supernal' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said gains +12,000 Melee Attack applies a debuff to its targets that makes them unable to obtain To Hit increases from Psychic or Fate element buffs.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks

Blissful Combatant's Flow- (Passive Ability, Monk) Possessor may ignore the effect of minor negative status effects present on it that come from lower-Level sources while in 'Tempest of WHEEEEEEE! Style' stance.
Requires: Tempest of WHEEEEEEE! Style
Cost: 50,000,000 Gold, 2 Weeks

Blood Is Money Equivalence- (Passive Ability, Monk) If possessor is in 'Market's Guiding Hand Style' stance, possessor may, whenever possessor would deal a quantity of HP Damage, instead deal ten times that quantity in Gold Damage (to a max of 1,000,000,000 Gold Damage); if possessor is in 'Market's Guiding Hand Style' stance, possessor may, whenever possessor would deal a quantity of Gold Damage, instead deal one tenth that quantity in HP Damage (to a max of 100,000,000 HP Damage).
Requires: Market's Guiding Hand Style
Cost: 50,000,000 Gold, 2 Weeks

Blood Money Corpse-Seizure Fighting Art- (Passive Ability, Monk) If possessor is in 'Market's Guiding Hand Style' stance, possessor may, up to 20 times per round, when possessor kills an opposing non-summon entity, destroy its corpse and acquire an amount of Temporary Gold equal to 1,000,000 times its Level.
Requires: Market's Guiding Hand Style
Cost: 50,000,000 Gold, 2 Weeks

Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Green Belt
Cost: 100,000 Gold, 1 Week

Boar Charge- (Technique Ability, Monk) Possessor may use 'Boar Charge' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Boar Style' stance. Said action gains +500 Melee Attack and moves its user into the front row before it generates any attacks.
Requires: Boar Style
Cost: 200,000 Gold, 2 Weeks

Boar's Pitching Thrust- (Technique Ability, Monk) Possessor may use 'Boar's Pitching Thrust' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Boar Style' stance. Said action gains +500 Melee Attack and may move any of its targets who are below Level 40 into the back row, with entities that were not moved by it having to be chosen first to correct row-imbalances if possible.
Requires: Boar Style
Cost: 200,000 Gold, 2 Weeks

Boar-Rage Mind-Focusing- (Passive Ability, Monk) If possessor is in 'Boar Style' stance, whenever possessor would be afflicted with Confusion: Berserk or Confusion: Enraged, possessor may instead choose to be afflicted with Stat Boost: STR Boost.
Requires: Boar Style
Cost: 200,000 Gold, 2 Weeks

Boar Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Boar Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding an Axe while in 'Boar Style' stance. Possessor may use Techniques that require possessor be in 'Boar Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding an Axe. Possessor counts as possessing 8 additional Ravager abilities for prerequisite purposes if possessor possesses this ability and 'Master of Boar Style'.
Requires: Boar Style, Warrior, Ravager
Cost: 200,000 Gold, 2 Weeks

Body-As-Laughing-Whirlwind Assumption- (Technique Ability, Monk) Possessor may use 'Body-As-Laughing-Whirlwind Assumption' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Tempest of WHEEEEEEE! Style' stance. Said action gives its performer a non-stacking buff that provides +50% Dodge, Critical, To Hit, and Resilience and that gives its possessor 40% Agony Resistance and Immunity to entities below Level 40.
Requires: Tempest of WHEEEEEEE! Style
Cost: 50,000,000 Gold, 2 Weeks

Body as Wind for a Moment- (Technique Ability, Monk) Possessor may use 'Body as Wind for a Moment' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Sudden Wind Style' stance. Said action provides its performer with +60% Dodge against the next offensive attack that targets it as a non-stacking buff.
Requires: Sudden Wind Style
Cost: 700,000 Gold, 2 Weeks

Body of Legends- (Passive Ability, Monk) Possessor gains +1,000,000 to all stats and is Immune to entities below Level 40 while in 'Unconquered Master Style' stance.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks

Body-Shattering Splinterstrike- (Technique Ability, Monk) Possessor may use 'Body-Shattering Splinterstrike' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +12,000 Melee Attack, deals 1,200 CON Damage, applies a debuff that stacks 5 times that provides -12,000 Defense, and treats its target's Resilience as though it were 60% lower.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Brittle Meditation- (Technique Ability, Monk) Possessor may use 'Brittle Meditation' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Ninjutsu, Force Magic, or Unarmed Technique spell equipped, and possessor is in 'Glass Assassin Style' Stance. Said action applies a debuff that stacks 3 times that provides -60% Resilience to up to (Possessor's Level) targets.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Purple Belt
Cost: 100,000 Gold, 2 Weeks

Bullet Storm Style- (Stance Ability, Monk) Possessor gains 170% To Hit.
Requires: Gunslinger, Conjurer, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Bullet Storm Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack and +12,000 Ranged Attack if wielding a Gun while in 'Bullet Storm Style' stance. Possessor may use Techniques that require possessor be in 'Bullet Storm Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Gun. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Gun and in 'Bullet Storm Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Gun and is in 'Bullet Storm Style' stance. Possessor counts as possessing 8 additional Gunner abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bullet Storm Style'.
Requires: Bullet Storm Style, Warrior, Gunner
Cost: 700,000 Gold, 2 Weeks

Bumbling Bee Defensive Ruse- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor gains +10% Dodge against individuals who have not attacked possessor on a previous round.
Requires: Bee Style
Cost: 200,000 Gold, 2 Weeks

Calm Amidst the Storm of Battle- (Passive Ability, Monk) Possessor may perform 'Meditate' actions while in the front row
Requires: Adept Unarmed Technique Attunement, Mentalist
Cost: 30,000,000 Gold, 2 Weeks

Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Requires: Still Heartbeat
Cost: 300,000 Gold, 2 Weeks

Ceaseless Lightning Deluge- (Technique Ability, Monk) Possessor may use 'Ceaseless Lightning Deluge' in conjunction with a 'Melee Attack' so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Lightning Shower Style' stance. Said action gains +6,000 Melee Attack, the element Electrical, and either 'this action may, if Electrical or Air element, repeat at the beginning of each round so long as none of its performer's other actions have repeated on said round, costing the same costs as it did the first time, with said repeated action being able to choose new targets'.
Requires: Lightning Shower Style
Cost: 700,000 Gold, 2 Weeks

Ceaseless Wind Beatdown- (Technique Ability, Monk) Possessor may use 'Ceaseless Wind Beatdown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Sudden Wind Style' stance. Said action, as an uncapped bonus, gains +2,000 Melee Attack for each prior action that involved the Technique 'Ceaseless Wind Beatdown' that targeted its target within the last 30 rounds (to a maximum of +2,000,000 Melee Attack).
Requires: Sudden Wind Style
Cost: 700,000 Gold, 2 Weeks

Cheerful Oni's Drunken Battle Mastery- (Passive Ability, Monk) Possessor suffers no negative effects from the status effect Poison: Drunk, Possessor may choose to not have a natural per-round chance of recovering from Poison: Drunk, Possessor gains +1,000 Melee Attack, +10,000 HP, and +1,000 CON while afflicted with Poison: Drunk, Possessor may, at the start of each round that possessor is afflicted with Poison: Drunk, choose to recover from any one minor negative status effect from a source below Level 40, Possessor gains 20% Dodge and 120% To Hit while afflicted with Poison: Drunk, Possessor gains Confusion: Depression Immunity while afflicted with Poison: Drunk
Not for Sale

Chimeric Style Combinations- (Passive Ability, Monk) Possessor may simultaneously be in two Monk stances provided that each one is a stance whose name ends in 'Style' that is associated with an ability named 'Master of <X> Style' that states that its possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Having mastered eight First-Degree Martial Arts
Cost: 50,000,000 Gold, 2 Weeks

Chop Which Cracks Boulders Like Walnuts- (Technique Ability, Monk) Possessor may use 'Chop Which Cracks Boulders Like Walnuts' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack gainst +25 Melee Attack, and it gains an additional +150 Melee Attack and a 15% chance of inflicting Wounded against Earth element Elementals.
Requires: Basic Unarmed Technique Attunement
Cost: 140,000 Gold, 2 Weeks

Clear Chakras- (Technique Ability, Other: Enlightened Sensei) Possessor may use 'Clear Chakras' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action removes all minor negative status effects, moderate negative status effects, and (debuffs from sources below Level 80) from its performer.
Requires: Enlightened Dynamism
Cost: 120,000,000 Gold, 3 Weeks

Clown Flashstep- (Passive Ability, Monk) If possessor is in Clown Mode, possessor gains 80% Dodge
Not for Sale

Combination Attack: Double-Phoenix Awesome Beatdown- (Passive / Technique Ability, Monk) Possessor may use Combination Attack: Double-Phoenix Awesome Beatdown' in conjunction with a 'Melee Overdrive' action if possessor has a willing unique ally named 'Darston Candata'chagin'heldelu'. Said action becomes a Combo Move that uses an action of its performer and said unique ally, Said action gains the element Fire and a 100% chance of inflicting Burning, Said action gains +80% To Hit, Said action gains '4 hits against 1', said action suffers multi-hit Dodge-alterations every 2 hits against a target instead of every 1 hit against said target, Said action's Prime Attribute becomes (Possessor's Strength or Spirit + said ally's Strength or Spirit) and incorperates the Melee and Magical Attack bonuses of both participants, and, at the end of said action, both participants regenerate 800,000 HP at the end of said action. This ability's possessor counts as possessing an additional Friendship ability as a passive effect, including for prerequisite purposes.
Not for Sale

Combination Attack: Time-Compressed Vacation Double-Fist Spectacular- (Passive / Technique Ability, Monk) Possessor may use 'Combination Attack: Time-Compressed Vacation Double-Fist Spectacular' in conjunction with a 'Melee Overdrive' action if possessor has a willing unique ally named 'Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena'. Said action becomes a Combo Move that uses an action of its performer and said unique ally, Said action gains the elements Time & Physical, gains +200,000 Melee Attack, reduces the duration of all time-based debuffs on each of its performers by 7 rounds, that gives each of its performers 7 auto-recovery chances against each possessed negative status effect possessed that possesses a per-round-based auto-recovery chance, that incorperates the Melee bonuses of both participants. This ability's possessor counts as possessing an additional Friendship ability as a passive effect, including for prerequisite purposes.
Not for Sale

Competitive Gamer- (Passive Ability, Monk) Possessor gains +250 AGI and +250 MIN
Not for Sale

Constant Deflecting Storm of Palms- (Passive Ability, Monk) While possessor is in 'Fist Hurricane Style' stance, possessor has a 30% chance of ignoring each hit of an attack that comes from a source below Level 60 that is not 20 or more Levels greater than possessor that incorporates at least one non-Flat Damage value or Attack Bonus so long as the sum of all pre-multiplier, non-Flat Damage values and Attack Bonuses incorporated into said hit is lower than possessor's Melee Attack bonus and said attack does not Pierce 5,000 or more Defense.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Requires: Flexible
Cost: 300,000 Gold, 2 Weeks

Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Requires: Basic Unarmed Technique Attunement
Cost: 60,000 Gold, 2 Weeks

Crane's Elongated Kick- (Technique Ability, Monk) Possessor may use 'Crane's Elongated Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +400 Melee Attack and may not be countered by entities below Level 40.
Requires: Crane Style
Cost: 200,000 Gold, 2 Weeks

Crane Goes Fishing- (Technique Ability, Monk) Possessor may use 'Crane Goes Fishing' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Requires: Crane Style
Cost: 200,000 Gold, 2 Weeks

Crane Style- (Stance Ability, Monk) Possessor gains +500 SPI and +500 Defense.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Crane Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack and +400 Magical Attack if wielding a Staff while in 'Crane Style' stance. Possessor may use Techniques that require possessor be in 'Crane Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Staff. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Staff and in 'Crane Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Magical Attack' action if possessor is wielding a Staff and is in 'Crane Style' stance. Possessor counts as possessing 8 additional Sage abilities for prerequisite purposes if possessor possesses this ability and 'Master of Crane Style'.
Requires: Crane Style, Warrior, Sage
Cost: 200,000 Gold, 2 Weeks

Crane Takes Flight- (Technique Ability, Monk) Possessor may use 'Crane Takes Flight' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +300 Melee Attack, deals full Damage to entities below Level 40 in the back row, and gives its performer a non-stacking buff that lasts 2 rounds that provides +200 Defense.
Requires: Crane Style
Cost: 200,000 Gold, 2 Weeks

Crane Wing Shield- (Technique Ability, Monk) Possessor may use 'Crane Wing Shield' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Crane Style' stance. Said action gives its performer a non-stacking buff that lasts 5 rounds and provides +15% Resilience and +500 Defense.
Requires: Crane Style
Cost: 200,000 Gold, 2 Weeks

Crushing Wave Style- (Stance Ability, Monk) Possessor gains +6,000 CON and 140% To Hit.
Requires: Elementalist, Hydromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Crushing Wave Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack and +6,000 Magical Attack if wielding a Staff while in 'Crushing Wave Style' stance. Possessor may use Techniques that require possessor be in 'Crushing Wave Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Staff. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Staff and in 'Crushing Wave Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Magical Attack' action if possessor is wielding a Staff and is in 'Crushing Wave Style' stance. Possessor counts as possessing 8 additional Sage abilities for prerequisite purposes if possessor possesses this ability and 'Master of Crushing Wave Style'.
Requires: Crushing Wave Style, Warrior, Sage
Cost: 700,000 Gold, 2 Weeks

Crushing Wave Swallows All- (Technique Ability, Monk) Possessor may use 'Crushing Wave Swallows All' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crushing Wave Style' stance. Said action gains +5,000 Melee Attack, the element Water, a 60% chance of inflicting Drowning, and a 60% chance of inflicting Fatigued: Prone.
Requires: Crushing Wave Style
Cost: 700,000 Gold, 2 Weeks

Dancing-Around-Disasters Defense- (Technique Ability, Monk) Possessor may use 'Dancing Around Disasters Defense' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Tempest of WHEEEEEEE! Style' stance. Said action gives its performer a non-stacking buff that provides +100% Dodge, +250,000 AGI, and +250,000 SPI, that allows its possessor to Dodge Flat Damage attacks from sources below Level 80, with said buff lasting until its possessor stops being Whimsy element or stops being in 'Tempest of WHEEEEEEE! Style' stance.
Requires: Tempest of WHEEEEEEE! Style
Cost: 50,000,000 Gold, 2 Weeks

Debilitation-Burning Essence Conflagration- (Passive Ability, Monk) At the start of each round, if possessor is in 'Absolute Inferno-Soul Style' stance, possessor is cured of one minor negative status effect, one moderate negative status effect, or (one debuff from a source below Level 80).
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Requires: No Prerequisites
Cost: 20,000 Gold, 2 Weeks

Defensive Fighting- (Passive Ability, Monk) Possessor gains +500 Defense if possessor has been attacked during this thread
Requires: Deflective Stance, Improved Defensive Combat Training
Cost: 800,000 Gold, 2 Weeks

Defensive Knockdown Force-Wave- (Technique Ability, Monk) Possessor may use 'Defensive Knockdown Force-Wave' in conjunction with a 'Defend', 'Guard Other', 'Guard Back Rank', 'Counterattack', or 'Meditate' action so long as no other technique is used, possessor has both a Force Magic spell and a Wizard Magic spell equipped, and possessor is in 'Sagacious Keeper Style' Stance. The action's performer gains a non-stacking buff that lasts until the end of the next round that causes all of its possessor's opponents on the side of the attacking or offensively acting individual to, should caster choose to expend the buff in such a manner, have a 200% chance of being afflicted with Fatigued: Stun, Fatigued: Prone, and Fatigued: Knocked Out preemptively when its possessor or one of its possessor's allies is targeted by an attack or offensive action.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Requires: Defensive Combat Training, Stance Familiarity
Cost: 200,000 Gold, 2 Weeks

Deflective Stance- (Stance Ability, Monk) Possessor has a 20% chance of being able to ignore the offensive actions of individuals below Level 20 who are 2 or more Levels lower than possessor's Level while in this stance
Requires: Defensive Combat Training, Basic Unarmed Technique Attunement, Defensive Stance
Cost: 80,000 Gold, 2 Weeks

Demon-Sealing Impact- (Technique Ability, Monk) Possessor may use 'Demon-Sealing Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and a 150% chance of inflicting an instance of Awestruck: Sealed that causes its possessor to count as Defeated if below Level 60.
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Diamond Body Shield- (Technique Ability, Monk) Possessor may use 'Diamond Body Shield' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 60 rounds that provides +6,000 Defense and +40% Resilience.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Diamond Body Style- (Stance Ability, Monk) Possessor gains +6,000 Defense and 40% Resilience.
Requires: Elementalist, Teramancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Diamond Body Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack and +6,000 Defense if wielding a Shield while in 'Diamond Body Style' stance. Possessor may use Techniques that require possessor be in 'Diamond Body Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Shield. Possessor counts as possessing 8 additional Defender abilities for prerequisite purposes if possessor possesses this ability and 'Master of Diamond Body Style'.
Requires: Diamond Body Style, Warrior, Defender
Cost: 700,000 Gold, 2 Weeks

Diamond Body Without Flaw- (Technique Ability, Monk) Possessor may use 'Diamond Body Without Flaw' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 60 rounds that prevents entities below Level 40 from criticalling its possessor.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Disciple of Spring's Air- (Passive Ability, Monk) If possessor is in 'Lightning Shower Style' stance, possessor obtains +30% To Hit and Dodge against Electrical and Air element Elementals and may summon naturally-Air-element versions of Electrical element Elementals that are normally fightable for drops and naturally-Electrical-element versions of Air element elementals that are normally fightable for drops.
Requires: Lightning Shower Style
Cost: 700,000 Gold, 2 Weeks

Dog Fetches Stick- (Passive Ability, Monk) If possessor is in 'Dog Style' stance, possessor may, to a max of once per round, when an individual below Level 40 steals an item or quantity of Gold from one of possessor's allies, steal said item or quantity of Gold from said stealer and optionally return it to said ally.
Requires: Dog Style
Cost: 200,000 Gold, 2 Weeks

Dog Guards His Master Faithfully- (Passive Ability, Monk) If possessor is in 'Dog Style' stance, possessor may, to a max of once per round, in response to an action in which an opponent of possessor attacked a single ally of possessor who is either unique or of greater Level than possessor, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter.
Requires: Dog Style
Cost: 200,000 Gold, 2 Weeks

Dog Herds Sheep Thoroughly- (Technique Ability, Monk) Possessor may use 'Dog Herds Sheep Thoroughly' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Dog Style' stance. Said action gains +400 Melee Attack and gives its attacks' targets who are below Level 40 and not greater Level than its performer a debuff that does not stack and lasts until the end of the next round that prevents its possessor from leaving battle or changing rows (excluding to check a row-order imbalance).
Requires: Dog Style
Cost: 200,000 Gold, 2 Weeks

Dog Protects His House From All Intruders- (Passive Ability, Monk) If possessor is in 'Dog Style' stance, possessor may, to a max of once per round, in response to an entity below Level 40 entering the same battlespace as possessor, gain and perform a 'Melee Attack' action that targets solely said entity (and, optionally, possessor).
Requires: Dog Style
Cost: 200,000 Gold, 2 Weeks

Dog Style- (Stance Ability, Monk) Possessor gains +350 to all stats
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Dog Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Yoyo while in 'Dog Style' stance. Possessor may use Techniques that require possessor be in 'Dog Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Yoyo. Possessor counts as possessing 8 additional Trick Master abilities for prerequisite purposes if possessor possesses this ability and 'Master of Dog Style'.
Requires: Dog Style, Warrior, Trick Master
Cost: 200,000 Gold, 2 Weeks

Dog Wags His Tail- (Technique Ability, Monk) Possessor may use 'Dog Wags His Tail' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Dog Style' stance. Said action gains +300 Melee Attack and may gain 1 hit against up to 5 opponents of its performer who are in its performer's row-order formation (only gaining said hits if it only targets said opponents and, optionally, its performer).
Requires: Dog Style
Cost: 200,000 Gold, 2 Weeks

Domineering Fish-Suplex- (Technique Ability, Monk) Possessor may use 'Domineering Fish Suplex' in conjunction with a 'Melee Attack' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action gains +200 Melee Attack and a 40% chance of inflicting Charm on Aquatics.
Not for Sale

Ears of Bat- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor obtains +15% To Hit and +15% Dodge.
Requires: Bat Style
Cost: 200,000 Gold, 2 Weeks

Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Not for Sale

Elbow Tap- (Technique Ability, Monk) Possessor may use 'Elbow Tap' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +1 Melee Attack, deals a maximum of 1 Damage after Defense is applied, and has a 50% chance of inflicting Confusion: Enraged.
Not for Sale

Elemental Beast Style Combinations- (Passive Ability, Monk) Possessor may simultaneously be in two Monk stances provided that one is a stance whose name ends in 'Style' that is associated with an ability named 'Master of <X> Style' that states that its possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes and that the other is a stance whose name ends in 'Style' that is associated with an ability named 'Master of <X> Style' that states that its possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Requires: Having mastered four First-Degree Martial Arts, Having mastered two Second-Degree Martial Arts, Having mastered a Third-Degree Martial Art
Cost: 50,000,000 Gold, 2 Weeks

Endless Gallop- (Passive Ability, Monk) Possessor gains +500 CON, +5% Resilience, and +500 AGI while in 'Horse Style' stance.
Requires: Horse Style
Cost: 200,000 Gold, 2 Weeks

Endurance of the Ocean- (Passive Ability, Monk) While possessor is in 'Crushing Wave Style' stance, possessor gains +6,000 CON, +40% Resilience, and +60,000 HP.
Requires: Crushing Wave Style
Cost: 700,000 Gold, 2 Weeks

Enemy-Locating Shout- (Technique Ability, Monk) Possessor may use 'Enemy-Locating Shout' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +15% To Hit and provides its possessor with +15% To Hit against opponents of its performer as a non-stacking buff, with said buff ceasing to apply against particular individuals as soon as they act.
Requires: Bat Style
Cost: 200,000 Gold, 2 Weeks

Enlightened Dynamism- (Passive Ability, Monk) Possessor may choose two (Any two of possessor's different stats)*.75 as possessor's Prime Attribute value for any action or attack that involves possessor casting a Force Magic or Unarmed Technique spell
Requires: Adept Fist Weapon Training, Adept Aura Mastery, Adept Force Magic Attunement, Expert Unarmed Technique Attunement, Force Monk
Cost: 30,000,000 Gold, 3 Weeks

Exhale Shield of Blistering Flames- (Technique Ability, Monk) Possessor may use 'Exhale Shield of Blistering Flames' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Raging Flame Style' stance. Said action gives its performer a buff that lasts 3 rounds that stacks 3 times that causes individuals who conduct offensive actions that target its possessor to be dealt 120,000 Flat Fire element Damage at the end of each of said actions.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks

Expert and Bobbing and Weaving- (Passive Ability, Monk) Possessor gains 25% Dodge against offensive actions that use Strength as their Prime Attribute, Possessor gains 7% Dodge, Possessor gains +5% to Hit as a non-stacking buff that lasts 2 rounds whenever possessor successfully Dodges an offensive action that uses Strength as its Prime Attribute
Requires: Melee Dodging
Cost: 300,000 Gold, 3 Weeks

Expert Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Unarmed Technique Attunement, 100 other Monk Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Familiarity with Martial Forms- (Passive Ability, Monk) Possessor gains +500 to all stats if possessor is in a Monk stance
Requires: Martial Artist (2)
Cost: 500,000 Gold, 2 Weeks

Fangs Draw Blood From Unwary Prey- (Technique Ability, Monk) Possessor may use 'Fangs Draw Blood From Unwary Prey' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack and a 30% chance of inflicting Wounded: Bleeding.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Final Pyrestrike- (Technique Ability, Monk) Possessor may use 'Final Pyrestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, and individuals it kills cannot be resurrected by sources below Level 80.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Final Triumph Impact- (Technique Ability, Monk) Possessor may use 'Final Triumph Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack and applies a debuff to entities that it kills that makes them unable to be resurrected by sources of lower Level than its performer that are below Level 80, with said debuff being unable to be removed by sources of lower Level than its creator that are below Level 80.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks

Fist As Hard As Diamond- (Technique Ability, Monk) Possessor may use 'Fist As Hard As Diamond' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Diamond Body Style' stance. Said action gains +5,000 Melee Attack, and its performer takes 60,000 less Damage from effects that would deal it Damage due to having targeted said action's targets with said action or with attacks that were part of said action.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Fist Hurricane Style- (Stance Ability, Monk) Possessor deals 60,000 additional Air element Damage.
Requires: Elementalist, Aeromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Fist Hurricane Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Fist Hurricane Style' stance. Possessor may use Techniques that require possessor be in 'Fist Hurricane Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Fist Hurricane Style'.
Requires: Fist Hurricane Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Fists of Passion- (Passive Ability, Monk) Possessor gains +250 STR and +250 Melee Attack for each empty weapon slot possessed, Possessor gains 15% Charm Resistance if not afflicted with Confusion
Requires: Monk, Black Belt, Combatant, Enchanter, Diplomat, 15 Base SPI
Cost: 300,000 Gold, 5 Weeks

Flame-Limned War Arts- (Passive Ability, Monk) While possessor is in 'Raging Flame Style' stance, possessor's offensive actions may gain a 50% chance of inflicting Burning.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks

Flame-Stoking Jab-Flurry- (Technique Ability, Monk) Possessor may use 'Flame-Stoking Jab Flurry' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +3,000 Melee Attack and places a debuff on its target that stacks 3 times and lasts 5 rounds that causes instances of Burning (but not Burning's sub-status effects) present on its possessor to deal 1% more of their possessor's HP in Damage.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks

Flame Wheel Kick- (Technique Ability, Monk) Possessor may use 'Flame Wheel Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +6,000 Melee Attack, gains the element Fire, and has its preexisting chances of inflicting Burning increased by 20%.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks

Flashy Lightning-Rain Distraction- (Passive Ability, Monk) If possessor is in 'Lightning Shower Style' stance and targets at least 30 individuals with an Electrical or Air element action, possessor's opponents obtain a non-stacking debuff that provides -30% To Hit that lasts until the end of the round.
Requires: Lightning Shower Style
Cost: 700,000 Gold, 2 Weeks

Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Requires: Monk, 12 Base AGI
Cost: 300,000 Gold, 2 Weeks

Fleet Footed Messenger- (Skill Tree, Monk)
[][][][][]- Possessor gains +5% Dodge for each box marked; each box costs 1 Skill Point
[]- Possessor gains +500 to possessor's turn-order-determining stat sum if the box is marked; the box costs 5 skill points
[]- Possessor may gain an additional action once per battle that may only be a 'Switch Rows' action if the box is marked; the box costs 5 skill points
[]- Possessor may gain an additional action once per battle that may only be a 'Trade' action if the box is marked; the box costs 5 skill points
[]- Once per thread possessor may gain an additional action after completing a 'Trade' action if the box is marked; the box costs 12 skill points
Not for Sale

Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Requires: Gymnast
Cost: 800,000 Gold, 2 Weeks

Flow of Styles- (Passive Ability, Monk) Before each of possessor's actions, possessor may switch from being in one Monk stance it possesses to being in a different Monk stance that it possesses.
Requires: Having mastered four First-Degree Martial Arts, Having mastered two Second-Degree Martial Arts, Having mastered a Third-Degree Martial Art
Cost: 50,000,000 Gold, 2 Weeks

Fly-Snatching Art- (Passive Ability, Monk) Possessor treats targets who are below Level 20 and have more than 30% Dodge as though they possessed 30% Dodge
Not for Sale

Focused Hand- (Technique Ability, Monk) Possessor may use 'Focused Hand' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack becomes solely Physical element.
Requires: Basic Unarmed Technique Attunement
Cost: 80,000 Gold, 3 Weeks

Focused Unarmed Technique Casting- (Passive Ability, Monk) Unarmed Technique spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Unarmed Technique
Requires: Unarmed Technique Casting II, Apprentice Unarmed Technique Attunement
Cost: 60,000 Gold, 2 Weeks

Follow-Up Headbutt- (Active Ability, Monk) This attack is immediately followed by a second attack of the same type that cannot inflict more than 1 hit against 1, deals 1/10 damage, cannot inflict status effects other than Wounded and Fatigued, and does not count Melee Attack bonuses from items, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor is using an Unarmed Technique spell
Not for Sale

Follow-Up Submission Hold- (Technique Ability, Monk) Possessor may use 'Follow-Up Submission Hold' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said attack gains a 5% chance of inflicting Paralysis.
Not for Sale

Follow-Up Throw- (Active Ability, Monk) This attack has a 5% chance of moving one of its targets who is below Level 20 to another row, if said target is moved to the back row from the front row and doing so causes an imbalance in the numbers of individuals in the rows, said individual who was just moved may only be moved to correct the imbalance if all other individuals who could normally be chosen to do so have already been chosen, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor is using an Unarmed Technique spell
Not for Sale

Force-Construct Clone Bodies- (Passive Ability, Monk) At the start of each round, possessor may summon 2 replicated copies of itself; these copies are 5 Levels lower than their creator, cannot acquire buffs, cannot provide allies with constantly-applied increases to stats based on their abilities or equipped items, have 1 Max HP, only possess Temporary copies of items wielded or carried by the individual they are copied from (only being able to acquire replicated versions of non-unique items that are In Stock in the Shop and worth under 60,000,000 Gold), optionally do not possess abilities possessed by the individual they are copied from, (only possess copies of non-unique, base-subtype abilities that are in stock in the Ability Shop that only possess other abilities their possessor possesses as ability prerequities, that are not Adept tier or higher tier abilities), and do not count as being unique, with a max of 5 of these copies summoned, and with these copies being unsummoned if their creator exits 'Glass Assassin Style' stance.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Force Monk- (Passive Ability, Monk) Possessor gains +12,000 uncapped points to all stats if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor gains +60% Dodge, To Hit, and Resilience if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor is Immune to Paralyzed if possessor is in a Monk stance. Possessor's Defense cannot be pierced by sources below Level 60 if possessor is wearing an Aura. Possessor's Resilience cannot be reduced by debuffs or negative status effects if possessor possesses a Force Magic buff. Possessor gains '2 hits against 1' if possessor is wielding a Fist Weapon.
Requires: Forceful Mindcasting, Resolute Spell, Master of Fist Hurricane Style, Master of Glass Assassin Style, Master of Sagacious Keeper Style, Combatant, Armored Martial Arts, Aura-Overloaded Strike, Elemental Aura-Control, Wide Aura Protection, Aura Boxing, Pyroclasmic Aura Damage Boost, Aura of Gifts, Force Armor Battle-Form, Decorporealized Force Channeling, Aeromancer, Pyromancer, Teramancer, Hydromancer, Gymnast, Improved Ki Channeling, Has Undergone More Harsh Training II, Focused Force Magic Casting, Level 40
Cost: 30,000,000 Gold, 5 Weeks

Force Monk Battle Stance- (Stance Ability, Monk) Possessor is additionally in the 'Fist Hurricane Style', 'Glass Assassin Style', and 'Sagacious Keeper Style' Stances, which do not count against the limit of how many Stances possessor may be in
Requires: Force Monk Stance Mastery, Adept Unarmed Technique Attunement
Cost: 30,000,000 Gold, 3 Weeks

Force Monk Stance Mastery- (Passive Ability, Monk) If possessor is in a Monk Stance, possessor may also be in additional Stance, so long as said additional Stance is a Force Mage stance
Requires: Force Monk
Cost: 8,000,000 Gold, 3 Weeks

Formal Cross-Disciplinary Force Monk Education- (Passive Ability, Monk) So long as possessor is not counting the abilities of any of the classes Monk, Force Mage, Combatant, and Auramancer as abilities of any of the other classes Monk, Force Mage, Combatant, and Auramancer for prerequisite purposes, possessor counts as possessing 40 additional Monk, Force Mage, Combatant, and Auramancer abilities for prerequisite purposes.
Requires: Force Monk
Cost: 300,000,000 Gold, 320 Weeks

Form-As-Mist Defense- (Technique Ability, Monk) Possessor may use 'Form-As-Mist Defense' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Ghost Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 10 rounds that provides +70% Dodge and 40% Physical Resistance.
Requires: Ghost Body Style
Cost: 12,000,000 Gold, 2 Weeks

From Mist a Hundred Striking Blows- (Technique Ability, Monk) Possessor may use 'From Mist a Hundred Striking Blows' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Ghost Body Style' stance. Said gains +12,000 Melee Attack, may gain '1 hit against 100' and cannot be Dodged by entities below Level 60.
Requires: Ghost Body Style
Cost: 12,000,000 Gold, 2 Weeks

Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Requires: Mask True Power
Cost: 500,000 Gold, 3 Weeks

Gather Power!- (Technique Ability, Monk) Possessor may use 'Gather Power!' in conjunction with a 'Defend', 'Rest', or 'Meditate' action so long as no other technique is used and possessor has a greater sum of stats than any other individual currently in the same battle. Said action gives its performer +15,000 to all stats as a buff that stacks 5 times.
Not for Sale

Ghost Body Style- (Stance Ability, Monk) Possessor gains 70% Dodge.
Requires: Veilwalker, Deathless One, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Ghost Body Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Scythe while in 'Ghost Body Style' stance. Possessor may use Techniques that require possessor be in 'Ghost Body Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Scythe. Possessor counts as possessing 8 additional Reaper abilities for prerequisite purposes if possessor possesses this ability and 'Master of Ghost Body Style'.
Requires: Ghost Body Style, Warrior, Reaper
Cost: 12,000,000 Gold, 2 Weeks

Ghost-Catching Strike- (Technique Ability, Monk) Possessor may use 'Ghost-Catching Strike' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Ghost Body Style' stance. Said action ignores the Physical Resistance and Immunity of entities below Level 60 and ignores Dodge bonuses granted by Constant Effects named 'Incorporeal'.
Requires: Ghost Body Style
Cost: 12,000,000 Gold, 2 Weeks

Glass Assassin's Poison Hand- (Technique Ability, Monk) Possessor may use 'Glass Assassin's Poison Hand' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +9,000 Melee Attack, deals 900 CON Damage, and has a 200% chance of inflicting an instance of Poison that additionally reduces its possessor's Resilience by 60%.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

Glass Assassin Style- (Stance Ability, Monk) Possessor treats individuals as though their Resilience were 30% lower
Requires: Ninja, Force Mage, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Glass Assassin Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Glass Assassin Style' stance. Possessor may use Techniques that require possessor be in 'Glass Assassin Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Glass Assassin Style'.
Requires: Glass Assassin Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Golden Hand Blocks All Blades- (Technique Ability, Monk) Possessor may use 'Golden Hand Blocks All Blades' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Market's Guiding Hand Style' stance. Said action provides its performer with a non-stacking buff that converts the next 10,000,000 HP worth of Damage that would be dealt to its possessor into Gold Damage (provided its possessor possesses at least 1 Gold).
Requires: Market's Guiding Hand Style
Cost: 50,000,000 Gold, 2 Weeks

Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 2 Weeks

Gorilla-Style Wrestling- (Stance Ability, Monk) Possessor's Strength value is 4,000 points higher when being compared to another entity's Strength value
Not for Sale

Grasping Nettles Within the Spirit- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, whenever an opponent of possessor either leaves possessor's battlespace or moves from the Front Row to the Back Row, possessor may choose to deal that entity 600 Flat Wood element SPI Damage and have a 100% chance of inflicting Pain, Paralyzed, and Stat Drain: SPI Drain on it
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Requires: Orange Belt, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 2 Weeks

Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Requires: Gymnast's Balance, Gymnast's Dexterity, Gymnast's Style, Gymnast's Tumbling
Cost: 300,000 Gold, 4 Weeks

Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks

Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks

Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks

Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks

Hand of Thorns Style- (Stance Ability, Monk) Possessor deals 60,000 additional Wood element Damage.
Requires: Elementalist, Arbormancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Hand of Thorns Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Hand of Thorns Style' stance. Possessor may use Techniques that require possessor be in 'Hand of Thorns Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Hand of Thorns Style'.
Requires: Hand of Thorns Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Hands Shoot Impacts Across All Distance- (Technique Ability, Monk) Possessor may use 'Hands Shoot Impacts Across All Distance' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Bullet Storm Style' stance. Said action gains +12,000 Melee Attack and deals full Damage to targets below Level 60 in the back row.
Requires: Bullet Storm Style
Cost: 12,000,000 Gold, 2 Weeks

Hard Knuckles- (Passive Ability, Monk) Possessor gain +4 Melee Attack if possessor has no weapons equipped
Not for Sale

Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Requires: Basic Unarmed Technique Attunement
Cost: 40,000 Gold, 4 Weeks

Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Requires: Has Undergone Harsh Training
Cost: 150,000 Gold, 6 Weeks

Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Requires: Has Undergone More Harsh Training
Cost: 120,000 Gold, 4 Weeks

Has Undergone More Harsh Training III- (Passive Ability, Monk) +4,000 HP, 10% Resilience, 10% Dodge
Not for Sale

HAUNTED KNEE-BASH- (Technique Ability, Monk) Possessor may use 'HAUNTED KNEE-BASH' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said action gains +3,500 Melee Attack and summons a Ghost from the Enemy List that becomes solely Physical element as a buff that is placed upon it at the time of summoning; Max 10 summoned.
Not for Sale

Heaven-Thunder Punch- (Technique Ability, Monk) Possessor may use 'Heaven-Thunder Punch' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action deals full Damage to individuals below Level 70 in the back row, gains +3,000 Melee Attack, and cannot be countered by individuals below Level 50.
Not for Sale

Highly Capable- (Passive Ability, Monk) Possessor gains +5,000 STR, +5,000 AGI, +5,000 CON, +5,000 MIN, and +5,000 SPI, Possessor gains 100% Stat Drain Resistance, Possessor counts as possessing three additional abilities (including for prerequisite purposes) in each class that possessor possesses at least one ability in
Not for Sale

Himmarantz Charges and Can't Be Stopped- (Technique Ability, Monk) Possessor may use 'Himmarantz Charges and Can't Be Stopped' in conjunction with a 'Melee Attack' or 'Charge' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Himmarantz Style' stance. Said action gains +400 Melee Attack, may move its performer to the front row, and cannot be cancelled by sources below Level 20.
Requires: Himmarantz Style
Cost: 200,000 Gold, 2 Weeks

Himmarantz Has More Legs Than You- (Technique Ability, Monk) Possessor may use 'Himmarantz Moves Has More Legs Than You' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Himmarantz Style' stance. Said action gains +400 Melee Attack, gains a 15% chance of inflicting Confusion, gains +15% To Hit, and checks its miss chance twice, checking it an additional time against targets who either have lower MIN than its performer's AGI or that are afflicted with Confusion.
Requires: Himmarantz Style
Cost: 200,000 Gold, 2 Weeks

Himmarantz Moves In Circles Swiftly- (Technique Ability, Monk) Possessor may use 'Himmarantz Moves In Circles Swiftly' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Himmarantz Style' stance. Said action gains +400 Melee Attack, moves its performer to the front row then the back row then the front row then the back row then the front row then the back row then the front row, and increases its performer's Dodge by +15% until the end of the round as a non-stacking buff.
Requires: Himmarantz Style
Cost: 200,000 Gold, 2 Weeks

Himmarantz Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 AGI.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Himmarantz Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Ranged Attack if wielding a Bailartix while in 'Himmarantz Style' stance. Possessor may use Techniques that require possessor be in 'Himmarantz Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bailartix. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bailartix and in 'Himmarantz Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bailartix and is in 'Himmarantz Style' stance. Possessor counts as possessing 8 additional Soldreidrethanoi abilities for prerequisite purposes if possessor possesses this ability and 'Master of Himmarantz Style'.
Requires: Himmarantz Style, Warrior, Soldreidrethanoi
Cost: 200,000 Gold, 2 Weeks

Hopping Offensive- (Technique Ability, Monk) Possessor may use 'Hopping Offensive' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+200 Melee Attack and deals full Damage to targets below Level 40 in the back row) if targeting a single opposing target.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Horse's Flashing Kicks- (Technique Ability, Monk) Possessor may use 'Horse's Flashing Kicks' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Horse Style' stance. Said action gains +400 Melee Attack, and the Dodge chances of its targets are reduced by 15% against it.
Requires: Horse Style
Cost: 200,000 Gold, 2 Weeks

Horse Cardio- (Passive Ability, Monk) While possessor is in 'Horse Style' stance, possessor gains +500 CON, +5% Resilience, +5,000 HP, and 50% Fatigued Resistance.
Requires: Horse Style
Cost: 200,000 Gold, 2 Weeks

Horse Style- (Stance Ability, Monk) Possessor gains +5% Resilience and +500 CON.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Horse Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Polearm while in 'Horse Style' stance. Possessor may use Techniques that require possessor be in 'Horse Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Polearm. Possessor counts as possessing 8 additional Dragoon abilities for prerequisite purposes if possessor possesses this ability and 'Master of Horse Style'.
Requires: Horse Style, Warrior, Dragoon
Cost: 200,000 Gold, 2 Weeks

Howling Rage- (Technique Ability, Monk) Possessor may use 'Howling Rage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action's performer gains a buff at the start of said action that stacks 3 times that lasts 5 rounds that provides +500 Melee Attack, +500 STR, and +5% Critical.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks

Hundred-League Force-Leap- (Active/Passive Ability, Monk) If possessor has a Force Magic buff, possessor deals full Damage to targets below Level 60 in the back row, may make 'Melee Attack' and 'Melee Overdrive' actions from the back row, cannot be prevented from entering or leaving battlespaces by sources below Level 60, and may spend an action to move to a different existing battlespace so long as no entity of Level 60 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Requires: Adept Unarmed Technique Attunement, Unstoppable Perfected Force-Infused Body
Cost: 15,000,000 Gold, 2 Weeks

Hyped-Up Punch With Crazy Windmill Windup- (Technique Ability, Monk) Possessor may use 'Hyped-Up Punch With Crazy Windmill Windup' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action is delayed 5 rounds and gains +1 Melee Attack.
Not for Sale

Icecube Knuckle- (Technique Ability, Monk) Possessor may use 'Icecube Knuckle' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Hefty Fist' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +3,000 Melee Attack (which may be incorporated into a 'Hefty Fist' action), becomes solely the element Ice, and gains a 30% chance of inflicting Frozen: Cubed.
Not for Sale

Improved Defensive Combat Training- (Passive Ability, Monk) +200 Defense
Requires: Has Undergone Harsh Training, Defensive Combat Training
Cost: 100,000 Gold, 2 Weeks

Improved Defensive Fighting- (Passive Ability, Monk) Possessor gains +1,000 Defense if possessor has been attacked during this thread
Requires: Defensive Stance, Attack-Deflection Training
Cost: 300,000 Gold, 2 Weeks

Improved Ki Channeling- (Passive Ability, Monk) Possessor gains +300 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 500 less MP for possessor to cast
Requires: Basic Ki Use, Awareness of Energy Chakras
Cost: 300,000 Gold, 2 Weeks

Inconsiderate Bodyslam Maneuver- (Technique Ability, Monk) Possessor may use 'Inconsiderate Bodyslam Maneuver' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +75 Melee Attack, gains a 25% chance of inflicting Confusion: Stun, may move targets below Level 40 to a different row of its caster's choice in the same row-order formation, and gains a 50% chance of inflicting Confusion: Enraged.
Not for Sale

Inferno Explosion Strike- (Technique Ability, Monk) Possessor may use 'Inferno Explosion Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action is Fire element, and possessor is in 'Raging Flame Style' stance. Said action deals 60,000 additional Damage and gains '1 hit against 60'.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks

Inferno-Soul Essence Conversion- (Technique Ability, Monk) Possessor may use 'Inferno-Soul Essence Conversion' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gives its performer a non-stacking buff that converts no more than a total (Possessor's Level * 1,000) points of CON, MIN, and SPI into an equal number of points distributed between STR, AGI, and SPI.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Interdimensional Basketball Skills- (Active/Passive Ability, Monk) Possessor may spend an action to trade an item to an entity in any battlespace, Possessor gains +15% To Hit
Not for Sale

Irate Mongoose Stance- (Stance Ability, Monk) Possessor gains Venom Immunity and Poison Immunity, Whenever an individual conducts an action that targets possessor that has a chance of inflicting Venom or Poison on possessor, possessor gains a buff that stacks 5 times that gives possessor +5,000 Melee Attack against said individual and adds the infliction of a non-stacking debuff to possessor's actions against said individual that makes said individual unable to inflict Poison or Venom
Not for Sale

Jester Monkey's Deadly Blow- (Technique Ability, Monk) Possessor may use 'Jester Monkey's Deadly Blow' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack, and its chances of inflicting minor negative status effects are raised by 15%.
Requires: Monkey Style
Cost: 200,000 Gold, 2 Weeks

Kangaroo's Defensive Hopping- (Technique Ability, Monk) Possessor may use 'Kangaroo's Defensive Hopping' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Kangaroo Style' stance. Said action provides its performer with a non-stacking buff that provides +20% Dodge until the end of the round.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Kangaroo's Flashing Kicks- (Technique Ability, Monk) Possessor may use 'Kangaroo's Flashing Kicks' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+300 Melee Attack and '2 hits against 1 against opponents') if targeting a single opposing target.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Kangaroo K.O.- (Technique Ability, Monk) Possessor may use 'Kangaroo K.O.' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+500 Melee Attack, a 30% chance of inflicting Fatigued: Knocked Out, and a 50% chance of inflicting Fatigued: Stun) if targeting a single opposing target.
Requires: Kangaroo Style
Cost: 200,000 Gold, 2 Weeks

Kangaroo Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +5% To Hit.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Kangaroo Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Kangaroo Style' stance. Possessor may use Techniques that require possessor be in 'Kangaroo Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Kangaroo Style'.
Requires: Kangaroo Style, Warrior, Combatant
Cost: 200,000 Gold, 2 Weeks

Ki Burst- (Passive Ability, Monk) Up to three times per battle, once per round, at the beginning of a round, possessor may choose to gain +5,000 MP, +100 Melee Attack, +100 STR, +100 AGI, and +100 SPI until the end of the round
Not for Sale

Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Requires: Ki Strike, Awareness of Energy Chakras
Cost: 200,000 Gold, 2 Weeks

Kickass Kickboxer- (Passive Ability, Monk) +757,333 Melee Attack unless an opponent is Level 64 or greater, in which case the bonus is halved, Wielder always counts as both wielding a weapon and not wielding a weapon, whichever is more convenient
Not for Sale

Ki-Empowered Stance- (Stance Ability, Monk) Possessor obtains +200 STR, AGI, CON, and Melee Attack while in this stance if possessor is not a 0 MP
Not for Sale

Ki Energy Projection- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor may, before or after any action, remove a stacked instance of said buff to gain +500 Ranged Attack for the remainder of the round as a buff that stacks 5 times
Requires: Ki Charge
Cost: 200,000 Gold, 2 Weeks

Ki-Enhanced Movement- (Passive Ability, Monk) Possessor gains +100 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor's Current MP is above 50% of possessor's Max MP
Not for Sale

Ki Flight- (Passive Ability, Monk) Possessor obtains +300 AGI and 15% Earth Resistance if possessor's Current MP is above 50% of possessor's Max MP
Not for Sale

Ki-Igniting Strike- (Technique Ability, Monk) Possessor may use 'Ki-Igniting Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 200% chance of inflicting Overload: Unbalanced Essence, and gains a 200% chance of inflicting an instance of Burning that deals Ki-element Damage and that possesses no natural per-round recovery chance but that can apply Defense against the element Fire or the element Ki against the Damage it deals.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Ki Levitation- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor gains 15% Dodge
Requires: Ki Charge
Cost: 100,000 Gold, 2 Weeks

Ki-Powered Casting- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor may remove a stacked instance of said buff to make any one spell possessor is casting cost 500 less MP to cast, with a max of 5 such stackings being removed per spell
Requires: Ki Charge
Cost: 100,000 Gold, 2 Weeks

Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Requires: Basic Ki Use
Cost: 100,000 Gold, 2 Weeks

Ki-Warp Fist-Barrage- (Technique Ability, Monk) Possessor may use 'Ki Teleportation Fist-Barrage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Awakened Battle Aura Style' stance. Said action counts as coming from a source in the same row as each of its targets (with respect to each target individually), gains '5 hits against 20,000', and gains +100% To Hit.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Learned How to Fight From Roy Belwoo- (Passive Ability, Monk) Possessor can't be hit by sources below Level 60 if possessor is Sonic element, but possessor can't Dodge Fate element actions from sources above Level 80 unless possessor has an equipped Transformation named 'Lightspeed Motorcycle'
Not for Sale

Lightning Shower Style- (Stance Ability, Monk) Possessor gains +6,000 AGI and 140% To Hit.
Requires: Elementalist, Aeromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Lightning Shower Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Ranged Attack if wielding a Bow while in 'Lightning Shower Style' stance. Possessor may use Techniques that require possessor be in 'Lightning Shower Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Lightning Shower Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Lightning Shower Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Lightning Shower Style'.
Requires: Lightning Shower Style, Warrior, Archer
Cost: 700,000 Gold, 2 Weeks

Lightning Strikes Across the Battlefield- (Technique Ability, Monk) Possessor may use 'Lightning Strikes Across the Battlefield' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Lightning Shower Style' stance. Said action gains +5,000 Melee Attack, the element Electrical, and either '1 hit against 100' or '1 hit against all entities below Level 40 on target side of battle).
Requires: Lightning Shower Style
Cost: 700,000 Gold, 2 Weeks
Manly Arms- (Passive Ability, Monk) Possessor gains +500 STR
Not for Sale

Mage-Devouring Strike- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and destroys up to 5 base Spell subtype spells (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) equipped by each target that are worth under 60,000,000 Gold and are non-unique, and, for each such spell it successfully destroys in this manner, it deals 240,000 additional Damage to the target.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

♢Mammothine Constitution- (Passive Ability, Monk) Possessor obtains +5,000 CON, Possessor obtains +1 Base CON if possessor's Fame is greater than the Fame of all opponents
Not for Sale

♢Mammothine Strength- (Passive Ability, Monk) Possessor obtains +5,000 STR, Possessor obtains +1 Base STR if possessor's Fame is greater than the Fame of all opponents
Not for Sale

Mantis-Arm Dismembering Blow- (Technique Ability, Monk) Possessor may use 'Mantis-Arm Dismembering Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Mantis Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Wounded: Maimed; it applies a debuff that stacks 2 times that removes a weapon slot to targets below Level 40 that do not possess Wounded or Wounded: Maimed Resistance or Immunity.
Requires: Mantis Style
Cost: 200,000 Gold, 2 Weeks

Mantis Execution- (Technique Ability, Monk) Possessor may use 'Mantis Execution' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Mantis Style' stance. Said action gains +500 Melee Attack and +5% Critical; if it is a Critical, it has a 30% chance of inflicting Instant Death on targets below Level 40.
Requires: Mantis Style
Cost: 200,000 Gold, 2 Weeks

Mantis Kills Its Former Lover- (Technique Ability, Monk) Possessor may use 'Mantis Kills Its Former Lover' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Mantis Style' stance. Said action gains +500 Melee Attack against and deals Double Damage to (to a max of 30,000,000 additional Damage) entities that formerly had afflicted its performer with Charm or any of Charm's sub-status effects.
Requires: Mantis Style
Cost: 200,000 Gold, 2 Weeks

Mantis's Precision- (Passive Ability, Monk) While possessor is in 'Mantis Style' stance, possessor gains +5% Critical and +5% To Hit.
Requires: Mantis Style
Cost: 200,000 Gold, 2 Weeks

Mantis Preys Upon the Insect- (Technique Ability, Monk) Possessor may use 'Mantis Preys Upon the Insect' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Mantis Style' stance. Said action gains +300 Melee Attack and +15% To Hit.
Requires: Mantis Style
Cost: 200,000 Gold, 2 Weeks

Mantis Style- (Stance Ability, Monk) Possessor gains +5% Critical and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Mantis Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Scythe while in 'Mantis Style' stance. Possessor may use Techniques that require possessor be in 'Mantis Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Scythe. Possessor counts as possessing 8 additional Reaper abilities for prerequisite purposes if possessor possesses this ability and 'Master of Mantis Style'.
Requires: Mantis Style, Warrior, Reaper
Cost: 200,000 Gold, 2 Weeks

Mantra of the Diamond Body- (Technique Ability, Monk) Possessor may use 'Mantra of the Diamond Body' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 4 rounds that provides (Poison Immunity, Diseased Immunity, Impaired Immunity, Stat Drain Immunity, and Fatigued Immunity') against sources below Level 40.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Martial Artist (2)- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Requires: Monk, Black Belt
Cost: 500,000 Gold, 5 Weeks

Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 1 Week

Martial Defense Mastery- (Passive Ability, Monk) Possessor is Immune to individuals below Level 20
Requires: Level 30, Has Undergone More Harsh Training II, Monk's Build, Improved Defensive Fighting, Martial Artist, Melee Dodging, Tough
Cost: 500,000 Gold, 2 Weeks

Market's Guiding Hand Style- (Passive Ability, Monk) Possessor gains +100,000,000 Defense against Gold Damage and gains the element Commerce.
Requires: World Merchant, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks

Market's Guiding Hand Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Bailartix while in 'Unconquered Master Style' stance. Possessor may use Techniques that require possessor be in 'Market's Guiding Hand Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bailartix. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bailartix and in 'Market's Guiding Hand Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bailartix and is in 'Market's Guiding Hand Style' stance. Possessor counts as possessing 8 additional Soldreidrethanoi abilities for prerequisite purposes if possessor possesses this ability and 'Master of Market's Guiding Hand Style'.
Requires: Market's Guiding Hand Style, Adept Warrior, Adept Bailartix Training
Cost: 50,000,000 Gold, 2 Weeks

Mask Not-Beekeeping Self- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose all Not Beekeeper abilities for the duration of the thread, with this loss not being a buff or debuff and removing the abilities from the thread entirely
Requires: Mask True Power, Meditate to Harmonize the Soul with the Hive and Chill Out to Stop Hatin' on those Bees
Cost: 750,000 Gold, 2 Weeks

Master of Absolute Inferno-Soul Style- (Passive Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage). Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Debilitation-Burning Essence Conflagration, Final Pyrestrike, Inferno-Soul Essence Conversion, Ki-Igniting Strike, Pattern-Holocaust Strike
Cost: 100,000,000 Gold, 2 Weeks

Master of Anemone Style- (Passive Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack while in 'Anemone Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Anemone and Clownfish Work in Concert, Anemone Extends to Reach Its Foe, Anemone Sting, Anemone Thrashing, Anemone's Tendrils Ensnare Its Prey
Cost: 500,000 Gold, 2 Weeks

Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Arcana-Ripper, Arcane Assassin, Mage-Devouring Strike, Rush from Within the Pattern, Spelltalon Strike
Cost: 25,000,000 Gold, 2 Weeks

Master of Archerfish Style- (Passive Ability, Monk) Possessor gains +5% To Hit and +5% Critical while in 'Archerfish Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Archerfish Strikes and Hits the Sky, Archerfish Strikes From Within The Water, Bird-Grounding Strike, Lurking Archerfish Poise, Strikes Which Hit Tiny Targets
Cost: 500,000 Gold, 2 Weeks

Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Automatic Ki-Dodge, Awakened Aura-Waves, Ki-Warp Fist-Barrage, Supercharge Ki, Unyielding Awakened Soul
Cost: 100,000,000 Gold, 2 Weeks

Master of Bat Style- (Passive Ability, Monk) Possessor gains +500 SPI and +5% To Hit while in 'Bat Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Requires: Enemy-Locating Shout, Nocturnal Predator's Claw, Vampire Kisses Oh-So Softly, Ears of Bat, Bat Fights Within the Night
Cost: 500,000 Gold, 2 Weeks

Master of Bee Style- (Passive Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack while in 'Bee Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Bee Defends Its Hive, Bee Drives In Its Stinger, Bee Sting, Bumbling Bee Defensive Ruse, Swarm of Martial Blows
Cost: 500,000 Gold, 2 Weeks

Master of Boar Style- (Passive Ability, Monk) Possessor gains +500 STR and +500 Melee Attack while in 'Boar Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Boar Charge, Boar-Rage Mind-Focusing, Boar's Pitching Thrust, Strength of the Boar, Belligerent Striking Stomp
Cost: 500,000 Gold, 2 Weeks

Master of Bullet Storm Style- (Passive Ability, Monk) Possessor gains +70% To Hit while in 'Bullet Storm Style' stance, possessor counts as possessing 7 additional Gunslinger abilities and 7 additional Conjurer abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Million-Bullet Body Rush, Relentless Gatling-Fist, Hands Shoot Impacts Across All Distance, Silver Bullet Strike, Pressure-Point Fist-Sniper
Cost: 25,000,000 Gold, 2 Weeks

Master of Crane Style- (Passive Ability, Monk) Possessor gains +500 SPI and +500 Defense while in 'Crane Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Wingspan of the Crane, Crane Takes Flight, Crane Wing Shield, Crane Goes Fishing, Crane's Elongated Kick
Cost: 500,000 Gold, 2 Weeks

Master of Crushing Wave Style- (Passive Ability, Monk) Possessor gains +6,000 CON and +40% To Hit while in 'Crushing Wave Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Requires: Waveburst Strike, Crushing Wave Swallows All, Wave Does Not Break, Wave Rush, Endurance of the Ocean
Cost: 1,000,000 Gold, 2 Weeks

Master of Diamond Body Style- (Passive Ability, Monk) Possessor gains +6,000 Defense and +40% Resilience while in 'Diamond Body Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Requires: Fist As Hard As Diamond, Perfection of the Diamond Body, Diamond Body Shield, Mantra of the Diamond Body, Diamond Body Without Flaw
Cost: 1,000,000 Gold, 2 Weeks

Master of Dog Style- (Passive Ability, Monk) Possessor gains +5% To Hit, +5% Dodge, +5% Critical, and +5% Resilience while in 'Dog Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Dog Fetches Stick, Dog Herds Sheep Thoroughly, Dog Guards His Master Faithfully, Dog Protects His House From All Intruders, Dog Wags His Tail
Cost: 500,000 Gold, 2 Weeks

Master of Fist Hurricane Style- (Passive Ability, Monk) Possessor deals 60,000 additional Air element Damage while in 'Fist Hurricane Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Blastwave Punch, Constant Deflecting Storm of Palms, Thousand-Handed Flurry, Triumphant Wind-Wave Kick, Wind-borne Punches
Cost: 1,000,000 Gold, 2 Weeks

Master of Ghost Body Style- (Passive Ability, Monk) Possessor gains +70% Dodge while in 'Ghost Body Style' stance, possessor counts as possessing 7 additional Veilwalker abilities and 7 additional Deathless One abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes
Requires: Reaper's Step Passes All, Form-As-Mist Defense, Ghost-Catching Strike, From Mist a Hundred Striking Blows, Ultimate Ghost Body Defense
Cost: 25,000,000 Gold, 2 Weeks

Master of Glass Assassin Style- (Passive Ability, Monk) Possessor may treat individuals as though their Resilience were 30% lower, possessor counts as possessing 7 additional Force Mage abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Body-Shattering Splinterstrike, Brittle Meditation, Force-Construct Clone Bodies, Glass Assassin's Poison Hand, Transparent Force-Body
Cost: 25,000,000 Gold, 2 Weeks

Master of Hand of Thorns Style- (Passive Ability, Monk) Possessor deals 60,000 additional Wood element Damage, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Aura of Bitter Brambles, Grasping Nettles Within the Spirit, Thorns-Upon-Pressure-Points Strike, Thorn-Vine Arm-Lash, Vampiric Bush Delivers Beatings
Cost: 1,000,000 Gold, 2 Weeks

Master of Himmarantz Style- (Passive Ability, Monk) Possessor gains +500 CON and +500 Melee Attack while in 'Himmarantz Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Battle Momentum Buildup, Himmarantz Charges and Can't Be Stopped, Himmarantz Has More Legs Than You, Himmarantz Moves In Circles Swiftly, Style Based Off A Weird Animal From A Burning Mountain In Some Other Dimension
Cost: 500,000 Gold, 2 Weeks

Master of Horse Style- (Passive Ability, Monk) Possessor gains +5% Resilience and +500 CON while in 'Horse Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Endless Gallop, Horse's Flashing Kicks, Overwhelming Trample, Running Across the Land, Horse Cardio
Cost: 500,000 Gold, 2 Weeks

Master of Kangaroo Style- (Passive Ability, Monk) Possessor gains +5% Dodge and +5% To Hit while in 'Kangaroo Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Requires: Kangaroo's Flashing Kicks, Kangaroo's Defensive Hopping, Kangaroo K.O., Hopping Offensive, Belligerent Kicking
Cost: 500,000 Gold, 2 Weeks

Master of Lightning Shower Style- (Passive Ability, Monk) Possessor gains +6,000 AGI and +40% To Hit while in 'Lightning Shower Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Requires: Ceaseless Lightning Deluge, Disciple of Spring's Air, Flashy Lightning-Rain Distraction, Lightning Strikes Across the Battlefield, Skay's Lightning Transmutation
Cost: 1,000,000 Gold, 2 Weeks

Master of Mantis Style- (Passive Ability, Monk) Possessor gains +5% Critical and +500 Melee Attack while in 'Mantis Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Mantis Execution, Mantis-Arm Dismembering Blow, Mantis's Precision, Mantis Preys Upon the Insect, Mantis Kills Its Former Lover
Cost: 500,000 Gold, 2 Weeks

Master of Many Styles- (Passive Ability, Monk) Monk abilities that are stances whose name ends in 'Style', Monk abilities that are passive whose name begins with 'Master of' and ends with 'Style', Monk abilities that are passive whose name ends with 'Style Weapon Addition', and Monk abilities that have a single prerequisite that is a Monk ability whose name ends with 'Style' all cost possessor 1 less Week to learn (to a minimum of 1 Week).
Requires: Having mastered eight First-Degree Martial Arts, Having mastered four Second-Degree Martial Arts, Having mastered two Third-Degree Martial Arts, Having mastered a Fourth-Degree Martial Art
Cost: 200,000,000 Gold, 2 Weeks

Master of Market's Guiding Hand Style- (Passive Ability, Monk) Possessor gains +100,000,000 Defense against Gold Damage while in 'Market's Guiding Hand Style' stance, possessor counts as possessing 7 additional World Merchant abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Blood Is Money Equivalence, Golden Hand Blocks All Blades, Uneven Transaction Strike, Wound-Exchanging Blow, Blood Money Corpse-Seizure Fighting Art
Cost: 100,000,000 Gold, 2 Weeks

Master of Monkey Style- (Passive Ability, Monk) Possessor gains +5% Dodge and +500 Melee Attack while in 'Monkey Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Monkey's Trick, Monkey Leap, Monkey Gymnastics, Monkey Backflip Strike, Jester Monkey's Deadly Blow
Cost: 500,000 Gold, 2 Weeks

Master of Oracle's Iris Style- (Passive Ability, Monk) Possessor gains +70% To Hit while in 'Oracle's Iris Style' stance, possessor counts as possessing 7 additional Diviner abilities and 7 additional Shrine Maiden abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Revelation-Mirror Blow, Awakened Mind Guiding Hand, Third-Eye Inevitable Strike, Blinding the Supernal, Oracular Combat Practices
Cost: 25,000,000 Gold, 2 Weeks

Master of Panda Style- (Passive Ability, Monk) Possessor gains +500 CON and +5,000 HP while in 'Panda Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Panda Delivers Pain Via Takeout, Panda Is Too Old for This Shit, Panda Reminds You That It's a Bear, Panda Snacks Mid-Battle, Panda Vanishes and Goes Extinct
Cost: 500,000 Gold, 2 Weeks

Master of Raging Flame Style- (Passive Ability, Monk) Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Inferno Explosion Strike, Flame-Limned War Arts, Flame Wheel Kick, Flame-Stoking Jab Flurry, Exhale Shield of Blistering Flames
Cost: 1,000,000 Gold, 2 Weeks

Master of Sagacious Keeper Style- (Passive Ability, Monk) Spells cost possessor 240,000 less MP to cast, possessor counts as possessing 7 additional Wizard abilities and 7 additional Force Mage abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Arcane Body Reinforcement, Arcane Pattern Fist, Defensive Knockdown Force-Wave, Demon-Sealing Impact, Mind-Clearing Head Rap
Cost: 25,000,000 Gold, 2 Weeks

Master of Scorpion Style- (Passive Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack while in 'Scorpion Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Scorpion Defly Jabs Its Foes, Scorpion Sting, Scorpion-Inspired Attack-Delivery, Scorpion's Dance of Claws, Scorpion's Precision
Cost: 500,000 Gold, 2 Weeks

Master of Snake Style- (Passive Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack while in 'Snake Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Serpent's Fang, Poison-Amplifying Combat Techniques, Snake Crawls Low Upon the Ground, Snake Strikes Lethally Without Remorse, Fangs Draw Blood From Unwary Prey
Cost: 500,000 Gold, 2 Weeks

Master of Sudden Wind Style- (Passive Ability, Monk) Possessor gains +6,000 AGI and +40% To Hit while in 'Sudden Wind Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Requires: Wind's Direction's Sudden Shift, Wind Becomes Gale, Body as Wind for a Moment, Mighty Exhalation, Ceaseless Wind Beatdown
Cost: 1,000,000 Gold, 2 Weeks

Master of Tempest of WHEEEEEEE! Style- (Passive Ability, Monk) Possessor may inflict a minor positive status effect on itself at the start of each of its actions while in 'Tempest of WHEEEEEEE! Style' stance, possessor counts as possessing 7 additional Smiling Drifter abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Mighty Storm of Fanstastacular Blows, This-Is-Fun Encore Assault, Dancing-Around-Disasters Defense, Blissful Combatant's Flow, Body-As-Laughing-Whirlwind Assumption
Cost: 100,000,000 Gold, 2 Weeks

Master of Tiger Style- (Passive Ability, Monk) Possessor gains +500 STR and +500 Melee Attack while in 'Tiger Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Tiger's Claws, Tiger's Aquatic Combat Prowess, Tiger's Fury, Tiger Pounce, Tiger's Rending Blow
Cost: 500,000 Gold, 2 Weeks

Master of Tortoise Style- (Passive Ability, Monk) Possessor gains +5% Resilience and +500 Defense while in 'Tortoise Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Tortoise Shell Slam, Tortoise's Defenses, Tortoise Hides Within Its Shell, Tortoise's Shell Weathers Elements, Implacable Tortoise Footsteps
Cost: 500,000 Gold, 2 Weeks

Master of Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats while in 'Unconquered Master Style' stance, possessor counts as possessing 7 additional Living Legend abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Single Killing Blow, Shield of Living Legends, Army-Destroying Strike, Final Triumph Impact, Body of Legends
Cost: 100,000,000 Gold, 2 Weeks

Master of Wolf Style- (Passive Ability, Monk) Possessor gains +500 STR and +5% To Hit while in 'Wolf Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Requires: Blades of the Wolf Pack, Wolf Takedown, Howling Rage, Wolf Hunts With Allies, Wolf's Sudden Lunge
Cost: 500,000 Gold, 2 Weeks

Master of Yak Style- (Passive Ability, Monk) Possessor gains +400 to all stats while in 'Yak Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Yak Charges Flawlessly Across the Mountains, Yak Draws Upon Inner Power, Yak Outmaneuvers Your Wiley Tricks, Yak Stands Triumphant and Undaunted, Yak Style Defeats All Others
Cost: 500,000 Gold, 2 Weeks

Meditate to Harmonize the Soul with the Buzz of the Hive and Chill Out to Stop Hatin' on those Bees- (Technique Ability, Monk) Possessor may use 'Meditate to Harmonize the Soul with the Hive and Chill Out to Stop Hatin' on those Bees' in conjunction with a 'Meditate' action so long as no other technique is used. Said action gives its performer a buff that removes the text of any number of its performer's Not Beekeeper abilities.
Requires: Not-Beekeeper, Meditate
Cost: 3,500,000 Gold, 3 Weeks

Meditation of Resurgent Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Resurgent Forces' in conjunction with a 'Meditate' action so long as no other technique is used. User replicates an instance of each non-Overcrash, non-Unique Force Magic buff that was present on caster that came from a source equal to or lower Level than user that was present on user at any point during the previous round, with such replicating buffs being replicated in the state of their initial application.
Requires: Enlightened Dynamism
Cost: 200,000,000 Gold, 3 Weeks

Meditation Upon Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Forces' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Force equipped, and possessor possesses a Force Magic buff. Said action gives its possessor a non-stacking buff that makes its possessor solely the non-Universe elements of one of the Forces its performer is at the time of the buff's creation (with said choice being made at the time of the buff's creation) and that allows its possessor to change the elements of any action, attack, or instance of Damage its possessor deals that involves a Force Magic or Unarmed Technique spell to solely those elements.
Requires: Enlightened Dynamism, Controller
Cost: 60,000,000 Gold, 2 Weeks

Meditative Assumption of Meditative Assumptions- (Stance Ability, Monk) Possessor may be in 4 additional Stances, provided each additional Stance has a name that includes 'Meditative Assumption'
Not for Sale

Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
Requires: Apprentice Unarmed Technique Attunement
Cost: 450,000 Gold, 3 Weeks

Memories of an Excellent Sensei- (Passive Ability, Monk) The first time per thread that possessor would be killed due to HP loss by a source at or below Level 20, possessor is instead not killed and placed at 1 HP
Not for Sale

Mighty Exhalation- (Technique Ability, Monk) Possessor may use 'Mighty Exhalation' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Sudden Wind Style' stance. Said action gains a 60% chance of inflicting Fatigued: Prone on up to 60 targets on a single side of battle at either its beginning or its end.
Requires: Sudden Wind Style
Cost: 700,000 Gold, 2 Weeks

Mighty Storm of Fanstastacular Blows- (Technique Ability, Monk) Possessor may use 'Mighty Storm of Fanstastacular Blows' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tempest of WHEEEEEEE! Style' stance. Said action gains +1,000,000 Melee Attack and deals 10,000,000 additional Damage per positive status effect (including sub-status effects) possessed by its performer, to a max of 12 such effects.
Requires: Tempest of WHEEEEEEE! Style
Cost: 50,000,000 Gold, 2 Weeks

Million-Bullet Body-Rush- (Technique Ability, Monk) Possessor may use 'Million Bullet Body-Rush' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Bullet Storm Style' stance. Said action gains +12,000 Melee Attack, gains +70% To Hit, gains '1 hit against 100,000', and counts as involving 10 additional Ammo accessories.
Requires: Bullet Storm Style
Cost: 12,000,000 Gold, 2 Weeks

Mind-Clearing Head Rap- (Active Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor may spend an action to have a 100% chance of curing target of Confusion, Charm, Insanity (but not its sub-status effects), and Dominion (but not its sub-status effects).
Requires: Sagacious Keeper Style
Cost: 12,000,000 Gold, 2 Weeks

Minor Acrobatics Practice- (Passive Ability, Monk) +15 AGI
Not for Sale

Mirror-Palm- (Technique Ability, Monk) Possessor may use this technique in conjunction with a 'Defend', 'Guard Other', or 'Guard Back Rank' action, so long as possessor possesses at least one open Weapon slot and no other technique is used. Possessor, as part of said action, gains a 20% chance of Reflecting actions from sources below Level 20 until the end of the round as a non-stacking buff.
Requires: Focused Hand, Ki Charge, Defensive Fighting, Deflective Stance
Cost: 200,000 Gold, 2 Weeks

Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities
Cost: 125,000 Gold, 4 Weeks

Monk's Build- (Passive Ability, Monk) Possessor gains +200 CON, +200 AGI, +200 STR, and +2,000 HP
Requires: Brawny, Toned Body, Level 5
Cost: 200,000 Gold, 2 Weeks

Monkey Backflip Strike- (Technique Ability, Monk) Possessor may use 'Monkey Backflip Strike' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +200 Melee Attack, and its performer is moved to the back row at the end of it.
Requires: Monkey Style
Cost: 200,000 Gold, 2 Weeks

Monkey Gymnastics- (Technique Ability, Monk) Possessor may use 'Monkey Gymnastics' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Monkey Style' stance. Said action gives its performer a non-stacking buff that lasts 10 rounds and provides +10% Dodge.
Requires: Monkey Style
Cost: 200,000 Gold, 2 Weeks

Monkey Leap- (Technique Ability, Monk) Possessor may use 'Monkey Leap' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack and deals full Damage to entities below Level 40 in the back row.
Requires: Monkey Style
Cost: 200,000 Gold, 2 Weeks

Monkey Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Monkey Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack and +400 Magical Attack if wielding a Staff while in 'Monkey Style' stance. Possessor may use Techniques that require possessor be in 'Monkey Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Staff. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Staff and in 'Monkey Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Magical Attack' action if possessor is wielding a Staff and is in 'Monkey Style' stance. Possessor counts as possessing 8 additional Sage abilities for prerequisite purposes if possessor possesses this ability and 'Master of Monkey Style'.
Requires: Monkey Style, Warrior, Sage
Cost: 200,000 Gold, 2 Weeks

Monkey's Trick- (Technique Ability, Monk) Possessor may use 'Monkey's Trick' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack and may not be countered by entities below Level 40.
Requires: Monkey Style
Cost: 200,000 Gold, 2 Weeks

Mr. Gray- (Passive Ability, Monk) Possessor gains +500 unmodified STR and +500 unmodified CON, Possessor gains +50,000 HP, Possessor is immune to STR Damage and CON Damage from lower Level sources that are below Level 100, Possessor may choose, at the beginning of any thread, to gain up to 5 entity subtypes that possessor possesses abilities named 'Assumption of the Essence of the <Subtype Name Here>' for
Not for Sale

Mr. Purple- (Passive Ability, Monk) Possessor gains +500 unmodified SPI, Possessor gains +50,000 HP, Possessor is immune to SPI Damage from lower Level sources that are below Level 100, Possessor may inflict Charm or Charm: Lovestruck on up to 5 opponents that are no more than 19 Levels greater than possessor at the start of each round
Not for Sale

Muscular- (Passive Ability, Monk) Possessor gains +200 STR and +50 CON
Requires: Brawny
Cost: 100,000 Gold, 2 Weeks

Muscular Legs- (Passive Ability, Monk) Possessor gains +50 Unmodified AGI and +50 Unmodified STR
Not for Sale

North Pole Haymaker- (Technique Ability, Monk) Possessor may use 'North Pole Haymaker' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Hefty Fist' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +5,000 Melee Attack (which may be incorporated into a 'Hefty Fist' action), gains the elements Physical and Ice, and gains a 55% chance of inflicting Fatigued: Knocked Out.
Not for Sale

Napalm Punch- (Technique Ability, Monk) Possessor may use 'Napalm Punch' in conjunction with a 'Melee Attack' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action gains the element Fire, gains +300 Melee Attack, and gains a 50% chance of inflicting an instace of Bruning that (cannot be cured by sources below Level 30 for 5 rounds).
Not for Sale

Nocturnal Predator's Claw- (Technique Ability, Monk) Possessor may use 'Nocturnal Predator's Claw' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +500 Melee Attack and ignores To Hit penalties on its performer that come from debuffs from sources below Level 40.
Requires: Bat Style
Cost: 200,000 Gold, 2 Weeks

Nonlethal Knockout Chop- (Active Ability, Monk) Possessor may use 'Nonlethal Knockout Chop' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said attack gains +105 Melee Attack and cannot reduce targets below 1 HP; Said attack inflicts Fatigued: Knocked Out if it would place its target at an HP value equal to or lower than 1 HP.
Not for Sale

Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
Requires: 10 Base AGI
Cost: 1,000,000 Gold, 1 Week

One-Hit-Kill Punch- (Technique, Monk) Possessor may use 'One-Hit-Kill Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has no weapon equipped. Said attack gains +100,000 Melee Attack bonus, gains a 15% chance of inflicting Instant Death, and inflicts Instant Death on entities 20 Levels or below its performer.
Not for Sale

One-Man Fury Zoo- (Passive Ability, Monk) Possessor may use Techniques from possessor's First Degree Martial Arts without being in their associated Stances and may ignore the requirement on their Weapon Addition abilities to be in their associated Stances
Requires: Possessor must have mastered 20 First Degree Martial Arts
Cost: 50,000,000 Gold, 2 Weeks

Open-Fisted Parrying Stance- (Stance Ability, Monk) Monk abilities that turn open weapon slots into items and provide a Melee Attack bonus also provide half said Melee Attack bonus's value before application of other abilities and items as a Defense bonus
Requires: Basic Unarmed Technique Attunement
Cost: 70,000 Gold, 3 Weeks

Oracle's Iris Style- (Stance Ability, Monk) Possessor gains 170% To Hit.
Requires: Diviner, Shrine Maiden, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Oracle's Iris Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack and +12,000 Ranged Attack if wielding a Bow while in 'Oracle's Iris Style' stance. Possessor may use Techniques that require possessor be in 'Oracle's Iris Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Oracle's Iris Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Oracle's Iris Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Oracle's Iris Style'.
Requires: Oracle's Iris Style, Warrior, Archer
Cost: 700,000 Gold, 2 Weeks

Oracular Combat Practices- (Passive Ability, Monk) While possessor is in 'Oracle's Iris Style' stance, possessor obtains +35% To Hit, +35% Dodge, and +35% Critical.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks

Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Requires: Yellow Belt
Cost: 80,000 Gold, 1 Week

Overwhelming Trample- (Technique Ability, Monk) Possessor may use 'Overwhelming Trample' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Horse Style' stance. Said action gains +400 Melee Attack, gains a 25% chance of inflicting Fatigued: Stun, and inflicts a debuff on its targets that are below Level 40 that lasts 2 rounds that, if present on all individuals in a row-order-formation's front row, causes individuals in the back row of said row-order formation to not halve Damage dealt to them.
Requires: Horse Style
Cost: 200,000 Gold, 2 Weeks

Panda Delivers Pain Via Takeout- (Passive Ability, Monk) If possessor is in 'Panda Style' stance, possessor may, to a max of once per round, as a preemptive counter in response to an opponent of possessor that is not greater Level than possessor leaving the battlespace that possessor is in, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter. Said counter may be a 'Ranged Attack' action with the same targeting restriction if possessor possesses the ability 'Panda Style Weapon Addition' and is wielding a Gun.
Requires: Panda Style
Cost: 200,000 Gold, 2 Weeks

Panda Is Too Old for This Shit- (Passive Ability, Monk) If possessor is in 'Panda Style' stance, possessor may, to a max of once per battle, in response to being afflicted with Confusion by a source below Level 40, instead not be afflicted by confusion and gain an action that may only be used to perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor). Said action may be a 'Ranged Attack' action with the same targeting restriction if possessor possesses the ability 'Panda Style Weapon Addition' and is wielding a Gun.
Requires: Panda Style
Cost: 200,000 Gold, 2 Weeks

Panda Snacks Mid-Battle- (Technique Ability, Monk) Possessor may use 'Panda Snacks Mid-Battle' in conjunction with a 'Melee Attack'action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Panda Style' stance. Said action may involve the use of a single Food consumable on its performer (and no other targets).
Requires: Panda Style
Cost: 200,000 Gold, 2 Weeks

Panda Style- (Stance Ability, Monk) Possessor gains +500 CON and +5,000 HP.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Panda Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Ranged Attack if wielding a Gun while in 'Panda Style' stance. Possessor may use Techniques that require possessor be in 'Panda Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Gun. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Gun and in 'Panda Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Gun and is in 'Panda Style' stance. Possessor counts as possessing 8 additional Gunner abilities for prerequisite purposes if possessor possesses this ability and 'Master of Panda Style'.
Requires: Panda Style, Warrior, Gunner
Cost: 200,000 Gold, 2 Weeks

Panda Reminds You That It's a Bear- (Technique Ability, Monk) Possessor may use 'Panda Reminds You That It's a Bear' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Panda Style' stance. If its performer has either not performed an offensive action yet during the current battle or has used a Food consumable on itself non-offensively during the previous round, said action gains +500 Melee Attack, a 30% chance of inflicting Confusion, and a 30% chance of inflicting Confusion: Fear.
Requires: Panda Style
Cost: 200,000 Gold, 2 Weeks

Panda Vanishes and Goes Extinct- (Passive Ability, Monk) If possessor is in 'Panda Style' stance, whenever one of possessor's allies successfully leaves a battlespace containing possessor and enters another battlespace, possessor may, provided that no entity of greater than Level 40 in the same battlespace as possessor objects, follow said ally out of its battlespace and into said other battlespace.
Requires: Panda Style
Cost: 200,000 Gold, 2 Weeks

Paragon of Physical Training- (Passive Ability, Monk) Monk abilities take possessor 1 less Week, to a minimum of 1 Week, to obtain in the Ability Shop
Not for Sale

Pattern-Holocaust Strike- (Technique Ability, Monk) Possessor may use 'Pattern-Holocaust Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 100% chance of inflicting Overload: Unbalanced Essence, removes all (buffs, minor positive status effects, and moderate positive status effects) from sources below Level 80 from its target, and gives its target a non-stacking debuff that makes its possessor unable to possess buff slots.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks

Perfection of the Diamond Body- (Passive Ability, Monk) While possessor is in 'Diamond Body Style' stance, possessor gains +6,000 Defense, gains 100% Poison Resistance, gains 100% Fatigued Resistance, gains 100% Disease Resistance, gains 100% Impaired Resistance, and gains 100% Stat Drain Resistance.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Poison-Amplifying Combat Techniques- (Passive Ability, Monk) While possessor is in 'Snake Style' stance, possessor's Poison infliction chances are increased by 30%.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Polaris Fist- (Technique Ability, Monk) Possessor may use 'Polaris Fist' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Hefty Fist' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +24,000 Melee Attack (which may be incorporated into a 'Hefty Fist' action), gains the elements Astral and Ice, and (gains a 10% chance of inflicting Instant Death if its performer is Level 40 or greater).
Not for Sale

Post-Strike FLEX- (Passive Ability, Monk) Possessor may choose to have a 60% chance of inflicting Charm: Impressed on up to 15 targets at the end of each of possessor's actions that involved an attack that successfully inflicted Fatigued: Stun on at least on target
Not for Sale

Power-Gathering Meditation- (Technique Ability, Monk) Possessor may use 'Power-Gathering Meditation' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action gives its performer a buff that stacks 4 times that provides +(Possessor's Level * 250) to all stats that cannot be carried between battles in a buff slot.
Requires: Adept Unarmed Technique Attunement, Enlightened Sensei
Cost: 60,000,000 Gold, 2 Weeks

Pressure-Point Fist-Sniper- (Passive Ability, Monk) While possessor is in 'Bullet Storm Style' stance, possessor's attacks that are Criticals may inflict Fatigued, Impaired, Fatigued: Stun, Stat Drain, Stat Drain: STR Drain, Stat Drain: CON Drain, Stat Drain: AGI Drain, Stat Drain: RES Drain, Stat Drain: HIT Drain, Stat Drain: CRIT Drain, or Stat Drain: DOG Drain.
Requires: Bullet Storm Style
Cost: 12,000,000 Gold, 2 Weeks

Pro Wrestler- (Passive Ability, Monk) +500 STR, +500 CON, 50% Fatigued Resistance, +35% Paralyzed Resistance, +35% Fatigued: Knocked Out Resistance, +35% Fatigued: Prone Resistance, Possessor's Physical element actions and attacks have their chances of inflicting Paralyzed, Fatigued: Knocked Unconscious, and Fatigued: Prone increased by 30% as a non-stacking effect
Requires: Monk, Combatant, Diplomat, Apprentice Bardic Music Attunement, Apprentice Dance Attunement, Actor
Cost: 750,000 Gold, 4 Weeks

Purified Through Nudity- (Passive Ability, Monk) At the start of each round, if no one in the same battlespace as possessor, including possessor, has any Armor equipped, possessor is cured of all minor negative status effects
Not For Sale

Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Blue Belt
Cost: 100,000 Gold, 1 Week

Racer- (Passive Ability, Monk) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Not for Sale

Raging Flame Style- (Stance Ability, Monk) Possessor deals 60,000 additional Fire element Damage.
Requires: Elementalist, Pyromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Raging Flame Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack, +6,000 Ranged Attack, and +6,000 Magical Attack if wielding a Force while in 'Raging Flame Style' stance. Possessor may use Techniques that require possessor be in 'Raging Flame Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Force. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack or Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Force and in 'Raging Flame Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' or 'Magical Attack' action if possessor is wielding a Force and is in 'Raging Flame Style' stance. Possessor counts as possessing 8 additional Controller abilities for prerequisite purposes if possessor possesses this ability and 'Master of Raging Flame Style'.
Requires: Raging Flame Style, Warrior, Controller
Cost: 700,000 Gold, 2 Weeks

Reaper's Step Passes All- (Technique Ability, Monk) Possessor may use 'Reaper's Step Passes All' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Ghost Body Style' stance. Said action gains +12,000 Melee Attack, pierces 12,000 Defense, and cannot be countered by entities below Level 60.
Requires: Ghost Body Style
Cost: 12,000,000 Gold, 2 Weeks

Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Requires: Brown Belt
Cost: 100,000 Gold, 2 Weeks

Relay Racer- (Passive Ability, Monk) When possessor enters a battlespace, possessor may obtain and optionally equip an item carried or equipped by a willing ally in that battlespace; when a PC ally of possessor enters the battlespace possessor is in, possessor may, if that ally is willing, trade that ally an item that possessor is carrying or has equipped and let them optionally equip it
Requires: Basic Channeling Attunement, Basic Unarmed Technique Attunement
Cost: 3,000,000 Gold, 3 Weeks

Relentless Gatling-Fist- (Technique Ability, Monk) Possessor may use 'Relentless Gatling-Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Bullet Storm Style' stance. Said action gains +12,000 Melee Attack and '2 hits against 1'.
Requires: Bullet Storm Style
Cost: 12,000,000 Gold, 2 Weeks

Resistant to XP Drain through Training- (Passive Ability, Monk) Possessor gains +5,000 Defense against XP Damage
Not for Sale

Restful Meditation- (Technique Ability, Monk) Possessor may use 'Restful Meditation' in conjunction with a 'Meditate' action so long as no other technique is used. Said action causes its performer to regenerate 1% of its performer's Max HP (to a max of 10,000,000,000 HP).
Requires: Adept Unarmed Technique Attunement, Rest
Cost: 80,000,000 Gold, 3 Weeks

Revelation-Mirror Blow- (Technique Ability, Monk) Possessor may use 'Revelation-Mirror Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and scans its target's stats.
Requires: Bullet Storm Style
Cost: 12,000,000 Gold, 2 Weeks

Rough Punching- (Passive Ability, Monk) At the start of each thread, possessor may choose for this ability to make it so that each open weapon slot that possessor possesses counts as a weapon that is a Fist Weapon that provides +25 Melee Attack but that does not count as such for purposes of things which check if items are equipped
Requires: Basic Unarmed Technique Attunement
Cost: 50,000 Gold, 2 Weeks

Running Across the Land- (Technique Ability, Monk) Possessor may use 'Running Across the Land' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Horse Style' stance. Said action may move its performer to any row in its current row-order formation.
Requires: Horse Style
Cost: 200,000 Gold, 2 Weeks

Rush from Within the Pattern- (Technique Ability, Monk) Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +9,000 Melee Attack against targets that possess at least one base spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) or that have at least one base subtype spell equipped (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), gains +120% To Hit against such targets, and that deals full Damage to such targets if they are in the back row.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Sagacious Keeper Style- (Stance Ability, Monk) Spells cost possessor 70,000 less MP to cast. Possessor's actions that involve the casting of a spell cannot be countered (including preemptively) by sources below Level 60.
Requires: Wizard, Force Mage, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks

Sagacious Keeper Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Sagacious Keeper Style' stance. Possessor may use Techniques that require possessor be in 'Sagacious Keeper Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Sagacious Keeper Style'.
Requires: Sagacious Keeper Style, Warrior, Combatant
Cost: 700,000 Gold, 2 Weeks

Scorpion's Dance of Claws- (Technique Ability, Monk) Possessor may use 'Scorpion's Dance of Claws' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Scorpion Style' stance. Said action gains +300 Melee Attack, gains +5% To Hit, gives its performer a non-stacking buff that lasts until the end of the next round that provides +5% Dodge, and may move its performer to the front or back row of its performer's current row-order formation.
Requires: Scorpion Style
Cost: 200,000 Gold, 2 Weeks

Scorpion Deftly Jabs Its Foes- (Passive Ability, Monk) If possessor is in 'Scorpion Style' stance, possessor's 'Melee Attack' and 'Attack with Finesse' actions may use Agility as their Prime Attribute.
Requires: Scorpion Style
Cost: 200,000 Gold, 2 Weeks

Scorpion-Inspired Attack-Delivery- (Passive Ability, Monk) If possessor is in 'Scorpion Style' stance, possessor's 'Melee Attack' and 'Attack with Finesse' actions have their chance of inflicting minor negative status effects increased by 5%.
Requires: Scorpion Style
Cost: 200,000 Gold, 2 Weeks

Scorpion Sting- (Technique Ability, Monk) Possessor may use 'Scorpion Sting' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Scorpion Style' stance. Said action gains +500 Melee Attack and increases its chances of inflicting minor negative status effects by 15%.
Requires: Scorpion Style
Cost: 200,000 Gold, 2 Weeks

Scorpion Style- (Stance Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Scorpion Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Spear while in 'Scorpion Style' stance. Possessor may use Techniques that require possessor be in 'Scorpion Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Spear. Possessor counts as possessing 8 additional Lancer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Scorpion Style'.
Requires: Scorpion Style, Warrior, Lancer
Cost: 200,000 Gold, 2 Weeks

Scorpion's Precision- (Passive Ability, Monk) If possessor is in 'Scorpion Style' stance, possessor gains +5% To Hit
Requires: Scorpion Style
Cost: 200,000 Gold, 2 Weeks

Sea-Wind Dive- (Technique Ability, Monk) Possessor may use 'Sea-Wind Dive' in conjunction with a 'Melee Attack' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action deals full Damage to individuals below Level 40 in the back row and gains +300 Melee Attack. Said action gains an additional +500 Melee Attack and deals full Damage to individuals below Level 60 in the back row if caster is in a Zone of Water and a Zone of Air or a Zone of Water & Air.
Not for Sale

Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Not for Sale

Serpent's Fang- (Technique Ability, Monk) Possessor may use 'Serpent's Fang' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack and a 30% chance of inflicting Poison.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Sexy Punch- (Technique Ability, Monk) Possessor may use 'Sexy Punch' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +600 Melee Attack and a 30% chance of inflicting Charm.
Not for Sale

Shake 'Em!- (Technique Ability, Monk) Possessor may use 'Shake 'Em!' in conjunction with a 'Melee Attack' action. Said action gains 45% inflicts Confusion.
Not for Sale

Shield of Shining Legends- (Technique Ability, Monk) Possessor may use 'Shield of Shining Legends' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Unconquered Master Style' stance. Said action provides its performer with a non-stacking buff that provides +(1,000 * its performer's Fame, to a max of 100 Fame) Defense while its possessor is Glory element that lasts a number of rounds equal to its source's Fame.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks

Single Killing Blow- (Technique Ability, Monk) Possessor may use 'Single Killing Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action, to a max of once per battle, if targeting a single opposing target (inflicts Instant Death on its target if said target is non-unique and deals 100,000,000 additional Damage to its target if its target is unique).
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks

Silver Bullet Strike- (Technique Ability, Monk) Possessor may use 'Silver Bullet Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Bullet Storm Style' stance. Said gains +12,000 Melee Attack and automatically Criticals entities below Level 60.
Requires: Bullet Storm Style
Cost: 12,000,000 Gold, 2 Weeks

Sky's Lightning Transmutation- (Passive Ability, Monk) If possessor is in 'Lightning Shower Style' stance, possessor may change (the element Electrical into the element Air and/or the element Air into the element Electrical) in possessor's actions and/or in quantities of Damage that possessor deals
Requires: Lightning Shower Style
Cost: 700,000 Gold, 2 Weeks

Snake Crawls Low Upon the Ground- (Technique Ability, Monk) Possessor may use 'Snake Crawls Low Upon the Ground' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Snake Style' stance. Said action gives its possessor a non-stacking buff that lasts 5 rounds and provides +30% Dodge.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Snake Strikes Lethally Without Remorse- (Technique Ability, Monk) Possessor may use 'Snake Strikes Lethally Without Remorse' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack, +15% To Hit, and +15% Critical.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Snake Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Snake Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Knife while in 'Snake Style' stance. Possessor may use Techniques that require possessor be in 'Snake Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Knife. Possessor counts as possessing 8 additional Shadow Blade abilities for prerequisite purposes if possessor possesses this ability and 'Master of Snake Style'.
Requires: Snake Style, Warrior, Shadow Blade
Cost: 200,000 Gold, 2 Weeks

Snoozy Massusse- (Passive Ability, Monk) If possessor performs an action whose name includes 'Massage', possessor may choose for it to have a 200% chance of inflicting Fatigued: Asleep
Not for Sale

Sonic Fist- (Passive Ability, Monk) Possessor gains +250 Melee Attack if no non-Fist Weapon weapon is equipped, Possessor's Melee Attacks may use (AGI x .95) as their prime attribute if no non-Fist Weapon weapon is equipped, Possessor may choose to have possessor's attacks, if possessor has no weapon equipped, become solely Air element, Possessor may choose to have possessor's attacks, if possessor has Fist Weapons equipped as possessor's only weapons, become additionally Air element
Not for Sale

Spelltalon Strike- (Technique Ability, Monk) Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Combat Arts, Thief Arts, Archery, Gunslinging, and Ethereal Magic) from its performer, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks

Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Requires: No Prerequisites
Cost: 30,000 Gold, 2 Weeks

Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Requires- Basic Unarmed Technique Attunement, 5 Base CON
Cost: 60,000 Gold, 3 Weeks

Strength of the Boar- (Passive Ability, Monk) Possessor gains +500 STR while in 'Boar Style' stance.
Requires: Boar Style
Cost: 200,000 Gold, 2 Weeks

Strengthened by Law- (Passive Ability, Monk) Possessor gains +100 unmodified STR while in a Zone of Law
Not for Sale

Strikes Which Hit Tiny Targets- (Passive Ability, Monk) If possessor is in 'Archerfish Style' stance, possessor may ignore Dodge bonuses that come from ((buffs and Constant Effects) from sources below Level 40) whose name includes 'Small', 'Tiny', 'Miniscule', or 'Fine'.
Requires: Archerfish Style
Cost: 200,000 Gold, 2 Weeks

Strong Muscles- (Passive Ability, Monk) Possessor gains +400 STR, Possessor gains +50 Unmodified STR
Not for Sale

Strong Neck Muscles- (Passive Ability, Monk) Possessor gains +25 STR, Possessor's Defense is increased by 1,250 points against attacks that deal Drain, Possessor's Defense is increased by 1,250 points against opponents whose name includes 'Vampire' or 'Vampiric', Possessor's Resilience is increased by 5% against opponents whose name includes 'Vampire' or 'Vampiric'
Requires: Monk
Cost: 1,250,000 Gold, 4 Weeks

Stun Punch- (Technique Ability, Monk) Possessor may use 'Stun Punch' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has either a Fist Weapon equipped or no weapons equipped. Said attack gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Stun.
Requires: Knockout Punch, Basic Unarmed Technique Attunement
Cost: 90,000 Gold, 2 Weeks

Style Based Off A Weird Animal From A Burning Mountain In Some Other Dimension- (Passive Ability, Monk) If possessor is in 'Himmarantz Style' stance, (possessor's stats cannot be scanned by sources below Level 20 that are not Magic or Psychic element that are not performing said scan with a Magic or Psychic element action) and possessor cannot be unwillingly countered by sources below Level 20.
Requires: Himmarantz Style
Cost: 200,000 Gold, 2 Weeks

Style-Based Weaponry Shift- (Passive Ability, Monk) Whenever possessor enters a Monk stance whose name includes 'Style', if possessor possesses an ability whose name includes said stance's name and then ' Weapon Addition', possessor may choose to unequip any one equipped weapon and then equip any one carried weapon that is of a subtype that is mentioned in said second ability's text.
Requires: Flow of Styles, Eight Monk abilities whose name includes 'Style Weapon Addition'
Cost: 30,000,000 Gold, 2 Weeks

Sudden Wind Style- (Stance Ability, Monk) Possessor gains +6,000 AGI and 140% To Hit.
Requires: Elementalist, Aeromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Sudden Wind Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Whip while in 'Sudden Wind Style' stance. Possessor may use Techniques that require possessor be in 'Sudden Wind Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Whip. Possessor counts as possessing 8 additional Dominator abilities for prerequisite purposes if possessor possesses this ability and 'Master of Sudden Wind Style'.
Requires: Sudden Wind Style, Warrior, Dominator
Cost: 700,000 Gold, 2 Weeks

Supercharge Ki- (Technique Ability, Monk) Possessor may use 'Supercharge Ki' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Awakened Battle-Aura Style' stance. Said action gives its performer a buff that stacks 200 times that cannot be carried between battles in a buff slot that vanishes if its possessor leaves 'Awakened Battle-Aura Style' stance that doubles the Damage dealt by its possessor's next attack (to a max of its possessor's Level * 1,000,000 additional Damage across all stacked instances of the buff).
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Supersonic Phylactery-Destroying Chop- (Passive Ability, Monk) Once per round, when possessor kills an Undead below Level 80 that is not 20 or more Levels greater than possessor that would resurrect itself in response to dying due to an ability whose name includes 'Phylactery', possessor may choose to prevent said resurrection
Not for Sale

Surfer-Dismounting Authoritarian Bitchslap- (Technique Ability, Monk) Possessor may use 'Surfer-Dismounting Authoritarian Bitchslap' in conjunction with a 'Melee Attack' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action gains +200 Melee Attack and gains a 50% chance of detransforming Water-element targets below Level 60.
Not for Sale

Tempest of WHEEEEEEE! Style- (Stance Ability, Monk) At the start of each of possessor's actions, possessor may choose to be afflicted with a chosen minor positive status effect, Possessor gains the element Whimsy.
Requires: Smiling Drifter, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks

Tempest of WHEEEEEEE! Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Yoyo while in 'Tempest of WHEEEEEEE! Style' stance. Possessor may use Techniques that require possessor be in 'Tempest of WHEEEEEEE! Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Yoyo. Possessor counts as possessing 8 additional Trick Master abilities for prerequisite purposes if possessor possesses this ability and 'Master of Tempest of WHEEEEEEE! Style'.
Requires: Tempest of WHEEEEEEE! Style, Adept Warrior, Adept Yoyo Training
Cost: 50,000,000 Gold, 2 Weeks

Third-Eye Inevitable Strike- (Technique Ability, Monk) Possessor may use 'Third-Eye Inevitable Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and cannot miss targets below Level 60.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks

This-Is-Fun Encore Assault- (Passive Ability, Monk) Once per round, while possessor is in 'Tempest of WHEEEEEEE Style' stance, when possessor conducts an action that includes an attack that hits at least one opposing target, possessor has a 25% chance of optionally acquiring an additional action at the end of said action.
Requires: Tempest of WHEEEEEEE! Style
Cost: 50,000,000 Gold, 2 Weeks

Thorns-Upon-Pressure-Points Strike- (Technique Ability, Monk) Possessor may use 'Thorns-Upon-Pressure-Points Strike' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 200% chance of inflicting Pain and Paralyzed, and gives targets below Level 40 a debuff that prevents them from gaining additional actions outside of their per-round assigned actions in turn-order that lasts 2 rounds.
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Thorn-Vine Arm-Lash- (Technique Ability, Monk) Possessor may use 'Thorn-Vine Arm-Lash' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 150% chance of inflicting Pain and Impaired: Blind, may be made from any row, and deals full Damage to targets below Level 60 in the back row.
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Thousand-Handed Flurry- (Technique Ability, Monk) Possessor may use 'Thousand-Handed Flurry' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +6,000 Melee Attack, gains '10 hits against 1', and cannot target more than one opposing target.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Tiger's Aquatic Combat Prowess- (Passive Ability, Monk) While possessor is in 'Tiger Style' stance, possessor is not negatively affected by effects attached to Zones of Water by sources below Level 20.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger's Claws- (Technique Ability, Monk) Possessor may use 'Tiger's Claws' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% Critical.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger's Fury- (Technique Ability, Monk) Possessor may use 'Tiger's Fury' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and deals double Damage (to a max of 40,000,000 additional Damage) to targets below Level 40; at the end of said action, its performer is afflicted with Confusion: Enraged.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger Pounce- (Technique Ability, Monk) Possessor may use 'Tiger Pounce' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger's Rending Blow- (Technique Ability, Monk) Possessor may use 'Tiger's Rending Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack, a 30% chance of inflicting Wounded, a 15% chance of inflicting Wounded: Bleeding, and a 15% chance of inflicting Wounded: Maimed.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Tiger Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Tiger Style' stance. Possessor may use Techniques that require possessor be in 'Tiger Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Tiger Style'.
Requires: Tiger Style, Warrior, Combatant
Cost: 200,000 Gold, 2 Weeks

Toned Body- (Passive Ability, Monk) Possessor gains +50 CON, +50 STR, and +300 HP
Requires: Basic Unarmed Technique Attunement
Cost: 60,000 Gold, 2 Weeks

Tortoise's Defenses- (Passive Ability, Monk) If possessor is in 'Tortoise Style' stance, possessor obtains +500 Defense, +5% Resilience, and +500 CON.
Requires: Tortoise Style
Cost: 200,000 Gold, 2 Weeks

Tortoise Hides Within Its Shell- (Technique Ability, Monk) Possessor may use 'Tortoise Hides Within Its Shell' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Tortoise Style' stance. Said action gives its performer a non-stacking buff that lasts 10 rounds and provides +10% Resilience and +500 Defense.
Requires: Tortoise Style
Cost: 200,000 Gold, 2 Weeks

Tortoise Shell Slam- (Technique Ability, Monk) Possessor may use 'Tortoise Shell Slam' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Tortoise Style' stance. Said action gains +400 Melee Attack and may incorporate Defense bonuses from items instead of Melee Attack bonuses (using capping for Defense bonuses instead of Melee Attack bonus capping).
Requires: Tortoise Style
Cost: 200,000 Gold, 2 Weeks

Tortoise's Shell Weathers Elements- (Technique Ability, Monk) Possessor may use 'Tortoise's Shell Weathers Elements' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Tortoise Style' stance. Said action gives its performer a non-stacking buff that lasts 10 rounds that provides +5,000 Defense against effects attached to Zones and 50% minor and moderate negative status effect Resistance against effects attached to Zones.
Requires: Tortoise Style
Cost: 200,000 Gold, 2 Weeks

Tortoise Style- (Stance Ability, Monk) Possessor gains +5% Resilience and +500 Defense.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Tortoise Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack and +400 Defense if wielding a Shield while in 'Tortoise Style' stance. Possessor may use Techniques that require possessor be in 'Tortoise Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Shield. Possessor counts as possessing 8 additional Defender abilities for prerequisite purposes if possessor possesses this ability and 'Master of Tortoise Style'.
Requires: Monkey Style, Warrior, Defender
Cost: 200,000 Gold, 2 Weeks

Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Requires: No prerequisites
Cost: 250,000 Gold, 4 Weeks

Transparent Force-Body- (Passive Ability, Monk) If possessor is in 'Glass Assassin Style' stance, possessor gains +60% Dodge, gains +60% Resilience, gains Impaired Immunity, gains Pain Immunity, gains Diseased Immunity, and cannot be criticalled by sources below Level 60.
Requires: Glass Assassin Style
Cost: 12,000,000 Gold, 2 Weeks

^Tree-Felling Domino-Blow- (Active Ability, Monk) Possessor may use 'Tree-Felling Domino-Blow' in conjunction with a 'Melee Attack', 'Melee Overdrive' or 'Cast a Spell' action, so long as no other technique is used. Said action treats target Plants as having 20% less Resilience and, if it kills a targeted Plant, gains 1 additional hit against an additional Plant target, with possessor being able to target further additional Plant targets if said target is also killed, to a maximum of 4 additional hits, each against a different additional target
Not for Sale

Triumphant Wind-Wave Kick- (Technique Ability, Monk) Possessor may use 'Triumphant Wind-Wave Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains the element Air, gains '1 hit against 20,000', and gains a 100% chance of inflicting Fatigued: Prone.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Ultimate Ghost Body Defense- (Technique Ability, Monk) Once per thread, possessor may use 'Ultimate Ghost Body Defense' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Ghost Body Stance'. Said action's performer gains a non-stacking buff that allows its possessor to ignore one offensive action from a source below Level 60 that does not possess a Constant Effect named 'Incorporeal', with any one individual being able to ignore one such action per thread across all instances of said buff.
Requires: Ghost Body Style
Cost: 12,000,000 Gold, 2 Weeks

Ultranude Art: Muscleman Dangerflex- (Technique Ability, Monk) Possessor may use 'Ultranude Art: Muscleman Dangerflex' in conjunction with a 'Meditate' action if possessor has no items equipped and no other Technique is used. The action's performer gains +5 Base STR while no items are equipped as a non-stacking buff and has a 500% chance of inflicting Confusion: Fear on all opponents.
Not for Sale

Unarmed Technique Casting I- (Passive Ability, Monk) Unarmed Technique spells cost possessor 20 less MP to cast
Requires: Basic Unarmed Technique Attunement
Cost: 50,000 Gold, 2 Weeks

Unarmed Technique Casting II- (Passive Ability, Monk) Unarmed Technique spells cost possessor 200 less MP to cast
Requires: Unarmed Technique Casting I
Cost: 100,000 Gold, 2 Weeks

Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats and gains the element Glory.
Requires: Living Legend, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks

Unconquered Master Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Sword while in 'Unconquered Master Style' stance. Possessor may use Techniques that require possessor be in 'Unconquered Master Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Unconquered Master Style'.
Requires: Unconquered Master Style, Adept Warrior, Adept Sword Training
Cost: 50,000,000 Gold, 2 Weeks

Uneven Transaction Strike- (Technique Ability, Monk) Possessor may use 'Uneven Transaction Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Market's Guiding Hand Style' stance. Said action gains +1,000,000 Melee Attack, may transfer up to 10 minor negative status effects (including sub-status effects) from its performer to each of its targets (moving them on a one-to-one basis but being able to select different effects for different targets) and may transfer up to 10 minor positive status effects (including sub-status effects) from each of its targets to its performer.
Requires: Market's Guiding Hand Style
Cost: 50,000,000 Gold, 2 Weeks

Unified Overcrash: Gestalt Soul Detonation- (Technique Ability, Monk) Possessor may use 'Unified Overcrash: Gestalt Soul Detonation' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor is in 'Awakened Battle-Aura Style' stance, no other technique or Overcrash is being used as part of said action, and possessor has at least one willing unique ally who will act as a co-participant in the Overcrash whose MP has not been set to 0. Said action consumes the next action of said unique ally, up to 199 other willing, unique allies whose MP has not been set to 0, and up to 20,000,000 willing, non-unique allies whose MP has not been set to 0 and is a Combo Move. Said action becomes solely Ki element, gains +10,000,000 Ranged Attack, +10,000,000 Magical Attack, deals an 5,000,000 additional Damage per unique participant beyond its primary performer (to a max of 1,000,000,000 additional Damage) and 1 additional Damage per non-unique participant (to a max of 20,000,000 additional Damage), and gains '1 hit against (the number of participants in this attack * 1,000)'. Said action sets its user's MP to 0 for the remainder of the thread. Said action sets the MP of all of its participants to 0 as though they had performed the Overcrash.
Not for Sale

Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
Requires: Mask True Power
Cost: 50,000 Gold, 2 Weeks

Untiring Spirit- (Passive Ability, Monk) Possessor gains Fatigued Immunity against sources below Level 60
Not for Sale

Unyielding Awakened Soul- (Passive Ability, Monk) Once per thread, when possessor is in 'Awakened Battle-Aura Style' stance, when an action or attack from a source that is not above Level 80 and is not 20 or more Levels greater than possessor would kill or defeat posessor, possessor may choose to ignore said action or attack.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks

Vampire Kisses Oh-So Softly- (Technique Ability, Monk) Possessor may use 'Vampire Kisses Oh-So Softly' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +300 Melee Attack, gains a 50% chance of inflicting Wounded: Bleeding, gains a 50% chance of inflicting Impaired: Numb, and cannot be countered by sources below Level 40.
Requires: Bat Style
Cost: 200,000 Gold, 2 Weeks

Vampiric Bush Delivers Beatings- (Technique Ability, Monk) Possessor may use 'Vampiric Bush Delivers Beatings' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 100% chance of inflicting Pain, gains a 50% chance of inflicting Fatigued: Stun, and deals HP Drain.
Requires: Hand of Thorns Style
Cost: 700,000 Gold, 2 Weeks

Very Healthy- (Passive Ability, Monk) Possessor has a 40% chance (this is not a Resistance percentage) of not being afflicted with any minor status effect that a source below Level 25 would otherwise afflict possessor with
Requires: Tough
Cost: 400,000 Gold, 4 Weeks

Waveburst Strike- (Technique Ability, Monk) Possessor may use 'Waveburst Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crushing Wave Style' stance. Said action gains +5,000 Melee Attack, gains the element Water, and gains a 60% chance of inflicting Drowning on each entity that is an ally of at least one of its targets.
Requires: Crushing Wave Style
Cost: 700,000 Gold, 2 Weeks

Wave Does Not Break- (Technique Ability, Monk) Possessor may use 'Wave Does Not Break' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Crushing Wave Style' stance. Said action provides its performer with a non-stacking buff that lasts 15 rounds that makes its possessor's actions unable to be cancelled by preemptive counters from sources below Level 40.
Requires: Crushing Wave Style
Cost: 700,000 Gold, 2 Weeks

Wave Rush- (Technique Ability, Monk) Possessor may use 'Wave Rush' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crushing Wave Style' stance. Said action gains +5,000 Melee Attack, gains the element Water, and uses (Constitution + Agility)/2 as its Prime Attribute.
Requires: Sudden Wind Style
Cost: 700,000 Gold, 2 Weeks

White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 1 Week

Wind Becomes Gale- (Technique Ability, Monk) Possessor may use 'Wind Becomes Gale' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Sudden Wind Style' stance. Said action gains +5,000 Melee Attack, cannot be countered by sources below Level 40, and gains a 60% chance of inflicting Fatigued: Stun.
Requires: Sudden Wind Style
Cost: 700,000 Gold, 2 Weeks

Wind-borne Punches- (Passive Ability, Monk) If possessor is in 'Fist Hurricane Style' stance, possessor may use possessor's Melee Attack bonus instead of possessor's Ranged Attack bonus, deals full Damage to targets below Level 40 in the back row, and may make 'Melee Attack' and 'Powerful Attack' actions from the back row.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Wind's Direction's Sudden Shift- (Technique Ability, Monk) Possessor may use 'Wind's Direction's Sudden Shift' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Sudden Wind Style' stance. Said action gains +5,000 Melee Attack, cannot be countered by sources below Level 40, and gains +40% To Hit.
Requires: Sudden Wind Style
Cost: 700,000 Gold, 2 Weeks

Wingspan of the Crane- (Technique Ability, Monk) Possessor may use 'Wingspan of the Crane' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +500 Melee Attack and applies a non-stacking buff to its performer that lasts 3 rounds and provides +500 Defense and +15% Resilience.
Requires: Crane Style
Cost: 200,000 Gold, 2 Weeks

Without Physical Needs- (Passive Ability, Monk) Possessor gains Fatigued: Drowsy, Fatigued: Starvation, and Fatigued: Dehydration Immunity
Not for Sale

Wolf Hunts With Allies- (Passive Ability, Monk) If possessor is in 'Wolf Style' stance, possessor obtains (+5% To Hit, +5% Dodge, +5% Critical, +5% Resilience, and +500 Melee Attack) per unique ally who is in a Monk stance whose name includes 'Style', to a max of 30 such allies.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks

Wolf Style- (Stance Ability, Monk) Possessor gains +500 STR and +5% To Hit.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Wolf Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Sword while in 'Wolf Style' stance. Possessor may use Techniques that require possessor be in 'Wolf Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Wolf Style'.
Requires: Wolf Style, Warrior, Swordsman
Cost: 200,000 Gold, 2 Weeks

Wolf's Sudden Lunge- (Technique Ability, Monk) Possessor may use 'Wolf's Sudden Lunge' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack, gains +15% To Hit, and cannot be countered by entities below Level 40.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks

Wolf Takedown- (Technique Ability, Monk) Possessor may use 'Wolf Takedown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Prone.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks

Wound-Exchanging Blow- (Technique Ability, Monk) Possessor may use 'Wound-Exchanging Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Market's Guiding Hand Style' stance. Said action gains +1,000,000 Melee Attack and, if it deals at least 1 Damage to a target, may transfer up to 10,000,000 Damage present on its performer to a lone chosen target that it dealt at least 1 Damage to.
Requires: Market's Guiding Hand Style
Cost: 50,000,000 Gold, 2 Weeks

Yak Charges Flawlessly Across the Mountains- (Technique Ability, Monk) Possessor may use 'Yak Charges Flawlessly Across the Mountains' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Yak Style' stance. Said action gains +500 Melee Attack, gains +5% To Hit, and ignores To Hit reductions from effects attached to Zones, Terrain, and Phantom Terrain by sources below Level 40.
Requires: Yak Style
Cost: 200,000 Gold, 2 Weeks

Yak Draws Upon Inner Power- (Technique Ability, Monk) Possessor may use 'Yak Draws Upon Inner Power' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Yak Style' stance. Said action gains +500 Melee Attack and may use any one stat as its Prime Attribute.
Requires: Yak Style
Cost: 200,000 Gold, 2 Weeks

Yak Outmaneuvers Your Wiley Tricks- (Passive Ability, Monk) If possessor is in 'Yak Style' stance, possessor may, to a max of once per round, in response to an counter performed by an opponent in the same battlespace as possessor, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a preemptive counter that may cancel the counter it is countering if said counter is being performed by a source below Level 40 and that may use Mind as its Prime Attribute. Said counter may be a 'Ranged Attack' or 'Magical Attack' action with the same targeting restriction if possessor possesses the ability 'Yak Style Weapon Addition' and is wielding a Force.
Requires: Yak Style
Cost: 200,000 Gold, 2 Weeks

Yak Stands Triumphant and Undaunted- (Passive Ability, Monk) If possessor is in 'Yak Style' Stance, possessor may, if all of possessor's opponents are below Level 20, defeat any number of opponents that are below Level 20 and half possessor's Level or lower at the start of the round.
Requires: Yak Style
Cost: 200,000 Gold, 2 Weeks

Yak Style- (Stance Ability, Monk) Possessor gains +450 to all stats.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Yak Style Defeats All Others- (Passive Ability, Monk) If possessor is in 'Yak Style' stance, possessor may choose for any opponent below Level 20 to lose the benefits of its Stances while in the same battlespace as possessor.
Requires: Yak Style
Cost: 200,000 Gold, 2 Weeks

Yak Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack, +400 Ranged Attack, and +400 Magical Attack if wielding a Force while in 'Yak Style' stance. Possessor may use Techniques that require possessor be in 'Yak Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Force. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack or Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Force and in 'Yak Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' or 'Magical Attack' action if possessor is wielding a Force and is in 'Yak Style' stance. Possessor counts as possessing 8 additional Controller abilities for prerequisite purposes if possessor possesses this ability and 'Master of Yak Style'.
Requires: Yak Style, Warrior, Controller
Cost: 200,000 Gold, 2 Weeks

Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Requires: White Belt
Cost: 40,000 Gold, 1 Week

Zodiac Master Style Combinations- (Passive Ability, Monk) Possessor may simultaneously be in twenty Monk stances provided that each one is a stance whose name ends in 'Style' that is associated with an ability named 'Master of <X> Style' that states that its possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Zodiac Beast Body, Adept Unarmed Technique Attunement, Chimeric Style Combinations, Elemental Beast Style Combinations, Having mastered ten First-Degree Martial Arts
Cost: 500,000,000 Gold, 2 Weeks


~Necromancer (Necromancy)~

Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Requires: Has Experienced the Influence of Necromantic Magics
Cost: 70,000 Gold, 2 Weeks

Adept Necromancy Attunement- (Passive Ability, Necromancer) Necromancy spells cost possessor 10,000 less MP to cast, Necromancy spells that possessor casts that possess a Magical Attack bonus gain an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Necromancy Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Necromancer, 50 other Necromancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Skeleton Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Skeleton' gain +500 HP, +30 to all stats, +200 damage dealt with all damage dealing attacks, and 5% Darkness Resistance
Requires: Skeleton Amplification
Cost: 125,000 Gold, 3 Weeks

Advanced Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +2,500 HP, +20 to all stats, +200 to the Damage values of their abilities, and 5% Darkness Resistance
Requires: Zombie Amplification
Cost: 125,000 Gold, 3 Weeks

Age Self to Power Magic- (Passive Ability, Necromancy) When casting a Necromancy spell, if possessor is not afflicted with Fatigued: Elderly, possessor may pay 500 CON and be afflicted with Fatigued: Elderly, and, if possessor pays said cost (regardless of whether or not said affliction was successful), said spell costs possessor 500 less MP to cast, gains +200 additional Magical Attack if it possesses a Magical Attack bonus and has the stats of any summons that that it summons increased by 200 points, with all of said effects being non-stacking
Requires: Necromancer
Cost: 200,000 Gold, 2 Weeks

Animate Corpses- (Passive Ability, Necromancer) Possessor may consume up to 10 corpses of individuals below Level 20 that are present, summoning 1 Zombie or Skeleton from the Enemy List from the Enemy List for each such corpse consumed; These are considered to be Necromancy summons, Max 40 summoned across all summon types
Requires: Apprentice Necromancy Attunement
Cost: 300,000 Gold, 2 Weeks

Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Requires: Basic Necromancy Attunement, 3 other Necromancer abilities
Cost: 125,000 Gold, 2 Weeks

Attuned to Black Flickers- (Passive Ability, Necromancer) Possessor, as an RP effect, may choose to divine the basic nature of Black Flickers in special events and RP threads in which they appear
Requires: Observer of Black Flickers, Must have previously grabbed at least 3 black flickers, Level 3
Cost: 80,000 Gold, 2 Weeks

Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Requires: Observer of Black Flickers, Has Experienced the Influence of Necromantic Magics, Apprentice Divining Attunement
Cost: 200,000 Gold, 2 Weeks

Awakener of Ancient Dead- (Passive Ability, Necromancer) Possessor's resurrection of individuals ignores requirements of possessor's spells and abilities that only permit the resurrection of individuals before a certain number of actions or rounds have passed, Possessor's Undead summons may gain +6,000 to all stats as a non-stacking buff at the time of their summoning
Requires: Embalmer (2), Grave Robber, Adept Necromancy Attunement, Focused Necromancy Casting
Cost: 60,000,000 Gold, 2 Weeks

Bargain with the Dead- (Passive Ability, Necromancer) Possessor's chances inflicting Charm on Undead and Spirits are increased by 5%
Not for Sale

Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points of such, all Necromancy spells cast by possessor that deal damage or stat damage may, should possessor pay an additional 600 MP, gain a 5% chance of inflicting Fear
Requires: Knowledge of the Black Tongue of the Princes of Undeath
Cost: 180,000 Gold, 2 Weeks

Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Caller of Dead Wood- (Passive Ability, Necromancer) Any Plant below Level 60 that possessor would summon may instead by replaced by a version identical other than its natural name is considered 'Deadwood <Former Name>', its natural subtype becomes Undead, it gains natural Pain Immunity, Poison Immunity and Diseased Immunity, and it gains the natural ability:
Deadwood Plant- Possessor gains the subtype Plant, Constant Effect
Not for Sale

Create Burning Skeletons- (Passive Ability, Necromancer) Possessor's Necromancy summons that are Undead and have 'Skeleton' or 'Skeletal' in their name may, when summoned, gain the effect:
Burning Skeleton- Possessor gains the element Fire, Possessor deals 12,000 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of each such action, Constant Effect
Not for Sale

Create Horrifying Undead- (Passive Ability, Necromancer) Possessor's Undead summons may gain a non-stacking buff at the time of their summoning that gives their actions '60% may inflict Confusion: Fear'
Requires: Necromancer, Advanced Zombie Amplification
Cost: 1,000,000 Gold, 2 Weeks

Create Riddle-Skulls- (Passive Ability, Necromancer) At the start of any round, possessor may pay 5,000 XP and 300,000 Gold to create a Riddle Skull, which must be carried in a Summon Slot; Each such Riddle Skull may be destroyed by any individual with over 15,000 MIN spending an action, each such Riddle Skull may deal up to 70,000 Flat Damage of any base element to up to three individuals with below 10,000 MIN at the start of each round; A max of 12 such Riddle Skulls may be created per creator at any one time
Requires: Advanced Skeleton Amplification, Necromacner, Magewright
Cost: 700,000 Gold, 2 Weeks

Create Rotting Undead- (Passive Ability, Necromancer) Possessor may choose for possessor's Undead summons, when summoned, to obtain a non-stacking buff that gives them -500 CON, to a minimum of 1, but also causes them to gain an optional 60% chance of inflicting Pain: Nauseous on any individual who conducts an offensive action targeting them at the end of said action
Not for Sale

Create Self-Reviving Undead- (Passive Ability, Necromancer) Possessor's Undead summons may gain a non-stacking buff at the time of their summoning that allows them to resurrect themselves at the start of each round if killed by a source below Level 60 that is below possessor's Level that did not kill them using a Holy Magic spell.
Requires: Adept Necromancy Attunement, Advanced Zombie Amplification, Advanced Skeleton Amplification, Defensive Skeleton Amplification, Necromancy Casting II
Cost: 1,000,000 Gold, 2 Weeks

Create Shambling Undead- (Passive Ability, Necromancer) Possessor's Undead summons may gain -500 to their turn-order-determining stat sums for turn-order-determining purposes, +10,000 HP, +10% Resilience, and +1,000 Defense as a non-stacking buff at the time of their summoning
Requires: Necromancer, Advanced Zombie Amplification
Cost: 1,000,000 Gold, 2 Weeks

Create Umbral Undead- (Passive Ability, Necromancer) Possessor's Undead summons may obtain a buff that makes them solely Darkness element when they are summoned
Not for Sale

Create Unusually Fast Undead- (Passive Ability, Necromancer) Possessor's Undead summons may gain +500 to their turn-order-determining stat sums for turn-order-determining purposes as a non-stacking buff at the time of their summoning
Requires: Necromancer, Advanced Zombie Amplification
Cost: 1,000,000 Gold, 2 Weeks

Creepy- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5%
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Deathfeasting- (Passive Ability, Necromancer) Possessor may choose to regenerate 5,000 HP whenever an individual dies in the battlespace possessor is in, to a max of 200 times per round
Requires: Necromantic Drain Augmentation
Cost: 500,000 Gold, 2 Weeks

Defensive Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 Defense and 5% Physical Resistance
Requires: Skeleton Amplification
Cost: 60,000 Gold, 2 Weeks

Descendant of the Honored Dead- (Passive Ability, Necromancer) Possessor may choose for individuals to treat possessor's Necromancy summons as though they were Healer Magic summons or Leadership summons, Possessor may choose for individuals to treat possessor's Undead pets and summons as though their Undead subtype were replaced with Spirit, Possessor's Undead summons gain +(100 * possessor Level) to all stats
Not for Sale

Embalmer (2)- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Empowered by the Recently Dead- (Passive Ability, Necromancer) Whenever an individual who is not an Undead or Spirit dies in the same battle as possessor, possessor obtains a buff that provides +250 to all stats, lasts until the end of the round, and stacks 200 times
Not For Sale

Endless Dead- (Passive Ability, Necromancer) Whenever one of possessor's Necromancy summons is killed, possessor may summon an Undead below Level 80 that is 10 or more Levels below possessor from the Enemy List that is normally fightable for drops, with these summons counting as Necromancy summons, Max 10 summoned
Not for Sale

Focused Necromancy Casting- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Necromancy
Requires: Necromancy Casting II, Apprentice Necromancy Attunement
Cost: 60,000 Gold, 2 Weeks

Ghoul Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Ghoul' gain +2,500 HP, +200 to all stats, +3,000 to the Damage values of their abilities, and deal 5,000 additional points of HP Drain as constantly-applied bonuses
Requires: Apprentice Necromancy Attunement, Apprentice Deathless One Knowledge, Zombie Amplification
Cost: 500,000 Gold, 3 Weeks

Gift of the Dead: Miasmatic Aura- (Passive Ability, Necromancer) Possessor's Undead summons, when summoned, may obtain the effect:
Miasmatic Aura- All individuals in the same battle as possessor, excluding possessor and Undead above Level 60, obtain -400 to all stats and have a 60% chance of being afflicted with Confusion: Depression at the start of each round as an effect that stacks both in terms of the max number of affliction attempts per target per round and in terms of stat penalties 5 times, Constant Effect
Not for Sale

Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Requires: Basic Necromancy Attunement
Cost: 60,000 Gold, 1 Week

Gravedigger (2)- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Requires: Gravedigger (2), Basic Thief Arts Attunement
Cost: 80,000 Gold, 2 Weeks

Has Been Warded from the Purity-Eroding Aspects of Necromantic Magic- (Passive Ability, Necromancer) Possessor gains +500 Defense against Necromancy, Possessor cannot be afflicted with minor negative status effects that come from Necromancy spells
Not for Sale

Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Requires: Basic Necromancy Attunement
Cost: 20,000 Gold, 1 Week

Improved Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 500 additional points of such, all Necromancy spells cast by possessor that deal damage or stat damage may, should possessor pay an additional 6,000 MP, gain a 60% chance of inflicting Fear
Requires: Basic Incanting of Death's Tongue, Necromancer
Cost: 1,000,000 Gold, 2 Weeks

Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Requires: Apprentice Necromancy Attunement
Cost: 50,000 Gold, 2 Weeks

Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor's damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Requires: Apprentice Necromancy Attunement
Cost: 60,000 Gold, 4 Weeks

Life-Withering Aura- (Passive Ability, Necromancer) Individuals in the same battle as possessor, not counting possessor, who are Humans, Humanoids, Animals, Aerials, Aquatics, or Plants suffer -200 to all stats as a non-stacking penalty
Requires: Acclimation to Dark Magics, Necromancer
Cost: 300,000 Gold, 2 Weeks

Makes Horses Nervous- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5% against Steeds
Requires: Creepy
Cost: 80,000 Gold, 2 Weeks

Manageably-Haunted Lungs- (Passive Ability, Necromancer) Up to twice per thread, to a max of once per round, while possessor is not afflicted with Suffocation, before one of possessor's actions, possessor may choose to summon an Undead below Level 60 that is normally fightable for drops on the Enemy List that possesses a Constant Effect whose name includes 'Incorporeal', 'Disembodied', or 'Mist', Max 2 summoned
Not for Sale

Master of Spoopiness- (Passive Ability, Necromancer) Possessor's Undead summons may inflict Confusion or Confusion: Overwhelmed by Laughter instead of inflicting Confusion: Fear
Requires: Advanced Skeleton Amplification
Cost: 200,000 Gold, 2 Weeks

Mastery of Bone Magic- (Passive Ability, Necromancer) All damage-dealing Necromancy spells with the words 'bone', 'skeleton' or 'skull' in them, or reasonable variations of those words, deal an additional 700 each time they deal damage or hit, to a maximum of 50 additional times per round
Requires: Advanced Skeleton Amplification
Cost: 220,000 Gold, 3 Weeks

Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Requires: Apprentice Necromancy Attunement, 10 other Necromancer abilities
Cost: 125,000 Gold, 4 Weeks

Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Requires: Basic Necromancy Attunement
Cost: 50,000 Gold, 2 Weeks

Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Requires: Necromancy Casting I
Cost: 100,000 Gold, 2 Weeks

Necromantic Drain Augmentation- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 5,000 points
Requires: Improved Necromantic Drain
Cost: 500,000 Gold, 2 Weeks

Necrotic Blade- (Stance Ability, Necromancer) +190 Melee Attack if possessor's melee attack is at least partially Darkness element, Possessor's melee attacks drain up to 200 HP from their targets, providing that at least that much damage was dealt, Possessor's melee attacks heal Undead
Requires: Basic Necromancy Attunement, 3 Swordsman abilities, Level 3
Cost: 190,000 Gold, 3 Weeks

Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Reraise Undead- (Active Ability, Necromancer) Possessor may spend an action to resurrect any Undead pet or summon of possessor's that was killed by a source below Level 60
Not for Sale

Skeleton Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Skeleton' gain +50 HP, +20 to all stats, and +300 damage dealt with all damage dealing attacks
Requires: Basic Necromancy Attunement, Basic Deathless One Knowledge
Cost: 75,000 Gold, 3 Weeks

♢Stillborn Souls Forevermore- (Passive Ability, Necromancer) If possessor summons or replicates an action performed by an entity of equal or lower Level, possessor may choose for it, at the time of its summoning or replication, to be Dead and unressurectable (with replicated entities being Dead being unable to perform replicated actions unless they could normally act while Dead); if possessor chooses to do so, as a buff on possessor that stacks (200 x Possessor Level) times that cannot be removed by entities of Level equal to or lower Level than possessor, whenever another instance of the same entity is summoned or replicated in any battlespace, for said instance to also be Dead and unressurectable
Not for Sale

Summon Riddling Undead- (Passive Ability, Necromancer) Possessor's Undead summons' actions deal 300 additional MIN Damage, Possessor's Undead summons' actions deal 30,000 additional MP Damage
Not for Sale

Unbothered by the Stench of Corpses- (Passive Ability, Necromancer) Possessor gains Pain: Nauseous Immunity against Undead
Requires: Basic Necromancy Attunement
Cost: 30,000 Gold, 2 Weeks

Undying Blessings Granted to Servants Eternal- (Passive Ability, Necromancer) Whenever one of possessor's Undead Necromancy summons dies, possessor may choose for one of possessor's Necromancy buffs present on that entity to not expire upon that death
Not for Sale

Unslumbering Inner Spirit- (Passive Ability, Necromancer) Possessor gains Fatigued Immunity if possessor possesses at least one Undead ally and has at least one Necromancy spell equipped
Requires: Apprentice Necromancy Attunement, Has Experienced the Influence of Necromantic Magics
Cost: 2,000,000 Gold, 2 Weeks

Whispering Skull's Chant- (Technique Ability, Necromancer) Possessor may use Whispering Skull's Chant in conjunction with a Magical Attack action, so long as no other technique is being used and a Necromancy spell is being cast as part of said attack. Possessor gains +40 Magical Attack and has a 5% chance of inflicting Charm on Undead with this attack.
Requires: Apprentice Necromancy Attunement, Level 4
Cost: 175,000 Gold, 2 Weeks

White Necromancer- (Passive Ability, Necromancer) Necromancy spells that possessor casts that Heal and possess a Magical Attack bonus gain +1,000 additional Magical Attack for the purposes of non-offensive actions
Not for Sale

Wight Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Wight' gain +50,000 HP, +5,000 to all stats, +50,000 to the Damage values of their abilities, and have their minor negative status effect inflicting chances increased by 30% as constantly-applied bonuses
Requires: Necromancer, Deathless One, Ghoul Amplification
Cost: 5,000,000 Gold, 3 Weeks

Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +250 HP, +20 to all stats, and +300 to the Damage values of their abilities
Requires: Basic Necromancy Attunement, Basic Deathless One Knowledge
Cost: 75,000 Gold, 3 Weeks

~Ninja (Ninjutsu)~

Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Requires: Basic Ninjutsu Attunement, 3 other Ninja abilities
Cost: 125,000 Gold, 2 Weeks

Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
Requires: Basic Ninjutsu Attunement
Cost: 20,000 Gold, 2 Weeks

Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Requires: Apprentice Ninjustsu Attunement
Cost: 130,000 Gold, 2 Weeks

Can Leap Through Laser-Tripwire Grids- (Passive Ability, Ninja) Possessor gains 40% Dodge against Machines
Not for Sale

Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
Requires: Apprentice Ninjutsu Attunement
Cost: 80,000 Gold, 2 Weeks

Focused Ninjutsu Casting- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ninjutsu
Requires: Ninjutsu Casting II, Apprentice Ninjutsu Attunement
Cost: 60,000 Gold, 2 Weeks

From the Shadows- (Stance Ability, Ninja) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +60 Melee Attack
Requires: Basic Ninjutsu Attunement
Cost: 90,000 Gold, 3 Weeks

Ninja- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Requires: Apprentice Ninjutsu Attunement, 10 other Ninja abilities
Cost: 125,000 Gold, 4 Weeks

Ninja Assassination- (Passive Ability, Ninja) Possessor deals 5,000 additional Damage to targets who have not yet acted
Requires: Ninja Leap, Shadow Wind Stance, Smoke Trick Training, Accurate Throwing
Cost: 300,000 Gold, 2 Weeks

Ninja Cleaning- (Passive Ability, Ninja) At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
Not for Sale

Ninja Escape- (Passive Ability, Ninja) When possessor casts a Ninjutsu spell, possessor obtains a non-stacking buff that lasts until the end of the round that provides +15% Dodge.
Requires: Fast Ninjutsu, Hide in Shadows
Cost: 300,000 Gold, 2 Weeks

Ninja Leap- (Passive Ability, Ninja) Possessor may not be prevented from switching rows by sources below Level 40 that possess a lower AGI than possessor
Requires: Ninja Wall Run, From the Shadows
Cost: 300,000 Gold, 2 Weeks

Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Requires: Blurred While Running
Cost: 120,000 Gold, 2 Weeks

Ninjutsu Casting I- (Passive Ability, Ninja) Ninjutsu spells cost possessor 20 less MP to cast
Requires: Basic Ninjutsu Attunement
Cost: 50,000 Gold, 2 Weeks

Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
Requires: Ninjutsu Casting I
Cost: 100,000 Gold, 2 Weeks

Shadow Wind Stance- (Stance Ability, Ninja) +10% Dodge
Requires: Basic Ninjutsu Attunement
Cost: 170,000 Gold, 3 Weeks

Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Requires: Basic Ninjustsu Attunement
Cost: 60,000 Gold, 2 Weeks

Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally
Requires: Apprentice Ninjutsu Attunement
Cost: 90,000 Gold, 2 Weeks

~Paladin (Holy Magic)~

Adept Holy Magic Attunement- (Passive Ability, Paladin) Holy Magic spells cost possessor 10,000 less MP to cast, Holy Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Holy Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Paladin, 50 other Paladin Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Requires: Basic Holy Magic Attunement, 3 other Paladin abilities
Cost: 125,000 Gold, 2 Weeks

Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Benevolent Celestial Shielding- (Passive Ability, Paladin) At the start of a thread, if possessor is wearing a Heavy Armor and is a Celestial, possessor may choose one Resistance to an element that possessor possesses and grant said Resistance to possessor's allies as a constantly-applied effect, with this element-selection effect being present on possessor as a non-stacking buff
Not for Sale

Calming Touch- (Passive Ability, Paladin) 15% Confusion Resistance, Possessor's Lay on Hands ability cures Confusion
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

Clarifying Touch- (Passive Ability, Paladin) 15% Charm Resistance, Possessor's Lay on Hands ability cures Charm
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

Comforting Touch- (Passive Ability, Paladin) 15% Pain Resistance, Possessor's Lay on Hands ability cures Pain
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

Disease-Neutralizing Touch- (Passive Ability, Paladin) 15% Disease Resistance, Possessor's Lay on Hands ability cures Disease
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

♢Echoing Kindness and Right Action Across the World- (Passive Ability, Paladin) For each of possessor's lower-Level allies who has placed a buff of each of possessor's other lower-Level allies, all of possessor's lower-Level allies, provided there are at least 5 such allies, obtain a cumulative +(1/((the number of prior instances of this effect tallied)!, rounded down)))% bonus to all stats (to a max of a +(Possessor's Level / 2, rounded down)% bonus), with this bonus being constantly-applied by this ability rather than being a buff
Not for Sale

♢Ever-Azure Holy Nimbus- (Stance Ability, Paladin) Whenever one of possessor's lower-Level allies casts a non-offensive spell that heals or buffs an ally that has not yet been healed or buffed by the same ally on the current round, possessor may, up to possessor's Level times per round, give said ally a bonus action at the end of any action containing the spell's casting (if it is part of an action), at the end of any attack containing the spell's casting (if it is part of an attack, but not an action), or immediately (if it is neither part of an attack nor part of an action); Possessor may choose for any text present on possessor or any of possessor's allies, including on their instances of abilities and items, as being this color; any text possessor announces may be this color (Hex = #007FFF)
Not for Sale

Expert Holy Magic Attunement- (Passive Ability, Paladin) Holy Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Holy Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Holy Magic Attunement, 100 other Paladin Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Focused Holy Magic Casting- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Holy Magic
Requires: Holy Magic Casting II, Apprentice Holy Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Freeing Touch- (Passive Ability, Paladin) 15% Paralysis Resistance, Possessor's Lay on Hands ability cures Paralysis
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

Has Meditated Upon Virtue- (Passive Ability, Paladin) Possessor gains +100 to all stats for each positive status effect possessor possesses
Not for Sale

Healing Touch- (Passive Ability, Paladin) 15% Impaired Resistance, Possessor's Lay on Hands ability cures Impaired and 1,000 additional HP
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

Holy Magic Casting I- (Passive Ability, Paladin) Holy Magic spells cost possessor 20 less MP to cast
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Holy Magic Casting II- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast
Requires: Holy Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Holy Power- (Passive Ability, Paladin) Possessor gains +500 STR, +500 SPI, +5,000 HP, and +5,000 MP
Not for Sale

Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks

I Am The Just Blade- (Passive Ability, Paladin) Possessor may, with regards to the elements of opponents' actions targeting possessor and Damage being dealt to possessor, treat the element Law as the element Chaos or Darkness, treat the element Good as the element Evil or Darkness, and treat the element Light as the element Darkness
Not for Sale

I Am The Righteous Force- (Passive Ability, Paladin) Possessor may treat opposing individuals whose subtype is Celestial, Angel, or Aisurii as though their subtype were Demon for purposes of Paladin abilities and equipped items that require abilities from the Paladin tree to be equipped
Not for Sale

Inner-Light-Nimbus Form- (Stance Ability, Paladin) Possessor gains +300 uncapped points to all stats (to a max of +3,000) for each positive status effect possessor possesses, Possessor's allies gain +200 to all stats (to a max of +2,000 points across all sources) for each positive status effect possessor possesses
Not for Sale

Invigorating Touch- (Passive Ability, Paladin) 15% Fatigue Resistance, Possessor's Lay on Hands ability cures Fatigue
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Manifold Judgment- (Technique Ability, Paladin) Possessor may use 'Manifold Judgment' in conjunction with a 'Melee Overdrive', 'Ranged Overdrive', or 'Overdrive' action so long as possessor has a unqiue Magic Item named 'The Manifold Paladin's Regalia' equipped and no other technique is used. Said action gains a +215,000 Melee Attack, +215,000 Ranged Attack, +215,000 Magical Attack and a 100% chance of inflicting Smitten and Awestruck: Sealed on Daemons, Infernals, Thrallspawn, Warshards, Devils, Faceless, Fallen, Voidstalkers, Demons, Abyssals, Eroded, and Mementos of Ruin.
Not for Sale

Merciful- (Passive Ability, Paladin) Whenever possessor would kill an opponent with a 'Melee Attack' action through HP Damage, possessor may choose to reduce it to 1 HP instead
Not for Sale

Noble Purpose- (Passive Ability, Paladin) Possessor may not Damage allies (not counting healing) unless an individual of Level 60 or greater objects to said Damage-prevention
Not for Sale

Noble Soul- (Passive Ability, Paladin) Possessor gains +200 Defense against SPI Damage, Possessor gains Stat Drain: SPI Drain Immunity if possessor is not afflicted with Hexed, Possessor obtains Charm Immunity against Demons, Devils, and Daemons below Level 40
Not for Sale

Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Requires: Apprentice Holy Magic Training, 10 other Paladin abilities
Cost: 125,000 Gold, 4 Weeks

Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Requires: Basic Holy Magic Attunement
Cost: 150,000 Gold, 3 Weeks

Paladin's Shield of Faith Stance- (Stance Ability, Paladin) 1/4 the Defense bonus provided by equipped Shields is added to possessor's Magical Attack for spells that heal or buff allies but have no negative effect for foes
Requires: Basic Holy Magic Attunement
Cost: 70,000 Gold, 3 Weeks

Poison-Neutralizing Touch- (Passive Ability, Paladin) 15% Poison Resistance, Possessor's Lay on Hands ability cures Poison
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

Primordial Court of Calm- (Technique Ability, Paladin) Possessor may use 'Primordial Court of Calm' in conjunction with a 'Overdrive' or 'Mental Overdrive' action so long as possessor has a unqiue Magic Item named 'The Crown of Primordial Ice' equipped and no other technique is used. Said action gains a +415,000 Magical Attack, and its targets below Level 99 who do not Reflect, do not Absorb, and are not Immune to either Ice or Time obtain a non-stacking debuff that lasts until the end of the round after the round it is applied that prevents its possessor from taking more than one action per round, with things that would occur before and after prevented actions still occurring, and that prevents its possessor from obtaining extra actions.
Not for Sale

Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Requires: Paladin's Grace
Cost: 70,000 Gold, 2 Weeks

Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so
Requires: Pure Self, Lay on Hands
Cost: 80,000 Gold, 2 Weeks

Redeem- (Active Ability, Paladin) Possessor may spend an action to cause an opposing non-unique enemy that is normally fightable for drops, is 5 or more Levels lower than the action's user, and that is afflicted with Charm to switch to said action's user's side of battle, with Demons affected by this effect optionally being able to have their subtype changed to Deva, with Devils affected by this effect optionally able to have their subtype changed to Angel, and with Daemons affected by this effect optionally able to have their subtype changed to Celestial, with the effect causing this counting as a debuff and not being removable by sources below Level 30 that are not 10 or more Levels greater than this action's performer, Has RP effects
Not for Sale

Redeeming Touch- (Passive Ability, Paladin) 15% Hexed Resistance, +20 SPI, Possessor's Lay on Hands ability cures Hexed
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks

Righteous Pecs- (Passive Ability, Paladin) Possessor gains +1,500 STR, +15,000 HP, and +2,000 Defense against Demons, Devils, and Daemons
Not for Sale

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities
Not for Sale

Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain
Requires: Basic Holy Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Silent Glaciation- (Technique Ability, Paladin) Possessor may use 'Silent Glaciation' in conjunction with an 'Overdrive' action so long as possessor has a unique Crown named 'Crown of Primordial Ice' equipped and no other technique is used. Said action gains a +200,000 Magical Attack, a 300% chance of inflicting Frozen, and a 30% chance of inflicting Petrified, with said action being unable to be countered by sources below Level 80.
Not for Sale

Sparkling Soul- (Passive Ability, Paladin) Possessor gains +5,000 SPI, Possessor gains Hexed Immunity, Possessor, as an RP effect, feels compassionate and kind
Not for Sale

Spiritual Purity that Protects against Confusion- (Passive Ability, Paladin) Possessor is immune to Confusion from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, Calming Touch
Cost: 50,000 Gold, 2 Weeks

Spiritual Purity that Protects against Lust- (Passive Ability, Paladin) Possessor is immune to Charm from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, Clarifying Touch
Cost: 50,000 Gold, 2 Weeks

Spiritual Purity that Protects against Agony- (Passive Ability, Paladin) Possessor is immune to Pain from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, Comforting Touch
Cost: 50,000 Gold, 2 Weeks

Spiritual Purity that Protects against Illness- (Passive Ability, Paladin) Possessor is immune to Disease from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, Disease-Neutralizing Touch
Cost: 50,000 Gold, 2 Weeks

Spiritual Purity that Protects against Entrapment- (Passive Ability, Paladin) Possessor is immune to Paralysis from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, Freeing Touch
Cost: 50,000 Gold, 2 Weeks

Spiritual Purity that Protects against Impairment- (Passive Ability, Paladin) Possessor is immune to Impaired from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, Healing Touch
Cost: 50,000 Gold, 2 Weeks

Spiritual Purity that Protects against Lethargy- (Passive Ability, Paladin) Possessor is immune to Fatigue from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, InvigoratingTouch
Cost: 50,000 Gold, 2 Weeks

Spiritual Purity that Protects against Impurity- (Passive Ability, Paladin) Possessor is immune to Poison from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, Poison-Neutralizing Touch
Cost: 50,000 Gold, 2 Weeks

Spiritual Purity that Protects against Taint- (Passive Ability, Paladin) Possessor is immune to Hexed from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, Redeeming Touch
Cost: 50,000 Gold, 2 Weeks

Spiritual Purity that Protects against Destabilization- (Passive Ability, Paladin) Possessor is immune to Stat Drain from sources below Level 20 that are below possessor's Level
Requires: Shielded by Spiritual Purity, Restorative Touch
Cost: 50,000 Gold, 2 Weeks

Spiritual Strength through Purity of Body, Mind, and Spirit- (Passive Ability, Paladin) Possessor gains +1 Base SPI while possessor is not afflicted with any negative status effects
Not for Sale

Understanding of Mercy- (Passive Ability, Paladin) Possessor may choose to count opponents who are non-unique and 20 Levels or lower below possessor who are below Level 20 who are afflicted with Charm or Fatigued: Knocked Out as defeated
Not for Sale

Unity of Purpose- (Passive Ability, Paladin) Possessor's allies, including possessor, may scan each other's stats at the start of any action
Not for Sale

Wise Paladin's Measured Judgment- (Passive Ability, Paladin) Possessor is informed upon scanning a target's stats if said target is both below Level 40 and possesses any Constant Effects, Boss Effects, Abilities, equipped items, buffs or debuffs that would alter the scan's results to somehow be false or incomplete
Not for Sale

Wreathed In Grace- (Passive Ability, Paladin) Possessor gains +300 AGI if not afflicted with Hexed, Possessor gains 20% Dodge if not afflicted with Hexed
Not for Sale


~Priest (Divine Magic)~

Adept Divine Magic Attunement- (Passive Ability, Priest) Divine Magic spells cost possessor 10,000 less MP to cast, Divine Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divine Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Priest, 50 other Priest Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aescetic Eradication of Worldly Possessions- (Technique Ability, Priest) Possessor may use 'Aescetic Eradication of Worldly Possessions' in conjunction with a 'Magical Attack' or 'Overdrive' action, so long as possessor casts a Divine Magic spell as part of said action. Said action gains the ability to destroy up to two non-unique items each of its targets has equipped or is carrying that are worth below 17,700,000 Gold each.
Not for Sale

Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Requires: Basic Divine Magic Attunement, 3 other Priest abilities
Cost: 125,000 Gold, 2 Weeks

Arch-Astrologer of Phalerin- (Passive Ability, Priest) Possessor's 'Astrologer-Priest of Phalerin' ability's stat-increasing effect is raised to +3,000, its MP-increasing effect is raised to +300,000, and its Undead Resistance is increased to 10%, with this effect being a non-stacking effect
Requires: Astrologer-Priest of Phalerin, Astromancer, Mapper of Holy Constellations
Cost: 500,000 Gold, 3 Weeks

♢Arch-Blasphemer- (Passive Ability, Priest) Possessor ignores the Tenets, Requirements, and Restrictions of Patron Deities, Deities may not choose for possessor to not be their worshipper and may not prevent possessor from obtaining or benefiting from worshipper benefits they provide that possessor would otherwise possess or obtain

Astrologer-Priest of Phalerin- (Passive Ability, Priest) At the start of each thread, a random terrain or phantom terrain and a random empowered constellation, both of which possessor must be able to create (ignoring external requirements but not internal requirements) are chosen; all summons of possessor and possessor's allies', if summoned while said terrain or phantom terrain is present and said empowered constellation is set, obtain +300 to all stats, +30,000 MP, and 5% Undead Resistance. This ability has no effect if possessor is not a devout worshipper of Phalerin.
Not for Sale

Aura of White Mist- (Stance Ability, Priest) Possessor gains 20% Dodge if possessor is a Devout Worshipper of Sereyn
Requires: Priestess of Sereyn
Cost: 500,000 Gold, 2 Weeks

Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bearer of Holy Relics- (Passive Ability, Priest) Possessor gains +20 to all stats and Divine Magic spells cost possessor 500 MP less when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Apprentice Divine Magic Attunement, Observer of Holy Relics
Cost: 80,000 Gold, 2 Weeks

Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Bearer of the Sublimely Sanctified Raiment- (Passive Ability, Priest) Possessor's equipped and carried items may not be broken by sources below Level 81 if possessor possesses a patron deity or is a deity
Not for Sale

Bless Animals- (Passive Ability, Priest) Possessor's Animal summons and possessor's allies' Animal summons have a 30% chance of being afflicted with Elevated when summoned
Not for Sale

Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Blessed Aura- (Passive Ability, Priest) If possessor is in a Priest stance, possessor and possessor's allies regenerate 5,000 HP and 5,000 MP per round, Possessor must have a Patron Deity for this ability to take effect
Requires: Preacher's Stance, Apprentice Divine Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Blessing of Phalerin: Aura of Safe Journies- (Passive Ability, Priest) Possesssor's opponents who are below Level 20 may, should possessor desire such, be unable to trigger actions and effects based on the row-switching of possessor and possessor's allies, Possessor must be a devout worshipper of Phalerin for this ability to take effect
Requires: Cleric of Phalerin, Untiring Traveller, Swift Arrival, Swift Travel
Cost: 80,000 Gold, 2 Weeks

Blessing of Phalerin: Exorcismal Spells- (Passive Ability, Priest) Possessor gains +300 Magical Attack against Undead, Possessor's Magical Attack actions gain 15% inflicts Awestruck: Sealed on Undead below Level 60, Possessor must be a devout worshipper of Phalerin for this ability to take effect
Requires: Holy Relic Attunement: Holy Symbol of Phalerin
Cost: 180,000 Gold, 2 Weeks

Blessing of Phalerin: Footsteps Upon a Holy Path- (Passive Ability, Priest) Whenever possessor switches rows, to a max of 80 times per round, one target is healed for 80,000 HP as a Light-element effect and another target (which may be the same) gains +100 SPI as a buff that lasts 2 rounds and stacks 4 times, This ability only functions if its possessor is a Devout Worshipper of Phalerin and possessor's Active Holy Sign is the Guiding Star of Phalerin
Requires: Call Upon Sign: Guiding Star of Phalerin, Swift Arrival, Swift Travel, Title Bestowed by Phalerin: Pilgrim of Countless Deserts
Cost: 400,000 Gold, 2 Weeks

Blessing of Phalerin: Sanctified Soul- (Passive Ability, Priest) If possessor died while a Soul Jar of Phalerin was equipped, possessor may be resurrected even if possessor's corpse has been consumed or transformed into something by a source below Level 40, with said transformation being undone in the case of transformation, Possessor's level for the purpose of worshipper benefits may not be reduced by indivduals below Level 40, Possessor is immune to SPI Damage from sources below Level 30, Possessor must be a devout worshipper of Phalerin for this ability to take effect
Requires: Holy Relic Attunement: Soul Jar of Phalerin, Blessing of Phalerin: Uncorruptable Corpse, Blessing of Phalerin: Walker in Steadfast Purity, Blessing of Phalerin: Exorcismal Spells
Cost: 700,000 Gold, 3 Weeks

Blessing of Phalerin: Uncorruptable Corpse- (Passive Ability, Priest) Possessor's corpse may not be transformed into an Undead by sources below Level 40, Possessor must be a devout worshipper of Phalerin for this ability to take effect
Requires: Embalmer of Phalerin, Bearer of Religious Vestments
Cost: 170,000 Gold, 3 Weeks

Blessing of Phalerin: Walker in Steadfast Purity- (Passive Ability, Priest) Whenever possessor switches rows, to a max of 80 times per round, one target is cured of any one minor status effect and another target (which may be the same) is cured of one debuff from a source below Level 40 that is also below possessor's level, This ability only functions if its possessor is a Devout Worshipper of Phalerin and possessor's Active Holy Sign is the Guiding Sign of Phalerin
Requires: Blessing of Phalerin: Footsteps on a Holy Path, Priest
Cost: 500,000 Gold, 2 Weeks

Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Requires: Basic Divine Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Buzzard Smiter- (Technique Ability, Priest) Possessor may use 'Buzzard Smiter' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +900 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Aerials'
Requires: Holy Strike, Wanderer, Slayer
Cost: 750,000 Gold, 2 Weeks

Call Upon Sign: Guiding Star of Phalerin- (Active Ability, Priest) Possessor may spend an action to set possessor's Active Holy Sign to the Guiding Star of Phalerin, While possessor's Active Holy Sign is the Guiding Star of Phalerin, possessor gains +1,000 SPI, may conduct a Switch Rows action to enter a battle that an opponent or willing individual below Level 20 entered from this battle so long as at least one other individual that is not a pet or summon of possessor in said battle or has been in said battle within the last 5 rounds, with possessor being returned to possessor's origin battle after being in an empty-save-for-self-and-owned-beings battle entered through this ability for 3 rounds, Possessor gains 120% to Hit while possessor's Active Holy Sign is the Guiding Sign of Phalerin, Possessor may spend 5% of possessor's Max MP to change the element of one of possessor's Magical Attack actions to solely Astral or solely Light if possessor's Active Holy Sign is the Guiding Star of Phalerin, Possessor must be a devout worshipper of Phalerin for this ability to take effect or be usable
Requires: Cleric of Phalerin, Untiring Traveller, Empowered by Signs of Faith, Empowered by Night, Tap Into Astrogeomantic Power
Cost: 300,000 Gold, 2 Weeks

Can Create Zones of Divinely Blessed Sanctuary- (Passive Ability, Priest) Poessessor may, when possessor conducts an 'Establish Sacred Geomantic Zone' action attach an effect to the Zone that is naturally created by said ability that gives devout worshippers of said deity +500 Defense while in said Zone as a non-stacking buff that does not stack across different deities or zones
Requires: Establish Sacred Geomantic Zone
Cost: 400,000 Gold, 2 Weeks

Can Throw Holy Symbols As Boomerangs- (Passive Ability, Priest) Possessor may treat Holy Symbol accessories as additionally being weapons that possess the subtype Throwing Weapon, Holy Symbols equipped by wielder may, if wielder chooses for them to, provide +(Their Gold Value/1,000) Ranged Attack if they are Throwing Weapons
Requires: Slayer, Priest, Assassin, Accurate Improvisation, Nimble Improvisation, Apprentice Weapon Improvisation
Cost: 21,000,000 Gold, 8 Weeks

Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Channeler of Divine Light- (Passive Ability, Priest) Possessor may choose to make any Divine Magic spell, when cast, solely Light element, Possessor may, at the cost of 15,000 MP, choose to may any Divine Magic spell, when case solely Astral element
Not For Sale

Cleric of Justoriel- (Passive Ability, Priest) +300 damage for Divine Magic spells, All Divine Magic spells cost 40 less MP, 5% Light Resistance, Possessor must be a devout follower of Justoriel for this ability to take effect
Requires: Holy Channeling
Cost: 100,000 Gold, 4 Weeks

Cleric of Phalerin- (Passive Ability, Priest) +500 Damage Healed for all Divine Magic spells that heal, All Divine Magic spells cost 40 less MP, 5% Earth Resistance, Possessor must be a devout follower of Phalerin for this ability to take effect
Requires: Oath of Phalerin
Cost: 100,000 Gold, 4 Weeks

Cloaked in Sereyn's Radiant Cloth- (Passive Ability, Priest) Possessor obtains +500 Defense and +500 SPI if possessor is both a Devout Worshipper of Sereyn and has a Robe or Clothing equipped
Requires: Priestess of Sereyn, Seer, Diplomat
Cost: 500,000 Gold, 2 Weeks

Cloistered Monk- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Requires: Priest
Cost: 1,000,000 Gold, 3 Weeks

Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Requires: Basic Divine Magic Attunement
Cost: 90,000 Gold, 2 Weeks

Cult Leader- (Passive Ability, Priest) Possessor's Charm infliction chances are increased by 30%, Possessor's summons have a 15% lower chance of being uncontrolled, Possessor may cast Dark Magic, Forbidden Magic, Demon Magic, Ritual Magic, and Summoning spells as though they were Divine Magic spells, Individuals who possesses a Patron Deity that possessor does not possess as a Patron Deity have their minor, moderate, and major negative status effect infliction chances increased by 15% against possessor
Not for Sale

Divine Magic Casting I- (Passive Ability, Priest) Divine Magic spells cost possessor 20 less MP to cast
Requires: Basic Divine Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Requires: Divine Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Divine Shield- (Passive Ability, Priest) Possessor obtains +2,500 Defense if possessor has a patron deity and has at least 5 Divine Magic spells equipped, Possessor is Immune to individuals below Level 20 if possessor has a Patron Deity
Not for Sale

Divine Touch to Heal the Faithful- (Passive Ability, Priest) Whenever possessor heals the HP of an individual who shares a Patron Deity with possessor, possessor heals 1,000 additional points of HP
Requires: Basic Channeling of Divine Mercy
Cost: 150,000 Gold, 2 Weeks

♢Divinity Prism Stance- (Stance Ability, Priest) At the start of each round, for each of possessor's allies, possessor may choose one of possessor's Patron Deities, being unable to select the same Patron Deity more than once; Until the end of the round, as a buff effect on possessor that exists once across all choices made and does not stack, possessor causes the chosen ally for each deity to obtain possessor's Worshipper Benefits for that deity instead of possessor
Not for Sale

Empowered by Signs of Faith- (Passive Ability, Priest) Possessor gains +200 to all stats while under the effect of an Empowered Sign of Faith, Possessor may possess one buff classified as an Empowered Sign of Faith at a time
Requires: Apprentice Divine Magic Attunement
Cost: 160,000 Gold, 3 Weeks

♢Enthroned Heresy- (Passive Ability, Priest) Possessor suffers no negative effects from the status effect Smitten: Excommunicated, instead obtain +1 to all Base Stats while afflicted with it

Establish Sacred Geomantic Zone- (Active Ability, Priest) Possessor may, if possessor possesses at least 1 Patron Deity, spend an action to create a Zone that is Sacred To <Any one of possessor's Patron Deities> and attach an effect to said Zone that gives devout worshippers of said deity +500 to all stats while in said Zone as a non-stacking buff that does not stack across different deities or zones
Requires: Priest, Geomancer
Cost: 400,000 Gold, 2 Weeks

Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Requires: Apprentice Divine Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Expert Divine Magic Attunement- (Passive Ability, Priest) Divine Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Divine Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Divine Magic Attunement, 100 other Priest Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Focused Divine Magic Casting- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divine Magic
Requires: Divine Magic Casting II, Apprentice Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Gardener Within Deserts- (Passive Ability, Priest) Effects attached to terrain or phantom terrain that is 'Desert' by sources below Level 80 may not prevent possessor from summoning Plants
Requires: Priest, Botanist, Geologist, Cleric of Phalerin
Cost: 300,000 Gold, 2 Weeks

Group Prayer Leader- (Passive Ability, Priest) Whenever possessor conducts a 'Prayer' action, for the remainder of the round as a non-stacking effect, possessor's allies who conduct 'Prayer' actions have said actions heal an additional 500 HP and an additional 500 MP
Requires: Pray
Cost: 40,000 Gold, 2 Weeks

Has Studied the Holy Scriptures of Sereyn- (Passive Ability, Priest) All Divine Magic spells cost 40 less MP, All Divine Magic spells that heal restore 300 more HP, Character (for RP purposes) has knowledge of Sereyn's scriptures and can recite parts if necessary, Possessor must be a devout follower of Sereyn for this ability to take effect
Requires: Priestess of Sereyn
Cost: 10,000 Gold, 4 Weeks

Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Holy Cleanser- (Passive Ability, Priest) Possessor obtains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack if possessor has a Divine Magic spell equipped
Requires: Priest, Paladin
Cost: 300,000 Gold, 2 Weeks

Holy Dove Wings Granted by Sereyn- (Passive Ability, Priest) Possessor obtains +500 AGI, +500 SPI, and +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor is a Devout Worshipper of Sereyn
Requires: Priestess of Sereyn
Cost: 7,000,000 Gold, 2 Weeks

Holy Embalmer of Phalerin- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of Phalerin for this ability to take effect
Requires: Priest of Phalerin or Embalmer (2)
Cost: 30,000 Gold, 2 Weeks

Holy Presence Which Parts Acid Seas- (Passive Ability, Priest) Possessor gains 30% Acid Resistance and may choose to not be in any Zone of Acid created by a source below Level 65, being able to make said choice at the time of each such Zone's creation and at the start of each round
Not for Sale

Holy Relic Attunement: Holy Symbol of Phalerin- (Passive Ability, Priest) Possessor gains +400 Magical Attack for actions that inflict Healing, Possessor gains +400 Magical Attack against Undead for actions that do not inflict Healing or MP Healing on said Undead, 15% Light Resistance, 10% Darkness Resistance, Possessor must have a Holy Symbol of Phalerin equipped for this ability to take effect, Possessor must be a devout worshipper of Phalerin for this ability to take effect
Requires: Cleric of Phalerin, Bearer of Holy Relics
Cost: 60,000 Gold, 1 Week

Holy Relic Attunement: Holy Symbol of Sereyn- (Passive Ability, Priest) Possessor gains +400 Magical Attack for actions that inflict Healing, Possessor gains +200 Magical Attack against Demons, Daemons, Devils, Undead, Abstracts, Cthonians, and Darkspawn for actions that do not inflict Healing or MP Healing on said Undead, 10% Light Resistance, 10% Darkness Resistance, Possessor must have a Holy Symbol that requires its wielder to be a Devout Worshippper of Sereyn equipped for this ability to take effect, Possessor must be a devout worshipper of Sereyn for this ability to take effect
Requires: Priestess of Sereyn, Bearer of Holy Relics
Cost: 60,000 Gold, 1 Week

Holy Relic Attunement: Soul Jar of Phalerin- (Passive Ability, Priest) If possessor is wielding a Soul Jar of Phalerin at the time that possessor dies, possessor's percent chance of being Ressurected increases by 15%, Possessor gains +400 SPI when conducting offensive actions against Undead, Possessor must be a devout worshipper of Phalerin for this ability to take effect
Requires: Cleric of Phalerin, Embalmer of Phalerin, Bearer of Holy Relics
Cost: 500,000 Gold, 4 Weeks

Holy Strike- (Technique Ability, Priest) Possessor may use 'Holy Strike' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +300 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Demons, Devils, Daemons, Darkspawn, Horrors, and Undead'
Requires: Holy Cleanser
Cost: 500,000 Gold, 2 Weeks

Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Requires: Basic Magewright Proficiency, Basic Divine Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Holy Wardmaster- (Passive Ability, Priest) Defense buffs applied by Divine Magic spells cast by possessor are increased by 5,000 points as an effect that does not stack for multiple copies of the same effect and stacks 5 times per target across all buffs
Not for Sale

Improved Divine Healing Magic- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +250 additional Magical Attack for purposes of non-offensive actions
Requires: Divine Touch that Heals the Faithful
Cost: 100,000 Gold, 2 Weeks

Invoke the Lexicon of Truth- (Technique Ability, Priest) Possessor may use 'Invoke the Lexicon of Truth' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as a Divine Magic spell is cast, possessor is a Devout Worshipper of Sereyn, possessor has a Book equipped, and no other technique is used. Said action gains +1,000 Magical Attack and gains a 50% chance of inflicting Awestruck on Demons, Devils, Darkspawn, and Cthonians.
Requires: Devout Worshipper of Sereyn, Has Studied the Holy Scriptures of Sereyn, Scholar
Cost: 7,000,000 Gold, 2 Weeks

Judgment of a Falling Star- (Technique Ability, Priest) Possessor may use this Technique in conjuction with a 'Magical Attack' or 'Overdrive' action if said action includes no other technique, possessor is a devout worshipper of Phalerin, and possessor casts a spell called 'Starry Rain of Phalerin' as part of said action. Said action gains +35,000 Magical Attack, may gain 1 hit against 50,000 and deal 1/2 Damage, gains 60% inflicts Awestruck, and may become solely Light & Astral element.
Not for Sale

Knows the Elder Prayers- (Passive Ability, Priest) Possessor may cast Ancient Magic spells as though they were Divine Magic spells and Divine Magic spells as though they were Ancient Magic spells
Not for Sale

Leader of Phalerin's Pilgrims- (Passive Ability, Priest) Possessor's allies, as a non-stacking buff, gain +300 to all stats while in battle alongside possessor if they are Devout Worshippers of Phalerin, Possessor must be a devout worshipper of Phalerin for this ability to take effect
Requires: Cleric of Phalerin, Untiriing Traveller, Basic Leadership Attunement, Preacher's Stance, Basic General Knowledge
Cost: 90,000 Gold, 2 Weeks

Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 2 Weeks

Loaves and Fishes Replication Technique- (Technique Ability, Priest) Possessor may use 'Loaves and Fishes Replication Technique' in conjunction with a 'Metacombine' action so long as no other technique is used, possessor has at least three Divine Magic spells equipped, and only Food items worth under 500,000 Gold that are non-unique are used as part of said action. Said action targets all allies of its caster, not including its caster.
Requires: Manna From the Heavens, Chef, Crafter, Metacombine
Cost: 600,000 Gold, 2 Weeks

Long-Range Interdimensional Prayer-Transmission- (Passive Ability, Priest) Possessor's non-offensive actions involving the casting of Divine Magic spells may target allies in other battlespaces
Not for Sale

Manna From the Heavens- (Passive Ability, Priest) At the start of each round, possessor may create up to 5 Temporary Food consumables that are in-stock in the shop and are worth under 100,000 Gold, with said items vanishing at the end of the round; Said items may immediately be given to either possessor or any of possessor's willing allies
Requires: Priest, Basic Chef Proficiency
Cost: 500,000 Gold, 2 Weeks

Master Divine Magic Attunement- (Passive Ability, Priest) Possessor may choose for entities below Level 80 who do not possesses the ability 'Master Divine Magic Attunement' or a higher-Tier Tier-ability in the class Priest to be unable to cast Divine Magic spells, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Divine Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Expert Divine Magic Attunement, 250 other Priest Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

Merged With The Holy Stars- (Passive Ability, Priest) Possessor gains 5,000,000 HP, Possessor may deal 2,500,000 Flat Astral element Damage to any individual who targets possessor with an offensive action at the end of each such action, Possessor deals 250,000 additional Astral element Damage, Possessor Absorbs Astral against sources below Level 80, This ability counts as a Special Prerequisite for 'Hypermassive'
Requires: Expert Astral Synchronization, Expert Divine Magic Attunement, Blessing of Phalerin: Sanctified Soul, Oath of Phalerin, Wanderer of Phalerin, Unified Knowledge of Astral and Astral Magic, Arch-Astrologer of Phalerin, Level 80
Cost: 2,000,000,000 Gold, 5 Weeks

Minor Aura of Divine Protection- (Passive Ability, Priest) Possessor gains +50 Defense if possessor has at least 5 Divine Magic spells equipped
Requires: Channel Divine Magic Through Holy Symbol, Blessed Aura
Cost: 60,000 Gold, 1 Week

Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 30,000 Gold, 2 Weeks

♢Most-Accursed Litany- (Passive Ability, Priest) If a target possesses 5 or more different Divine Magic debuffs with possessor as a source, possessor may stack an additional copy of each negative status effect on that individual, with those status effects stacking with themselves; any status effects applied in this manner above normal limits are removed if their possessor ceases to possesses at least 5 different Divine Magic debuffs with possessor as a source

Nun- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Requires: Priest
Cost: 1,000,000 Gold, 3 Weeks

Oath of Phalerin- (Passive Ability, Priest) +500 SPI, Divine Magic spells cost 80 less MP, Possessor must be a devout follower of Phalerin for this ability to take effect and cannot cease being so
Requires: Holy Channeling
Cost: 100,000 Gold, 1 Week

Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Basic Divine Magic Attunement, Basic Magewright Proficiency
Cost: 80,000 Gold, 2 Weeks

♢Pantheons' Champion- (Passive Ability, Priest) Possessor may possessor (Possessor Level / 5, rounded up) Patron Deities
Not for Sale

♢Pantheon's Last Hope Stance- (Stance Ability, Priest) Possessor may only enter this Stance once per thread and this ability is removed from the thread when possessor exits the Stance or dies while in the Stance; When possessor enters this stance, at the start of battle, and at the start of each round, possessor's unique allies who share a Patron Deity with possessor are afflicted with an instance of Vanished that causes its inflictor to count as additionally possessing the Fame of each individual afflicted with it
Not for Sale

Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Requires: Apprentice Divine Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Phalerin's Judgment against the Undead- (Passive Ability, Priest) Possessor's 'Holy Strike' technique gains an additional +500 Magical Attack against targets that are Undead
Requires: Holy Strike, Cleric of Phalerin
Cost: 500,000 Gold, 2 Weeks

Pillar Against The Madness- (Passive Ability, Priest) If possessor is a devout worshipper of the Twelve Ancients pantheon, possessor cannot become the subtype Darkspawn, cannot equip Forbidden Magic spells, gains a 50% resistance to Darkspawn under <Possessor's Level + 20>, and gains a 50% resistance to Forbidden Magic spells cast by individuals under <Possessor's Level + 20>, has RP effects in certain circumstances
Not for Sale

Pious- (Passive Ability, Priest) Possessor's Level counts as being 1 higher, to a max of 99, for purposes of Worshiper Benefits, with said effect being unable to bypass 'Immune to Under Level X' effects
Not for Sale

Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 30,000 Gold, 2 Weeks

Prayer for the Blessing of a Singular Deity- (Passive Ability, Priest) Possessor's 'Pray' actions may, if possessor is a worshipper of a pantheon, switch possessor to be a devout worshipper of any of the pantheon's individual deities for the duration of the thread; Possessor may not purchase new worshipper benefits while under this effect
Requires: Pray
Cost: 300,000 Gold, 3 Weeks

Polytheist- (Passive Ability, Priest) Possessor's Level is considered to be 1 Level higher, to a max of poessor's Level or 99, whichever is lower, for purposes of Worshipper Benefits for each of possessor's Patron Deities as an effect that is not divided by the normal divisor that possessor's Level is divided by for purposes of Pantheon Worshipper Benefits if possessor is a Devout Worshipper of a Pantheon
Requires: Apprentice Divine Magic Attunement, Bolster Worshipper Benefits
Cost: 200,000 Gold, 2 Weeks

Preacher (2)- (Passive Ability, Priest) Possessor's allies who share at least 1 Patron Deity with possessor gain +100 to all stats
Requires: Preacher's Stance
Cost: 100,000 Gold, 2 Weeks

Preacher's Stance- (Stance Ability, Priest) Possessor's allies who share a patron deity with possessor gain +100 to all stats, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 3 Weeks

Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Apprentice Divine Magic Attunement, 10 other Priest abilities
Cost: 125,000 Gold, 4 Weeks

Priestess of Sereyn- (Passive Ability, Priest) +500 Damage to all healing Divine Magic spells, All Divine Magic spells cost 30 less MP, Prayers Unto Sereyn takes 2 less turns, Possessor must be a devout follower of Sereyn for this ability to take effect
Requires: Holy Channeling
Cost: 100,000 Gold, 4 Weeks

Priestly Bling Mastery- (Passive Ability, Priest) Possessor gains +50 to all stats if possessor has at least 5 Holy Symbols equipped
Requires: Channel Divine Magic Through Holy Symbol, Bearer of Holy Relics, Basic Jeweler Proficiency
Cost: 50,000 Gold, 2 Weeks

Pronounce Marriage- (Active Ability, Priest) Caster may spend an action to give two willing targets a non-stacking buff that links their HP values and that links their MP values provided that neither of those values for either individual is linked to any value of any other individual, Any effect that could unsummon either individual if said individual were a non-unique summon may instead delink this value
Requires: Priest, Channeler, Enchanter
Cost: 5,000,000 Gold, 4 Weeks

Prophesied Savior- (Passive Ability, Priest) The first time possessor enters a battlespace, possessor's allies in that battlespace are dealt (Possessor's Level * 10,000) Flat Light element HP Healing and are cured of one debuff from a source below possessor's Level
Not for Sale

Redeeming Touch- (Technique Ability, Priest) Possessor may use 'Redeeming Touch' in conjunction with a 'Melee Attack' or 'Magical Attack' action that is non-offensive so long as no other technique is used and a Divine Magic, Celestial Magic, or Holy Magic spell is used as part of said action. Said action's targets do not count previous (before the application of this buff) actions in which they performed offensive actions against their allies when said actions are checked as a buff that does not stack.
Not for Sale

Relic Stabilizer- (Passive Ability, Priest) Items possessor has equipped that require a specific Patron Deity that provide a constant, passive, non-buff-based bonus to STR, AGI, CON, MIN, or SPI have those bonuses that they possess increased by 20,000 points. Items possessor has equipped that require a specific Patron Deity cannot be altered, stolen, destroyed, or removed from the thread by possessor's opponents who are below Level 60. If possessor has at least one item equipped that requires a specific Patron Deity to equip that is a Patron Deity that possessor possesses as a Patron Deity, possessor may (as an effect that alters permissions for equipping items in manners that possessor could already equip them in but that does not grant new slots or allow items that could not previously be equipped slotlessly to be equipped slotlessly) equip a single item that requires a specific Patron Deity without possessing that Patron Deity as a Patron Deity.
Not for Sale

Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance
Requires: 3 Priest, Paladin, Shrine Maiden, Druid, Monk, Luminary, Prophet of the Brightest Heaven, Heavenly Protector, or Justicar abilities
Cost: 100,000 Gold, 4 Weeks

Return Spirits to Rest- (Active Ability, Priest) Possessor may spend an action to de-transform up to 20 individuals who were turned into Undead by opposing sources below Level 60 that are currently Undead below Level 40, with said individuals becoming Dead if they were dead at the time of said transformation
Not for Sale

Robed Cleric- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +200 additional Magical Attack if possessor has a Robe equipped
Requires: Priest, Basic Robe Mastery
Cost: 80,000 Gold, 2 Weeks

Sanction Forced Marriage- (Passive Ability, Priest) Possessor may perform 'Pronounce Marriage' actions that target unwilling individuals who are 20 or more Levels below possessor
Requires: Pronounce Marriage, Adept Channeling Attunement, Puppet Master
Cost: 15,000,000 Gold, 3 Weeks

Sermon-Tied Spell- (Technique Ability, Priest) Possessor may use Sermon-Tied Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Divine Magic spell is cast as part of said action. Possessor gains +50 Magical Attack for purposes of said action if possessor is either using a spell that requires possessor to have one of possessor's patron deities or if possessor is targeting a fellow worshipper of one of possessor's patron deities with said action.
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 2 Weeks

Servant of a Favored Sort- (Passive Ability, Priest) If possessor has a Patron Deity and possesses the <Class Name, Tier 3> ability for any of said deity's listed Preferred Classes, possessor, as a non-stacking bonus, gains +5,000 HP, +5,000 MP, and +200 to all stats
Requires: Priest
Cost: 500,000 Gold, 2 Weeks

Sereyn's Purifying Benediction- (Technique Ability, Priest) Possessor may use 'Sereyn's Purifying Benediction' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as said action is non-offensive, a Divine Magic spell is cast, possessor is a Devout Worshipper of Sereyn, and no other technique is used. Said action gains a 50% chance of curing one debuff from a Demon, Devil, Daemon, Abstract, Darkspawn, or Cthonian below Level 40 and a 50% chance of curing a minor or moderate negative status effect with a Demon, Devil, Daemon, Abstract, Darkspawn, or Cthonian as its source.
Requires: Priestess of Sereyn
Cost: 500,000 Gold, 2 Weeks

Smite the Unbeliever!- (Technique Ability, Priest) Possessor may use 'Smite the Unbeliever!' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other Technique is involved and possessor possesses a Patron Deity. Said attack gains +75 Melee Attack against targets that do not share at least one Patron Deity with possessor.
Requires: Basic Divine Magic Attunement, Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

The Soulkeeper's Oath- (Passive Ability, Priest) Possessor may equip 6 spells provided that one is Keeper of Phalerin's Souls, Possessor must be a devout follower of Phalerin for this ability to take effect
Not for sale

Title Bestowed by Phalerin: Interplanetary Pilgrimage Director- (Passive Ability, Priest) Possessor's allies gain 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, 5% Darkness Resistance, and 5% Astral Resistance, if said individuals are Devout Worshippers of Phalerin, they instead receive 10% Voidstruck Resistance, 10% Suffocation Resistance, 10% Frozen Resistance, 10% Darkness Resistance, 10% Astral Resistance, and 5% Astral Being Resistance, Possessor must be a devout worshipper of Phalerin for this ability to take effect
Requires: Leader of Phalerin's Pilgrims, Blessing of Phalerin: Aura of Safe Journies, Call Upon Sign: Guiding Star of Phalerin
Cost: 150,000 Gold, 2 Weeks

Title Bestowed by Phalerin: Pilgrim of Countless Deserts- (Passive Ability, Priest) Possessor gains Fatigued Immunity while the Terrain or Phantom Terrain is set to Desert, Possessor must be a devout worshipper of Phalerin for this ability to take effect
Requires: Improved Terrain Attunement: Desert: Improved Mirage Magics, Mystic Terrain Reservoir: Desert, Terrain Survival: Desert
Cost: 10,000 Gold, 5 Weeks

Unified Knowledge of Divine Magic and Astral Magic- (Passive Ability, Priest) Possessor may count Astromancer abilities possessor possesses as Priest abilities (including for prerequisite purposes), Possessor may count Priest abilities possessor possesses as Astromancer abilities (including for prerequisite purposes)
Requires: Merged With The Holy Stars
Cost: 500,000,000 Gold, 20 Weeks

Walk on Water- (Passive Ability, Priest) Effects attached to terrain or phantom terrain that is Ocean, River, Lake, Sea, or Pond that come from sources below Level 60 may not inflict Drowning or Suffocation on possessor
Requires: Priest, Wanderer
Cost: 600,000 Gold, 2 Weeks

Writer of Holy Texts- (Passive Ability, Priest) Possessor gains +200 MIN and +200 SPI, Poessor gains +5,000 MP if possessor has a Book and 5 Divine Magic spells equipped
Requires: Priest, Sage
Cost: 250,000 Gold, 2 Weeks

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:38 pm
by Administrator
Spell-Based Classes (Q-Z and Nonbase)

~Ritualist (Ritual Magic)~

Adept Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 10,000 less MP to cast, Ritual Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ritualist, 50 other Ritualist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 2 Weeks

♢Arriving to the Sound of Ritual Song- (Passive Ability, Ritualist) The first time possessor enters a battlespace, possessor counts as having been casting all Ritual Magic spells for (Possessor's Level/5, rounded up) rounds for purposes of multi-action casting requirements for a number of rounds equal to (Possessor's Level/5, rounded up), applying this effect to a max of once per spell across all instances of that spell
Not for Sale

Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Requires: Basic Ritual Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Requires: Basic Ritual Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Requires: Basic Ritual Magic Attunement, Basic Enchantment Attunement
Cost: 150,000 Gold, 2 Weeks

Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Requires: Basic Ritual Magic Attunement, Basic Summoner Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks

Expert Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Ritual Magic Attunement, 100 other Ritualist Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Focused Ritual Magic Casting- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ritual Magic
Requires: Ritual Magic Casting II, Apprentice Ritual Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Requires: Improved Spellcasting Power from Ritual Circles, Apprentice Ritual Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks

Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Requires: Basic Ritual Magic Attunement, Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks

Mobile Ritual Circles Made Out of Blood Lions!- (Passive Ability, Ritualist) If possessor has at least 15 allies who are Lions summoned by possessor's 'I Have Lions for Blood!' ability, possessor may choose to count as possessing a Ritual Magic Circle effect
Requires: I Have Lions for Blood, Craft Ritual Circles from Blood
Cost: 300,000 Gold, 2 Weeks

Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Ritual Magic Attunement, 10 other Ritualist abilities
Cost: 125,000 Gold, 4 Weeks

Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Requires: Ritual Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 3 Weeks

Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Requires: Craft Ritual Circles from Blood, Basic Ritual Summoning
Cost: 100,000 Gold, 2 Weeks

~Scientist (Hypertech)~

Adept Hypertech Attunement- (Passive Ability, Scientist) Hypertech spells cost possessor 10,000 less MP to cast, Hypertech spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Hypertech Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Scientist, 50 other Scientist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Science, 15 other abilities from any combination of Scientist, Engineer, Roboticist, Gearwright, Mechanist, Technomancer, Mech Jockey, Lord of War, Captain, Driver, Mad Scientist, and Smith
Cost: 500,000 Gold, 4 Weeks

Analyst- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Requires: Scientist, 10 abilities with 'Research' in the name
Cost: 500,000 Gold, 5 Weeks

Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Requires: Utilize Researched Knowledge
Cost: 120,000 Gold, 3 Weeks

Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Requires: Basic Hypertech Attunement, 3 other Scientist abilities
Cost: 125,000 Gold, 2 Weeks

Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Requires: Basic Programming Skills
Cost: 90,000 Gold, 3 Weeks

Assault Vector Control- (Passive Ability, Scientist) Possessor gains +500 Ranged Attack and 130% To Hit
Requires: Mathematician
Cost: 10,000,000 Gold, 3 Weeks

Assault Vector Matrix Command- (Passive Ability, Scientist) Possessor may choose, if possessor possesses the ability 'Assault Vector Control' at the start of a battle or any round, to count as having an additional Assault Matrix equipped or to stop having said additional Assault Matrix count as equipped
Requires: Assault Vector Control, Matrix Keeper
Cost: 10,000,000 Gold, 3 Weeks

Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Requires: Basic Hypertech Attunement
Cost: 60,000 Gold, 3 Weeks

Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Requires: Basic Hypertech Attunement
Cost: 60,000 Gold, 2 Weeks

Biologist- (Passive Ability, Scientist) Possessor's Animal, Plant, Aerial, and Aquatic pets and summons gain +300 to all stats, Possessor gains +500 MIN if possessor has any Animal, Plant, Aerial, or Aquatic pets or summons
Requires: Animal Researcher, Plant Researcher, Sea Creature Researcher, Bird Researcher, Scientist
Cost: 500,000 Gold, 2 Weeks

Bloodshed-Sparked Genius- (Passive Ability, Scientist) Spells cost possessor (500 * Possessor Level * (The number of opponents possessor has killed or inflicted Wounded: Maimed on during the current round, to a max of 200)) less MP to cast, Possessor regenerates (1,000 * Possessor Level) MP whenever possessor kills or inflicts Wounded: Maimed on an opponents
Not for Sale

Can Turn Photographs Into Bombs- (Passive Ability, Scientist) Possessor may, once per round, turn an instance of having scanned something into dealing 5,000,000 Flat Fire element Damage to that thing
Not for Sale

Experimental Weapons Designer- (Passive Ability, Scientist) Possessor may, for a cost of 10,000 XP and 1,000,000 Gold apply the Experimental Upgrade enhancement 'Experimental Weapons Upgrade I' to one weapon owned and carried by possessor
Not for Sale

Focused Hypertech Casting- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Hypertech
Requires: Hypertech Casting II, Apprentice Hypertech Attunement
Cost: 60,000 Gold, 2 Weeks

Good at Test-Taking- (Passive Ability, Scientist) Whenever a different entity check's possessor's MIN for purposes of determining the results of an action it is performing that targets possessor, possessor may choose to have its MIN count as 500 points higher
Not for Sale

Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Requires: Basic Research Skills, Basic Engineer Proficiency, Basic Crafter Proficiency, Mechanical Knowledge, Basic Smith Proficiency
Cost: 200,000 Gold, 3 Weeks

Has Researched Power Armor Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Power Armor Armor possessor has equipped, to a max of +1,000 MIN, Possessor gains +100 Defense if possessor has Power Armor equipped
Requires: Basic Research Skills, Basic Power Armor Mastery
Cost: 200,000 Gold, 2 Weeks

Has Researched Mechanical Entities- (Passive Ability, Scientist) Possessor gains +100 MIN for each Robot or Machine pet or summon possessor has equipped, to a max of +1,000 MIN, Possessor's Robot and Machine pets and summons gain +100 to all stats, Possessor's Clockwork pets and summons gain +50 to all stats
Requires: Basic Research Skills, Basic Roboticist Knowledge, Basic Gearwright Knowledge, Basic Mechanist Knowledge
Cost: 300,000 Gold, 2 Weeks

Has Researched Power Sources- (Passive Ability, Scientist) Possessor gains +500 MP for each Electrical, Energy, or Technology element item possessor has equipped, to a max of +20,000 MP, Possessor's Energy, Technology, and Electrical element Transformations, Pets, and Summons gain +500 MP
Requires: Basic Research Skills, Basic Energy Synchronization, Basic Technology Synchronization, Basic Electrical Synchronization
Cost: 500,000 Gold, 3 Weeks

Has Researched Various Means of Transportation and Common Technologies Related to Them- (Passive Ability, Scientist) Possessor gains +100 MIN for each Vechicle, Vessel, War Machine, or Mech Transformation possessor has equipped, to a max of +1,000 MIN, Possessor's Vechicle, Vessel, Mech, and War Machine Transformations gain +100 to all stats
Requires: Basic Research Skills, Basic Vehicle User, Basic Vessel User, Basic War Machine User, Basic Mech User
Cost: 400,000 Gold, 3 Weeks

Has Researched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN
Requires: Basic Research Skills, Basic Assault Matrix Training, Basic Gun Training, Basic Tool Training
Cost: 200,000 Gold, 2 Weeks

Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Requires: Basic Hypertech Attunement
Cost: 50,000 Gold, 2 Weeks

Hypertech Casting II- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast
Requires: Hypertech Casting I
Cost: 100,000 Gold, 2 Weeks

Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Portals, Wanderer
Cost: 200,000 Gold, 2 Weeks

Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Knowledge of Chemicals- (Passive Ability, Scientist) Possessor gains +100 MIN, Potions used by possessor that Heal HP or MP do so for an additional 1,000 points
Requires: Basic Research Skills, Basic Alchemy Attunement, Basic Crafter Proficiency
Cost: 100,000 Gold, 3 Weeks

Knowledge of Metalurgy- (Passive Ability, Scientist) Possessor deals 2,000 additional Fire element Damage to Robots and Machines
Not for Sale

Knowledge of Toxic Chemicals- (Passive Ability, Scientist) Possessor's Poison infliction chances increase by 5% against targets below Level 60
Requires: Knowledge of Chemicals, Basic Poisoner Training
Cost: 100,000 Gold, 2 Weeks

Master Analyst- (Passive Ability, Scientist) Possessor's scan attempts are rolled twice, with possessor choosing which of the two results to take
Not for Sale

Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Not for Sale

Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Requires: No Prerequisites
Cost: 1,000,000 Gold, 3 Weeks

Pharmacist- (Passive Ability, Scientist) Possessor may cure one ally of any one minor negative status effect at the start of each round
Requires: Psychiatrist, Alchemist, Merchant
Cost: 800,000 Gold, 2 Weeks

Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Requires: Psychologist, Doctor
Cost: 800,000 Gold, 2 Weeks

Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Requires: No Prerequisites
Cost: 800,000 Gold, 3 Weeks

Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance
Not for Sale

Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Hypertech Attunement, 10 other Scientist abilities
Cost: 125,000 Gold, 4 Weeks

Sublime Weakness Analysis- (Passive Ability, Scientist) Possessor treats the Weaknesses of possessor's opponents as being 25% higher, Possessor may ignore up to 25% Resilience from each source that is an Armor or a buff with at least one base subtype that is granting one of possessor's opponent's an increased Resilience value
Not for Sale

Systems Hacker- (Passive Ability, Scientist) Possessor gains +500 Magical Attack against Robots, Machines, War Machines, Vehicles, Vessels, and Mechs when conducting actions that include the Technology or Electrical elements
Not for Sale

Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Science, Scholar, (Researcher OR Analyst)
Cost: 5,000,000 Gold, 4 Weeks

Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Requires: Psychologist, Basic Leadership Attunement
Cost: 800,000 Gold, 2 Weeks

Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Requires: Knowledge of Basic Scientific Theory, Basic Hypertech Attunement
Cost: 400,000 Gold, 2 Weeks

Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Requires: Basic Research Skills
Cost: 40,000 Gold, 2 Weeks

World-Reshaping Research- (Passive Ability, Scientist) Possessor's allies (including possessor) may use possessor's MIN * 2 to determine their per-item Defense capping
Not for Sale

~Shaman (Shaman Magic)~

Apprentice Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 50 more points, and all Shaman Magic spells cost possessor 50 less MP to cast
Requires: Basic Shaman Magic Attunement, 3 other Shaman abilities
Cost: 125,000 Gold, 2 Weeks

Basic Shamanic Agility Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shamanic Constitution Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 10 more points, and all Shaman Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Shamanic Mind Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shamanic Spirit Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shamanic Strength Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 10 more points, and all Shaman Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Focused Shaman Magic Casting- (Passive Ability, Shaman) Shaman Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shaman Magic
Requires: Shaman Magic Casting II, Apprentice Shaman Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Rain Dancer- (Passive Ability, Shaman) Whenever possessor casts a Dance spell, possessor may create a Zone of Water
Requires: Apprentice Shaman Magic Attunement, Dancer, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Shaman- (Passive Ability, Shaman) Shaman Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Shaman Magic spells cost possessor (50 * Possessor Level) less MP to cast, Shaman Magic spells that possessor casts that buff stats do so by an additional (50 * Possessor Level) points as an effect that stacks up to (Possessor Level) times
Requires: Apprentice Shaman Magic Training, 10 other Shaman abilities
Cost: 125,000 Gold, 4 Weeks

Shaman Magic Casting I- (Passive Ability, Shaman) Shaman Magic spells cost possessor 20 less MP to cast
Requires: Basic Shaman Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Shaman Magic Casting II- (Passive Ability, Shaman) Shaman Magic spells cost possessor 200 less MP to cast
Requires: Shaman Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Thunderbird's Prophet- (Passive Ability, Shaman) Possessor deals 10,000,000 additional Damage with 'Thunderbird's Plume' consumables to bosses
Not for Sale


~Shrine Maiden (Spirit Magic)~

Ambiently Attracts Minor Spirits Who Seek to Pay Tribute- (Passive Ability, Shrine Maiden) At the start of each round, possessor obtains 50,000 Temporary Gold and obtains a buff that stacks 5 times that lasts 5 rounds that causes its possessor to count as possessing 5 additional Spirit allies
Not for Sale

Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Requires: Basic Spirit Magic Attunement, 3 other Shrine Maiden abilities
Cost: 125,000 Gold, 2 Weeks

Attended by Abstandard Kami- (Passive Ability, Shrine Maiden) Whenever possessor summons a Spirit that is fightable for drops on the Enemy List, possessor has a 5% chance of being able to (have ' Kami' appended to its name, have it additionally naturally possess the subtype Kami, and have its natural stat values increase by their value as listed (not counting Constant Effects) on the Enemy List)
Not for Sale

Attended by a Massive Spirit Bearing Vast Trays of Exotic Fruits from the Spirit World- (Passive Ability, Shrine Maiden) At the start of each round, possessor may choose to obtain 60,000 Flat Magic & Light & Wood element HP Healing that counts as coming from a source that is a Spirit; possessor may, instead, elect for a willing ally to obtain this healing, and, if a selected ally chooses to do so, possessor may choose to obtain a stacked instance of a buff that stacks 20 times across all individuals and 5 times per individual that allows possessor to, when the individual who accepted the healing would act, control the decisions for that individual during that action, assuming said individual is not Immune to Charm or Dominion at that time; Possessor counts as possessing an additional Spirit ally (that occupies 20 spaces in the Front Row if a Front Row exists in possessor's row-order formation and at least one other entity is already in said row)
Not for Sale

Attended by a Spirit Herald Who Loudly Yells Its Master's Name- (Passive Ability, Shrine Maiden) Possessor counts as possessing an additional ally who is a Spirit; At the start of a battle, possessor may choose to announce possessor's name and then up to 5 of possessor's awards in all caps
Not for Sale

Attended by a Spirit of Noble Martyrdom- (Passive Ability, Shrine Maiden) Possessor may, once per thread, as an effect that removes this ability from the thread and that cannot be undone by sources below Level 80 or caused to count as not having happened by sources below Level 80, when possessor would be killed by an (attack or action) from a source below Level 80 that is not greater Level than possessor, instead cause said attack or action to fail; Possessor counts as possessing an additional Spirit ally
Not for Sale

Attended by a Spiritual Champion- (Passive Ability, Shrine Maiden) At the start of a thread, possessor may summon 1 Spirit from the Enemy List that is normally fightable for drops on the Enemy List that is below Level 80 and below possessor's Level, Said summon's natural name includes 'Spiritual Champion ' at is start, Said summon's natural Level may become equal to any value up to either possessor's Level or 79 (whichever is lower), Said summon's natural stats, its natural Defense, and its abilities' natural Damage values are increased by a value equal to 1,000 times its Level, to a max of being increased by 790,000 points, Said summon's natural HP and MP values are increased by a value equal to 10,000 times its Level, to a max of being increased by 790,000 points, Individuals below Level 80 may not unsummon this summon as a non-stacking buff applied to said summon at the time of its summoning, This ability may summon a max of 1 entity per thread and cannot summon an entity if another spell or ability from possessor has already summoned a 'max of once per thread' summon that has text appended to its name
Not for Sale

Attended by a Spirit-Dragon Vizier Who Specializes in Anti-Binding Countermagic- (Passive Ability, Shrine Maiden) Possessor counts as possessing an additional Spirit & Dragon ally who counts as possessing the abilities 'Adept Binder Knowledge', 'Warden', 'Expert Wizard Magic Attunement', and 'Expert Spirit Magic Attunement'; up to three times per round, when a non-Spirit opponent of possessor who is not 10 or more Levels greater than possessor attempts to cast a Spirit Magic or Binding spell, possessor may choose to cancel its casting
Not for Sale

Attended by an Instrument-Animating Object Spirit- (Passive Ability, Shrine Maiden) Possessor may equip an Instrument weapon in a special weapon slot that may only hold Instrument weapons, may hold an Instrument weapon regardless of how many slots it would normally occupy, that makes the weapon in it count as a Weaponx0 despite continuing to occupy the slot, that may not be converted into other slots except a Pet slot, in which case it may only hold a Spirit pet; while this slot is full, possessor counts as possessing an additional Spirit ally
Not for Sale

Attended by an Orchestra of Spirit Musicians- (Passive Ability, Shrine Maiden) Possessor counts as possessing 20 additional Spirit allies; At the start of each round, possessor may cast a Bardic Music spell that is worth under 200,000,000 Gold that is worth under (Possessor's Level * 4,000,000 Gold) that is for sale in the Shop, with said casting counting as though an entity that was solely a Spirit cast it
Not for Sale

Attended by 57 Spirits Who Are All Named 'James' Who Each Perform Different, Highly Complex Jobs- (Passive Ability, Shrine Maiden) Possessor counts as possessing 57 additional Spirit allies whose name is 'James', Possessor may choose to have a 30% chance of inflicting Confusion on up to 57 targets at the start of each round, Possessor has a 10% chance of inflicting Confusion on any opponent who scans possessor's stats
Not for Sale

Attended by Incarnate World-Law Manifestations- (Passive Ability, Shrine Maiden) For each World Law possessor possesses, possessor counts as possessing a Spirit & Conceptual & Outsider ally, that also counts as the World Law's corresponding entity subtype should it possess one, and possessor gains a +500 uncapped bonus to all stats
Not for Sale

Attended by Messenger Spirits- (Passive Ability, Shrine Maiden) Possessor counts as possessing 3 additional Spirit allies; At the start of possessor's first action each round, possessor may either transfer a Spirit Magic buff from possessor to a valid, willing target for said buff (if possessor were to cast it on said target) or may transfer a Spirit Magic buff that could be applied to possessor if it were cast by an ally of possessor that is present on an ally of possessor to possessor, with both of these effect options being able to target willing allies of possessor who are in different battlespaces so long as no entity with a higher AGI than possessor's SPI in either possessor's battlespace or the other battlespace the target is in objects and so long as no entity that is Level 80 or greater that is in either battlespace objects
Not for Sale

Attended by Minor Spirits Holding Palm-Frond Fans- (Passive Ability, Shrine Maiden) Possessor gains 1% Fire Resistance and counts as possessing 2 additional Spirit allies
Not for Sale

Attended by Spirit Advisors- (Passive Ability, Shrine Maiden) Possessor counts as possessing 4 additional Spirit allies who are wielding Fan weapons and have a Base MIN of 15; once per round, after one of possessor's actions, possessor may either choose for a Spirit ally of possessor to immediately obtain an additional action or for either possessor or a Spirit ally of possessor to obtain a buff that stacks 5 times and lasts 5 rounds that provides +2,000 MIN
Not for Sale

Attended by Spirit Bodyguards- (Passive Ability, Shrine Maiden) Up to (Possessor's Level / 5, rounded down) times per thread, when possessor would be targeted by an offensive attack, possessor may, as a preemptive counter, summon 2 Spirits that are below possessor's Level and normally fightable for drops on the Enemy List, Max 40 summoned
Not for Sale

Attended by Spirit Butlers- (Passive Ability, Shrine Maiden) Possessor counts as possessing 5 additional Spirit allies; at the start of each round, possessor may choose to either unequip and then equip any number of carried items, or to obtain up to 40 Temporary in-stock items worth under 2,000,000 Gold from the Shop
Not for Sale

Attended by Spirits Bearing Sacred Reliquaries and Exquisite Display Cases Containing Manifested Talismans of Spiritual Power- (Passive Ability, Shrine Maiden) Possessor gains 20 spell slots that may only carry Spirit Magic spells and cannot be converted into other slots, For each of these slots that is filled, possessor count as possessing an additional Spirit ally and gains +10,000 MP to a special secondary pool that may only be used to cast Spirit Magic spells
Not for Sale

Attended by Spirits Possessing Mortal Vessels- (Passive Ability, Shrine Maiden) At the start of a thread, possessor may summon up to 20 Humans who are more than 5 Levels below possessor (and who are below Level 60) and who are normally fightable for drops on the Enemy List; each obtains a buff that, upon its possessor's death, causes its possessor's summoner to be able to optionally summon a Spirit of lower Level (which is also below Level 60) that is normally fightable for drops on the Enemy List, Max 20 summoned
Not for Sale

Attended by the Court of Lesser Spirits- (Passive Ability, Shrine Maiden) At the start of each round, possessor may summon up to 200 Spirits that are 20 or more Levels below possessor that are normally fightable for drops on the Enemy List, Max 20,000 summoned
Not for Sale

Attended by the Spirit of a Departed Doctor- (Passive Ability, Shrine Maiden) At the start of each round, possessor may regenerate 25,000 HP and may be cured of a minor negative status effect, Possessor counts as possessing an additional Spirit ally (and may, if possessor possesses the ability 'Adept Necromantic Magic Attunement' additionally choose for said ally to count as an Undead)
Not for Sale

Attended by Twin, Blind, Half-Spirit Shrine Maidens- (Passive Ability, Shrine Maiden) Possessor counts as possessing two Human & Spirit allies that possess the abilities 'Shrine Maiden' and 'Diviner' that count as being afflicted with Impaired: Blind and as having the same name; possessor may, up to twice per round, before one of possessor's actions, choose between gaining +25% To Hit during possessor's next action as a non-stacking buff, having possessor or one of possessor's allies be cured of a minor or moderate negative status effect, having one of possessor's Spirit allies that was killed by a source below Level 60 be resurrected, scanning an entity's stats, having possessor or one of possessor's Spirit allies be afflicted with Elevated, Favored, Favored: Anointed, Favored: Good Fortune, Fortified: Shadow Warded, Stat Boost, or Regeneration, or having an opponent have a 200% chance of being afflicted with Awestruck: Sealed
Not for Sale

Attended by Two Attractive-But-Airheaded Spirits Who Resolutely Refuse to Recognize His Name as Anything Except 'Delvedaddy'- (Passive Ability, Shrine Maiden) Possessor counts as possessing 2 additional Spirit allies, Possessor is Immune to Charm from sources below Level 20, Individuals may treat possessor's name as being 'Delvedaddy'
Not for Sale

Attracts No Ire from Wild Spirits- (Passive Ability, Shrine Maiden) Possessor may not be offensively targeted by Spirits that are uncontrolled summons that have not been offensively targeted by possessor unless possessor is in a Random Dungeon; Possessor may not be offensively targeted by Spirits that are 20 or more Levels below possessor if possessor is in a Random Dungeon; If possessor is in the Stance 'Dismissive Spirit Lord's Reclining Posture', Spirits that this ability prevents from offensively targeting possessor may not offensively target possessor's allies unless said allies have conducted offensive actions that have targeted said Spirits
Not for Sale

Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Black Mark of the Spirits- (Passive Ability, Shrine Maiden) Possessor counts as having a Black Spiritual Mark, Possessor cannot cast spells that would give possessor a White Spiritual Mark, equip items that would cause possessor to count as having a White Spiritual Mark, or gain the abilities 'White Mark of the Spirits' or 'Gray Mark of the Spirits'
Requires: Summons Through Impurity, Spirit that Shines with Malice, Spirit that Shines with Rage, Spirit that Shines with Spite, Shrine Maiden
Cost: 15,000,000 Gold, 5 Weeks

Borne at the Head of a Parade of Spirits- (Passive Ability, Shrine Maiden) If possessor is in the Stance 'Dismissive Spirit Lord's Reclining Posture', the first time per round that possessor conducts a 'Switch Rows' action, possessor optionally immediately gains an action that may only be used to perform the 'Switch Rows' action, each of possessor's Spirit allies may immediately perform the 'Switch Rows' action, and then possessor may summon up to 5 Spirits of equal or lower Level from the Enemy List that are normally fightable for drops, Max 200 summoned; if possessor is in a Transformation whose name includes 'Palanquin' or has equipped an item whose name includes 'Palanquin', possessor may summon 50 Spirits each time instead
Not for Sale

Dismissive Spirit Lord's Reclining Posture- (Stance Ability, Shrine Maiden) If possessor is a Spirit, is in the back row, and has more than twice as many Spirit allies as possessor has opponents, possessor gains 30% Resistance to non-Spirit T1 base subtypes, +15,000 Defense, Confusion: Fear Immunity, and causes all non-Spirits in the same battlespace to suffer -2,000 to all stats (to a minimum of 1)
Not for Sale

Elite Spirit Bodyguards- (Passive Ability, Shrine Maiden) When possessor summons entities using possessor's 'Attended by Spirit Bodyguards' ability, possessor may choose one of them and have a 25% chance, if it is equal to or lower Level than the attacker who triggered the ability, of redirecting all hits of the attack that triggered the ability to that summon
Not for Sale

Focused Spirit Magic Casting- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spirit Magic
Requires: Spirit Magic Casting II, Apprentice Spirit Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Found the Legendary Ice Cream Mountain Kami- (Passive Ability, Shrine Maiden) Whenever possessor summons an entity whose name contains 'Kami of the Great Mountain', possessor may choose to add ' Ice Cream' naturally after 'Great' in its name, naturally additionally make it the elements Whimsy and Candy, Naturally cause it to possess 30 Fame, and naturally give it the following Constant Effect:
Form of Tasty Ice Cream- Possessor may deal 3,800,000 Flat Candy & Whimsy element HP Healing to up to 600,000 allies at the start of each round, Possessor may make any of its attacks additionally or solely Candy and/or Whimsy element, Constant Effect
Not for Sale

Gelatinize Spirit- (Technique Ability, Shrine Maiden) Possessor may use 'Gelatinize Spirit' in conjunction with a 'Magical Attack' action. Said action deals 500 SPI Damage. Said action deals an additional 500 SPI Damage to Spirits.
Not for Sale

Gray Mark of the Spirits- (Passive Ability, Shrine Maiden) Possessor may purchase abilities with 'White Mark of the Spirits' or 'Black Mark of the Spirits' as prerequisites without possessing those abilities, but pays an additional week to purchase abilities with those as prerequisities or with those somewhere earlier in their prerequisite trees but that do not have this ability in their prerequisite trees, Possessor cannot gain the abilities 'White Mark of the Spirits' or 'Black Mark of the Spirits'
Requires: Summons Through Purity, Summons Through Impurity, Spirit that Shines with Charity, Spirit that Shines with Diligence, Spirit that Shines with Kindness, Spirit that Shines with Malice, Spirit that Shines with Rage, Spirit that Shines with Spite, Shrine Maiden
Cost: 15,000,000 Gold, 5 Weeks

Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Requires: Basic Spirit Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Requires: Basic Spirit Magic Attunement
Cost: 150,000 Gold, 2 Weeks

Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Requires: Guarded Purity
Cost: 150,000 Gold, 2 Weeks

Keeper of the Afterlife- (Passive Ability, Shrine Maiden) Whenever possessor summons a Human, Humanoid, or Fae, possessor may summon an instance of said entity that naturally possesses the subtype Spirit in addition to its other subtypes, that naturally possesses stats that are 6,000 points higher than they otherwise would be, that naturally possesses the prefix 'Returned Champion ' before its name, that naturally possesses Physical Immunity, that naturally possesses a Constant Effect named Incorporeal that increases its possessor's Dodge value by 100% if it does not already possess a Constant Effect of said name, and that naturally possesses 15% Necromancy Resistance
Not for Sale

Mobile Bounded Spirit Court- (Passive Ability, Shrine Maiden) If the terrain or phantom terrain is Spirit Realm, possessor and possessor's Spirit allies gain +5,000 to all stats; If possessor possesses at least 50 Spirit allies, the phantom terrain additionally counts as being Spirit Realm
Not for Sale

Priestess of the Mist-Kitsune- (Passive Ability, Shrine Maiden) Whenever possessor summons an entity whose name contains 'Kitsune', possessor may choose to append 'Mist ' naturally to the beginning of its name and naturally give it the following Constant Effect:
Mist Body- Possessor gains the element Air, +50% Dodge, and may count as being 0 entities for row-order-purposes as long as at least one other entity is in the same row as possessor and counting as present in it for row-order-purposes, Constant Effect
Not for Sale

Protected by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +5% Minor Negative Status Effect Resistance per Spirit ally possessor possesses, to a max of 100 such allies
Not for Sale

Served by a Guild of Assassin Spirits- (Passive Ability, Shrine Maiden) Up to (Possessor's Level/5, rounded up) times per thread, before one of possessor's actions (with the option to occur more than once before the same action), possessor may choose to have a (Possessor's number of Shrine Maiden abilities/5, rounded up, to a max of 500)% chance of inflicting Instant Death on a chosen target that is either in the same battlespace or that is in a different battlespace that does not contain an entity that is either (Level 80 or greater or more than 20 Levels greater than possessor) that objects and to count as possessing 5 additional Spirit allies until the end of the round; Entities killed by this instance of this status effect cannot be resurrected by non-Spirits that are not 5 or more Levels greater than possessor
Not for Sale

Served by a Guild of Mage-Cartographer Spirits Who, Using a Mixture of Spiritual Geomancy, World-Law-Based Outer Litigamancy, and Sending Their Legions of Land-Spirit Servants to Possess Terrain Features, May Establish Control of Lands and Nations- (Passive Ability, Shrine Maiden) Up to (Possessor's Level/5, rounded up) times per thread, before one of possessor's actions (with the option to occur more than once before the same action), possessor may choose to have a (Possessor's number of Shrine Maiden abilities/5, rounded up, to a max of 500)% chance of gaining control of a Terrain, Phantom Terrain, or summoned Large Structure, provided said Terrain, Phantom Terrain, or summoned Large Structure isn't controlled by an opponent who either is 20 or more Levels greater than possessor, is Level 80 or greater, is a Spirit of equal or greater Level than possessor, or is a Deity, and to count as possessing 5 additional Spirit, Spirit & Human, Spirit & Animal, Spirit & Umbral, or Spirit & Elemental allies until the end of the round.
Not for Sale

Served by a Guild of Thief Spirits Who Can Assume the Forms of Children, Animals, Shadows, and Wind- (Passive Ability, Shrine Maiden) Up to (Possessor's Level/5, rounded up) times per thread, before one of possessor's actions (with the option to occur more than once before the same action), possessor may choose to have a (Possessor's number of Shrine Maiden abilities/5, rounded up, to a max of 500)% chance of stealing an non-unique item equipped by an opponent and to count as possessing 5 additional Spirit, Spirit & Human, Spirit & Animal, Spirit & Umbral, or Spirit & Elemental allies until the end of the round; Possessor may alternatively choose to steal a carried, non-equipped item, in which case the chance is doubled; Possessor may choose to target opponents of lower Level who are below Level 60 who are in other battlespaces with this theft; this ability may sometimes steal unique items in RP threads
Not for Sale

Served by the Spirit Guilds- (Passive Ability, Shrine Maiden) Possessor's Shrine Maiden abilities whose name includes 'Guild' that count how many Shrine Maiden abilities possessor possesses count possessor's Binder abilities as Shrine Maiden abilities for this purpose and additionally count the total as being 5 higher than it otherwise would be
Not for Sale

Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Requires: Apprentice Spirit Magic Training, 10 other Shrine Maiden abilities
Cost: 125,000 Gold, 4 Weeks

Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Requires: Basic Spirit Magic Attunement, Basic Robe Mastery
Cost: 80,000 Gold, 2 Weeks

Spirit Lord's Beckoning Gesture- (Passive Ability, Shrine Maiden) When one of possessor's opponents summons a Spirit that is normally fightable for drops on the enemy list, possessor has a ((Possessor's Level * 10 - Possessor's Opponent's Level * 10) + 50)% chance of gaining control of that summon
Not for Sale

Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Requires: Basic Spirit Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Requires: Spirit Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Spirit that Shines with Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spirit that Shines with Diligence- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that cure negative status effects of targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spiritual Attendant Rush- (Technique Ability, Shrine Maiden) Possessor may use 'Spiritual Attendant Rush' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used by possessor as part of said action, said action involves the casting of a Spirit Magic spell, and possessor possesses at least 20 Spirit allies. Said action gains +((Possessor's number of Spirit allies, to a max of 1,000)*1,000) Magical Attack, gains a (Possessor's number of Spirit allies, to a max of 1,000)% chance of inflicting Fatigued: Stun, count as involving (Possessor's number of Spirit allies) additional Spirits, and gains '(Possessor's number of Spirit allies/100, to a max of 10) hits against (Possessor's number of Spirit allies * 10, to a max of 10,000)'
Not for Sale

Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Requires: Basic Spirit Magic Attunement
Cost: 150,000 Gold, 2 Weeks

Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Requires: Spiritual Impurity
Cost: 150,000 Gold, 2 Weeks

Spiritual Infusion- (Active Ability, Shrine Maiden) Possessor may spend an action to give one of possessor's Spirit Magic spells a bonus of +1,000 additional Magical Attack that lasts the remainder of the thread in exchange for a thread-long reduction of 1 Base SPI point as an effect that stacks 200 times, Any Spirit summoned through such a Spirit Magic spell gains +1,000 to all stats as an effect independent of the number of the stackings of said effect, The caster of a spell affected by this effect may choose to make a Magical Attack or Cast a Spell action involving the casting of said spell solely Light or solely Darkness element, Spells that have no Magical Attack bonus may be affected by this effect
Not for Sale

Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source
Requires: Spiritual Impurity II
Cost: 130,000 Gold, 2 Weeks

Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects
Requires: Guarded Purity II
Cost: 130,000 Gold, 2 Weeks

Tasked by the Great Khan's Wife to Bring His Spirit Rest- (Passive Ability, Shrine Maiden) Possessor gains +55,000 Defnse against Undead whose name includes 'Dead Khan' or 'Great Khan', Possessor ignores the Resistance and Immunities of Bosses named 'The Great Khan Risen' that are Level 60 or lower and on the Boss List.
Not for Sale

White Mark of the Spirits- (Passive Ability, Shrine Maiden) Possessor counts as having a White Spiritual Mark, Possessor cannot cast spells that would give possessor a Black Spiritual Mark, equip items that would cause possessor to count as having a Black Spiritual Mark, or gain the abilities 'Black Mark of the Spirits' or 'Black Mark of the Spirits'
Requires: Summons Through Purity, Spirit that Shines with Charity, Spirit that Shines with Diligence, Spirit that Shines with Kindness, Shrine Maiden
Cost: 15,000,000 Gold, 5 Weeks

~Sigil Tracer (Sigil Magic)~

Apprentice Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 50 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Requires: Basic Sigil Magic Attunement, 3 other Sigil Tracer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Sigil-Based Agility Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Constitution Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Mind Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Spirit Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Strength Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 10 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Focused Sigil Magic Casting- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sigil Magic
Requires: Sigil Magic Casting II, Apprentice Sigil Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Sigil Magic Casting I- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 20 less MP to cast
Requires: Basic Sigil Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Sigil Magic Casting II- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 200 less MP to cast
Requires: Sigil Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Sigil Maker- (Passive Ability, Sigil Tracer) Possessor gains +20 to all stats for each Sigil possessor has equipped
Requires: Basic Magewright Proficiency, Basic Sigil Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Sigil Tracer- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possesser 500 less MP to cast and Sigil Magic buffs with possessor as a source that already possess a duration of at least 5 rounds have their duration increased by 5 rounds
Requires: Apprentice Sigil Magic Attunement, 10 other Sigil Tracer abilities
Cost: 125,000 Gold, 4 Weeks


~Summoner (Summoner Magic)~

Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Requires: Basic Summoner Magic Attunement, 3 other Summoner abilities
Cost: 125,000 Gold, 2 Weeks

Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Requires: Basic Summoner Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Basic Summon Agility Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 AGI
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon Constitution Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 CON
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon Critical Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Critical
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon Damage Augmentation- (Passive Ability, Summoner) The Damage values of all of possessor's summons' abilities that possess Damage values increase by 1,000 points
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon Defense Against Stat Damage Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +50 Defense against Stat Damage
Requires: Basic Summoner Defense Augmentation
Cost: 200,000 Gold, 2 Weeks

Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 300,000 Gold, 3 Weeks

Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon Mind Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 MIN
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon MP Conservation Augmentation- (Passive Ability, Summoner) All of possessor's summons' abilities cost them 100 less MP to cast
Requires: Basic Summoner MP Augmentation
Cost: 200,000 Gold, 2 Weeks

Basic Summon Resilience Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Resilience
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon Strength Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 STR
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summon To Hit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% To Hit
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Requires: Basic Summon Essence-Linking
Cost: 100,000 Gold, 2 Weeks

Bleeds Shining Lions- (Passive Ability, Summoner) The offensive actions of Lions summoned by possessor's 'I Have Lions for Blood!' ability may gain '30% inflicts Impaired: Blind: Constant Glare
Requires: I Have Lions For Blood!, Blinding Blood
Cost: 500,000 Gold, 2 Weeks

Can Stop Self From Bleeding Lions- (Passive Ability, Summoner) If possessor possesses the ability 'I Have Lions for Blood!', possessor may choose to have it not summon any summons that it would summon, If possessor has the ability 'Has Obtained the Animal-Master Doctor's Self-Suturing Injection', possessor gains +100 to all stats
Requires: I Have Lions For Blood!, Basic Summoner Magic Attunement. Can Control Own Blood Flow
Cost: 100,000 Gold, 2 Weeks

Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Requires: Summoner
Cost: 400,000 Gold, 3 Weeks

Fast Summons- (Passive Ability, Summoner) Once per thread, at the start of battle, if none of possessor's opponents are 5 Levels or more greater than possessor, possessor may cast a non-offensive Summoner Magic spell
Requires: Summoner, Well-Versed in Traditional Summoning Techniques, Basic Summoner-Screening Techniques, Focused Summoner Magic Casting-
Cost: 5,000,000 Gold, 5 Weeks

Focused Summoner Magic Casting- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Summoner Magic
Requires: Summoner Magic Casting II, Apprentice Summoner Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Glare that Makes Samurai Attack Rakshashas Out of Nowhere- (Passive Ability, Summoner) Possessor may, at the start of each round, deal 5,000,000 Flat Fire & Physical element Damage to one opponent whose name includes 'Rakshasha', with this Damage counting as coming from a source that possesses the subtype Human and possesses the ability 'Kensei'
Not for Sale

Has Discovered Quake-Dweller Earth-Elementals- (Passive Ability, Summoner) Instances of the Enemy 'Earth Elemental' from the Enemy List that possessor summons may (as one combined choice) naturally gain +4,500 CON, naturally gain +30% Dodge, naturally gain Fatigued Immunity and Fatigued: Stun Immunity, naturally gain the Constant Effect 'Quake-Dweller- Possessor's presence counts as the presence of a Zone of Earth; Possessor may choose to have a 260% chance of inflicting Fatigued: Stun on up to 30,000 opponents at the start of each round, Constant Effect', and naturally have the word 'Quake-Dweller ' appended to the beginning on their names
Not for Sale

Hiebarric Summoner- (Passive Ability, Summoner) Possessor possesses a 'Hiebarric Summon List', Possessor summons up to 5 individuals from possessor's 'Hiebarric Summon List' at the beginning of battle, Possessor summons up to 2 individuals from possessor's 'Heibarric Summon List' every 10 rounds, Max 6 summoned, No more than half of this cap of summons may be of the same entity type at any given time, Possessor may use Hiebarric summon patterns in RP threads to add to possessor's 'Hiebarric Summon List' and may sometimes add defeated opponents to said list
Not for Sale

Improved Blood Lion Damage- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability have the Damage values of their abilites increased by 2,000 points
Requires: I Have Lions For Blood!
Cost: 100,000 Gold, 2 Weeks

Improved Blood Lion Durability- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability gain +5,000 HP
Requires: I Have Lions For Blood!, Basic Summoner Magic Attunement. Tough
Cost: 100,000 Gold, 2 Weeks

Improved Blood Lions I- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability are 2 Levels higher, to a max of Possessor's Level and gain +200 to all stats
Requires: I Have Lions For Blood!, Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Improved Blood Lions II- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability are 2 Levels higher, to a max of Possessor's Level and gain +500 to all stats
Requires: Improved Blood Lions I, Apprentice Summoner Magic Attunement, Lions Burst From My Bloodstream With EXTRA FEROCITY!, Level 10
Cost: 500,000 Gold, 2 Weeks

Improved Blood Lions III- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability are 2 Levels higher, to a max of Possessor's Level and gain +1,000 to all stats
Requires: Improved Blood Lions II, Can Stop Self From Bleeding Lions, Improved Blood Lion Damage, Improved Blood Lion Durability, Level 20
Cost: 3,000,000 Gold, 2 Weeks

Integrated Summon: Dracubeer- (Passive Ability, Summoner) Once per thread, possessor may, at the start of a round, summon a copy of 'Count Dracubeer' from the boss list, with said summon being unable to inflict major status effects or debuffs on targets above Level 79
Not for Sale

Knowledge of Basic Techniques in Summoning Acid-Element Entities- (Passive Ability, Summoner) Possessor's Acid-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Ice-Element Entities- (Passive Ability, Summoner) Possessor's Ice-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Spatial Element Entities- (Passive Ability, Summoner) Possessor's Spatial-element summons gain +100 to all stats
Not for Sale

Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Lions Burst From My Bloodstream With EXTRA FEROCITY!- (Passive Ability, Summoner) Whenever possessor summons a Lion through possessor's ability named 'I Have Lions For Blood!', said Lion has a 30% chance of inflicting Confusion: Fear on every opponent
Requires: I Have Lions For Blood!, Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

♢Ongoing Ritual of Dark Summon Empowerment- (Stance Ability, Summoner) If possessor is Darkness element, possessor's summons, when summoned, may obtain a buff that provides +(50 * possessor Level) to all stats and gives them the element Darkness
Not for Sale

Opening the Black Gate- (Passive Ability, Summoner) Whenever possessor casts a Dark Magic spell as part of an action, to a max of once per round, possessor may also cast a Summoner Magic spell (even if it could not normally be cast as part of said action) that solely summons, with said action summoning said summons as an effect separate from its standard hits
Not for Sale

Phone In The Bros- (Technique Ability, Summoner) Possessor may use 'Phone In The Bros' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has more summons present than any other individual currently in the same battle. Said action has summon caps involved in it increased from 200 to 250 (provided they are already 200 and not being able to increase them above 250) as a buff that stacks 3 times that sits on the summoner that said caps are the caps for, and gives all summons summoned through it +16,000 STR as a non-stacking buff.
Not for Sale

Resummon- (Passive Ability, Summoner) A number of times per thread up to possessor's Level, when one of possessor's summons is (killed or unsummoned) by a source that isn't greater Level than possessor, possessor may summon an entity on the Enemy List that is normally fightable for drops that is the same entity on the Enemy List as the unsummoned or killed entity
Requires: Fast Summons, Expanded Summoning Capacity, Knowledge of Basic Techniques in Summoning Magic-Element Entities, Knowledge of Basic Techniques in Summoning Energy-Element Entities, Basic Summon Essence-Linking, Basic Summon HP Augmentation
Cost: 5,000,000 Gold, 3 Weeks

Sage Sculpts Primal Sand- (Active Ability, Summoner) If possessor has a Staff equipped, possessor may spend an action while in a Zone of Earth or a terrain or phantom terrain that is Savannah, Badlands, or Desert, to summon up to 20 Animals from the Enemy List that are below possessor's Level
Not for Sale

♢Sealing the Black Gate- (Passive Ability, Summoner) Whenever possessor casts a spell that summons as part of an action, to a max of once per round, possessor may pay 50% of possessor's Max MP in MP, and, if possessor does so, all opponents of lower L
Not for Sale

♢Shadowed Summons- (Passive Ability, Summoner) Possessor's Darkness element summons, if summoned into a Zone of Darkness, gain, until the end of the round they were summoned on, a non-stacking buff that provides +(Possessor's Level * 2)% Dodge, with this buff's duration being unable to be extended
Not for Sale

Storm-Sylph Summoner- (Passive Ability, Summoner) Instances of the Enemy 'Sylph' from the Enemy List that possessor summons may (as one combined choice) naturally gain the element Electrical, naturally gain +17,000 SPI, naturally gain 'Absorbs Electrical', naturally gain the ability 'Thunderous Mystic Smackdown- 36,000 Damage, may inflict Electrocuted, Electrical & Magic or Electrical & Air or Electrical & Magic & Air, 0 MP', and naturally have the word 'Storm ' appended to the beginning on their names
Not for Sale

Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Requires: Apprentice Summoner Magic Attunement, 10 other Summoner abilities
Cost: 125,000 Gold, 4 Weeks

Summoner Chef- (Passive Ability, Summoner) Possessor's Food items that heal HP or MP heal and additional 700 of each, Possessor's Food items that raise stats raise them by an additional 15 points, Possessor may choose to count as having expended 1 charge from an additional Food item as part of a Culinary Technique spell at the cost of 500 MP, Possesor may, when casting a non-unique Summoning spell, choose to cure an amount of HP or MP from a target equal to the spell's cost divided by 10, to a max of 10,000,000 of either, instead of the spell's normal effect with an 85% chance of making the spell unusable for the remaining of the thread as a side effect
Not for Sale

Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Requires: Basic Summoner Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Requires: Summoner Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Summoner of Beasts Unheard- (Passive Ability, Summoner) Possessor's summons of nonbase subtypes gain +2,000 to all stats as a non-stacking buff at the time of their summoning
Requires: Theoretical Spellcaster, Elemental Researcher, Summoner, Master of Monsters
Cost: 200,000,000 Gold, 5 Weeks

Summons Fat Animals- (Passive Ability, Summoner) Whenever possessor summons an Animal, possessor may make its name naturally start with "Fat " and give it 5,000 more natural HP, 200 less natural AGI (to a minimum of 1), and 200 more natural CON
Not for Sale

The Lions I Bleed Can Adapt to the Sun- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability may possess the subtype Solar Being instead of their normal subtype, and, if they do so gain Hexed Immunity, Diseased Immunity, 50% Resistance to Light against sources that are below Level 100 and are no more than 10 Levels or more above possessor, and 300% Darkness Weakness
Requires: Bleeds Shining Lions
Cost: 5,000,000 Gold, 3 Weeks

Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Zonal Summoning- (Active Ability, Summoner) Up to once per battle, if possessor is in a Random Dungeon, possessor may spend an action to summon a chosen encounter from the current zone of the random dungeon possessor is in, provided that all enemies in said encounter are below Level 60 and fightable for drops on the Enemy List, choosing the number of summons of each type summoned from random ranges in said encounter, Max 200 summoned
Requires: Landsense, Summoner, Ritualist, Improved Ritual Circle Construction, Basic Understanding of Linking Magic Types, Ritualist's Mana-Channeling Stance, Geomancer, Terrain Mastery
Cost: 20,000,000 Gold, 2 Weeks

Zonal Summoner- (Passive Ability, Summoner) If possessor is in a Random Dungeon, possessor may, at the start of each round, summon an entity that is below Level 60 that is normally fightable for drops that appears on the encounter table of the zone of the Random Dungeon that possessor is in, Max 200 summoned
Requires: Zonal Summoning, Channeler, Basic Understanding of Theoretical Mana Pattern Copying
Cost: 20,000,000 Gold, 2 Weeks

~Thief (Thief Arts)~

Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Requires: Properly Trained in Backstabbing
Cost: 90,000 Gold, 2 Weeks

Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Requires: Basic Thief Arts Attunement, 3 other Thief abilities
Cost: 125,000 Gold, 2 Weeks

Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Requires: Sticky Fingers
Cost: 80,000 Gold, 2 Weeks

Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Break And Enter- (Technique Ability, Thief) Possessor may use 'Break and Enter' in conjunction with a 'Magical Attack', 'Melee Attack', or 'Ranged Attack' action so long as no other technique is used and at least one target is a Large Structure no more than 10 Levels higher than possessor. If said action successfully deals Damage, its non-performer Large Structure targets that are no more than 10 Levels higher than its performer gain a non-stacking debuff that allows this action's performer to treat its possessor's Defense as being 1,000 points lower and its possessor's Resilience as being 10% lower.
Not for Sale

Can Pick Her Nose with a Vuvuzela- (Passive Ability, Thief) Possessor, if wielding an Instrument whose name includes 'Vuvuzela', is cured of Diseased and all its sub-status effects at the start of each round
Not for Sale

Clown-Shoe Spring-Back- (Passive Ability, Thief) Whenever possessor would be afflicted with Fatigued: Stun, to a max of once per round, possessor is immediately cured if possessor is either in 'Clown Mode' stance or has an item with the words 'Clown Shoes' in its name equipped
Requires: Clown (2), Monk
Cost: 300,000 Gold, 2 Weeks

Covert Speakeasy Operator- (Passive Ability, Thief) Possessor may trade one Drink item to any one ally at the start of each round, with said trade not able to be blocked by opposing sources below Level 40
Not for Sale

Elusive- (Passive Ability, Thief) 15% Dodge
Not for Sale

Fleet- (Passive Ability, Thief) +200 AGI that is counted as unmodified for capping purposes
Not for Sale

Focused Thief Arts Casting- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Thief Arts
Requires: Thief Arts Casting II, Apprentice Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks

Good at Conveying Meaning Through Gestures- (Passive Ability, Thief) Each round possessor has a 30% chance of optionally choosing to ignore instances of Impaired: Silence that are present on possessor
Not for Sale

Good at Pretending Not to Have Eaten Things- (Passive Ability, Thief) If a source below Level 20 checks if possessor has used or been the target of a Food consumable (whether generalized or specific), possessor may choose to have the result be that possessor has not. If a source below Level 20 checks if possessor has dealt HP Drain to an individual (whether generalized or specific), possessor may choose to have the result be that possessor has not. If a source below Level 20 checks if possessor has destroyed an individual's corpse (whether generalized or specific), possessor may choose to have the result be that possessor has not. If a source below Level 20 checks if possessor has Devoured an entity (whether generalized or specific, whether current or previously), possessor may choose to have the result be that possessor has not.
Not for Sale

Hard to See in the Fog- (Passive Ability, Thief) Possessor gains +1% Dodge while affected with an Air or Darkness element buff that raises its possessor's Dodge
Not for Sale

Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Requires: Basic Thief Arts Attunement
Cost: 90,000 Gold, 3 Weeks

I'm Not Touching You Battle-Chant- (Technique Ability, Thief) Possessor may use 'I'm Not Touching You Battle-Chant' in conjunction with a 'Cast a Spell', 'Defend', 'Rest', or 'Meditate' action so long as no other technique is used and possessor has dealt more total Damage outside of actions to opposing entities throughout the course of the the same thread than any other individual currently in the same battle. Said action, provided that it does not target any opponents, gives its caster a buff that, when removed, has a 200% chance of inflicting Confusion: Berserk on all opposing entities that its possessor dealt Damage to outside of actions during the round before it is lost in said manner.
Not for Sale

Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Not for Sale

Install Basic Spatial Trapdoors- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select a Large Structure ally and provide said ally with a buff that provides +1% Dodge and deals 50,000 Flat Spatial element Damage to any individual who conducts an offensive if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Not for Sale

Invisible While Asleep- (Passive Ability, Thief) Possessor gains +50% Dodge while afflicted with Fatigued: Asleep
Not for Sale

Locksmith- (Passive Ability, Thief) Possessor pierces 500 Defense while using a Thief Arts spell; Possessor treats the Resilience of Large Structures as though it were 20% lower
Requires: Thief or Architect
Cost: 800,000 Gold, 3 Weeks

Pirate (2)- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
Not for Sale

Possesses a Pseudonym- (Passive Ability, Thief) Possessor's stats cannot be scanned by sources below Level 5
Not For Sale

Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 2 Weeks

Proximity Haunting: Master Car Thief Style- (Passive Ability, Thief) This ability also counts as a Deathless One ability and a Necromancer ability, At the start of each round, possessor may choose to gain control of all Vehicle transformations equipped, carried, or transformed-into by lower-Level entities below Level 80 that are below possessor's Level that are in the same battlespace, summoning a Ghost for each, then transforming each summoned Ghost into its associated Vehicle, with the taking of tranformed transformations de-transforming their transformers and inflicting Confusion: Berserk on them, with said status effect being cured if all the Ghosts summoned by this ability die
Not for Sale

Shadow-Skulking- (Passive Ability, Thief) If possessor is in a Zone of Darkness, possessor gains 5% Dodge and possessor's Confusion: Fear infliction chances are increased by 5%
Requires: Creepy, Basic Thief Arts Attunement
Cost: 90,000 Gold, 2 Weeks

Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Requires: Basic Thief Arts Attunement
Cost: 5,000,000 Gold, 8 Weeks

Spry- (Passive Ability, Thief) +300 AGI and +4% Dodge
Not for Sale

Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Requires: Basic Item Thievery
Cost: 100,000 Gold, 3 Weeks

Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks

Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 2 Weeks

Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Requires: Apprentice Thief Arts Attunement, 10 other Thief abilities
Cost: 125,000 Gold, 4 Weeks

Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Requires: Basic Thief Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Requires: Thief Arts Casting I
Cost: 100,000 Gold, 2 Weeks

Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Requires: Basic Thief Arts Attunement, 150 Unmodified MIN
Cost: 90,000 Gold, 2 Weeks

Untrappable Trapper- (Passive Ability, Thief) Possessor's actions involving Traps may not be countered except by entities that are 5 or more Levels above possessor or by entities that are Level 95 or greater, Possessor is Immune to delayed actions from sources below Level 80, Possessor's opponents who delay an action may not, later on the same round, if not greater Level than possessor or Level 80 or greater, replicate any actions if possessor has performed an action involving a Trap within the past 5 rounds, including the current round in the count of 5
Not for Sale


~Technomancer (Technomancy)~

Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Requires: Basic Technomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Requires: Basic Technomancy Attunement, 3 other Technomancer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Requires: Basic Hypertech Attunement, Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Blurred Technomagical Zonecast- (Technique Ability, Technomancer) Possessor may use 'Blurred Technomagical Zonecast' in conjunction with a 'Cast a Spell' action. Any Zones of Technology that action creates additionally gain the element Magic; any Zones of Magic that action creates additionally gain the element Technology.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks

Focused Technomancy Casting- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Technomancy
Requires: Technomancy Casting II, Apprentice Technomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Requires: Understanding of Common Practices of Theoretical Magic, Understanding of Common Practices of Theoretical Science, Basic Hypertech Attunement, Basic Wizard Magic Attunement
Cost: 300,000 Gold, 3 Weeks

Magical Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Invention used as part of said action gains the element Magic for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks

Rework Resistances- (Passive Ability, Technomancer) Possessor's Magic Item and Gadget accessories provide Technology Resistance equal to the Magic Resistance they provide if they do not already provide more Technology Resistance than that. Possessor's Magic Item and Gadget accessories provide Magic Resistance equal to the Technology Resistance they provide if they do not already provide more Magic Resistance than that.
Requires: Magical Activation, Technological Activation
Cost: 5,000,000 Gold, 2 Weeks

Summon Robo-Golems- (Passive Ability, Technomancer) Possessor may, when summoning a Golem, choose to give it a non-stacking buff that gives its possessor the additional element Technology and the additional subtype Robot
Requires: Technomancer, Evermason, Golomancer
Cost: 500,000 Gold, 2 Weeks

Technological Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Enchanted Item used as part of said action gains the element Technology for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks

Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Technomancy Attunement, 10 other Technomancer abilities
Cost: 125,000 Gold, 4 Weeks

Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
Requires: Basic Technomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Requires: Technomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
Requires: Theoretical Scientist, Theoretical Spellcaster, Apprentice Technomancy Attunement
Cost: 5,000,000 Gold, 4 Weeks

Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element
Requires: Basic Hypertech Attunement, Basic Electrical Synchronization, Basic Magic Synchronization
Cost: 300,000 Gold, 3 Weeks

~Transmuter (Transmutation)~

Adept Transmatation Attunement- (Passive Ability, Transmuter) Transmutation spells cost possessor 10,000 less MP to cast, Transmutation spells cast by possessor that provide stat buffs or debuffs have those values increased by 250 points as an effect that stacks a max of 12 times across all applications of said effect, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Transmutation Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Transmuter, 50 other Transmuter Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Requires: Basic Transmutation Attunement, 3 other Transmuter abilities
Cost: 125,000 Gold, 2 Weeks

Arms which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Arms:' to this ability, and possessor's 'Mutative Arms' ability may treat said spell as being equipped
Requires: Mutative Arms
Cost: 100,000 Gold, 2 Weeks

Attuned to Transmutometer- (Passive Ability, Transmuter) +150 MIN, 5% Transmutation Resistance
Not for Sale

Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Autoweaponize Arms- (Passive Ability, Transmuter) At the start of any round, if possessor is not in possession of a buff or a debuff from a Transmutation spell that begins with 'Transmute Arms:' possessor may choose to count for the duration of the round as wielding an additional weapon of a base subtype so long a possessor both has at least one weapon slot open and does not become in possession of a buff or a debuff from a Transmutation spell that begins with 'Transmute Arms:'
Requires: Mutative Arms
Cost: 300,000 Gold, 3 Weeks

Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Requires: Basic Transmutation Attunement
Cost: 35,000 Gold, 1 Week

Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bodily Transformation of Plastic- (Passive Ability, Transmuter) Possessor may, if possessor does not possesses a Transmutation or Transmuter buff whose name includes 'Transmute Body', possessor may choose to be in a single additional non-Transmuter stance while in the Transmuter stance 'Plastic Body Form'
Not for Sale

Coughdrop-Essence-Infused Throat- (Passive Ability, Transmuter) Possessor gains 50% Impaired: Mute Resistance
Not for Sale

Covered in Golden Glitter- (Passive Ability, Transmuter) Possessor's Charm infliction chances are raised by 2%, Possessor's equipped items count as being worth a total of 5,000 Gold more if the total value of all of possessor's equipped items is checked
Not for Sale

Cyclic Transmutation of Light and Hope- (Passive Ability, Transmuter) Possessor may change the element Light in possessor's actions to the element Hope, possessor may change the element Hope in possessor's actions to the element Light
Not for Sale

Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Requires: Mutative Self-Augmentation
Cost: 150,000 Gold, 2 Weeks

Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Requires: Warped Element Stance
Cost: 50,000 Gold, 1 Week

Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Requires: Warped Element Stance
Cost: 50,000 Gold, 1 Week

Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Requires: Warped Self Stance
Cost: 50,000 Gold, 1 Week

Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Requires: Warped Self Stance
Cost: 50,000 Gold, 1 Week

Focused Transmutation Casting- (Passive Ability, Transmuter) Transmutation spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Transmutation
Requires: Transmutation Casting II, Apprentice Transmutation Attunement
Cost: 60,000 Gold, 2 Weeks

Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Requires: Mutative Form
Cost: 100,000 Gold, 2 Weeks

Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
Requires: Mutative Head
Cost: 100,000 Gold, 2 Weeks

Holder of Polymorphic Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Polymorph:' to this ability, and possessor's 'Polymorphic Body' ability may treat said spell as being equipped
Requires: Polymorphic Body
Cost: 190,000 Gold, 2 Weeks

Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Requires: Basic Transmutation Attunement
Cost: 40,000 Gold, 2 Weeks

Improved Polymorph II- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Requires: Improved Polymorph I, Polymorph Expert
Cost: 60,000 Gold, 2 Weeks

Improved Polymorph III- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the Defense of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with Defense penalties from this ability being unable to reduce a stat to 0 or below
Requires: Improved Polymorph II
Cost: 80,000 Gold, 1 Week

Inflatable Feet- (Passive Ability, Transmuter) Possessor gains +2% Dodge while in a Zone of Water or Zone of Air if in possession of any buffs
Not for Sale

Mask of the Sly Smile (2)- (Passive Ability, Metamorph) Once per thread when possessor obtains a minor negative status effect possessor may instead choose to obtain a chosen minor positive status effect
Not for Sale

Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 360,000 Gold, 3 Weeks

Plastic Body Form- (Stance Ability, Transmuter) Possessor gains +200 Defense and +20 CON
Not for Sale

Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Requires: Apprentice Transmutation Attunement
Cost: 210,000 Gold, 3 Weeks

Polymorphic Body- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Polymorph:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Polymorph Expert
Cost: 190,000 Gold, 3 Weeks

Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Requires: Polymorph Expert
Cost: 205,000 Gold, 2 Weeks

Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
Requires: Polymorph Expert
Cost: 190,000 Gold, 2 Weeks

Self-Polymorphing Expertise- (Passive Ability, Transmuter) Possessor is treated as one of possessor's allies for purposes of Polymorph Expert and Polymorphic Power Equalization Capability
Requires: Polymorphic Power Equalization Capability
Cost: 60,000 Gold, 1 Week

Sharp Essence- (Passive Ability, Transmuter) Possessor gains +200 Melee Attack and +200 Magical Attack, this ability provides an additional +200 Melee Attack for each open Weapon slot possessed by possessor, to a max of 5 such slots, this ability provides an additional +200 Magical Attack for each open Spell slot possessed by possessor, to a max of 5 such slots, Possossor gains 15% Critical
Not for Sale

Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Requires: Basic Transmutation Attunement
Cost: 190,000 Gold, 3 Weeks

Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Requires: Apprentice Transmuter Attunement, Twice-Warped Stance, Shifting Weapon Stance
Cost: 260,000 Gold, 4 Weeks

Transmutation Casting I- (Passive Ability, Transmuter) Transmutationspells cost possessor 20 less MP to cast
Requires: Basic Transmutation Attunement
Cost: 50,000 Gold, 2 Weeks

Transmutation Casting II- (Passive Ability, Transmuter) Transmutation spells cost possessor 200 less MP to cast
Requires: Transmutation Casting I
Cost: 100,000 Gold, 2 Weeks

Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Requires: Apprentice Transmutation Attunement, 10 other Transmuter abilities
Cost: 125,000 Gold, 4 Weeks

Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Requires: Expanded Transmutative Self-Warping, Expanded Transmutative Self-Folding, Expanded Transmutative Element-Warping, Expanded Transmutative Element-Folding
Cost: 190,000 Gold, 3 Weeks

Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Requires: Basic Transmutation Attunement
Cost: 120,000 Gold, 3 Weeks

Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Requires: Basic Transmutation Attunement
Cost: 160,000 Gold, 3 Weeks

~Umbramancer (Shadow Magic)~

Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Umbramancer, 50 other Umbramancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks

Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks

Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Deadly Foreshadowing- (Passive Ability, Umbramancer) If possessor is Darkness element, has an Umbramancy spell equipped, has a Book equipped, and has at least one unequipped item that provides a Melee Attack, Ranged Attack, or Magical Attack bonus carried, possessor may, at the start of a round, show a chosen opponent the stats of said unequipped item and, at the start of the round after said round as an effect that does not stack, deal (2,000 * Possessor Level, to a max of Level 59) Flat Darkness element Damage to said individual
Not for Sale

Emits Gloom- (Passive Ability, Umbramancer) At the start of each round, possessor may choose up to 30 entities and give those entities a debuff that stacks 5 times that provides -20% To Hit
Not for Sale

Focused Shadow Magic Casting- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shadow Magic
Requires: Shadow Magic Casting II, Apprentice Shadow Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks

Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Requires: Basic Shadow Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Requires: Shadow Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks

Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks

~Veilwalker (Ethereal Magic)~

Adept Ethereal Magic Attunement- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 10,000 less MP to cast, Ethereal Magic spells cast by possessor that provide a Defense Against Stat Damage (Including against damage to specific stats) buff bonus provide an additional +500 points as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Ethereal Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Veilwalker, 50 other Veilwalker Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Requires: Basic Ethereal Magic Attunement, 3 other Veilwalker abilities
Cost: 125,000 Gold, 2 Weeks

Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Elusive Magic- (Passive Ability, Veilwalker) Possessor's Cast a Spell actions may not be countered by individuals below Level 20, Possessor's Ethereal Magic spells may not be targeted or affected in a hostile manner by individuals below Level 20
Not for Sale

Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Requires: Basic Ethereal Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Requires: Ethereal Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Requires: Ethereal Magic Casting II, Apprentice Ethereal Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Form of Mind-Dulling Mist- (Stance Ability/Active Ability, Veilwalker) While in this stance, possessor gains 50% Dodge and and possessor's damage-dealing attacks deal an additional 1,000 MIN damage, possessor may spend an action while in this stack to gain a buff that gives caster 98% Dodge so long as caster opts to perform no offensive actions, with said buff vanishing immediately if its possessor performs an offensive action, that does not stack, and that lasts 5 turns, with said action only being able to be performed once every 7 rounds
Not for Sale

Illusory Aether-Sculptor- (Passive Ability, Veilwalker) Possessor may cast Illusion Magic spells as though they were Ethereal Magic spells
Not for Sale

Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Ethereal Magic Attunement
Cost: 400,000 Gold, 2 Weeks

♢Master of the Fogsea- (Passive Ability, Veilwalker) Possessor counts as having an accessory equipped whose name is 'Fog Boots', Possessor ignores Dodge-increasing effects attached to Zones, Terrains, and Phantom Terrains that are on individuals other than possessor that were created by sources below possessor's Level
Not for Sale

Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Requires: Semi-Ethereal Constitution, Apperentice Veilwalker Knowledge
Cost: 100,000 Gold, 2 Weeks

Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Requires: Knowledge of Ethereal Pathways, Semi-Ethereal Agility, Apperentice Veilwalker Knowledge
Cost: 100,000 Gold, 2 Weeks

Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Requires: Apprentice Ethereal Magic Attunement, 10 other Veilwalker abilities
Cost: 125,000 Gold, 4 Weeks

Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week


~Wanderer (Gate Magic)~

Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Wanderer, 50 other Wanderer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Requires: Basic Gate Magic Attunement, 3 other Wanderer abilities
Cost: 125,000 Gold, 2 Weeks

Automatic, Short-Range, Defensive Teleportation- (Passive Ability, Wanderer) Possessor gains +30% Dodge
Not for Sale

Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Requires: Establish Dimensional Portal, Basic Spatial Magic Attunement, Theoretical Spellcaster
Cost: 200,000 Gold, 2 Weeks

Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 1 Week

Beta-Negaverse Reality-Link- (Passive Ability, Wanderer) Possessor gains +10,000 uncapped Defense if possessor's MIN has been reduced by 50% of its non-stat-damage-status-effect-or-debuff-counting value due to MIN Damage and/or negative status effects and/or debuffs
Not for Sale

Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Requires: Wanderer, Storyteller
Cost: 300,000 Gold, 2 Weeks

Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Requires: Fatigue Resistance, Basic Leadership Attunement
Cost: 200,000 Gold, 2 Weeks

♢Chased the Reaper Across the Realms- (Passive Ability, Wanderer) If an opposing Undead moves to a different battlespace from the battlespace possessor is in, possessor may follow that Undead into that other battlespace so long as no entity 20 or more Levels greater than possessor in either battlespace objects
Not for Sale

Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Requires: Teleporting Strike, Wanderer
Cost: 700,000 Gold, 2 Weeks

♢Cross-Dimensional Combat Expert- (Passive Ability, Wanderer) Possessor gains +50% To Hit and Dodge if possessor changed battlespaces earlier in the round
Not for Sale

Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Requires: Combat Teleportation
Cost: 500,000 Gold, 2 Weeks

Desert Master's Dislike of Excess Water- (Passive Ability, Wanderer) Possessor gains a 200% Water Weakness, Possessor gains +200 to all stats while the Terrain or Phantom Terrain is Desert
Not for Sale

Dimensional Milkman- (Passive Ability, Wanderer) Possessor may, at the start of any round, leave possessor's current battlespace and enter any other battlespace in the same thread that contains at least one individual who is not carrying a consumable with 'Milk' in its name and give 1 Milk to said individual, provided that no individual of Level 60 or greater in either the battle possessor is leaving or the battle possessor is entering objects.
Not for Sale

Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Not for Sale

Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Requires: Basic Gate Magic Attunement
Cost: 40,000 Gold, 1 Week

Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Wanderer, Ritualist, Scholar of Dimensions
Cost: 15,000,000 Gold, 2 Weeks

Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Temporal Primarch, Establish Dimensional Portal
Cost: 60,000,000 Gold, 2 Weeks

♢Evade Dimensional Instabilities- (Passive Ability, Wanderer) Spatial Magic and Geomancy effects attached to Zones cannot negatively effect possessor based on possessor's entry into them from another battlespace, Spatial and Spatial Magic effects from sources below possessor's Level cannot prevent possessor from entering battlespaces or cause possessor to enter a battlespace other than a battlespace possessor chose to enter instead of said chosen battlespace
Not for Sale

Expert Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Gate Magic Attunement, 100 other Wanderer Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Requires: Enjoys Travelling, Apprentice Gate Magic Attunement
Cost: 100,000 Gold, 1 Week

Fast Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may choose at the beginning of the round if in a Random Quest to to leave said quest, with said exit not being preventable by sources below Level 40, Has RP effects
Requires: Fast Short-Distance Teleportation
Cost: 1,000,000 Gold, 2 Weeks

Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Requires: Establish Dimensional Portal, Familiarity with Being Teleported, Fast Short-Distance Teleportation
Cost: 600,000 Gold, 2 Weeks

Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Requires: Short-Distance Item Teleporation, Fast Short-Distance Teleporation
Cost: 200,000 Gold, 2 Weeks

Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Requires: Short-Distance Self-Teleporation, Fast Traveller
Cost: 400,000 Gold, 2 Weeks

Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Requires: Apprentice Gate Magic Attunement, Swift Travel, Swift Arrival
Cost: 200,000 Gold, 2 Weeks

Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Requires: None
Cost: 50,000 Gold, 2 Weeks

Focused Gate Magic Casting- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gate Magic
Requires: Gate Magic Casting II, Apprentice Gate Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Future-Leaping Strike- (Technique Ability, Wanderer) Possessor may use 'Future-Leaping Strike' in conjunction with a 'Magical Attack', 'Melee Attack', or 'Ranged Attack' action so long as a Gate Magic spell is cast and no other technique is used. Said action gains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack. Said action is delayed for 2 rounds. Caster is afflicted with an instance of Vanished that is automatically cured at the start of the round after next.
Not for Sale

Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Requires: Basic Gate Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Gate Magic Casting II- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast
Requires: Gate Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Hammerspace Access- (Passive Ability, Wanderer) Possessor may carry up to 200 unequipped items into threads
Not for Sale

Has Traversed the Abyss- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Abyss, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Abyss
Requires: Attuned to Terrain: Abyss, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Abyss of Time- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Abyss of Time, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Abyss of Time
Requires: Attuned to Terrain: Abyss of Time, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Alien Domain- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Alien Domain, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Alien Domain
Requires: Attuned to Terrain: Alien Domain, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Astral Void- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Astral Void, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Astral Void
Requires: Attuned to Terrain: Astral Void, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Battlefield- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Battlefield
Requires: Attuned to Terrain: Battlefield, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Beach- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Beach
Requires: Attuned to Terrain: Beach, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Boneyard- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Boneyard
Requires: Attuned to Terrain: Boneyard, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Caverns- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Caverns
Requires: Attuned to Terrain: Caverns, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Celestial City- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Celestial City, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Celestial City
Requires: Attuned to Terrain: Celestial City, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Cliffside- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Cliffside
Requires: Attuned to Terrain: Cliffside, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Cloudy Sky- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Cloudy Sky
Requires: Attuned to Terrain: Cloudy Sky, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Concordant City- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Concordant City, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Concordant City
Requires: Attuned to Terrain: Concordant City, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Conifer Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Conifer Forest
Requires: Attuned to Terrain: Conifer Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Cosmic Junkyard- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cosmic Junkyard, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Cosmic Junkyard
Requires: Attuned to Terrain: Cosmic Junkyard, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Crystal Isles- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Crystal Isles, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Crystal Isles
Requires: Attuned to Terrain: Crystal Isles, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Dark Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Dark Forest
Requires: Attuned to Terrain: Dark Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Dark Realm- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Realm, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Dark Realm
Requires: Attuned to Terrain: Dark Realm, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Desert- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Desert
Requires: Attuned to Terrain: Desert, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Balance- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Balance, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Balance
Requires: Attuned to Terrain: Domain of Balance, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Elemental Air- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Elemental Air, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Elemental Air
Requires: Attuned to Terrain: Domain of Elemental Air, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Elemental Fire- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Elemental Fire, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Elemental Fire
Requires: Attuned to Terrain: Domain of Elemental Fire, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Elemental Earth- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Elemental Earth, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Elemental Earth
Requires: Attuned to Terrain: Domain of Elemental Earth, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Elemental Water- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Elemental Water, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Elemental Water
Requires: Attuned to Terrain: Domain of Elemental Water, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Void Cages- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Void Cages, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Void Cages
Requires: Attuned to Terrain: Domain of Void Cages, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Dreamland- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dreamland, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Dreamland
Requires: Attuned to Terrain: Dreamland, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Dry Riverbed- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Dry Riverbed
Requires: Attuned to Terrain: Dry Riverbed, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Elysian Wilds- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Elysian Wilds, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Elysian Wilds
Requires: Attuned to Terrain: Elysian Wilds, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Endless Desert- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Endless Desert, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Endless Desert
Requires: Attuned to Terrain: Endless Desert, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Ethereal Mists- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ethereal Mists, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Ethereal Mists
Requires: Attuned to Terrain: Ethereal Mists, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Extradimensional Arena- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Extradimensional Arena, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Extradimensional Arena
Requires: Attuned to Terrain: Extradimensional Arena, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Faerie Kingdom- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Faerie Kingdom, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Faerie Kingdom
Requires: Attuned to Terrain: Faerie Kingdom, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Farmland- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Farmland
Requires: Attuned to Terrain: Farmland, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Forest
Requires: Attuned to Terrain: Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Frozen Cosmos- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Cosmos, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Frozen Cosmos
Requires: Attuned to Terrain: Frozen Cosmos, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Frozen Waste- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Frozen Waste
Requires: Attuned to Terrain: Frozen Waste, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Gear Cosmos- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Gear Cosmos, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Gear Cosmos
Requires: Attuned to Terrain: Gear Cosmos, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Glacier- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Glacier
Requires: Attuned to Terrain: Glacier, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Graveyard- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Graveyard
Requires: Attuned to Terrain: Graveyard, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Grid Domain- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Grid Domain, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Grid Domain
Requires: Attuned to Terrain: Grid Domain, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Heavenly Fields- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Heavenly Fields, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Heavenly Fields
Requires: Attuned to Terrain: Heavenly Fields, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Hellscape- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hellscape, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Hellscape
Requires: Attuned to Terrain: Hellscape, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Hills- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Hills
Requires: Attuned to Terrain: Hills, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Hive-Realm- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hive-Realm, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Hive-Realm
Requires: Attuned to Terrain: Hive-Realm, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Imperial Heavens- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Imperial Heavens, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Imperial Heavens
Requires: Attuned to Terrain: Imperial Heavens, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Jungle- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Jungle
Requires: Attuned to Terrain: Jungle, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Junkyard- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Junkyard
Requires: Attuned to Terrain: Junkyard, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Lake- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Lake
Requires: Attuned to Terrain: Lake, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Land of Seasons- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Land of Seasons, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Land of Seasons
Requires: Attuned to Terrain: Land of Seasons, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Land of the Dead- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Land of the Dead, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Land of the Dead
Requires: Attuned to Terrain: Land of the Dead, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mage’s Sanctum- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mage’s Sanctum, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mage’s Sanctum
Requires: Attuned to Terrain: Mage’s Sanctum, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Marsh- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Marsh
Requires: Attuned to Terrain: Marsh, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Meadow- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Meadow
Requires: Attuned to Terrain: Meadow, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mesa- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mesa, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mesa
Requires: Attuned to Terrain: Mesa, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mindscape- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mindscape, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mindscape
Requires: Attuned to Terrain: Mindscape, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mountains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mountains
Requires: Attuned to Terrain: Mountains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mushroom Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mushroom Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mushroom Forest
Requires: Attuned to Terrain: Mushroom Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Ocean- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Ocean
Requires: Attuned to Terrain: Ocean, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Open Plains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Open Plains
Requires: Attuned to Terrain: Open Plains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Open Sky- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Open Sky
Requires: Attuned to Terrain: Open Sky, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Plane of Living Flesh- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Plane of Living Flesh, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Plane of Living Flesh
Requires: Attuned to Terrain: Plane of Living Flesh, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Polluted Morass- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Polluted Morass, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Polluted Morass
Requires: Attuned to Terrain: Polluted Morass, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Primordial Soup- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Primordial Soup, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Primordial Soup
Requires: Attuned to Terrain: Primordial Soup, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Primordial Void- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Primordial Void, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Primordial Void
Requires: Attuned to Terrain: Primordial Void, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Realm of Magic- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Realm of Magic, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Realm of Magic
Requires: Attuned to Terrain: Realm of Magic, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the River-Land- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is River-Land, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are River-Land
Requires: Attuned to Terrain: River-Land, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Road- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Road, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Road
Requires: Attuned to Terrain: Road, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Rolling Plains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Rolling Plains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Rolling Plains
Requires: Attuned to Terrain: Rolling Plains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Salt Flats- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Salt Flats, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Salt Flats
Requires: Attuned to Terrain: Salt Flats, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Savannah- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Savannah, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Savannah
Requires: Attuned to Terrain: Savannah, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Scrubland- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Scrubland, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Scrubland
Requires: Attuned to Terrain: Scrubland, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Sea of Madness- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sea of Madness, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Sea of Madness
Requires: Attuned to Terrain: Sea of Madness, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Shadow Kingdom- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Shadow Kingdom, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Shadow Kingdom
Requires: Attuned to Terrain: Shadow Kingdom, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Silent Hallways- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Silent Hallways, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Silent Hallways
Requires: Attuned to Terrain: Silent Hallways, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Snowy Plains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Snowy Plains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Snowy Plains
Requires: Attuned to Terrain: Snowy Plains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Space- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Space
Requires: Attuned to Terrain: Space, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Spirit Realm- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Spirit Realm, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Spirit Realm
Requires: Attuned to Terrain: Spirit Realm, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Steppes- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Steppes, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Steppes
Requires: Attuned to Terrain: Steppes, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Stormy Plains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Stormy Plains
Requires: Attuned to Terrain: Stormy Plains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Sunforge- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sunforge, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Sunforge
Requires: Attuned to Terrain: Sunforge, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Sunny Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sunny Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Sunny Forest
Requires: Attuned to Terrain: Sunny Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Swamp- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Swamp
Requires: Attuned to Terrain: Swamp, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Tropical Island- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Tropical Island, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Tropical Island
Requires: Attuned to Terrain: Tropical Island, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Twisting Nightmare- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Twisting Nightmare, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Twisting Nightmare
Requires: Attuned to Terrain: Twisting Nightmare, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Untamed Wilds- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Untamed Wilds, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Untamed Wilds
Requires: Attuned to Terrain: Untamed Wilds, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Void of Endings- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Void of Endings, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Void of Endings
Requires: Attuned to Terrain: Void of Endings, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Wellspring of Life- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Wellspring of Life, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Wellspring of Life
Requires: Attuned to Terrain: Wellspring of Life, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Hero of An Epic Journey In Another Life- (Passive Ability, Wanderer) Possessor gains +2 Fame and +5% Dodge against individuals whose name includes 'Bull', 'Thunderbird', 'Humbaba', 'Lion', 'Scorpion', or 'Giant'.
Not for Sale

Hyped-Up Domain-Linked Spell- (Technique Ability, Wanderer) Possessor may use 'Hyped-Up Domain-Linked Spell' in conjunction with a 'Cast a Spell' action so long as a Gate Magic spell is cast, no other technique is used, and caster is in a Zone created by an allied source of Level 80 or greater. Said action is delayed 5 rounds and all stat buffs it provides are increased by 1 point as a non-stacking effect.
Not for Sale

Improved Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 30% Fatigued Resistance
Requires: Fatigue Resistance, Tough, Level 5
Cost: 350,000 Gold, 2 Weeks

Intuitive Direction-Sense- (Passive Ability, Wanderer) Possessor may not be prevented from switching rows by sources below Level 20
Not for Sale

Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 3 Weeks

Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Long-Range (Province-Ranged) Self-Teleportation- (Active Ability, Wanderer) Up to (Possessor Level / 5) times per thread, possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 60% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 100% against individuals below Level 20
Requires: Skilled Teleporter, Landsense, Level 39
Cost: 10,000,000 Gold, 2 Weeks

Mastered the Waking Desert- (Passive Ability, Wanderer) Possessor may make all decisions for effects attached to terrains and phantom terrains that are 'Desert' that come from sources below Level 65, Possessor gains +2,500 Defense against effects attached to terrains and phantom terrains that are 'Desert'
Not for Sale

Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Requires: Short-Distance Self-Teleportation, Can Percieve Standard Portal Destinations, Wanderer, Level 19
Cost: 2,000,000 Gold, 2 Weeks

Mindscape-Boring Movement- (Passive Ability, Wanderer) Possessor gains Mindblasted: Lost in Thought Immunity, Possessor may, up to once per round, when possessor moves from one row to another row, destroy a Zone of Psychic created by a lower-Level entity or remove an effect attached to a Zone of Psychic that comes from a lower-Level entity, Effects attached to Zones of Psychic by entities below Level 60 cannot prevent possessor from moving to other rows or battlespaces
Not for Sale

Mind-Tunnel Traversal- (Passive Ability, Wanderer) Possessor may, if wielding a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock', up to once per round, before possessor's first action of the round, move from one battlespace that contains an entity that is afflicted with both Wounded and Mindblasted with possessor as a source of both into a second battlespace that contains a different entity that is afflicted with both Wounded and Mindblasted with possessor as a source (with possessor being able to be neither of the aforementioned afflicted entities)
Not for Sale

♢Miraculously Portable- (Stance Ability, Wanderer) Possessor gains the subtype Magic Item. Possessor gains a Gold value of X. Possessor is considered to be both an item and a PC and may be targeted as either or both. If possessor would be stolen, possessor is instead unequipped and forced out of this stance. If possessor would be broken, possessor is instead unequipped, forced out of this stance, and killed. If possessor is in this stance, possessor's allies may spend an action to equip possessor to an open Accessory slot. While possessor is equipped in this manner, possessor is considered to be Semipresent, but is still assigned actions in turn order and may act as though not Semipresent. While possessor is Semipresent in this manner, possessor counts as defeated for purposes of victory conditions.
Not for Sale

Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, with said exit not being preventable by sources below Level 40, Has RP effects
Requires: Mirror Step
Cost: 2,500,000 Gold, 2 Weeks

Mirror Step- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element or subtype, possessor may spend an action to enter another active battle in the same thread so long as no individual of Level 40 or greater in either battle objects, Has RP effects
Requires: Fast Short-Distance Teleportation, Unified Knowledge of Spatial Magic and Gate Magic, Basic Spatial Synchronization, Basic Space-Folding Technique,
Magic-Powered Space-Swap
Cost: 2,500,000 Gold, 2 Weeks

Nexus-Approved Post- (Passive Ability, Wanderer) Possessor's 'Form of Postal Package' ability's battlespace travel may only be objected to by entities Level 60 and greater
Not For Sale

Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Sandwalk- (Passive Ability, Wanderer) Effects attached to terrain or phantom terrain that is Desert that come from sources below Level 60 may not inflict Entombed or Burning on possessor
Requires: Walker of Deserts, Priest, Untiring Traveller, Wanderer
Cost: 600,000 Gold, 2 Weeks

Sea King's Domain-Linked Spell- (Technique Ability, Wanderer) Possessor may use 'Sea King's Domain-Linked Spell' in conjunction with a 'Cast a Spell' action so long as a Gate Magic spell is cast, no other technique is used, and caster is in a Zone of Water created by an allied source of Level 60 or greater. All AGI or SPI buffs created by said action are increased by 1,000 points as an effect that stacks 4 times across all buff instances per individual.
Not for Sale

Seeker of Phalerin- (Passive Ability, Wanderer) Possessor gains Immunity to moderate negative status effects that come from effects attached to zones, terrains, or phantom terrains by sources below Level 60
Requires: Track Essence, Walk on Water, Sandwalk, Wanderer of Phalerin
Cost: 2,000,000 Gold, 2 Weeks

Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Requires: Short-Distance Self-Teleportation
Cost: 200,000 Gold, 2 Weeks

Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Requires: Knowledge of Portals, Apprentice Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Requires: Familiarity with Being Teleported, Mid-Range (City-Ranged) Self-Teleportation, Combat Teleportation
Cost: 2,000,000 Gold, 2 Weeks

Spell from Beyond the Fire Gate- (Technique Ability, Wanderer) Possessor may use 'Spell from Beyond the Fire Gate' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Gate Magic spell is cast. Caster deals 120,000 Flat Fire element Damage to any individual who counters said action.
Not for Sale

Survived a Reality Glitch- (Passive Ability, Wanderer) Possessor gains Antimatter: Glitched Out Immunity, Possessor gains 30% Null Resistance and 30% Void Resistance
Not for Sale

Squid-Dodging Spellstrike- (Technique Ability, Wanderer) Possessor may use 'Squid-Dodging Spellstrike' in conjunction with a 'Melee Attack' action so long as no other technique is used and a Gate Magic spell is cast. Said action may not be redirected by opposing Aquatics below Level 20.
Not for Sale

Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Requires: Journeyman's Steps
Cost: 80,000 Gold, 3 Weeks

Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Requires: Journeyman's Steps
Cost: 80,000 Gold, 3 Weeks

Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Requires: Fast Short-Distance Teleportation
Cost: 600,000 Gold, 2 Weeks

Teleport Tanks- (Passive Ability, Wanderer) Possessor may, at the start of each round of battle, summon enemy from the Enemy List that is below Level 40, is normally fightable for drops, and has 'Tank' in its name, Max 40 summoned, Possessor's Vehicle and Machine allies gain +1% Dodge as a non-stacking buff
Not for Sale

Teleport Through Folded Space- (Passive Ability, Wanderer) Possessor may treat Large Structures below Level 40 as though they possessed 0% Resilience
Requires: Skilled Teleporter, Control of Spatial, Improved Space-Folding Technique, Level 20
Cost: 10,000,000 Gold, 2 Weeks

Track Essence- (Passive Ability, Wanderer) Whenever an individual below Level 60 or a willing individual leaves the battlespace that possessor is in to enter another battlespace, possessor may follow said individual into said battlespace so long as no individual of Level 60 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Requires: Scholar of Dimensions, Can Percieve Standard Portal Destinations, Detective's Investigation, Magic-Detecting Eyes, Journeyman's Steps
Cost: 400,000 Gold, 2 Weeks

Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Requires: Basic Spatial Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

Untiring Traveller- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor may switch rows one additional time, to a max of 5 times
Requires: Fatigue Resistance, Journeyman's Steps
Cost: 140,000 Gold, 3 Weeks

Walker of Deserts- (Passive Ability, Wanderer) +40 AGI, 5% Fire Resistance
Requires: Has Traversed the Desert
Cost: 30,000 Gold, 6 Weeks

Walker of the Sea of Glass- (Passive Ability, Wanderer) +60 AGI, +5% Dodge
Not for sale

Wandered Through Wonderland- (Passive Ability, Wanderer) Possessor gains +50 unmodified AGI and +5% To Hit if in a Zone of Wonder, Possessor gains Confusion Immunity
Not for Sale

Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Requires: Apprentice Gate Magic Attunement, 10 other Wanderer abilities
Cost: 125,000 Gold, 4 Weeks

Wanderer of Phalerin- (Passive Ability, Wanderer) Possessor gains +200 to all stats and 40% Resilience while the Terrain or Phantom Terrain is Desert, Possessor must be a Devout Worshipper of Phalerin for this ability to take effect
Requires: Blessing of Phalerin: Footsteps Upon a Holy Path, Wanderer, Priest
Cost: 300,000 Gold, 2 Weeks

Warp- (Active Ability, Wanderer) Possessor may spend an action to enter another existing battlespace so long as no entity that is either (Level 80 or greater or that is 20 or more Levels greater than possessor) that is in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Not for Sale

Warp Step- (Passive Ability, Wanderer) Possessor gains +35% Dodge, Possessor gains +3 Move, Possessor's Movetype becomes Warp
Not for Sale

Went On an Odyssey- (Passive Ability, Wanderer) Possessor gains +5% Dodge against individuals whose name includes 'City', 'Cyclops', 'Scylla', 'Charybdis', or 'Witch'
Not for Sale


~Warlock (Dark Magic)~

Adept Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor 10,000 less MP to cast, Dark Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Warlock, 50 other Warlock Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

And Then I’ll Cackle RIGHT In Their Faces!- (Passive Ability, Warlock) Possessor may, once per round, up to a max of 5 times per thread, chooses to immediately gain an action after performing a ‘Breath-Stealing Kiss’ action that may only be used to perform a ‘Cackle’ action.
Requires: Cackle, Breath-Stealing Kiss, Level 14
Cost: 5,000,000 Gold, 3 Weeks

Animal-Unnerving Aura- (Stance Ability, Warlock) Possessor gains a 30% chance of inflicting Confusion: Fear on all non-allied Animals present in the same battlespace at the start of each round
Requires: Apprentice Dark Magic Attunement
Cost: 200,000 Gold, 3 Weeks

Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads
Not for Sale

Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Requires: Basic Dark Magic Attunement, 3 other Warlock abilities
Cost: 125,000 Gold, 2 Weeks

Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Requires: Apprentice Dark Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Augment Curses: Add Some Stress to Their Life- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Fatigued: Stress.
Requires: Augment Curses, Office Worker
Cost: 5,000,000 Gold, 2 Weeks

Augment Curses: Curse of the Strange Bird-Witch- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Attracts Angry Waterfowl.
Requires: Warlock, Augment Curses, Skykeeper, Ocean Prince, Theoretical Spellcaster
Cost: 5,000,000 Gold, 2 Weeks

Augment Curses: Haunting- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Haunted.
Requires: Warlock, Augment Curses, Pacts of Death
Cost: 500,000 Gold, 2 Weeks

Augment Curses: Life-Syphoning- (Passive Ability, Warlock) Whenever possessor would inflict Hexed, possessor may choose for said instance of Hexed to gain 'Possessor is dealt 5,000 Flat Darkness element HP Drain at the start of each round with this status effect's source as its source'
Requires: Life Drain Proficiency, Augment Curses: Weakening, Augment Curses
Cost: 150,000 Gold, 2 Weeks

Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Requires: Apprentice Dark Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Augment Curses: Painful- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Pain.
Requires: Apprentice Dark Magic Attunement
Cost: 150,000 Gold, 2 Weeks

Augment Curses: Superior Unhealing- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor cannot be healed of HP or MP or regenerate HP or MP if possessor is lower-Level than this status effect's source'.
Requires: Augment Curses: Unhealing Wounds
Cost: 15,000,000 Gold, 2 Weeks

Augment Curses: Tiring- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Fatigued.
Requires: Apprentice Dark Magic Attunement
Cost: 150,000 Gold, 2 Weeks

Augment Curses: Unhealing Wounds- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Wicked Wounds.
Requires: Warlock, Augment Curses, Level 40
Cost: 7,000,000 Gold, 3 Weeks

Augment Curses: Unlucky- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor obtains -5% To Hit, -5% Dodge, -5% Resilience, and -5% Critical and cannot be afflicted with Favored: Good Fortune'.
Requires: Augment Curses: Luck-Draining
Cost: 200,000 Gold, 2 Weeks

Augment Curses: Unrelenting- (Passive Ability, Warlock) Instances of Hexed with possessor as a source possessor no natural per-round auto-recover chance.
Requires: Augment Curses
Cost: 500,000 Gold, 2 Weeks

Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Requires: Augment Curses, Vengeful
Cost: 300,000 Gold, 2 Weeks

Augment Curses: Void Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Voidstruck.
Requires: Augment Curses, Warlock, Level 20
Cost: 15,000,000 Gold, 2 Weeks

Augment Curses: Weakening- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Stat Drain.
Requires: Apprentice Dark Magic Attunement
Cost: 150,000 Gold, 2 Weeks

Baker of Mankind- (Passive Ability, Warlock) Possessor may, up to twice per round, upon the death of a Human or Fae, consume its corpse and gain a buff that stacks 2 times, lasts 10 rounds, and provides +200 to all stats, +5,000 HP, and +5,000 MP.
Requires: Warlock, Chef, Baker
Cost: 500,000 Gold, 2 Weeks

Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Requires: EITHER Basic Alchemy Attunement OR Level 10, Basic Dark Magic Attunement
Cost: 90,000 Gold, 2 Weeks

Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Black Blood- (Passive Ability, Warlock) Possessor’s natural per-round chance of recovering from Wounded increases by 15%.
Requires: Hag’s Toughness
Cost: 200,000 Gold, 2 Weeks

Blasphemous Spell- (Technique Ability, Warlock) Possessor may use 'Blasphemous Spell' as part of a 'Magical Attack' or 'Cast a Spell' action. Any non-unique Divine Magic spell cast as part of said action is instead treated as a Dark Magic or Demon Magic spell for purposes of said action.
Not for Sale

Blister-Inflicting Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions gain 15% inflicts Pain and deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Requires: Apprentice Dark Magic Attunement
Cost: 90,000 Gold, 3 Weeks

Blood-Feasting Talons- (Passive Ability, Warlock) Possessor’s Melee Attack actions deal HP Drain if possessor has no weapons that provide a Melee Attack bonus equipped.
Requires: Hag Talons, Level 12
Cost: 800,000 Gold, 3 Weeks

Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Requires: Basic Dark Magic Attunement
Cost: 20,000 Gold, 3 Weeks

Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.
Requires: Baleful Brewer, Proficient in Heating Cauldrons Efficiently
Cost: 260,000 Gold, 3 Weeks

Can See Through the Eyes of Beasts- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Animal.
Requires: Basic Animal Knowledge, Warlock’s Bond
Cost: 90,000 Gold, 2 Weeks

Can See Through the Eyes of Insects- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Insect.
Requires: Basic Insect Knowledge, Warlock’s Bond
Cost: 90,000 Gold, 2 Weeks

Can See Through the Eyes of Minions- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is a Human or Humanoid.
Requires: Basic Insect Knowledge, Warlock’s Bond
Cost: 90,000 Gold, 2 Weeks

Can See Through the Eyes of Toads- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Aquatic.
Requires: EITHER Basic Aquatic Knowledge OR Level 10, Warlock’s Bond
Cost: 90,000 Gold, 2 Weeks

Can See Through the Eyes of Ravens- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Aerial.
Requires: Basic Aerial Knowledge, Warlock’s Bond
Cost: 90,000 Gold, 2 Weeks

Cast the Curse of Slumber- (Technique Ability, Warlock) Possessor may use 'Cast the Curse of Slumber' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and a Dark Magic spell is being cast as part of said action. Said action gains '40% inflicts Hexed' and '80% inflicts Fagitued: Asleep'.
Requires: Augment Curses: Tiring
Cost: 400,000 Gold, 3 Weeks

Concoctor of Diabolical Brew- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Hexed.
Requires: Baleful Brewer
Cost: 90,000 Gold, 2 Weeks

Concoctor of Slumbering Brew- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Fatigued: Asleep.
Requires: Baleful Brewer
Cost: 90,000 Gold, 2 Weeks

Confounding Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion.
Requires: Cackle
Cost: 80,000 Gold, 2 Weeks

Conveyance of Accursed Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ do not possessor their normal per-round recovery chance for individuals below Level 60.
Requires: Voice-Stealing Kiss
Cost: 800,000 Gold, 2 Weeks

Conveyance of Unbroken Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ cannot be cured (excluding per-round auto-recovery) by individuals below Level 40.
Requires: Voice-Stealing Kiss
Cost: 800,000 Gold, 2 Weeks

Corrupted Herb Lore- (Passive Ability, Warlock) Possessor may choose to remove all natural effects from any one Medicine consumable worth below 700,000 Gold used and replace them with 15% inflicts Poison.
Requires: Herb Lore
Cost: 80,000 Gold, 2 Weeks

Coven-Casting- (Passive Ability, Warlock) Possessor gains +500 MIN and +5,000 MP for each ally who possesses the ability 'Coven Casting', to a max of 200 such allies
Not for Sale

Creepy Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Fear.
Requires: Cackle
Cost: 90,000 Gold, 2 Weeks

Crystallize Spirit- (Technique Ability, Warlock) Possessor may use 'Crystallize Spirit' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action has all SPI Damage it would deal converted into CON Damage, or, if its performer chooses, all CON Damage it would deal converted into SPI Damage instead. Said action applies a non-stacking debuff that reduces its possessor's Defense against Stat Damage by 500.
Not for Sale

Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Requires: Apprentice Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Curse of Brittleness- (Technique Ability, Warlock) Possessor may use 'Curese of Brittleness' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action applies a non-stacking debuff that reduces its possessor's Defense by 5,000 and its possessor's Resilience by 15%, with said Resilience debuff being increased to a 50% reduction if possessed by an individual of lower Level than said action's performer who is below Level 60.
Not for Sale

Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Dark Confectioner- (Passive Ability, Warlock) Possessor’s Food consumables that heal HP may heal an additional 1,200 points; possessor may remove all natural effects from a Food consumable that possessor is using that is worth below 1,710,000 Gold and replace them with either 30% inflicts Poison or 30% inflicts Fatigued: Asleep
Requires: Confectioner, Baleful Brewer
Cost: 350,000 Gold, 2 Weeks

Dark Gardener- (Passive Ability, Warlock) Possessor’s Plant pets and summons gain +180 to all stats and may choose to have their offensive actions gain 15% inflicts Hexed
Requires: Corrupted Herb Lore, Apprentice Plant Knowledge, Apprentice Dark Magic Attunement
Cost: 700,000 Gold, 4 Weeks

Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Requires: Dark Layline Creation
Cost: 450,000 Gold, 2 Weeks

Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Requires: Dark Layline Attunement
Cost: 200,000 Gold, 2 Weeks

Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks

Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Requires: Basic Dark Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Requires: Basic Dark Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Requires: Dark Magic Casting I
Cost: 100,000 Gold, 2 Weeks

♢Darkness-Blurred Demon Hosts- (Passive Ability, Warlock) Whenever one or more of possessor's Darkness-element summons is targeted by an attack while in a Zone of Darkness, possessor may choose to have a 50% chance of switching it for a different Darkness-element summon of possessor's that is in the same Zone of Darkness that was not targeted by the attack
Not for Sale

Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Requires: Augment Curses, Dark Magic Casting II
Cost: 300,000 Gold, 2 Weeks

Distracting Cackling- (Passive Ability, Warlock) The To-Hit of all of possessor’s opponents who are below Level 40 is reduced by 5% as a non-stacking debuff that round after any round during which possessor uses a ‘Cackle’ action.
Requires: Cackle
Cost: 140,000 Gold, 2 Weeks

Eat Fear- (Passive Ability, Warlock) Possessor regenerates 5,000 HP and 2,000 MP at the start of each round for each individual present who is afflicted with Confusion: Fear, to a max of 200 such individuals
Requires: Warlock, Animal-Unnerving Aura, Creepy Cackle, Level 20
Cost: 5,000,000 Gold, 3 Weeks

Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Eerie Spell- (Technique Ability, Warlock) Possessor may use 'Eerie Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Necromancy or Dark Magic spell is cast. Said action gains a 50% chance of inflicting Confusion: Fear and a 75% chance of inflicting Confusion: Fear: Disconcerted.
Not for Sale

Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Requires: Apprentice Dark Magic Attunement
Cost: 400,000 Gold, 4 Weeks

♢Eternal Malice- (Passive Ability, Warlock) Curse abilities given by possessor to other individuals gain the Ability Addendum Clause 'Bound by Eternal Malice- This Curse may not be removed or altered by sources lower Level than <Possessor's Level at the time of its application>, Ability Addendum Clause', Possesssor may object to aspects of Curses as though possessor's name were 'Prioress Seretian'

Expert Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Dark Magic Attunement, 100 other Warlock Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Familiar-Resurrecting Cackle- (Passive Ability, Warlock) Once per thread, when possessor uses a ‘Cackle’ action, possessor may choose to have a 1% chance of resurrecting one target of one of possessor’s Warlock Bonds.
Requires: Warlock, Improved Warlock’s Bond, Loud Cackling
Cost: 5,000,000 Gold, 2 Weeks

Familiar's Hex- (Passive Ability, Warlock) Possessor's 'Spellcaster's Familiar''s actions may gain '30% inflicts Hexed'
Requires: Witch's Familiar, Augment Curse, Deliver Hex By Touch
Cost: 300,000 Gold, 2 Weeks

Fly On a Broomstick- (Passive Ability, Warlock) Possessor may equip a single Antiquity, Staff, or Tool whose name includes 'Broom', 'Branch', 'Stick', 'Mop', or 'Rake' in an Accessory slot, with said equipped item gaining '+5% Dodge as a non-stacking bonus'
Requires: Apprentice Air Synchronization OR (Apprentice Artifice Attunement AND Apprentice Enchantment Attunement), Warlock
Cost: 3,000,000 Gold, 3 Weeks

Focused Dark Magic Casting- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Dark Magic
Requires: Dark Magic Casting II, Apprentice Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Hag Talons- (Passive Ability, Warlock) +300 Melee Attack, Possessor’s Melee Attack actions gain 5% inflicts Wounded if no weapon that provides a bonus to Melee Attack is equipped.
Requires: Apprentice Dark Magic Attunement OR Basic Humanoid Traits
Cost: 500,000 Gold, 3 Weeks

Hag’s Toughness- (Passive Ability, Warlock) Possessor gains +300 CON and +6,000 HP.
Requires: Hag Talons
Cost: 3,000,000 Gold, 2 Weeks

Hand of Absolute Darkness- (Active Ability, Warlock) Possessor may spend an action to change target individual of lower Level (to a max of 99)'s element to Darkness
Not for Sale

Hexmeister- (Passive Ability, Warlock) Possessor's chances of inflicting Hexed are increased by 20%, Possessor suffers no negative effects from the status effect Hexed (but not its sub-status effects) if it comes from a source that is not 20 or more Levels greater than possessor, Instances of Hexed that possessor inflicts may gain one of '-2,000 STR as a non-stacking effect', '-2,000 AGI as a non-stacking effect', '-2,000 CON as a non-stacking effect', '-2,000 MIN as a non-stacking effect', or '-2,000 SPI as a non-stacking effect', Warlock abilities whose name includes 'Augment Curses' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
Requires: 10 Warlock Abilities whose name includes 'Augment Curses', Level 40
Cost: 50,000,000 Gold, 5 Weeks

Highly-Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 40 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Provoking Cackling, Taunt, Distracting Cackling, Level 20
Cost: 2,500,000 Gold, 3 Weeks

Holder of a Second Breath- (Passive Ability, Warlock) Possessor may spend the MP of a single individual who is afflicted with an instance of Impaired: Silence that possessor inflicted with the ability ‘Voice-Stealing Kiss’ instead of possessor’s own MP when possessor would spend MP to cast a spell.
Requires: Voice-Stealing Kiss
Cost: 300,000 Gold, 3 Weeks

Horrid Familiar- (Passive Ability, Warlock) Possessor may designate an entity of the subtype Horror as its 'Spellcaster's Familiar' in addition to other possible subtypes
Requires: Witch's Familiar, Horrid Pacts
Cost: 200,000 Gold, 2 Weeks

Horrid Pacts- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Horrors or Darkspawn obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Horrors or Darkspawn cost possessor 40 less MP to cast
Requires: Basic Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Improved Baleful Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Poison.
Requires: Basic Alchemy Attunement, Baleful Brewer
Cost: 180,000 Gold, 2 Weeks

Improved Dark Layline Attunement- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +200 Spirit.
Requires: Dark Layline Attunement II, Warlock
Cost: 300,000 Gold, 2 Weeks

Improved Diabolical Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Hexed.
Requires: Basic Alchemy Attunement, Concoctor of Diabolical Brew
Cost: 180,000 Gold, 2 Weeks

Improved Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 25,000 additional points per action
Requires: Life-Drain Proficiency, Apprentice Dark Magic Attunement
Cost: 2,500,000 Gold, 2 Weeks

Improved Slumbering Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Fatigued: Asleep.
Requires: Basic Alchemy Attunement, Concoctor of Slumbering Brew
Cost: 180,000 Gold, 2 Weeks

Improved Warlock’s Bond- (Passive Ability, Warlock) Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, as well as possessor’s Warlock’s Bond’s target, provided it is equipped to possessor, gain +200 to all stats and +50 MP.
Requires: Apprentice Dark Magic Attunement, Warlock’s Bond
Cost: 80,000 Gold, 3 Weeks

Increased Potency of Taint- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence ability may place effects on Zones that were created by either individuals below Level 40 or individuals who are willing.
Requires: Land-Corrupting Presence
Cost: 200,000 Gold, 2 Weeks

Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Requires: Basic Dark Magic Attunement
Cost: 175,000 Gold, 2 Weeks

Infection-Germinating Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions may gain 15% inflicts Diseased and may deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Requires: Blister-Inflicting Touch
Cost: 90,000 Gold, 3 Weeks

Invigorating Cackling- (Passive Ability, Warlock) Possessor regenerates 50 MP each time possessor uses a ‘Cackle’ action.
Requires: Cackle
Cost: 70,000 Gold, 2 Weeks

Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 3 Weeks

Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Requires: Element-Corrupting Essence
Cost: 200,000 Gold, 2 Weeks

Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 5,000 additional points per action
Requires: Dark Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Requires: Cackle
Cost: 70,000 Gold, 2 Weeks

Magic-Empowering Cackle- (Passive Ability, Warlock) Possessor’s Dark Magic spells provide an additional +40 Magical Attack the round after possessor performs a ‘Cackle’ action.
Requires: Cackle
Cost: 50,000 Gold, 1 Week

Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Empowered by Darkness
Cost: 120,000 Gold, 2 Weeks

Mind-Wrenching Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may deal 250 MIN Damage.
Requires: Cackle
Cost: 630,000 Gold, 2 Weeks

Minion-Inspiring Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may provide a non-stacking bonus of +40 to all stats to any of possessor’s pets or summons that they target.
Requires: Cackle
Cost: 120,000 Gold, 2 Weeks

Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
Requires: Curse-Bearing Breath
Cost: 300,000 Gold, 2 Weeks

My Black Magics Shine Above All Others- (Passive Ability, Warlock) Whenever possessor places a debuff on a target, possessor may remove one debuff that comes from a source of lower Level than possessor that is either below Level 40 or both Corruption element and below Level 60, Individuals below Level 60 may not make possessor's pets or Dark Magic summons Corruption element unless possessor permits such, Stat point reductions caused by debuffs from Corruption element sources below Level 60 reduce possessor's stats by 500 less points (or, if possessor is Hope element, 5,000 less points)
Not for Sale

Pacts of Death- (Passive Ability, Warlock) All Undead summoned through Dark Magic get +800 HP and +450 damage to all Darkness element attacks as well as the spells that summon them costing 40 less MP
Requires: Basic Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Pacts of the Darkness- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Umbrals, Spirits, or Elementals obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Umbrals, Spirits, or Elements cost possessor 40 less MP to cast
Requires: Basic Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Pacts of the Underworld- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Daemons, Demons, or Devils obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Daemons, Demons, or Devils cost possessor 40 less MP to cast
Requires: Basic Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Paralytic Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Paralyzed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Paralyzed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Requires: Apprentice Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 20 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action.
Requires: Loud Cackling
Cost: 290,000 Gold, 3 Weeks

Resolve-Shattering Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Depression.
Requires: Cackle
Cost: 80,000 Gold, 2 Weeks

Riddling Spell- (Technique Ability, Warlock) Possessor may use 'Riddling Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as possessor casts a spell as part of said action and no other technique is used. Said action gains +2,500 Magical Attack, may gain a 75% chance of inflicting Confusion, and may deal 1,250 Flat Psychic element MIN Damage.
Not for Sale

Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Scourgebolt- (Technique Ability, Warlock) Possessor may use 'Scourgebolt' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as it involves the casting of a Dark Magic, Catastrophe Magic, or Wizard Magic spell and no other technique is used. Said action gains 100*(It's performer's Level) Magical Attack, and, at the end of said action, up to three of its performer's pets or summons may gain an additional action that must be an offensive action that must target at least one opposing target of 'Scourgebolt''s performer's action and may only target targets of 'Scourgebolt's performer's action, themselves, and 'Scourgebolt''s performer.
Not for Sale

Silken Witch’s Guise- (Passive Ability, Warlock) Possessor may choose to not inflict status effects or deal stat damage that come from possessor’s ‘Blister-Inflicting Touch’ ability.
Requires: Blister-Inflicting Touch
Cost: 40,000 Gold, 1 Weeks

Sin Mage- (Passive Ability, Warlock) Possessor gains +200 Magical Attack if possessor is obtaining a stat bonus from an ability possessor possesses called 'Knowledge Of Empowerment Through Sin'
Requires: Warlock, Wizard, Pactmaker, Knowledge of Empowerment Through Sin
Cost: 300,000 Gold, 2 Weeks

♢Sublime Overcrash: Infernal Overvortex- (Technique Ability, Warlock) Possessor may use 'Sublime Overcrash: Infernal Overvortex' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor is casting a Dark Magic spell as part of said action. Said action gains +50,000 Magical Attack, summons up to 200 Demons, Devils, or Daemons who are equal Level to or lower Level than its performer that are normally fightable for drops on the Enemy List, and creates a Phantom Terrain that stacks with other Phantom Terrains called 'Infernal Overvortex' that is unremovable and unalterably by sources below its creator's Level that, as an effect inherent to its Phantom Terrain type, summons up to 200 Demons, Devils, or Daemons who are equal Level to or lower Level than its creator at the start of each round, even if its creator is dead and that removes spell-generated non-Dark-Magic, non-Summoning buffs from all entities that are in the battlespace it is in that come from sources below its creator's Level, with that also being an effect inherent to its Phantom Terrain type, Max 20,000 summoned. Said action sets its user's MP to 0 for the remainder of the thread.
Not for Sale

♢Terror Magic- (Passive Ability, Warlock) Possessor's Dark Magic spells may gain a (Possessor Level x 4)% chance of inflicting Confusion: Fear
Not for Sale

Toxic Caress- (Passive Ability, Warlock) Possessor gains +1,200 Melee Attack, Possessor's 'Melee Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may gain '60% inflicts Paralyzed' and '60% inflicts Poison'
Requires: Hag Talons, Deliver Hex By Touch, Witch's Cauldron, Baleful Brewer, Level 20
Cost: 7,000,000 Gold, 2 Weeks

Transformative Curse: Guinea Pig- (Technique Ability, Warlock) Possessor may use 'Transformative Curse: Frog' as part of a 'Magical Attack', 'Overdrive', or 'Cast a Spell' action so long as no other technique is used, possessor is Level 20 or greater, and a Dark Magic spell is cast as part of said action. If said action would inflict Hexed on a target, said action's performer may pay said target's Max HP (including buffs) worth of MP to cause said target to become a Level 1 'Guinea Pig' from the Zoo Record at the end of the round, with said effect not working on targets above Level 20, only working on targets of lower Level than said action's performer, with said effect being a buff or debuff (as appropriate) and a Polymorph Effect (with it only counting as a Polymorph Effect at the time of the actual change and not at its initial application), with said effect replacing any Polymorph Effect (at the time of the actual chance of said individual, not at the point of the effect's initial application') replacing any Polymorph Effect of equal or lower Level than its caster (but being unable to replace a Polymorph Effect from a source of higher Level than its caster), Individuals may normally have a max of one Polymorph Effect on them at any given time, This effect does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
Requires: Warlock, Transmuter, Augment Curses
Cost: 5,000,000 Gold, 3 Weeks

Underworld Familiar- (Passive Ability, Warlock) Possessor may designate an entity of the subtype Demon, Daemon, or Devil as its 'Spellcaster's Familiar' in addition to other possible subtypes
Requires: Witch's Familiar, Pacts of the Underworld
Cost: 200,000 Gold, 2 Weeks

Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Requires: No Prerequisites
Cost: 300,000 Gold, 2 Weeks

Venomous Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Poison, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Poison instead of or in addition to their normal chance of inflicting Impaired: Silence.
Requires: Apprentice Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Virginity-Detecting Eyes- (Passive Ability, Warlock) Possessor is considered to be 1 Level higher, to a max of Level 60, for stat-scanning purposes when attempting to scan the stats of individuals who have not summoned anything in this thread.
Requires: Apprentice Dark Magic Attunement
Cost: 260,000 Gold, 3 Weeks

Voice-Stealing Kiss- (Active Ability, Warlock) Possessor may spend an action to inflict Impaired: Silence on one target.
Requires: Apprentice Dark Magic Attunement
Cost: 160,000 Gold, 4 Weeks

Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks

Warlock-Lord of Intemperence- (Passive Ability, Warlock) Possessor suffers no negative effects from being afflicted with Poison: Drunk, Possessor's chances of inflicting Poison: Drunk increase by 25%, Dark Magic spells cast by possessor may gain '30% inflicts Poison: Drunk' if they already inflict at least one minor negative status effect or at least one buff
Not for Sale

Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 3 Weeks

Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks

Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Land-Corrupting Presence, Warlock’s Bond
Cost: 150,000 Gold, 2 Weeks

Weeps Tears of Poison Blood- (Passive Ability, Warlock) At the start of every round that possessor is afflicted with Confusion: Depression, possessor may choose to attempt to afflict up to 5 targets with a 15% chance of inflicting Poison.
Requires: Apprentice Dark Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Wicked Tyrant's Ink-Black Talons- (Passive Ability, Warlock) Possessor gains +(100 * Possessor Level) Melee Attack and +(50 * Possessor Level) Magical Attack, Possessor's Voidstruck infliction chances are increased by 20%, Possessor's Hexed and Pain infliction chances are increased by 30%, Possessor may choose to count as wielding up to 2 additional Fist Weapons
Not for Sale

Witch's Cauldron- (Passive Ability, Warlock) If possessor has a Magic Item or Container equipped whose name includes 'Cauldron', 'Pot', or 'Kettle', Potion, Lethal Item, Food, Powder, and Drink consumables used by possessor have amounts of Flat Damage (including Healing) that they would deal increased by 30,000 points, have their chances of inflicting minor and moderate status effects increased by 20%, and possessor may choose for them to count as being worth 500,000 additional Gold
Requires: Warlock, Alchemist OR Crafter
Cost: 5,000,000 Gold, 2 Weeks

Witch's Familiar- (Passive Ability, Warlock) Possessor may choose an equipped Animal or Aerial pet at the start of a thread to designate as its 'Spellcaster's Familiar', An individual may only possess one designated 'Spellcaster's Familiar' at a time unless otherwise noted, Possessor's 'Spellcaster's Familiar' gains the subtype Familiar, Possessor's 'Spellcaster's Familiar' gains +300 to all stats, +5,000 MP, and 5% Dark Magic Resistance as a constantly-applied bonus from this ability, Possessor counts as possessing a 'Warlock's Bond' with any entity designated as its 'Spellcaster's Familiar', Possessor is dealt 500,000 Flat Darkness element Damage and has its Max HP halved as a non-stacking debuff if possessor's 'Spellcaster's Familiar' is killed
Requires: Warlock, Warlock’s Bond
Cost: 3,000,000 Gold, 3 Weeks

Wracking Spell- (Technique Ability, Warlock) Possessor may use Waracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks


~Warrior (Combat Arts)~

Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks

Acid Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Acid element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Acid element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Acid element, up to 10 times per round
Requires: Acid Chaser (Melee), Acid Chaser (Ranged), Acid Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Acid Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Acid element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Acid element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Acid element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Acid Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Acid element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Acid element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Acid element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Acid Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Acid element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Acid element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Acid element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Requires: Basic Combat Arts Attunement
Not for Sale

Adept Combat Arts Attunement- (Passive Ability, Warrior) Possessor's Combat Arts spells cost possessor 10,000 less MP to cast, Possessor's Combat Arts spells that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Combat Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Warrior, 50 other Warrior Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Agile in a Crisis- (Passive Ability, Warrior) Posessor gains +200 AGI while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks

Agonizing Blow- (Technique Ability, Warrior) Possessor may use 'Agonizing Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action. Said action gains +50,000 Melee Attack, gains the element Agony, and gains '200% inflicts Pain'
Not for Sale

Air Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Air element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Air element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Air element, up to 10 times per round
Requires: Air Chaser (Melee), Air Chaser (Ranged), Air Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Air Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Air element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was
Air element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Air element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Air Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Air element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was
Air element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Air element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Air Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Air element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was
Air element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Air element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Alternate Costume: Nexus Games Champion Tolva- (Stance Ability, Warrior) Possessor's Base stats are increased by 1 if possessor's Fame is higher than that of any other individual in the same battlespace, Possessor's Fame is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Not for Sale

Anti-Arena Speed Boost- (Passive Ability, Warrior) Possessor's turn-order-determining stat sum is increased by 2,500 points for turn-order-determining purposes if any of possessor's opponents are BA Member PCs, This applies also to BA member NPCs in RP threads
Not for Sale

Any-Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action conducted by an allied individual, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, up to 5 times per round
Requires: Improved Chaser Mastery, Prep Chaser
Cost: 10,000,000 Gold, 5 Weeks

Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Requires: Basic Combat Arts Attunement, 3 other Warrior abilities
Cost: 125,000 Gold, 2 Weeks

Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Requires: Weapon Juggling
Cost: 300,000 Gold, 2 Weeks

Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Requires: 2 Base STR, 2 Base CON, 2 Base AGI
Cost: 60,000 Gold, 3 Weeks

Attack Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action Melee Attack, Ranged Attack, or Magical Attack that deals HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack (whichever is the same type as the action that triggered this action) action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, up to 10 times per round
Requires: Chaser Mastery, Adept Combat Arts Attunement
Cost: 500,000 Gold, 4 Weeks

Base Elemental Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter to any action that is solely one base element, perform a Magical Attack, Ranged Attack, or Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Magical Attack, Ranged Attack, or Magical Attack action, with possessor's generated action being solely the one base element that the action that triggered possessor's action was, up to 10 times per round
Requires: Earth Chaser, Air Chaser, Fire Chaser, Water Chaster, Magic Chaser, Technology Chaser, Physical Chaser, Psychic Chaser, Light Chaser, Darkness Chaser, Ice Chaser, Acid Chaser, Electrical Chaser
Cost: 2,000,000 Gold, 3 Weeks

Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Becomes More Buff Near Mirrors- (Passive Ability, Warrior) Possessor gains +500 STR if any individual in the same battlespace is capable of Reflecting any elements
Not for Sale

Blitz Attack- (Technique Ability, Warrior) Possessor may use 'Blitz Attack' in conjunction with a 'Melee Attack', 'Magical Attack', 'Ranged Attack', 'Overdrive', 'Melee Overdrive', or 'Ranged Overdrive' action so long as no other technique is used and possessor has dealt more Damage to opponents in the same thread than any other individual currently in the same battle. Said action cannot be countered by sources below Level 80 that are not 5 or more Levels greater than its performer and, to a max of once per round, deals 10,000,000 additional Damage to bosses.
Not for Sale

Bravery in the Face of Terror- (Passive Ability, Warrior) Possessor gains Confusion: Fear Immunity
Not for Sale

Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks

Chaos Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Chaos element HP damage, perform a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Chaos element from said action, with said target being the only possible target of said 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, with said 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action being solely Chaos element, up to 10 times per round
Not for Sale

Chaser Master- (Passive Ability, Warrior) Warrior abilities whose name includes ' Chaser' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Not for Sale

Chaser Mastery- (Passive Ability, Warrior) During actions generated by possessor's Chaser Abilities, possessor gains an additional +2,000 Melee Attack, +2,000 Ranged Attack, and +2,000 Magical Attack as a non-stacking buff
Requires: Base Elemental Chaser, Melee Chaser, Ranged Chaser, Magical Chaser, Warrior
Cost: 1,000,000 Gold, 4 Weeks

Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Requires: Combat Arts Casting I
Cost: 100,000 Gold, 2 Weeks

Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks

Coordinated Combat Training- (Passive Ability, Warrior) Possessor gains +50 Melee Attack, +50 Magical Attack, +50 Ranged Attack, +500 Damage Dealt, and +50 to all stats for each ally possessor possesses who possesses an ability called 'Coordinated Combat Training'
Not for Sale

Counter Ranged- (Active Ability, Warrior) Possessor may perform a Ranged Attack, Melee Attack, or Magical Attack action as a counter to any Ranged Attack action that targets possessor
Not for Sale

Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Darkness Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Darkness element, up to 10 times per round
Requires: Darkness Chaser (Melee), Darkness Chaser (Ranged), Darkness Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Darkness Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Darkness Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Darkness element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks

Deaf When It Counts- (Passive Ability, Warrior) Possessor gains 10% Sonic Resistance
Not for Sale

Doge's Dodge- (Technique Ability, Warrior) Possessor may use 'Doge's Dodge' in conjunction with a 'Defend' action so long as no other technique is used and possessor has greater Dodge value than any other individual currently in the same battle. Said action, if its performer either has an item whose name includes 'Umbrella' equipped or possesses an ally who possesses a Constant Effect named 'Pack Hunter', gives its performer a non-stacking buff that increases its performer's +#% Dodge cap by 5%.
Not for Sale

Double Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor chooses, at the time that possessor enters this stance, two other chaser stances that possessor possesses, Possessor counts as being in said two chaser stances In addition to this stance, but actions coming from one of said abilities count as coming from this ability, with the text saying ', Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring' not being present on said simulated versions of said chaser stances would it otherwise be present on said stances, Possessor counts as being in one stance total for purposes of counting numbers of stances possessor is in from this stance and the two chaser stances it simulates
Requires: Chaser Mastery, Adept Combat Arts Attunement
Cost: 5,000,000 Gold, 5 Weeks

Double-Fire Chaser- (Passive Ability, Warrior) If an action generated by one of possessor's Chaser Abilities that is a Chaser Stance misses all of its targets, then possessor may immediately use an additional action generated by said chaser ability as part of the same counter tree, Actives a max of once per tree of counters
Requires: Chaser Mastery
Cost: 600,000 Gold, 3 Weeks

Double-Speed Chaser- (Passive Ability, Warrior) Possessor may, at the beginning of a round, have possessor's turn-order-determining stat sum doubled (to a max of 2,000,000 additional points), for turn-order-determining purposes should possessor decide to to forego taking any actions this round save a single Change Stance action that must be used to attempt to enter a Chaser Stance
Requires: Speed Chaser
Cost: 500,000 Gold, 3 Weeks

Earth Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Earth element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Earth element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Earth element, up to 10 times per round
Requires: Earth Chaser (Melee), Earth Chaser (Ranged), Earth Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Earth Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Earth element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Earth element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Earth element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 250,000 Gold, 4 Weeks

Earth Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Earth element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Earth element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Earth element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Earth Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Earth element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Earth element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Earth element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 250,000 Gold, 4 Weeks

Electrical Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Electrical element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Electrical element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Electrical element, up to 10 times per round
Requires: Electrical Chaser (Melee), Electrical Chaser (Ranged), Electrical Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Electrical Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Electrical element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Electrical element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Electrical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Electrical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Electrical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Electrical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Electrical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Electrical Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Electrical element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Electrical element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Electrical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Elemental Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter to any action that is solely one non-universe element that possessor has at least one item equipped that shares an element with, perform a Magical Attack, Ranged Attack, or Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Magical Attack, Ranged Attack, or Magical Attack action, with possessor's generated action being solely the one element that the action that triggered possessor's action was, up to 10 times per round
Requires: Chaser Mastery, Adept Combat Arts Attunement
Cost: 2,000,000 Gold, 3 Weeks

Energy Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Energy element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Energy element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Energy element, up to 10 times per round
Requires: Energy Chaser (Melee), Energy Chaser (Ranged), Energy Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Energy Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Energy element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Energy element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Energy element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 250,000 Gold, 4 Weeks

Energy Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Energy element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Energy element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Energy element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Energy Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Energy element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Energy element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Energy element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 250,000 Gold, 4 Weeks

Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Requires: Crisis Zone
Cost: 900,000 Gold, 2 Weeks

Expert Combat Arts Attunement- (Passive Ability, Warrior) Possessor's Combat Arts spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Combat Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Combat Arts Attunement, 100 other Warrior Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Eyebrows that Vibrate Fast to Intimidate Bugs- (Passive Ability, Warrior) Possessor gains '60% inflicts Confusion: Fear' against Insects that are not afflicted with Impaired: Blind
Not for Sale

Fang Blow- (Technique Ability, Warrior) Possessor may use 'Fang Blow' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used. Said action gains +200 Melee Attack and the element Beast.
Not for Sale

Feared by the Kobolds of Disc 58- (Passive Ability, Warrior) Possessor has a 30% chance of inflicting Confusion: Fear on each opponent below Level 20 whose name includes 'Kobold' at the start of each round
Not for Sale

Fire Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Fire element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Fire element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Fire element, up to 10 times per round
Requires: Fire Chaser (Melee), Fire Chaser (Ranged), Fire Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Fire Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Fire element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Fire element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Fire element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Fire Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Fire element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Fire element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Fire element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Fire Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Fire element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Fire element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Fire element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Focused Combat Arts Casting- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Combat Arts
Requires: Combat Arts Casting II, Apprentice Combat Arts Attunement
Cost: 60,000 Gold, 2 Weeks

Good Grip- (Passive Ability, Warrior) Possessor's opponents who are below Level 20 cannot unequip possessor's equipped items
Not for Sale

Hasty Arrival- (Passive Ability, Warrior) Possessor obtains +300 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round that possessor is present in a battle
Not for Sale

Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 4 Weeks

Ice Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Ice element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Ice element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Ice element, up to 10 times per round
Requires: Ice Chaser (Melee), Ice Chaser (Ranged), Ice Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Ice Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Ice element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Ice element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Ice element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Ice Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Ice element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Ice element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Ice element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Ice Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Ice element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Ice element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Ice element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Impossible Blade- (Technique Ability, Warrior) Possessor may use 'Impossible Blade' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Melee Overdrive' action so long as no other technique is used and possessor has killed more different (counting different instances of the same enemy type from the enemy list or different instances of pets as different, but only counting each individual entity, for example in the case of resurrections, once) opposing entities than any other individual currently in the same battle. Said action may not be Resisted, Absorbed, Reflected, or Dodged by sources below Level 60 and ignores the Immunities of sources below Level 60.
Not for Sale

Improved Chaser Mastery- (Passive Ability, Warrior) All of possessor's Chaser Stances that come from possessor's Chaser Abilities that can provide 10 an action 10 or more times per round may do so an additional 5 times
Requires: Mime Chaser, Into the Firing Line, Magebane Chaser, Double-Speed Chaser
Cost: 5,000,000 Gold, 5 Weeks

Improved Fortitude- (Passive Ability, Warrior) +80 CON, 20% Poison Resistance, 15% Stat Drain: CON Drain Resistance, 5% Disease Resistance
Not for Sale

Improved Parrying Stance- (Passive Ability, Warrior) Possessor gains 5% Physical Resistance, +5,000 HP, and +2,500 Defense while in the 'Parrying Stance' Stance
Note for Sale

Incredibly Manly- (Passive Ability, Warrior) Possessor gains +300 unmodified STR and CON, Possessor gains +15,000 HP
Not for Sale

Into the Firing Line- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any individual moving from the back row to the front row during a period after the beginning of the round but before the end of the round, perform a Magical Attack, Melee Attack, or Ranged Attack action that targets said individual, with said target being the only possible target of said Magical Attack, Melee Attack, or Ranged Attack action, up to 10 times per round
Requires: Summon Sniper, Double Chaser
Cost: 2,000,000 Gold, 5 Weeks

Kindly Chaser- (Passive Ability, Warrior) Possessor may choose to replace the phrase 'HP Damage' in any of possessor's Chaser Abilities that are also Chaser Stances with 'HP Healing', Should possessor choose to do so, then actions generated by said Chaser Abilities deal solely HP Healing
Requires: Spell Chaser, Adept Combat Arts Attunement
Cost: 5,000,000 Gold, 9 Weeks (Cost reduced to 3 Weeks if the individual training has the ability 'Healer' or the ability 'Priest')

Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Requires: Basic Combat Arts Attunement
Cost: 5,000,000 Gold, 8 Weeks

Light Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Light element, up to 10 times per round
Requires: Light Chaser (Melee), Light Chaser (Ranged), Light Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Light Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Light element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Magebane Chaser- (Passive Ability, Warrior) Possessor may choose to replace the phrase 'HP Damage' in any of possessor's Chaser Abilities that are also Chaser Stances with 'MP Damage', Should possessor choose to do so, then actions generated by said Chaser Abilities deal solely MP Damage
Requires: Spell Chaser, Adept Combat Arts Attunement
Cost: 5,000,000 Gold, 3 Weeks

Magic Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Magic element, up to 10 times per round
Requires: Magic Chaser (Melee), Magic Chaser (Ranged), Magic Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Magic Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Magic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Magic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Magic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Magic Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Magic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Magical Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Magical Attack action that deals HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Magical Attack, action, up to 10 times per round
Requires: Earth Chaser (Magical), Air Chaser (Magical), Fire Chaser (Magical), Water Chaser (Magical), Light Chaser (Magical), Darkness Chaser (Magical), Physical Chaser (Magical), Psychic Chaser (Magical), Magic Chaser (Magical), Technology Chaser (Magical), Electrical Chaser (Magical), Acid Chaser (Magical), Ice Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Magical Status Chaser- (Passive Ability, Warrior) When possessor would conduct an action that is generated by the ability 'Status Chaser: Poison', 'Status Chaser: Charm', 'Status Chaser: Confusion', 'Status Chaser: Diseased', 'Status Chaser: Fatigued', 'Status Chaser: Hexed', 'Status Chaser: Pain', 'Status Chaser: Paralyze', or 'Status Chaser: Stat Drain', possessor may choose to retain any minor status effect infliction chance that would be generated by said action, instead having said ability generate a Magical Attack action that contains said retained status effect infliction chance
Requires: Status Chaser: Poison, Status Chaser: Charm, Status Chaser: Confusion, Status Chaser: Confusion, Status Chaser: Diseased, Status Chaser: Fatigued, Status Chaser: Hexed, Status Chaser: Pain, Status Chaser: Paralyze, Status Chaser: Stat Drain
Cost: 300,000 Gold, 3 Weeks

Melee Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack action that deals HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Attack, action, up to 10 times per round
Requires: Earth Chaser (Melee), Air Chaser (Melee), Fire Chaser (Melee), Water Chaser (Melee), Light Chaser (Melee), Darkness Chaser (Melee), Physical Chaser (Melee), Psychic Chaser (Melee), Magic Chaser (Melee), Technology Chaser (Melee), Electrical Chaser (Melee), Acid Chaser (Melee), Ice Chaser (Melee)
Cost: 125,000 Gold, 3 Weeks

Melee Overdrive Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Overdrive action that deals HP damage, perform an Melee Overdrive action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Overdrive action, up to 10 times peer round
Requires: Chaser Mastery
Cost: 500,000 Gold, 3 Weeks

Melee Status Chaser- (Passive Ability, Warrior) When possessor would conduct an action that is generated by the ability 'Status Chaser: Poison', 'Status Chaser: Charm', 'Status Chaser: Confusion', 'Status Chaser: Diseased', 'Status Chaser: Fatigued', 'Status Chaser: Hexed', 'Status Chaser: Pain', 'Status Chaser: Paralyze', or 'Status Chaser: Stat Drain', possessor may choose to retain any minor status effect infliction chance that would be generated by said action, instead having said ability generate a Melee Attack action that contains said retained status effect infliction chance
Requires: Status Chaser: Poison, Status Chaser: Charm, Status Chaser: Confusion, Status Chaser: Confusion, Status Chaser: Diseased, Status Chaser: Fatigued, Status Chaser: Hexed, Status Chaser: Pain, Status Chaser: Paralyze, Status Chaser: Stat Drain
Cost: 300,000 Gold, 3 Weeks

Mime Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that is generated by a Chaser Ability that possessor possesses, perform an action as per the type that would be generated by said Chaser Ability upon the condition that triggered said Chaser Ability that triggered this ability, with all restrictions applying to said other chaser ability applying to this ability, but with said ability counting as this ability for purposes of generating extra actions, up to 20 times per round
Requires: Chaser Mastery, Status Chaser, Overdrive Chaser, Melee Overdrive Chaser, Elemental Chaser
Cost: 5,000,000 Gold, 3 Weeks

Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Not for Sale

Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Requires: Athletic
Cost: 200,000 Gold, 2 Weeks

One Tough Customer- (Passive Ability, Warrior) Possessor obtains +500,000 HP, +5,000 STR, +15,000 CON, and 40% Resilience, Possessor is Immune to individuals below Level 20 if possessor is Level 40 or greater
Not for Sale

Overdrive Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Overdrive action that deals HP damage, perform an Overdrive action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Overdrive action, up to 10 times per round
Requires: Chaser Mastery
Cost: 500,000 Gold, 3 Weeks

Palpable Potency- (Passive Ability, Warrior) Possessor gains +10,000 HP, Possessor gains +300 STR, +300 CON, and +300 SPI, +Possessor gains +300 Melee Attack, +300 Ranged Attack, and +300 Magical Attack, Possessor may not use Thief Arts spells or Trap consumables, Has RP effects
Not for Sale

Parry- (Technique Ability, Warrior) Possessor may use 'Parry' in conjunction with a 'Melee Attack' action. The attack generated by said 'Melee Attack' action does not resolve normally. Said action causes its user to gain a buff that makes it so that the next time an offensive, damage-dealing, single-target attack is targeted at possessor, said attack is resolved against the entity performing the triggering action. The Damage from this attack is subtracted from the Damage of the first hit of the triggering attack, and can only reduce the damage to a minimum of zero. This technique can not be used more than once per round and the buff that it generates does not stack.
Not for Sale

Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Requires: Apprentice Combat Arts Attunement
Cost: 175,000 Gold, 3 Weeks

Passive Weapon Juggling- (Passive Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Requires: Adept Combat Arts Attunement, Armed to the Gills
Cost: 3,000,000 Gold, 4 Weeks

Physical Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Physical element, up to 10 times per round
Requires: Physical Chaser (Melee), Physical Chaser (Ranged), Physical Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Physical Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Physical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Physical Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Physical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Prep Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action conducted by an individual, perform a Change Stance action, provided that possessor changes stance into a Chaser Stance, up to 1 time per round
Requires: Double-Speed Chaser
Cost: 400,000 Gold, 3 Weeks

Psychic Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Psychic element, up to 10 times per round
Requires: Psychic Chaser (Melee), Psychic Chaser (Ranged), Psychic Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Psychic Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Psychic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Psychic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Psychic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Psychic Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Psychic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks

Ranged Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Ranged Attack action that deals HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Ranged Attack, action, up to 10 times per round
Requires: Earth Chaser (Ranged), Air Chaser (Ranged), Fire Chaser (Ranged), Water Chaser (Ranged), Light Chaser (Ranged), Darkness Chaser (Ranged), Physical Chaser (Ranged), Psychic Chaser (Ranged), Magic Chaser (Ranged), Technology Chaser (Ranged), Electrical Chaser (Ranged), Acid Chaser (Ranged), Ice Chaser (Ranged)
Cost: 125,000 Gold, 3 Weeks

Ranged Status Chaser- (Passive Ability, Warrior) When possessor would conduct an action that is generated by the ability 'Status Chaser: Poison', 'Status Chaser: Charm', 'Status Chaser: Confusion', 'Status Chaser: Diseased', 'Status Chaser: Fatigued', 'Status Chaser: Hexed', 'Status Chaser: Pain', 'Status Chaser: Paralyze', or 'Status Chaser: Stat Drain', possessor may choose to retain any minor status effect infliction chance that would be generated by said action, instead having said ability generate a Ranged Attack action that contains said retained status effect infliction chance
Requires: Status Chaser: Poison, Status Chaser: Charm, Status Chaser: Confusion, Status Chaser: Confusion, Status Chaser: Diseased, Status Chaser: Fatigued, Status Chaser: Hexed, Status Chaser: Pain, Status Chaser: Paralyze, Status Chaser: Stat Drain
Cost: 300,000 Gold, 3 Weeks

Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Requires: Crisis Zone
Cost: 140,000 Gold, 2 Weeks

Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Requires: Crisis Zone
Cost: 140,000 Gold, 2 Weeks

Rejuvinative Chaser- (Passive Ability, Warrior) Possessor may choose to replace the phrase 'MP Healing' in any of possessor's Chaser Abilities that are also Chaser Stances with 'MP Healing', Should possessor choose to do so, then actions generated by said Chaser Abilities deal solely MP Healing
Requires: Kindly Chaser, Magebane Chaser
Cost: 5,000,000 Gold, 3 Weeks

Resilient in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Resilience while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks

♢Rising Helix Battle Wrath- (Passive Ability, Warrior) Whenever possessor, to a max of (Possessor Level/20, rounded up) times per round per opponent, targets an opponent with an offensive action or deals an opponent Damage outside of an action, possessor obtains a buff that stacks 200 times per opponent and across 999,999,999,999,999 different opponents that causes possessor to treat those opponents' Resistances as 1% lower, to a minimum of 0%
Not for Sale

~Scarred Face- (Passive Ability, Warrior) 1% Physical Resistance
Not for Sale

Smart in a Crisis- (Passive Ability, Warrior) Posessor gains +200 MIN while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks

Speed Chaser- (Passive Ability, Warrior) Possessor may begin a thread in a single Chaser Stance that does not allow possessor to count as being in multiple chaser stances
Requires: Chaser Mastery
Cost: 400,000 Gold, 3 Weeks

Spell Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Cast a Spell action that deals HP damage, perform an Cast a Spell action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Cast a Spell action, up to 10 times per round
Requires: Chaser Mastery
Cost: 500,000 Gold, 3 Weeks

Spirited in a Crisis- (Passive Ability, Warrior) Posessor gains +200 SPI while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks

Status Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting one or more minor status effects, perform a Magical Attack, Ranged Attack, or Melee Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said granted action gaining a 30% chance of inflicting any minor status effect that the action that triggered said action had a chance of inflicting, up to 10 times per round
Requires: Melee Status Chaser, Ranged Status Chaser, Magical Status Chaser, Adept Combat Arts Attunement
Cost: 500,000 Gold, 3 Weeks

Status Chaser: Charm- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Charm, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Charm, up to 10 times per round
Requires: Chaser Mastery
Cost: 100,000 Gold, 2 Weeks

Status Chaser: Confusion- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Confusion, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Confusion, up to 10 times per round
Requires: Chaser Mastery
Cost: 100,000 Gold, 2 Weeks

Status Chaser: Diseased- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Diseased, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Diseased, up to 10 times per round
Requires: Chaser Mastery
Cost: 100,000 Gold, 2 Weeks

Status Chaser: Fatigued- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Fatigued, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Fatigued, up to 10 times per round
Requires: Chaser Mastery
Cost: 100,000 Gold, 2 Weeks

Status Chaser: Hexed- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Hexed, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Hexed, up to 10 times per round
Requires: Chaser Mastery
Cost: 100,000 Gold, 2 Weeks

Status Chaser: Pain- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Pain, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Pain, up to 10 times per round
Requires: Chaser Mastery
Cost: 100,000 Gold, 2 Weeks

Status Chaser: Paralyze- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Paralyze, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Paralyze, up to 10 times per round
Requires: Chaser Mastery
Cost: 100,000 Gold, 2 Weeks

Status Chaser: Poison- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Poison, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Poison, up to 10 times per round
Requires: Chaser Mastery
Cost: 100,000 Gold, 2 Weeks

Status Chaser: Stat Drain- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Stat Drain, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Stat Drain, up to 10 times per round
Requires: Chaser Mastery
Cost: 100,000 Gold, 2 Weeks

Strong in a Crisis- (Passive Ability, Warrior) Posessor gains +200 STR while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks

Stunning Strikes- (Passive Ability, Warrior) Possessor's offensive actions may gain a 65% chance of inflicting Fatigued: Stun
Not for Sale

Summon Sniper- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that summons, perform a Magical Attack, Melee Attack, or Ranged Attack action that targets one of the summons of the action that triggered this counter, with said target being the only possible target of said Magical Attack, Melee Attack, or Ranged Attack action, up to 10 times per round
Requires: Chaser Mastery
Cost: 400,000 Gold, 4 Weeks

Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks

Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Basic Combat Arts Attunement OR Basic Thief Arts Attunement OR Basic Leadership Attunement
Cost: 5,000,000 Gold, 2 Weeks

Technology Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Technology element, up to 10 times per round
Requires: Technology Chaser (Melee), Technology Chaser (Ranged), Technology Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Technology Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Technology element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Technology Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Technology element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Technology Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Technology element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Timefreeze Self-Copy Assault- (Passive Ability, Warrior) If possessor is Time element, is wielding at least one Time element weapon, and is Level 40 or greater, possessor's 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions gain X additional hits against each non-Time element target that is 20 or more Levels lower than caster that is not Immune to Petrified or Petrified: Time Stop, where X is equal to the number of Levels each such target is lower than possessor, divided by 5, rounded up
Not for Sale

Tough in a Crisis- (Passive Ability, Warrior) Posessor gains +200 CON while in a Crisis Zone, HP gained from this CON increase does not count toward possessor's Max HP when calculating HP values to determine if possessor counts as being in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks

Unarmed Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual, provided that said individual has no weapons equipped, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor also has no weapons equipped, up to 10 times per round
Requires: Chaser Mastery, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 2 Weeks


Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Undying Fury Sunderstrike- (Technique Ability, Warrior) Possessor may use 'Undying Fury Sunderstrike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Overdrive' action so long as no other technique is used. Said action gains +500 Melee Attack, gains +500 Magical Attack, breaks non-unique Armors worth under 1,000,000 Gold that are equipped by the target, and applies a non-stacking debuff that provides -500 Defense. If said action's performer is Level 40 or greater and is a Deity or possesses an ally who is a Deity, said action gains +20,000 additional Melee Attack, gains +20,000 additional Magical Attack, breaks non-unique Armors worth under 20,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -20,000 additional Defense. If said action's performer is Level 70 or greater, said action is an 'Overdrive' action, and said action's performer possesses at least 200 dead allies or at least 200 allies who are (Spirits or Undead), said action gains +200,000 additional Magical Attack, breaks non-unique Armors worth under 200,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -100,000 additional Defense.
Not for Sale

Unmarred Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Unmarred Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Unmarred Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Unmarred Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Unmarred Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Requires: Apprentice Combat Arts Magic Attunement, 10 other Warrior abilities
Cost: 125,000 Gold, 4 Weeks

Water Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Water element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Water element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Water element, up to 10 times per round
Requires: Water Chaser (Melee), Water Chaser (Ranged), Water Chaser (Magical)
Cost: 125,000 Gold, 3 Weeks

Water Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Water element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Water element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Water element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Water Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Water element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Water element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Water element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Water Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Water element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Water element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Water element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks

Weapon Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual, provided that said individual has at least one subtype of weapon equipped that possessor also has equipped, that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, up to 10 times per round
Requires: Weapon Chaser: Fan, Weapon Chaser: Throwing Weapon, Weapon Chaser: Bow, Weapon Chaser: Tool, Weapon Chaser: Fist Weapon, Weapon Chaser: Hammer, Weapon Chaser: Shield, Weapon Chaser: Whip, Weapon Chaser: Polearm, Weapon Chaser: Soul, Weapon Chaser: Force, Weapon Chaser: Bladecane, Weapon Chaser: Gun, Weapon Chaser: Stone, Weapon Chaser: Spear, Weapon Chaser: Mace, Weapon Chaser: Orb, Weapon Chaser: Assault Matrix, Weapon Chaser: Insturment, Weapon Chaser: Card, Weapon Chaser: Scythe, Weapon Chaser: Axe, Weapon Chaser: Staff, Weapon Chaser: Book, Weapon Chaser: Knife, Weapon Chaser: Deadly Item, Weapon Chaser: Bailartix, Weapon Chaser: Wand, Weapon Chaser: Sword
Cost: 500,000 Gold, 2 Weeks

Weapon Chaser: Assault Matrix- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Assault Matrix equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Assault Matrix equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Assault Matrix Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Axe- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Axe equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Axe equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Axe Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Bailartix- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Bailartix equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Bailartix equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Bailartix Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Bladecane- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Bladecane equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Bladecane equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Bladecane Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Book- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Book equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Book equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Book Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Bow- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Bow equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Bow equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Bow Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Card- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Card equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Card equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Card Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Deadly Item- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Deadly Item equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Deadly Item equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Deadly Item Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Fan- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Fan equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Fan equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Fan Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Fist Weapon- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Fist Weapon equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Fist Weapon equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Fist Weapon Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Force- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Force equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Force equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Force Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Gun- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Gun equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Gun equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Gun Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Hammer- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Hammer equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Hammer equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Hammer Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Instrument- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Instrument equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Instrument equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Instrument Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Knife- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Knife equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Knife equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Knife Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Mace- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Mace equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Mace equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Mace Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Orb- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Orb equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Orb equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Orb Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Polearm- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Polearm equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Polearm equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Polearm Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Scythe- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Scythe equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Scythe equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Scythe Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Shield- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Shield equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Shield equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Shield Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Soul- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Soul equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Soul equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Soul Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Spear- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Spear equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Spear equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Spear Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Staff- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Staff equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Staff equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Staff Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Stone- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Stone equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Stone equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Stone Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Sword- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Sword equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Sword equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Sword Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Throwing Weapon- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Throwing Weapon equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Throwing Weapon equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Throwing Weapon Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Tool- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Tool equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Tool equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Tool Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Wand- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Wand equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Wand equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Wand Training
Cost: 100,000 Gold, 2 Weeks

Weapon Chaser: Whip- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Whip equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Whip equipped, up to 10 times per round
Requires: Chaser Mastery, Basic Whip Training
Cost: 100,000 Gold, 2 Weeks

Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 3 Weeks

Weapons Demo- (Stance Ability, Warrior) When possessor enters this stance or enters a battle, begin tracking each subtype of Weapon possessor equips or has equipped, For each such subtype, possessor gains +50 to all stats as buff that does not stack but increases in increments of +100, to a max of +10,000, This stance resets its count if exited or at the end of battle
Requires: Basic Combat Arts Attunement, Basic Merchant Proficiency
Cost: 100,000 Gold, 3 Weeks

Weaponsmaster- (Passive Ability, Warrior) Possessor gains a Weapon slot
Requires: Weapon Chaser, Adept Combat Arts Attunement, Weapons Demo, Armed to the Gills
Cost: 2,000,000 Gold, 5 Weeks

~Wizard (Wizard Magic)~

Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Requires: Spellcasting Technique
Cost: 200,000 Gold, 2 Weeks

Adept Green Mage- (Passive Ability, Wizard) Possessor's Wizard Magic, Geomancy, Druid Magic, Spirit Magic, and Transmutation spells cost 5,000 less MP, provide +2,500 additional Magical Attack if they provide a Magical Attack bonus, and count as being cast by an individual 1 Level higher for purposes of being debuffed, unsummoned, and countered as an effect that does not stack with other Level-altering effects and cannot raise said Level above 80. Possessor gains +60,000 MP while a Zone or Phantom Terrain is present. This ability provides an additional +2,500 to all stats while in a Zone that matches one or more of Possessor's elements. Possessor gains +2,000 Defense, +8,000 MP, and +4,000 SPI while the Terrain or Phantom Terrain is a type of Terrain that possessor possesses a Geomancer ability named 'Attuned to Terrain: X' , where X is the terrain type in question, for.
Not for Sale

Adept Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor 10,000 less MP to cast, Wizard Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Wizard, 50 other Wizard Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks

Amplified Magical Potency- (Passive Ability, Wizard) +250 Magical Attack
Not for Sale

Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement, 3 other Wizard abilities
Cost: 125,000 Gold, 2 Weeks

Arcane Necromancy- (Passive Ability, Wizard) Possessor may cast Necromancy spells as if they were solely or additionally Wizard Magic spells and may cast Wizard Magic spells as though they were solely or additionally Necromancy spells
Not for Sale

Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Requires: Basic Wizard Magic Attunement, Baisc Enchantment Attunement, Basic Sword Arts Attunement, Basic Combat Arts Attunement
Cost: 100,000 Gold, 2 Weeks

Art of Magery- (Passive Ability, Wizard) Possessor's minor and moderate status effect infliction chances that come from spells are increased by 5%, Possessor gains +500 Magical Attack
Not for Sale

Basic Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Requires: Basic Utility Spellcasting
Cost: 60,000 Gold, 2 Weeks

Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Requires: Apprentice Wizard Magic Attunement, Basic Magic Synchronization
Cost: 100,000 Gold, 2 Weeks

Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 20,000 Gold, 2 Weeks

Basic Non-Counterable Casting- (Passive Ability, Wizard) Possessor's actions involving Wizard Magic spells may not be countered by individuals below level 20
Not for Sale

Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Requires: Knowledge of Basic Magic Theory
Cost: 500,000 Gold, 2 Weeks

Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic, Apprentice Gate Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic
Cost: 5,000,000 Gold, 2 Weeks

Basic Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Boosted Spell- (Technique Ability, Wizard) Possessor may use 'Boosted Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action gain +200 Magical Attack and have all stat buffs they apply increased by 200 points as an effect that stacks 5 times across all applications per possessor.
Requires: Apprentice Wizard Magic Attunement, Magic-Infused Spell
Cost: 200,000 Gold, 2 Weeks

Botanical Magic Specialization- (Passive Ability, Wizard) All Wizard Magic spells gain +180 Magical Attack when targeting plants if they already possessed a Magical Attack bonus, Summoned Plants gain 500 HP and 80 additional points in each stat, If possessor is a plant, possessor regenerates 80 HP per turn of combat when a Wizard Magic spell has been cast by anyone, User may opt to have a Wizard Magic spell do half damage to its target to heal all allied plants for 500, has additional RP uses
Requires: Botanist, Adept Wizard Magic Attunement, Understanding of Common Practices of Theoretical Magic
Cost: 300,000 Gold, 3 Weeks

Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Requires: Apprentice Wizard Magic Attunement
Cost: 600,000 Gold, 4 Weeks

Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Requires: Defensive Spellcasting
Cost: 50,000 Gold, 1 Week

Can Frighten and Impress People By Loudly Chanting Arcane Formulae- (Passive Ability, Wizard) Possessor's 'Magical Attack', 'Overdrive', 'Cast a Spell', and 'Use an Item' actions may gain 10% inflicts Charm: Impressed or Confusion: Fear
Requires: Formula-Based Casting, Basic Leadership Attunement
Cost: 100,000 Gold, 2 Weeks

Charge Magic- (Passive Ability, Wizard) Possessor may choose, as part of a 'Focus' action to gain a buff that stacks 5 times and provides +50 Magical Attack
Requires: Basic Mana-Saving Techniques, Focus
Cost: 100,000 Gold, 2 Weeks

Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Requires: Can Cast Spells While in Close Combat, Apprentice Wizard Magic Attunement, Apprentice Combat Arts Attunement
Cost: 200,000 Gold, 2 Weeks

Command of Mighty Magics- (Passive Ability, Wizard) Possessor is Immune to individuals below Level 20, Possessor obtains +2,000 Magical Attack and +2,000 Defense against base elements
Requires: Adept Wizard Magic Attunement, Combat Spellcasting, Improved Magical Offense, Infused Casting, Uninterruptable Casting, Wizard's Mystic Field
Cost: 3,000,000 Gold, 3 Weeks

Contagious Spell of Sticky Fire- (Technique Ability, Wizard) Possessor may use 'Contagious Spell of Sticky Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Fire element Wizard Magic spell is cast and other technique is used. Said action gains +300 Magical Attack and gains a 50% chance of inflicting an instance of Burning that (cannot be cured by sources below Level 30 for 5 rounds), with said infliction instance having a 50% chance of copying itself onto a random target at the start of each round (with said copies retaining the removal-blocking and self-copying traits that this ability granted the first infliction instance)
Not for Sale

Create Lesser Contingent Causality Trap (Wish Magic Burnout Variant)- (Active Ability, Wizard) If possessor is at least level 59 and has a spell with 'Wish' in the name worth at least 50,000,000 Gold equipped, possessor may spend 25 consecutive actions, with said spell with 'Wish' in its name being removed from the thread at the time of the 25th action, casting up to 5 spells as part of the 25th action (with said spells having no effect save their respective casting costs being paid and counting as being selected for purposes of said action) and selecting the names of up to 5 entities on the Enemy List, entities in the Zoo Record, entities on the Boss List, or PCs as part of the 25th action. Said 25th action creates a Zone of Magic (which any individual of Level 80 or greater can spend 5 actions to remove or any entity of Level 100 or greater can spend 1 action to remove) and attaches a non-stacking effect to said Zone of Magic that causes it to be unable to be moved to different battlespaces (not counting being moved between battles) along with also, the first time that any entity with a name matching any of the names chosen as part of the 25th action above enters said Zone (ignoring said entity's presence within said Zone at the time of creation and not counting such as triggering said effect), causing a copy of its creator at its time of creation to perform 5 consecutive 'Cast a Spell' actions, each of which may only target said triggering entity and casting a different one of the 5 previously selected spells (with any cost paid when said spell was cast as part of the 25th action above not having to be paid a second time), with said 5 actions not being able to be preemptively countered or cancelled by sources below Level 80.
Not for Sale

Crimson Magic- (Passive Ability, Wizard) Possessor gains +(100 * Possessor Level) Magical Attack, Possessor may change the elements of any non-unique spell that possessor casts to be possessor's element, Possessor may treat the value of a target's Magic Resistance as being equal to the value of its Fire Resistance and the value of its Fire Resistance as being equal to the value of its Magic Resistance
Not for Sale

Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Requires: Spellcasting Technique
Cost: 100,000 Gold, 2 Weeks

Destructive Spell- (Technique Ability, Wizard) Possessor may use 'Destructive Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as a spell with a Magical Attack bonus is cast as part of said action and so long as possessor is Level 40 or greater. Said action gains +18,000 Magical Attack and a 1% chance of inflicting Devestated.
Not for Sale

Dynamic Magery- (Passive Ability, Wizard) Possessor may change the subtype of any Wizard Magic, Enchantment, Transmutation, Summoner Magic, Necromancy, Dark Magic, Geomancy, Healer Magic, Divine Magic, Illusion Magic, Druid Magic, Channeling, Divining, Gate Magic, Golomancy, Artifice, Astral Magic, Elemental Magic, Force Magic, Alchemy, Protection Magic, Ritual Magic, Shaman Magic, Shadow Magic, Spirit Magic, or Libram Magic spell cast into any of the other aforementioned subtypes, Has RP effects
Not for Sale

Effective Spell- (Technique Ability, Wizard) Possessor may use 'Effective Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action have their minor status effect infliction chances increased by 30% during said action and have their moderate status effect infliction chances increased by 15% during said action.
Requires: Boosted Spell
Cost: 2,000,000 Gold, 2 Weeks

Empowered Spellbook- (Passive Ability, Wizard) Possessor gains +2,000 MP if possessor has a Book or Tome equipped, Possessor gains -500 MP if possessor does not have a Book or Tome equipped
Requires: Spellbook-Based Wizardry
Cost: 60,000 Gold, 2 Weeks

Empowered Wand- (Passive Ability, Wizard) Possessor gains +2,000 MP if possessor has a Wand equipped, Possessor gains -500 MP if possessor does not have a Wand equipped
Requires: Wand-Based Wizardry
Cost: 60,000 Gold, 2 Weeks

Expert Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Wizard Magic Attunement, 100 other Wizard Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Requires: Basic Understanding of Temporal Wizard Magic
Cost: 700,000 Gold, 2 Weeks

Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Requires: Fast Casting
Cost: 200,000 Gold, 1 Week

Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Requires: Fast General Spellcasting
Cost: 200,000 Gold, 2 Weeks

Flameseeking Spell- (Technique Ability, Wanderer) Possessor may use 'Flameseeking Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Gate Magic spell is cast. Said action gains +5% To Hit against Fire element targets.
Not for Sale

Flashy-Ass Spell- (Technique Ability, Wizard) Possessor may use 'Flashy-Ass Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and a Wizard Magic spell is cast. Possessor obtains a non-stacking buff that causes its possessor's opponent to have a 40% lower chance of scanning stats until the end of the round.
Not for Sale

Focused Defensive Magic Shieldcrafting- (Passive Ability, Wizard) Possessor obtains +2,000 Defense if possessor possesses at least 5 different Wizard Magic buffs
Requires: Defensive Spellcasting, Focused Wizard Magic Casting, Improved Defensive Wizard Magic Casting, Wizard, Apprentice Abjuration Synchronization, Apprentice Aura Training
Cost: 500,000 Gold, 2 Weeks

Focused Wizard Magic Casting- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Wizard Magic
Requires: Wizard Magic Casting II, Apprentice Wizard Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Requires: Apprentice Wizard Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Formula Specialization: Formula of Air- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Air:' cost possessor 500 less MP to cast
Requires: Formula-Based Casting, Basic Air Synchronization, Envoy of Air
Cost: 150,000 Gold, 1 Week

Formula Specialization: Formula of Earth- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Earth:' cost possessor 500 less MP to cast
Requires: Formula-Based Casting, Basic Earth Synchronization, Envoy of Earth
Cost: 150,000 Gold, 1 Week

Formula Specialization: Formula of Fire- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Fire:' cost possessor 500 less MP to cast
Requires: Formula-Based Casting, Basic Fire Synchronization, Envoy of Fire
Cost: 150,000 Gold, 1 Week

Formula Specialization: Formula of Water- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Water:' cost possessor 500 less MP to cast
Requires: Formula-Based Casting, Basic Water Synchronization, Envoy of Water
Cost: 150,000 Gold, 1 Week

Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Requires- Basic Wizard Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Green Mage- (Passive Ability, Wizard) Possessor's Wizard Magic, Geomancy, Druid Magic, Spirit Magic, and Transmutation spells cost 2,000 less MP, provide +500 additional Magical Attack if they provide a Magical Attack bonus, and count as being cast by an individual 1 Level higher for purposes of being debuffed, unsummoned, and countered as an effect that does not stack with other Level-altering effects and cannot raise said Level above 60. Possessor gains +6,000 MP while a Zone or Phantom Terrain is present. This ability provides an additional +500 to all stats while in a Zone that matches one or more of Possessor's elements. Possessor gains +300 Defense, +4,000 MP, and +200 SPI while the Terrain or Phantom Terrain is a type of Terrain that possessor possesses a Geomancer ability named 'Attuned to Terrain: X' , where X is the terrain type in question, for.
Requires: Botanical Magic Specilization, Wizard, Druid, Geomancer, Shrine Maiden, Transmuter, Theoretical Spellcaster
Cost: 25,000,000 Gold, 4 Weeks

Heavy Collision- (Technique Ability, Wizard) Possessor may use 'Heavy Collision' in conjunction with an 'Overdrive' or 'Ranged Overdrive' action so long as no other technique is used and possessor is casting a unique Wizard Magic spell called '*Gar-Handrach's Stones' as part of said action. Said action gains +60,000 Ranged Attack, gains +60,000 Magical Attack, may gain '60% inflicts Fatigued: Stun', may use Strength or Constitution as its Prime Attribute, and has its chances of cancelling its target's action (if such chances exist) increased by 5%, to a max of 60%.
Not for Sale

Host to Undying Magics- (Passive Ability, Wizard) Possessor gains +(10,000 * Possessor Level) MP if possessor is Undead and possesses the ability 'Undead Traits', Possessor gains +(1,000 * Possessor Level) Defense against Voidstruck and Manablasted if possessor is an Undead and possesses the ability 'Undead Traits'
Not for Sale

Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Requires: Basic Defensive Wizard Magic Casting, Apprentice Wizard Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Improved Magical Offense- (Passive Ability, Wizard) Possessor gains +500 Magical Attack if possessor has a Wizard Magic spell equipped
Requires: Maximal Casting, Piercing Casting, Wizard
Cost: 600,000 Gold, 2 Weeks

Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Requires: Apprentice Wizard Magic Attunement, Basic Mana-Saving Techniques
Cost: 100,000 Gold, 2 Weeks

Increased Magic Impact- (Passive Ability, Wizard) Possessor's Magic-element 'Magical Attack' actions deal an additional 500 Damage, with said quantity of Damage not being able to be greater than their targets' 'Defense against Magic' values
Requires: Powerful Casting, Apprentice Magic Synchronization
Cost: 60,000 Gold, 2 Weeks

Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Requires: Basic Wizard Magic Attunement
Cost: 10,000 Gold, 1 Week

Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Requires: Basic Wizard Magic Attunement
Cost: 5,000,000 Gold, 8 Weeks

Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Requires: Increased MP, Apprentice Wizard Magic Attunement, Level 15
Cost: 400,000 Gold, 3 Weeks

Lengthen Casting- (Technique Ability, Wizard) Possessor may use Lengthen Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. If said attack already inflicts a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Requires: Apprentice Wizard Magic Attunement
Cost: 600,000 Gold, 4 Weeks

Loudly-Incanted Spell- (Technique Ability, Wizard) Possessor may use 'Loudly-Incanted Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains +5 Magical Attack and gains a 15% chance of inflicting Confusion: Fear on Level 1 targets who have no spell equipped.
Requires: Basic Wizard Magic Attunement
Cost: 10,000 Gold, 2 Weeks

Luberos- (Active Ability, Wizard) Possessor, if in a Wizard stance, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of X (where X is equal to Possessor's Spirit) that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped solely-Water-element Wizard Magic spells, is solely Water element, and costs 0 MP
Requires: Adept Wizard Magic Attunement, Adept Water Synchronization, Theoretical Spellcaster
Cost: 1,000,000,000 Gold, 50 Weeks

Magical Broadening Mastery- (Passive Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Requires: Broaden Casting
Cost: 400,000 Gold, 2 Weeks

Magical Lengthening Mastery- (Passive Ability, Wizard) Possessor's Lengthen Casting ability increases the total number of rounds by 5 if the number of rounds of duration before its application was at least 10 already.
Requires: Lengthen Casting
Cost: 200,000 Gold, 2 Weeks

Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Requires- Powerful Casting, Basic Mana-Saving Techniques, Gesture-Based Spellcasting Stance
Cost: 200,000 Gold, 2 Weeks

Magic-Infused Spell- (Technique Ability, Wizard) Possessor may use 'Magic-Infused Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast by this technique's user as part of said action gain the element Magic during said action.
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Manacharged Spell- (Technique Ability, Wizard) Possessor may use 'Manacharged Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 15% inflicts Manablasted.
Requires: Powerful Spell
Cost: 200,000 Gold, 2 Weeks

Mana-Retainment-Capacity-Overloading Spell- (Technique Ability, Wizard) Possessor may use 'Mana-Retainment-Capacity-Overloading' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 30% inflicts Manablasted and applies a non-stacking debuff that causes its possessor to take 20,000 Flat Magic-element MP Damage at the start of every round, as well as to obtain a stacked instance of a debuff that stacks 50 times and provides -500 MP at the start of every round.
Requires: Manacharged Spell, Basic Understanding of Entity Mana Patterns, Theoretical Spellcaster, Large Mana Reservoir
Cost: 500,000 Gold, 2 Weeks

Masterful Casting- (Technique Ability, Wizard) Possessor may use Masterful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack is treated as though possessor were 1 Level higher, to a max of Level 40, as an effect that does not stack with other effects that increase the level caster is treated as for any purpose.
Requires: Apprentice Wizard Magic Attunement
Not for Sale

Maximal Casting- (Technique Ability, Wizard) Possessor may use Maximal Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Requires: Powerful Casting, Wizard
Cost: 700,000 Gold, 4 Weeks

Memorized Somatic Flow- (Passive Ability, Wizard) If the last action possessor performed was a 'Cast a Spell' action that involved the casting of a Wizard Magic spell and possessor is afflicted with Confusion by a source below Level 40, possessor may, instead of having possessor's action determined randomly, choose to perform a non-Confusion-randomized (excluding sub-status effects of Confusion) Cast a Spell action that involves the casting of the same Wizard Magic spell
Requires: Wizard, Monk, Has Undergone Harsh Training
Cost: 300,000 Gold, 3 Weeks

Mystic Crown of the Archmage- (Passive Ability, Wizard) Possessor gains +1 Base SPI while possessor possesses at least one Wizard Magic buff
Not For Sale

Mystic's Powers- (Passive Ability, Wizard) Possessor gains +800 Magical Attack and may, with the cost of lowering possessor's Max MP by 10% for the remainder of the thread, change any action that includes the element Magic to be solely the element Mystic
Not for sale

Natural Spellcasting Stance- (Stance Ability, Wizard) Possessor may not cast spells that are not part of possessor's Inherent Spell List while in this stance, Possessor obtains +200 MIN and +200 SPI
Requires: No Prerequisites
Cost: 20,000 Gold, 5 Weeks

Offensive Magical Specialization- (Passive Ability, Wizard) Possessor's offensive actions involving Wizard Magic gain +500 Magical Attack if they already possess at least +1 Magical Attack coming from a Wizard Magic spell, and Possessor's offensive actions involving Wizard Magic spells that have a chance of inflicting minor or moderate status effects have the chances of inflicting said effects increased by 10%
Not For Sale

Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Requires: Basic Wizard Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Piercing Casting- (Technique Ability, Wizard) Possessor may use Piercing Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack ignores the Resistances and immunities of individuals below Level 20 and reduces possessor's Max MP by 15% for the remainder of the thread.
Requires: Apprentice Wizard Magic Attunement
Cost: 1,000,000 Gold, 4 Weeks

Possesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Not for Sale

Potent- (Passive Ability, Wizard) +200 SPI that is counted as unmodified for capping purposes
Not for Sale

Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Requires: Apprentice Wizard Magic Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks

Problematic Spell- (Technique Ability, Wizard) Possessor may use 'Problematic Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast and other technique is used. Said action gains an 80% chance of inflicting any one minor or moderate negative status effect.
Not for Sale

Pyroclasmic Farland Magic- (Passive Ability, Wizard) Possessor's actions that involve the casting of a Wizard Magic spell may exchange their chance of inflicting Manablasted for an equal chance of inflicting Burning or vice-versa, Possessor's Burning infliction chances are increased by 30%, Whenever an individual below Level 100 who is not 5 or more Levels greater than possessor who is not Resistant to Magic, is not Immune to Magic, does not Reflect Magic, and does not Absorb Magic is cured of or recovered from an instance of Burning with possessor as its source, there is a 25% chance that said instance is not cured or recovered from
Not for Sale

Resolute Spell of Water- (Technique Ability, Wizard) Possessor may use 'Resolute Spell of Water' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Water element Wizard Magic spell is cast and other technique is used. Said action may not be cancelled or caused to fail by sources below Level 40 if it is Water element.
Not for Sale

Rimey Spell- (Technique Ability, Wizard) Possessor may use 'Rimey Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Wizard Magic spell as part of said action. Said action gains +250 Magical Attack and the element Ice.
Not for Sale

Script Casting- (Active Ability, Wizard) Possessor may have Wizard Magic spells take 1 extra action to cast gain +50 Magical Attack and cost 10 less MP
Requires: Script Mage
Cost: 70,000 Gold, 2 Weeks

Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 3 Weeks

Silent Casting- (Technique Ability, Wizard) Possessor may use 'Silent Casting' in conjunction with a 'Cast a Spell', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Wizard Magic, Enchantment, Illusion Magic, Abjuration, Conjuration, Necromancy, Divination, Divine Magic, or Druid Magic spell. Said action cannot have spell casting involved in it be prevented by Impaired or Hexed or their sub-status effects (including the decision to cast those spells), and said action ignores the presence of Impaired: Silence (and its sub-status effects) on caster.
Requires: Memorized Somatic Flow, Loudly-Incanted Spell
Cost: 300,000 Gold, 3 Weeks

Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Requires: Basic Understanding of Spatial Gate Magic, Broaden Casting
Cost: 5,000,000 Gold, 2 Weeks

Spellbook-Based Wizardry- (Passive Ability, Wizard) Spells cost possessor 1,000 less MP to cast if possessor has a Book or Tome equipped, Spells cost possessor 500 more MP to cast if possessor does not have a Book or Tome equipped
Requires: Basic Wizard Magic Attunement
Cost: 30,000 Gold, 2 Weeks

Spellbook Requirement- (Passive Ability, Wizard) Possessor gains +50,000 MP if possessor has a Book or Tome equipped, Possessor may not cast spells if possessor does not have a Book or Tome equipped
Requires: Spellbook-Based Wizardry, Apprentice Book Training
Cost: 100,000 Gold, 1 Week

Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 70,000 Gold, 1 Week

Spellcraft- (Passive Ability, Wizard) Possessor gains +500 Magical Attack, +500 MIN, +500 SPI, and spells cost possessor 5,000 less MP to cast
Not for Sale

Spell Empowered by the Ancient Ocean- (Technique Ability, Wizard) Possessor may use 'Spell Empowered by the Ancient Ocean' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast and other technique is used. Said action gains +400 Magical Attack if a Zone of Water that has been present for at least 200 rounds is present.
Not for Sale

Spell Richochet- (Passive Ability, Wizard) Once per round, when a source below Level 40 reflects one of possessor's 'Magical Attack' or 'Cast a Spell' actions, possessor may assign a new target for said reflected action instead of the reflected action targetting possessor
Requires- Wizard, Reflect Magic
Cost: 300,000 Gold, 2 Weeks

Spell that's GONNA BURN YA- (Technique Ability, Wizard) Possessor may use 'Spell that's GONNA BURN YA' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Fire element Wizard Magic spell is cast and other technique is used. Said action is delayed for 5 rounds and its chance of inflicting Burning is increased by 5%.
Not for Sale

Stage Magician- (Passive Ability, Wizard) Possessor may cast Wizard Magic spells as Thief Arts or Illusion Magic spells
Requires: Basic Thief Arts Attunement, Basic Illusion Magic Attunement, Basic Wizard Magic Attunement, Basic Clothes Mastery, Basic Wand Training, Basic Deadly Item Training
Cost: 300,000 Gold, 2 Weeks

Staff-Based Spellcasting- (Passive Ability, Wizard) Possessor gains +200 Magical Attack, +50 MIN, and +50 SPI if possessor has a Staff equipped
Requires: Apprentice Wizard Magic Attunement, Apprentice Staff Training
Cost: 150,000 Gold, 2 Weeks

Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Requires: Basic Wizard Magic Attunement, Apprentice Thief Arts Attunement
Cost: 200,000 Gold, 2 Weeks

Superior Arcane-Power Reservoir- (Passive Ability, Wizard) At the start of each thread, possessor obtains a non-stacking buff that provides +(100,000 * the number of Wizard Magic spells possessor has equipped, to a max of 20 such spells) MP
Requires: Adept Wizard Magic Attunement, Large Mana Reservoir, Wizard's Mystic Field, Focused Wizard Magic Casting
Cost: 200,000,000 Gold, 5 Weeks

Temporally Reconfigured Spell- (Technique Ability, Wizard) Possessor may use 'Temporally Reconfigured Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast and no other technique is used. Said action may be delayed 5 to 10 rounds (with caster choosing the number of rounds delayed).
Not for Sale

Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks

Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Requires: Knowledge of Basic Magic Theory, Basic Wizard Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's Level
Requires: Fast Casting, Wizard
Cost: 1,000,000 Gold, 2 Weeks

Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Requires: Apprentice Wizard Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Wand-Based Wizardry- (Passive Ability, Wizard) Spells cost possessor 1,000 less MP to cast if possessor has a Wand equipped, Spells cost possessor 500 more MP to cast if possessor does not have a Wand equipped
Requires: Basic Wizard Magic Attunement
Cost: 30,000 Gold, 2 Weeks

Wand Requirement- (Passive Ability, Wizard) Possessor gains +50,000 MP if possessor has a Wand equipped, Possessor may not cast spells if possessor does not have a Wand equipped
Requires: Wand-Based Wizardry, Apprentice Wand Training
Cost: 100,000 Gold, 1 Week

Wind-Trapping Spell- (Technique Ability, Wizard) Possessor may use 'Wind-Trapping Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Air element Wizard Magic spell is cast and other technique is used. Said action gains +500 Magical Attack and a 50% chance of inflicting Suffocation: Prison of Wind.
Not for Sale

Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Requires: Apprentice Wizard Magic Training, 10 other Wizard abilities
Cost: 125,000 Gold, 4 Weeks

Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Requires: Wizard Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Wizard's Mystic Field- (Passive Ability, Wizard) Possessor's allies obtain +500 Defense and +40,000 MP as a non-stacking bonus
Requires: Focused Defensive Magic Shieldcrafting, Magic-Amplifying Field, Wizardly Apprentice's Routine Spellcasting Practice
Cost: 1,000,000 Gold, 2 Weeks

Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread
Requires: Apprentice Wizard Magic Attunement, Basic Mana-Saving Techniques
Cost: 100,000 Gold, 2 Weeks


~Other: Archmage of the Ancients (Other: Ancient Magic)~

Ancient and Greater Spellcasting Art- (Passive Ability, Other: Archmage of the Ancients) Spells cast by possessor have their Magical Attack bonuses increased by 250 points and actions involving them cannot be countered by individuals below Level 40
Requires: Has Memorized Ancient Rites
Cost: 4,000,000 Gold, 2 Weeks

Ancient Magic Casting I- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 200 less MP to cast
Requires: Basic Ancient Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Ancient Magic Casting II- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 2000 less MP to cast
Requires: Ancient Magic Casting I
Cost: 1,000,000 Gold, 2 Weeks

Ancient's Mystic Power-Gathering- (Passive Ability, Other: Archmage of the Ancients) Possessor obtains +100 MP at the start of every round as a buff that stacks 1,000 times
Requires: Has Memorized Ancient Rites
Cost: 6,000,000 Gold, 2 Weeks

Apprentice Ancient Magic Attunement- (Passive Ability, Other: Archmage of the Ancients) All damage-dealing Ancient Magic spells that possessor casts deal +250,000 Damage, All Ancient Magic spells cost possessor 50,000 less MP to cast
Requires: Basic Ancient Magic Attunement, 3 other Archmage of the Ancients abilities
Cost: 125,000,000 Gold, 2 Weeks

Arcane Spell- (Technique Ability, Other: Archmage of the Ancients) Possessor may use 'Arcane Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as a 'Wizard Magic' or 'Ancient Magic' spell is cast as part of said action and no other technique is used. Said action has the element Magic in itself, any spells cast as part of it, and any Damage it deals replaced with the element Mystic.
Requires: Adept Wizard Magic Attunement, Basic Ancient Magic Attunement
Cost: 40,000,000 Gold, 2 Weeks

Archmage of the Ancients- (Passive Ability, Other: Archmage of the Ancients) Possessor's Damage-dealing actions that involve the casting of Ancient Magic spells deal (500,000 + 50,000 * Possessor Level) additional Damage, Ancient Magic spells cost possessor (50,000 + 30,000 * Possessor Level) less MP to cast
Requires: Apprentice Ancient Magic Attunement, 10 other Archmage of the Ancients abilities
Cost: 125,000,000 Gold, 4 Weeks

Basic Ancient Magic Attunement- (Passive Ability, Other: Archmage of the Ancients) All Ancient Magic spells possessor casts that possess a Magical Attack bonus gain +1,000 additional Magical Attack; All Ancient Magic spells cost possessor 1,000 less MP to cast
Requires: Adept Wizard Magic Attunement, Adept Book Training, Arcane Vizier, Scholar of History, Artificer, Magewright, Enchanter, Level 40
Cost: 100,000,000 Gold, 60 Weeks

Create Bats from Ancient Magical Forces- (Passive Ability, Other: Archmage of the Ancients) If possessor has at least 5 Ancient Magic spells equipped, whenever possessor summons an Animal or Aerial whose name includes 'Bat', possessor may give it a non-stacking buff that changes its subtype to Magic Being & Animal & Aerial and gives it +5,000 to all stats
Requires: Focused Ancient Magic Casting, Level 20
Cost: 50,000,000 Gold, 2 Weeks

Cyclic Fueling of Elder Magics- (Passive Ability, Other: Archmage of the Ancients) When possessor casts an Ancient Magic spell that possesses a Magical Attack bonus as part of an action, possessor may choose to sacrifice an Ancient Magic buff present on possessor to gain a non-stacking buff that provides +5,000 Magical Attack during said action.
Requires: Archmage of the Ancients
Cost: 50,000,000 Gold, 2 Weeks

Discounted Ancient Magic- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 10,000 less MP to cast
Requires: Basic Ancient Magic Attunement
Cost: 30,000,000 Gold, 10 Weeks

Elder Magic Shield Nesting- (Passive Ability, Other: Archmage of the Ancients) Possessor gains +1,000 Defense if possessor possesses at least 2 Ancient Magic or Abjuration buffs
Requires: Abjurer, Has Memorized Ancient Rites
Cost: 5,000,000 Gold, 2 Weeks

Enduring Magics of an Elder Era- (Passive Ability, Other: Archmage of the Ancients) Possessor Ancient Magic and Wizard Magic buffs and debuffs have their duration increased by 2,000 rounds if it is already at least 12 rounds
Requires: Magics that Will Last a Million Years
Cost: 25,000,000 Gold, 2 Weeks

Focused Ancient Magic Casting- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 2000 less MP to cast if the only subtype of spell possessor has equipped is Ancient Magic
Requires: Ancient Magic Casting II, Apprentice Ancient Magic Attunement
Cost: 600,000 Gold, 2 Weeks

Has Memorized Ancient Rites- (Passive Ability, Other: Archmage of the Ancients) Possessor obtains +1,000 MIN
Requires: Basic Ancient Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Magics that Will Last a Millions Years- (Passive Ability, Other: Archmage of the Ancients) Individuals below Level 40 cannot remove buffs or debuffs with possessor as a source, Spells cast by possessor that would have a duration of 50 rounds or greater instead do not wear off after any number of rounds
Requires: Ancient and Greater Spellcasting Art
Cost: 7,000,000 Gold, 2 Weeks

Primordial Force Convergence- (Technique Ability, Other: Archmage of the Ancients) Possessor may use 'Primordial Force Convergence' in conjunction with a 'Magical Attack', 'Overdrive', or 'Cast a Spell' action provided that possessor casts an 'Ancient Magic' spell as part of said action and pays 1,000,000 MP. The natural infliction chances of any minor, moderate, or major status effects possessed by any Ancient Magic spell cast by possessor as part of said action are doubled, to a max of 250%.
Not for Sale

Recall Spell through Ancestral Memories- (Passive Ability, Other: Archmage of the Ancients) At the start of each round, possessor may obtain (and optionally equip) an Ancient Magic spell equipped or carried by a dead ally
Requires: Has Memorized Ancient Rites
Cost: 8,000,000 Gold, 2 Weeks

Unparalleled Harnessing of Ancient Forces- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells have the infliction chances of minor and moderate status effects that they would inflict increased by 30%
Requires: Has Memorized Ancient Rites, Ancient Magic Casting II
Cost: 6,000,000 Gold, 2 Weeks

~Other: Bullet Maestro (Other:Danmaku)~

Adept Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 10,000 less MP to cast, Danmaku spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Danmaku Spells, and may not be converted into other types of slots by individuals below Level 100, All of possessor's Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Requires: Bullet Maestro, 50 other Bullet Maestro Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) +250 Damage to all damage dealing Danmaku spells, All Danmaku spells cost 50 less MP, All Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Requires: Basic Danmaku Attunement, 3 other Bullet Maestro abilities
Cost: 125,000 Gold, 2 Weeks

Basic Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) All Danmaku spells gain +10 Ranged Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bullet Maestro- (Passive Ability, Other: Bullet Maestro) Possessor's Damage-dealing Danmaku spells deal +(100 * Possessor Level) additional Damage, Danmaku spells cost possessor (50 * Possessor Level) Less MP to cast, All of possessor's Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Requires: Apprentice Danmaku Attunement, 10 other Bullet Maestro abilities
Cost: 125,000 Gold, 4 Weeks

Bullet Maestro's Flight- (Stance Ability, Other: Bullet Maestro) Possessor always counts as being in the back row, but may only make Danmaku Attacks as offensive actions (making non-offensive actions normally). This stance may be used at the same time as Focused Danmaku Dodging without counting as a used stance for the number of stances that may be used at once.
Requires: Basic Danmaku Attunement
Cost: 80,000 Gold, 3 Weeks

Coordinated Danmaku Duo Training- (Passive / Active Ability, Other: Bullet Maestro) Possessor may use an action to allow target to cast possessor's Danmaku spells as part of target's next Danmaku Attack, Target may not borrow Danmaku spells from any other sources for said action should target cast any of possessor's Danmaku spells. +100 to all stats if possessor has at least 1 allies with the ability Coordinated Danmaku Duo Training.
Requires: Basic Danmaku Attunement
Cost: 120,000 Gold, 3 Weeks

Danmaku Casting I- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 20 less MP to cast
Requires: Basic Danmaku Attunement
Cost: 50,000 Gold, 2 Weeks

Danmaku Casting II- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 200 less MP to cast
Requires: Danmaku Casting I
Cost: 100,000 Gold, 2 Weeks

Danmaku is My Weapon- (Passive Ability, Other: Bullet Maestro) Possessor may choose to exchange any weapon slot at the start of a thread for a 2 spell slots that may only hold Danmaku spells
Requires: Basic Danmaku Attunement
Cost: 80,000 Gold, 2 Weeks

~Death Bomb (Weird Variant A)- (Passive Ability, Other: Bullet Maestro) Has RP effects in certain circumstances
Not for Sale

Expanded Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 15
Requires: Improved Danmaku Capacity
Cost: 160,000 Gold, 2 Weeks

Focused Danmaku Casting- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Danmaku
Requires: Danmaku Casting II, Apprentice Danmaku Attunement
Cost: 60,000 Gold, 2 Weeks

Focused Danmaku Dodging- (Stance Ability, Other: Bullet Maestro) Possessor's Dodge value is doubled against Danmaku Attacks. There is a 25% chance that possessor skips each action possessor would otherwise take, with effects that would happen before said action still occurring, with a maximum of 5 such actions being skipped per round. Instead of skipping an action due to this stance, possessor may choose to exit this stance.
Requires: Basic Danmaku Attunement
Cost: 70,000 Gold, 3 Weeks

Heightened Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 20
Requires: Expanded Danmaku Capacity, Appentice Danmaku Attunement
Cost: 160,000 Gold, 2 Weeks

Improved Anti-Danmaku Defenses- (Passive Ability, Other: Bullet Maestro) Changes the chance of Reflexive Danmaku-Erasing Art working to 100- (the number of levels the source of said attack is above possessor))%.
Requires: Reflexive Danmaku-Erasing Art, Apprentice Danmaku Attunement
Cost: 230,000 Gold, 2 Weeks

Improved Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 10
Requires: Basic Danmaku Attunement
Cost: 80,000 Gold, 2 Weeks

Improved Danmaku Support Value- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Support Value becomes 10
Requires: Basic Danmaku Attunement
Cost: 160,000 Gold, 2 Weeks

Mystic Danmaku- (Passive Ability, Other: Bullet Maestro) Possessor may, at a point before any action or at the start or end of any round or at any point at which possessor is able to select a spell to cast as part of something, choose to change any Ranged Attack bonus provided by Danmaku spells cast by or equipped by possessor to an equal Magical Attack bonus
Requires: Basic Danmaku Attunement
Cost: 60,000 Gold, 3 Weeks

Non-Lethal Danmaku- (Passive Ability, Other: Bullet Maestro) Possessor may choose to cause any of possessor's actions involving Danmaku spells to be unable to reduce targets below 1 HP, MP, STR, AGI, CON, SPI, or MIN. Possessor may choose to have any of possessor's Danmaku spells lose the ability to inflict status effects for the duration of one casting at the time of said casting.
Requires: Basic Danmaku Attunement
Cost: 30,000 Gold, 3 Weeks

Rainbow Danmaku Specialist- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Attacks either count as though they contain an additional Danmaku spell for purposes of To Hit calculation or obtain +50 additional Ranged Attack for every element that they contain
Requires: Basic Danmaku Attunement
Cost: 90,000 Gold, 2 Weeks

Reflexive Danmaku-Erasing Art- (Active Ability, Other: Bullet Maestro) Possessor may make a pre-emptive counter against any Danmaku Attack, up to once per thread per 5 levels possessor has, to a max of 20 times per thread. This counter attack has a chance of countering said Danmaku Attack equal to (100- (the number of levels the source of said attack is above possessor x 5))%. This counter causes possessor to skip possessor's next action. This action-skipping effect does not stack.
Requires: Basic Danmaku Attunement
Cost: 120,000 Gold, 2 Weeks

Synchonized Danmaku Trio Style- (Passive / Active Ability, Other: Bullet Maestro) Possessor may use an action to allow target to cast possessor's Danmaku spells as part of target's next Danmaku Attack, Target may not borrow Danmaku spells more than one other source for said action should target cast any of possessor's Danmaku spells. +500 to all stats if possessor has at least 2 allies with the ability Synchonized Danmaku Trio Style.
Requires: Coordinated Danmaku Duo Training, Apprentice Danmaku Attunement
Cost: 600,000 Gold, 4 Weeks

Swift Counter-Danmaku Bombing- (Passive Ability, Other: Bullet Maestro) Possessor does not skip an action after using Reflexive Danmaku-Erasing Art
Requires: Reflexive Danmaku-Erasing Art, Apprentice Danmaku Attunement
Cost: 116,000 Gold, 2 Weeks

~Other: Contingency Weaver (Contingency Magic)

Adept Contingency Magic Attunement- (Passive Ability, Other: Contingency Weaver) Contingency Magic spells cost possessor 10,000 less MP to cast, All Contingency Magic spells possessor casts cannot have buffs or debuffs they apply be removed by entities below Level 60 without caster's permission, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Contingency Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Contingency Weaver, 50 other Contingency Weaver Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Contingencies- (Passive Ability, Other: Contingency Weaver) Possessor may set two Contingency Triggers using Contingent Spell and have the action trigger if either is met
Requires: Contingent Spell, Contingency Weaver
Cost: 5,000,000 Gold, 2 Weeks

Alter Contingency- (Active Ability, Other: Contingency Weaver) Possessor may spend an action to change the Contingency Triggers that possessor has set for a delayed action using 'Contingent Spell' for any other Contingency Triggers that possessor could have set for that action, with this action being able to cause Contingency Triggers that were previously selected for the action and met that are selected again to either remain met or count as not yet met (with said choice being part of this action), but only for a number of instances of those triggers that were already considered met (if multiple instances of said trigger are being selected)
Requires: Contingent Spell, Contingency Weaver
Cost: 5,000,000 Gold, 3 Weeks

Apprentice Contingency Magic Attunement- (Passive Ability, Other: Contingency Weaver) Contingency Magic spells cost possessor 500 less MP to cast
Requires: Basic Contingency Magic Attunement, 3 other Contingency Weaver abilities
Cost: 125,000 Gold, 2 Weeks

Basic Contingency Magic Attunement- (Passive Ability, Other: Contingency Weaver) All Contingency Magic spells possessor casts cannot have buffs or debuffs they apply be removed by entities below Level 20 without caster's permission, Contingency Magic spells cost possessor 10 less MP to cast
Requires: Ritualist, Wizard, Enchanter, Abjurer, Matrix Keeper, Soldreidrethanoi, Sage, Scholar, Inscriber, Channeler, Theoretical Spellcaster
Cost: 60,000,000 Gold, 60 Weeks

Chain Contingencies- (Passive Ability, Other: Contingency Weaver) Possessor may set two Contingency Triggers using Contingent Spell and have the action trigger only if both are met
Requires: Advanced Contingencies
Cost: 5,000,000 Gold, 2 Weeks

Collective Contingencies- (Passive Ability, Other: Contingency Weaver) If one of possessor's Contingency Triggers requests that a specific entity be selected, possessor may select any number of target entities and have any such chosen entity qualify
Requires: Uplinked Contingencies, True-Name-Based Contingencies
Cost: 50,000,000 Gold, 3 Weeks

Complex Contingencies- (Passive Ability, Other: Contingency Weaver) Possessor may set three Contingency Triggers using Contingent Spell and have the action trigger if any is met
Requires: Adept Contingency Magic Attunement, Contingent Spell, Contingency Weaver
Cost: 50,000,000 Gold, 2 Weeks

Constant Contingencies- (Passive Ability, Other: Contingency Weaver) Possessor gains an additional action each round, assigned in turn order, that may only be used to perform actions that involve the use of the 'Contingent Spell' Technique.
Requires: Complex Contingencies
Cost: 50,000,000 Gold, 10 Weeks

Contingency Magic Casting I- (Passive Ability, Other: Contingency Weaver) Contingency Magic spells cost possessor 20 less MP to cast
Requires: Basic Contingency Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Contingency Magic Casting II- (Passive Ability, Other: Contingency Weaver) Contingency Magic spells cost possessor 200 less MP to cast
Requires: Contingency Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Contingent Assault- (Passive Ability, Other: Contingency Weaver) Possessor may use 'Contingent Spell' in conjuncation with 'Magical Attack' actions.
Requires: Contingent Spell, Apprentice Contingency Magic Attunement
Cost: 2,000,000 Gold, 2 Weeks

Contingency Condition: After Time Passes- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'a round ends' as the condition, with actions delayed in this manner occurring before other end-of-round effects
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: Before I Am Attacked- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'when caster is offensively attacked' as the condition, with the delayed action becoming a preemptive counter against the attacker
Requires: Contingency Condition: When I Am Attacked, Adept Contingency Magic Attunement
Cost: 50,000,000 Gold, 2 Weeks

Contingency Condition: If He Contracts The Malady- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select a specific target entity being afflicted with the status effect or sub-status effect chosen by caster (with sub-status effects not counting as being their respective status effect for this purpose) as the condition
Requires: Contingency Condition: If Symptoms Are Spotted
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: If Symptoms Are Spotted- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any entity is afflicted with the status effect chosen by caster (including its sub-status effects)' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: If The Diagnosis Is Exact- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any entity is afflicted with the status effect or sub-status effect chosen by caster (with sub-status effects not counting as being their respective status effect for this purpose)' as the condition
Requires: Contingency Condition: If Symptoms Are Spotted
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: Upon Death's Passage- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any entity dies' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: Upon His Death- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the death of a target individual as the condition
Requires: Contingency Condition: Upon Death's Passage
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When A Wish Is Made- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any ability from an eneity on the Enemy List is replicated as though an instance of it were performing that action' as the condition
Requires: Contingency Condition: When Their Kind Once Again Darkens This Land
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When Aether Flows- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any entity is unsummoned' as the condition
Requires: Contingency Condition: When Entities Spawn From Ambient Mana Or Are Summoned
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When Entities Spawn From Ambient Mana Or Are Summoned- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any entity is summoned' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When Frantic Activity Occurs- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any entity is given an additional action' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When His Life Is Restored- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select a target individual taking 1 or more HP Healing or regenerates HP as the condition (with either being satisfied satisfying the condition)
Requires: Contingency Condition: Upon His Death
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: If His Treasure Is Taken- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select any entity stealing an item or Gold from the chosen target as the condition
Requires: Contingency Condition: When The Law Is Broken
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When He Bleeds- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select a target individual taking 1 or more HP Damage (not including paying costs that cost HP) as the condition
Requires: Contingency Condition: Upon His Death
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When He Makes The Motion- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select any entity using a chosen Technique by a chosen target as the condition
Requires: Contingency Condition: When The Technique Is Executed
Cost: 10,000,000 Gold, 2 Weeks

Contingency Condition: When He Speaks The Words- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the casting of a chosen spell from the Shop by a chosen target as the condition
Requires: Contingency Condition: When The Incantation Is Chanted
Cost: 5,000,000 Gold, 2 Weeks

Contingency Condition: When I Acquire the Treasure- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select possessor equipping a chosen item from the Shop as the condition
Requires: Contingency Condition: When I Drop This
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When I Am Attacked- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'when caster is offensively attacked' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When I Am Stolen From- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'an item or Gold is stolen from caster' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When I Drop This- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select possessor unequipping a chosen item caster has equipped as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When I Gesture With The Implement- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select possessor performing an action while possessor has a chosen item from the Shop equipped as the condition
Requires: Contingency Condition: When I Acquire the Treasure, Contingency Condition: When I Set Another Contingency
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When I Grab That Particular Coin- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select possessor equipping a target instance of an item as the condition
Requires: Contingency Condition: When I Acquire the Treasure
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When I Next Act- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select possessor taking a non-delayed action as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When I Perform the Art- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select possessor using a chosen Technique as the condition
Requires: Contingency Condition: When I Next Act
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When I Perish- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select caster's death as the condition, with the delayed action becoming a Death Attack
Requires: Expert Contingency Magic Attunement, Contingency Condition: Upon His Death
Cost: 500,000,000 Gold, 4 Weeks

Contingency Condition: When I Set Another Contingency- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select possessor using the 'Contingent Spell' Technique as the condition
Requires: Contingency Condition: When I Next Act
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When Illusion Veils The World- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'the creation of a Phantom Terrain' as the condition
Requires: Contingency Condition: When The Elements Are Beckoned
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When Intruders Break In- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any oppsing entity enters the battlespace caster was in at the time this condition was established from another battlespace' as the condition
Requires: Contingency Condition: When This Line Is Passed
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When Loss Is Incurred- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'an item is destroyed' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When Ley-Lines Are Manipulated- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'when an effect is added to, removed from, or altered on target Zone, Terrain, or Phantom Terrain' as the condition
Requires: Contingency Condition: When The Land Is Despoiled
Cost: 10,000,000 Gold, 2 Weeks

Contingency Condition: When Magic Is Invoked- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'a spell is cast' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When Magic Is Sundered- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'a buff or debuff is removed (not including via its normal expiration conditions)' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When Monsters Attack- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the use of a chosen ability possessed by a chosen entity from the Enemy List as the condition (with any entity being able to trigger this condition by performing an action that shares a name with that action)
Requires: Contingency Condition: When I Perform the Art
Cost: 5,000,000 Gold, 2 Weeks

Contingency Condition: When Motion Is Detected- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any entity performs an action' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When My Minions Are Taken From Me- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'one of caster's summons is unsummoned' as the condition
Requires: Contingency Condition: Upon His Death, Contingency Condition: When The Beast Is Beckoned, Contingency Condition: When Aether Flows
Cost: 5,000,000 Gold, 2 Weeks

Contingency Condition: When Mystic Forces Surge- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the casting of a spell of a chosen spell subtype as the condition
Requires: Contingency Condition: When Magic Is Invoked
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When Our Allies Have Fallen- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the number of opponents of caster in caster's battlespace at the time this condition was established falling to reach or go below a chosen number as the condition
Requires: Contingency Condition: When The Beast Is Beckoned
Cost: 10,000,000 Gold, 2 Weeks

Contingency Condition: When Recovery Occurs- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'a buff or debuff is removed via its normal expiration conditions' as the condition
Requires: Contingency Condition: When Magic Is Sundered
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When Our Reinforcements Arrive- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the number of allies of caster (including caster) in caster's battlespace at the time this condition was established rising to reach or exceed a chosen number as the condition
Requires: Contingency Condition: When The Multitudes Congregate
Cost: 10,000,000 Gold, 2 Weeks

Contingency Condition: When She Regains Her True Self- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select a chosen entity ceasing to possess any stacked instances of a chosen buff or debuff that it is afflicted with as the condition
Requires: Contingency Condition: When The World Becomes Better, Contingency Condition: When The World Becomes Brighter, Contingency Condition: When The World Becomes Worse, Contingency Condition: When The World Becomes Darker
Cost: 5,000,000 Gold, 2 Weeks

Contingency Condition: When The Beast Is Beckoned- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the summoning of a chosen entity from the Enemy List (regardless of whether or not it is normally fightable for drops) as the condition
Requires: Contingency Condition: When Their Kind Once Again Darkens This Land
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When The Beast Strikes- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the use of a chosen ability possessed by a chosen instance of a chosen entity from the Enemy List as the condition
Requires: Contingency Condition: When Monsters Attack
Cost: 10,000,000 Gold, 2 Weeks

Contingency Condition: When The Blow Hits- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'when target entity is offensively attacked' as the condition
Requires: Contingency Condition: When I Am Attacked
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The Chosen Element Waxes- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the creation of a Zone of a chosen element as the condition
Requires: Contingency Condition: When The Elements Are Beckoned
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The Designated Individual Commands It- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'target entity gives another entity an additional action' as the condition
Requires: Contingency Condition: When Frantic Activity Occurs
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The Elements Are Beckoned- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'the creation of a Zone' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When The Elements Are Realigned- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'the changing of a Zone from any combination of elements to any different combination of elements' as the condition
Requires: Contingency Condition: When The Elements Are Beckoned
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The Elements Are Sundered- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'the destruction of a Zone' as the condition
Requires: Contingency Condition: When The Elements Are Beckoned
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The Hour Is Reached- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the round's number changing from a different number to a chosen number as the condition, with actions delayed in this manner occurring after other start-of-round effects
Requires: Contingency Condition: After Time Passes
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The Incantation Is Chanted- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the casting of a chosen spell from the Shop as the condition
Requires: Contingency Condition: When Mystic Forces Surge
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When The Journey Is Complete- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select target entity moves from another battlespace to target battlespace as the condition
Requires: Contingency Condition: When Intruders Break In
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When The Land Is Despoiled- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'the destruction of a Zone, Terrain, or Phantom Terrain' as the condition
Requires: Contingency Condition: When The World Is Reshaped
Cost: 5,000,000 Gold, 2 Weeks

Contingency Condition: When The Law Is Broken- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any individual is stolen from' as the condition
Requires: Contingency Condition: When I Am Stolen From
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The Moon Rises- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'the creation of a specific Chronogeomantic Zone or the altering of a different Chronogeomantic Zone into that kind of Chronogeomantic Zone' as the condition
Requires: Contingency Condition: When The Elements Are Beckoned
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The Multitudes Congregate- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the number of entities in caster's battlespace at the time this condition was established rising to reach or exceed a chosen number as the condition
Requires: Contingency Condition: When The Beast Is Beckoned
Cost: 5,000,000 Gold, 2 Weeks

Contingency Condition: When The Offering Is Consumed- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select a target consumable being used as the condition
Requires: Contingency Condition: When The Vessel Is Broken
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When The Order Is Issued- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'target entity is given an additional action' as the condition
Requires: Contingency Condition: When Frantic Activity Occurs
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The Population Dwindles- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the number of entities in caster's battlespace at the time this condition was established falling to reach or go below a chosen number as the condition
Requires: Contingency Condition: When The Beast Is Beckoned
Cost: 5,000,000 Gold, 2 Weeks

Contingency Condition: If The Relic Reaches The Chosen Hands- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select a target entity acquring a target instance of a chosen item as the condition
Requires: Contingency Condition: When I Grab That Particular Coin, Contingency Condition: If His Treasure Is Taken
Cost: 5,000,000 Gold, 2 Weeks

Contingency Condition: When The Technique Is Executed- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select any entity using a chosen Technique as the condition
Requires: Contingency Condition: When I Perform the Art
Cost: 5,000,000 Gold, 2 Weeks

Contingency Condition: When The Vessel Is Broken- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select a target item being destroyed (except via a Consumable, including Permanent Consumables, running out of charges) as the condition
Requires: Contingent Spell
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When The World Becomes Better- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any buff is created' as the condition
Requires: Contingent Spell
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When The World Becomes Brighter- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any debuff is removed' as the condition
Requires: Contingent Spell
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When The World Becomes Darker- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any buff is removed' as the condition
Requires: Contingent Spell
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When The World Becomes Worse- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any debuff is created' as the condition
Requires: Contingent Spell
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When The World Is Reshaped- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'the creation or setting of a Terrain' as the condition
Requires: Contingency Condition: When Illusion Veils The World
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When Time Stands Still- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the round's number being the same at the start of a round that it was the prior round (provided such a prior round exists) as the condition, with actions delayed in this manner occurring after other start-of-round effects
Requires: Contingency Condition: When The Hour Is Reached
Cost: 1,000,000 Gold, 2 Weeks

Contingency Condition: When Their Kind Once Again Darkens This Land- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the summoning of an entity of a chosen subtype from the Enemy List as the condition
Requires: Contingency Condition: When This Line Is Passed, Contingency Condition: When Entities Spawn From Ambient Mana Or Are Summoned
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When This Line Is Passed- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'any entity enters the battlespace caster was in at the time this condition was established from another battlespace' as the condition
Requires: Contingent Spell
Cost: 200,000 Gold, 2 Weeks

Contingency Condition: When We Are Outnumbered- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the number of entities in caster's battlespace at the time this condition was established changing so that the number of opponents of caster becomes greater than the number of allies of caster (including caster) as the condition
Requires: Contingency Condition: When Our Allies Have Fallen
Cost: 50,000,000 Gold, 2 Weeks

Contingency Condition: When We Enter Formation- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select 'target entity enters target row' as the condition
Requires: Contingency Condition: When Motion Is Detected
Cost: 500,000 Gold, 2 Weeks

Contingency Condition: When We Have Them Outnumbered- (Passive Ability, Other: Contingency Weaver) Possessor may, when establishing a Contingency Condition, select the number of entities in caster's battlespace at the time this condition was established changing so that the number of allies of caster (including caster) becomes greater than the number of opponents of caster as the condition
Requires: Contingency Condition: When Our Reinforcements Arrive
Cost: 50,000,000 Gold, 2 Weeks

Contingent Consumable- (Passive Ability, Other: Contingency Weaver) At the start of each round, possessor may select a target entity and an equipped consumable; at the start of the next round, if that consumable is still equipped and said entity is dead, possessor may use a charge of that consumable
Not for Sale

Contingent Counterspell- (Passive Ability, Contingency Weaver) Whenever an individual who either is ((equal Level to or lower Level than possessor) and below Level 80) or (is no more than 19 Levels greater than possessor and possesses a lower SPI than possessor and is below Level 85) performs an action involving the casting of a spell that possessor has equipped or on an Inherent Spell List, possessor may choose to cause that action to fail
Not for Sale

Contingent Fury- (Passive Ability, Other: Contingency Weaver) Possessor may use 'Contingent Spell' in conjunction with 'Overdrive' actions.
Requires: Contingent Assault, Contingency Weaver
Cost: 5,000,000 Gold, 2 Weeks

Contingency Gambit- (Passive Ability, Other: Contingency Weaver) Possessor may set up to 200 Contingency Triggers using Contingent Spell and have the action trigger if all are met
Requires: Flowing Contingencies
Cost: 500,000,000 Gold, 3 Weeks

Contingent Spell- (Technique Ability, Other: Contingency Weaver) Possessor may use 'Contingent Spell' in conjunction with a 'Cast a Spell' action so long as no other Technique is used. Caster chooses a Contingency Condition that caster has access to; said action is delayed until that condition is met.
Requires: Basic Contingency Magic Attunement
Cost: 2,000,000 Gold, 3 Weeks

Contingency Weaver- (Passive Ability, Other: Contingency Weaver) All Contingency Magic spells cost possessor (1,000 * Possessor Level) less MP to cast, All Contingency Magic spells possessor casts cannot have buffs or debuffs they apply be removed by entities below Level 40 without caster's permission
Requires: Apprentice Contingency Magic Attunement, 10 other Contingency Weaver abilities
Cost: 125,000 Gold, 4 Weeks

Expert Contingency Magic Attunement- (Passive Ability, Other: Contingency Weaver) Contingency Magic spells cost possessor half their normal MP cost to cast, All Contingency Magic spells possessor casts cannot have buffs or debuffs they apply be removed by entities below Level 80 without caster's permission, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Contingency Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Contingency Magic Attunement, 100 other Contingency Weaver Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Flowing Contingencies- (Passive Ability, Other: Contingency Weaver) When possessor chooses to have a delayed action trigger due to 'Uplinked Contingencies', possessor may choose to have the action that did not trigger obtain the Contingency Conditions of the action that did trigger in place of its prior Contingency Conditions
Requires: Ultimate Contingency, Uplinked Contingencies, Adept Channeling Attunement
Cost: 500,000,000 Gold, 3 Weeks

Focused Contingency Magic Casting- (Passive Ability, Other: Contingency Weaver) Contingency Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Contingency Magic
Requires: Contingency Magic Casting II, Apprentice Contingency Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Grand Contingency- (Passive Ability, Other: Contingency Weaver) Possessor may use 'Contingent Spell' in conjunction with 'Grand Spell' actions.
Requires: Contingent Fury, Adept Contengency Magic Attunement
Cost: 50,000,000 Gold, 2 Weeks

Keeps Backup Shoes Around, Just In Case- (Passive Ability, Other: Contingency Weaver) Possessor may bring an unequipped Shoes accessory into threads. Once per thread, when a Shoes accessory equipped by possessor is destroyed, stolen, or forcibly unequipped, possessor may immediately equip a Shoes accessory.
Not for Sale

Nested Contingencies- (Passive Ability, Other: Contingency Weaver) Possessor may set three Contingency Triggers using Contingent Spell and have the action trigger only if all are met
Requires: Complex Contingencies
Cost: 50,000,000 Gold, 2 Weeks

Preprepared Recovery- (Passive Ability, Other: Contingency Weaver) At the start of a battle, possessor may declare a minor or moderate negative status effect and obtain a non-stacking buff that allows its possessor to choose to automatically recover from that status effect when its possessor is afflicted with it up to 5 times
Not for Sale

Prophetic Contingencies- (Passive Ability, Other: Contingency Weaver) Possessor may target things in other battlespaces for purposes of selecting elements of Contingency Triggers
Requires: Complex Contingencies
Cost: 50,000,000 Gold, 2 Weeks

Recast Dispelled Boon- (Passive Ability, Other: Contingency Weaver) Up to (Possessor's Level/5, rounded up) times per round, when a buff with possessor as its source is removed by something other than its expiration conditions, possessor may pay the costs of the spell to reapply the buff to the individual it was removed from
Not for Sale

True-Name-Based Contingencies- (Passive Ability, Other: Contingency Weaver) If one of possessor's Contingency Triggers requests that a specific entity be selected, possessor may instead select a name and have any entity with that name qualify
Requires: Advanced Contingencies
Cost: 5,000,000 Gold, 2 Weeks

Ultimate Contingency- (Passive Ability, Other: Contingency Weaver) Possessor may use 'Contingent Spell' in conjunction with 'Ultimate Attack' actions.
Requires: Grand Contingency, Expert Contingency Magic Attunement, Warrior, Hunter
Cost: 500,000,000 Gold, 2 Weeks

Uplinked Contingencies- (Passive Ability, Other: Contingency Weaver) Possessor may choose to have a delayed action that possessor set using 'Contingent Spell' trigger from the Contingency Conditions of any other delayed action that possessor set using 'Contingent Spell' instead of said second action, with said second action maintaining its trigger should it occur again
Requires: Grand Contingency, Channeler, Nested Contingencies
Cost: 50,000,000 Gold, 3 Weeks


~Other: Covenant Scribe (Contract Magic)~

Apprentice Contract Magic Attunement- (Passive Ability, Other: Covenant Scribe) All Contract Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Contract Magic spells cost possessor 250 less MP to cast
Requires: Basic Contract Magic Attunement, 3 other Covenant Scribe abilities
Cost: 125,000 Gold, 2 Weeks

Basic Contract Magic Attunement- (Passive Ability, Other: Covenant Scribe) All Contract Magic spells possessor casts cannot have buffs or debuffs they apply be removed by entities below Level 20 without caster's permission, Contract Magic spells cost possessor 10 less MP to cast
Requires: Litigamancer, Lawbringer, Pactmaker, Inscriber, Ritualist, Theoretical Spellcaster
Cost: 30,000,000 Gold, 5 Weeks

Contract Magic Casting I- (Passive Ability, Other: Covenant Scribe) Contract Magic spells cost possessor 20 less MP to cast
Requires: Basic Contract Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Contract Magic Casting II- (Passive Ability, Other: Covenant Scribe) Contract Magic spells cost possessor 200 less MP to cast
Requires: Contract Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Covenant Scribe- (Passive Ability, Other: Covenant Scribe) Contract Magic spells cost possessor (1,000 * Possessor Level) less MP, XP, and Gold to cast
Requires: Apprentice Contract Magic Attunement, 10 other Covenant Scribe abilities
Cost: 125,000 Gold, 4 Weeks

Distinctly Impressive Signature- (Passive Ability, Other: Covenant Scribe) Whenever possessor creates a buff or debuff, or whenever possessor enters into a Covenant Effect, possessor may choose to have a 70% chance of inflicting Charm: Impressed either on the possessor of said buff or debuff, the creator of the covenant effect, up to 30 opponents, or every individual in the same battlespace
Not for Sale

Focused Contract Magic Casting- (Passive Ability, Other: Covenant Scribe) Contract Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Contract Magic
Requires: Contract Magic Casting II, Apprentice Contract Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Unforgeable Signature- (Passive Ability, Other: Covenant Scribe) Sources below Level 60 cannot make possessor count as the source of an effect or controller of a summon without possessor's permission
Not for Sale


~Other: Cook (Culinary Arts)~

Basic Culinary Arts Attunement- (Passive Ability, Other: Cook) All Culinary Arts spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP to cast
Requires: Chef, Apprentice Knife Training
Cost: 500,000 Gold, 3 Weeks

Culinary Arts Casting I- (Passive Ability, Other: Cook) Culinary Arts spells cost possessor 20 less MP to cast
Requires: Basic Culinary Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Culinary Arts Casting II- (Passive Ability, Other: Cook) Culinary Arts spells cost possessor 200 less MP to cast
Requires: Culinary Arts Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Culinary Arts Casting- (Passive Ability, Other: Cook) Culinary Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Culinary Arts
Requires: Culinary Arts Casting II, Apprentice Culinary Arts Attunement
Cost: 60,000 Gold, 2 Weeks

~Other: Dracomage (Dragon Magic)~

Apprentice Dragon Magic Attunement- (Passive Ability, Other: Dracomage) All Dragon Magic spells cast by possessor that possess a Magical Attack bonus have said bonus increased by 250 points, Dragon Magic spells cost possessor 250 less MP to cast
Requires: Basic Dragon Magic Attunement, 3 other Dracomage abilities
Cost: 125,000 Gold, 2 Weeks

Basic Dragon Magic Attunement- (Passive Ability, Other: Dracomage) All Dragon Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all Dragon Magic spells cost possessor 100 less MP to cast
Requires: Dragon Lord, Theoretical Spellcaster, Wizard, Scholar, Elementalist, Enchanter
Cost: 30,000,000 Gold, 30 Weeks

Contemptuous Dragon Magic- (Passive Ability, Other: Dracomage) If possessor is a Dragon, possessor's offensive actions involving possessor casting Dragon Magic spells may gain a 50% chance of inflicting any one minor negative status effect on each of their non-Dragon targets
Requires: Contempt Towards Non-Dragons, Basic Dragon Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Creator of Dragon-Symbols- (Passive Ability, Other: Dracomage) If possessor has 3 or more Dragon Magic spells equipped, Elder Symbols possessor has equipped provide possessor with +500 additional points to each stat they provide a bonus to, to a max of 2,500 total points across all instances of this bonus
Requires: Basic Dragon Magic Attunement, Basic Elder Symbol Attunement
Cost: 1,000,000 Gold, 2 Weeks

Dracomage- (Passive Ability, Other: Dracomage) All Dragon Magic spells cost possessor (1,000 * Possessor Level) less MP to cast, All Dragon Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Dragon Magic Attunement, 10 other Dracomage abilities
Cost: 125,000 Gold, 4 Weeks

Draconic Spellcasting Ease- (Passive Ability, Other: Dracomage) If possessor is a Dragon, Dragon Magic spells cost possessor half their natural listed MP to cast
Requires: Draconic Wisdom, Basic Dragon Magic Attunement
Cost: 2,000,000 Gold, 3 Weeks

Draconic Wizardry- (Passive Ability, Other: Dracomage) Possessor may choose to cast Wizard Magic spells as though they were Dragon Magic spells and may choose to cast Dragon Magic spells as though they were Wizard Magic spells
Requires: Basic Dragon Magic Attunement, Wizard
Cost: 2,000,000 Gold, 2 Weeks

Dragon Magic Casting I- (Passive Ability, Other: Dracomage) Dragon Magic spells cost possessor 20 less MP to cast
Requires: Basic Dragon Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Dragon Magic Casting II- (Passive Ability, Other: Dracomage) Dragon Magic spells cost possessor 200 less MP to cast
Requires: Dragon Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Dragon Wizard- (Passive Ability, Other: Dracomage) Possessor may treat Dragon Magic spells as Wizard Magic spells and may treat Wizard Magic spells as Dragon Magic spells
Requires: Dracomage, Draconic Wizardry
Cost: 3,000,000 Gold, 2 Weeks

Focused Dragon Magic Casting- (Passive Ability, Other: Dracomage) Dragon Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Dragon Magic
Requires: Dragon Magic Casting II, Apprentice Dragon Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Good at Crafting Spells to Protect Treasure- (Passive Ability, Other: Dracomage) Buffs created by spells cast by possessor that increase Defense Against Gold Damage do so by an additional 50,000 points as an effect that stacks to a max of 50,000,000 additional points across all instances of said boost per individual
Requires: Basic Dragon Magic Attunement, Merchant
Cost: 500,000 Gold, 2 Weeks

Magibreath- (Passive Ability, Other: Dracomage) Possessor may cast a spell that possesses a Magical Attack bonus as part of a 'Dragon's Breath' action. Said spell's Magical Attack bonus has no effect on said action, but said action gains the other effects of said spell
Requires: Elemental Breath: Magic, Basic Dragon Magic Attunement
Cost: 15,000,000 Gold, 5 Weeks

Skilled at Buffing Dragons- (Passive Ability, Other: Dracomage) Buffs possessor applies to Dragons that increase their stats do so by 50 more points, to a max of 500 additional points per stat across all instances of this effect
Requires: Basic Dragon Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Spellburn Dragonbite- (Passive Ability, Other: Dracomage) If possessor is a Dragon, whenever possessor conducts a 'Melee Attack' action, possessor may destroy a non-unique Dragon Magic spell that possessor has equipped to cause this ability to provide +(The destroyed spell's value in Gold / 1,000) Melee Attack for the duration of said action, with this bonus not stacking and being capped
Requires: Basic Dragon Magic Attunement, Kensei, Dragon Fangs
Cost: 2,000,000 Gold, 2 Weeks

Wings of Dragon Magic- (Passive Ability, Other: Dracomage) Possessor gains +500 AGI, +500 SPI, and 25% Dodge if possessor is either a Dragon or has 5 or more Dragon Magic spells equipped
Requires: Basic Dragon Magic Attunement
Cost: 1,000,000 Gold, 2 Weeks

~Other: Dread Banker (Dread Banking)~

Basic Dread Banking Attunement- (Passive Ability, Other: Dread Banker) All Dread Banking spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP to cast
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Merchant, Banker
Cost: 5,000,000 Gold, 5 Weeks

Bombastic Space Accountant- (Passive Ability, Other: Dread Banker) +60,000 MIN, +1 Fame, Whenever an individual in possessor's battlespace gains or loses Gold, to a max of 30 times per round, possessor may deal (Possessor's Level x 100,000) Flat Fire or Astral element Damage to up to 600,000 targets, and, if possessor chooses to do so, possessor announces the message 'THESE CRAZY FINANCIALS ARE MAKIN' THESE TINY STARS EXPLODE!'
Not for Sale

Dread Banking Casting I- (Passive Ability, Other: Dread Banker) Dread Banking spells cost possessor 20 less MP to cast
Requires: Basic Dread Banking Attunement
Cost: 50,000 Gold, 2 Weeks

Dread Banking Casting II- (Passive Ability, Other: Dread Banker) Dread Banking spells cost possessor 200 less MP to cast
Requires: Dread Banking Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Dread Banking Casting- (Passive Ability, Other: Dread Banker) Dread Banking spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Dread Banking
Requires: Dread Banking Casting II, Apprentice Dread Banking Attunement
Cost: 60,000 Gold, 2 Weeks

~Other: Elder Scribe (Elder Magic)~

Basic Elder Magic Attunement- (Passive Ability, Other: Elder Scribe) All Elder Magic spells possessor has equipped that possess a Magical Attack bonus gain +500 additional Magical Attack; All spells possessor casts that create Elder Symbols cost possessor 1,000 less MP, 500 less XP, and 50,000 less Gold to cast
Not for Sale

Focused Elder Magic Casting- (Passive Ability, Other: Elder Scribe) Elder Magic spells cost possessor 2,000 less MP to cast if the only subtype of spell possessor has equipped is Elder Magic
Requires: Elder Magic Casting II, Apprentice Elder Magic Attunement
Cost: 600,000 Gold, 2 Weeks

Elder Magic Casting I- (Passive Ability, Other: Elder Scribe) Elder Magic spells cost possessor 200 less MP to cast
Requires: Basic Elder Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Elder Magic Casting II- (Passive Ability, Other: Elder Scribe) Elder Magic spells cost possessor 2,000 less MP to cast
Requires: Elder Magic Casting I
Cost: 1,000,000 Gold, 2 Weeks

Unified Knowledge of Elder Magic and Elder Symbols- (Passive Ability, Other: Elder Scribe) Possessor may count Elder Scribe abilities possessor possesses as Runescribe abilities (including for prerequisite purposes), Possessor may count Runescribe abilities possessor possesses as Elder Scribe abilities (including for prerequisite purposes)
Requires: Runescribe, Elder Scribe
Cost: 50,000,000 Gold, 5 Weeks

~Other: Eschatologist (Other: Catastrophe Magic)~

Adept Catstrophe Magic Attunement- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 10,000 less MP to cast, Catastrophe Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Catastrophe Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Eschatologist, 50 other Eschatologist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

And a Great Light Shone, Turning All Men To Stone- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it inflicts Petrified on every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists) who is below Level 40, with a 15% chance of inflicting Petrified on other individuals.
Requires: Foundation of Eschatalogical Escalation, Radiant Hierophant, Enchanter or Sorceress
Cost: 60,000,000 Gold, 2 Weeks

And All Machines Shut Down- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it removes the text of all Gadgets an Inventions worth under 40,000,000 Gold in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), and has a 200% chance of inflicting Paralyzed and Fatigued: Knocked Out on all Machines, Robots, Mechs, and Clockworks in said battlespace.
Requires: Foundation of Eschatalogical Escalation, Countess of Power or Thunder Czar or Heir to the Future
Cost: 5,000,000 Gold, 2 Weeks

And an Inescapable Darkness Descended- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it creates a Zone of Darkness in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), attaching an effect to said Zone of Darkness that provides -45% To Hit to every individual in it who is not Darkness element, attaching an effect to said Zone of Darkness that inflicts Impaired: Blind: Darkness on each individual in it at the start of every round, and attaching an effect to said Zone of Darkness that prevents individuals below Level 80 from leaving it during the current battle.
Requires: Foundation of Eschatalogical Escalation, Apprentice Catastrophe Magic Attunement, Ebon Chancellor
Cost: 5,000,000 Gold, 2 Weeks

And the Fresh Waters Turned to Salt- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 275,801 Flat Water element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace.
Requires: Foundation of Eschatalogical Escalation, Basic Water Synchronization or Basic Divine Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

And the Gates to the Demon Realm Opened- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it summons 20 Demons below Level 60 from the Enemy List in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with said summons having an 80% chance of being uncontrolled, with said summoning repeating itself at the start of each round for the next 5 rounds and a max of 200 summons being summoned.
Requires: Foundation of Eschatalogical Escalation, Demonologist
Cost: 6,000,000 Gold, 2 Weeks

And the Great Floods Began- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 255,208 Flat Water element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning on every individual in said battlespace and creating 10 Zones of Water in said battlespace.
Requires: Foundation of Eschatalogical Escalation, Basic Water Synchronization
Cost: 5,000,000 Gold, 2 Weeks

And the Kingdom Fell Into a Great Slumber- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it inflicts Fatigued: Asleep on every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with individuals below Level 40 being able to cure or auto-recover-from said status effect infliction.
Requires: Foundation of Eschatalogical Escalation, Enchanter or Sorceress
Cost: 7,000,000 Gold, 2 Weeks

And the Quakes Did Swallow Cities- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 278,505 Flat Earth element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Entomed on every individual in said battlespace and inflicting Vanished on Large Structures below Level 40 in said battlespace.
Requires: Foundation of Eschatalogical Escalation, Basic Earth Synchronization
Cost: 5,000,000 Gold, 2 Weeks

And the Salt Waters Turned to Blood- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 300,000 Flat Blood element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace and turning every Zone of Water in said battlespace into a Zone of Blood.
Requires: Foundation of Eschatalogical Escalation, Basic Blood Synchronization or Priest or Demonologist
Cost: 5,000,000 Gold, 2 Weeks

And the Sky Rained Down Glass- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 260,921 Flat Physical & Ice element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Wounded on every individual in said battlespace.
Requires: Foundation of Eschatalogical Escalation
Cost: 5,000,000 Gold, 2 Weeks

And the World Began Erupting- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 200,000 Flat Fire & Earth element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with said Damage repeating at the start of each round for the next 5 rounds.
Requires: Foundation of Eschatalogical Escalation, Blazing Sultan or Mountain King
Cost: 5,000,000 Gold, 2 Weeks

And the World Dissolved Into Dream- (Passive Ability, Other: Eschatologist) Possessor may, if Level 60 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it destroys all zones that are not Zones of Dream in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), creates a Zone of Dream in said zone, may inflict Vanished on any number of non-unique entities below Level 60 in said battlespace, and may unsummon any number of summons below Level 80 that are present in said battlespace.
Requires: Foundation of Eschatalogical Escalation, Eschatologist, Dreamshaper, Level 60
Cost: 500,000,000 Gold, 2 Weeks

Apprentice Catastrophe Magic Attunement- (Passive Ability, Other: Eschatologist) All damage-dealing Catastrophe Magic spells that possessor casts deal 25,000 additional Damage, All Catastrophe Magic spells cost possessor 50,000 less MP to cast
Requires: Basic Catastrophe Magic Attunement, 3 other Eschatologist abilities
Cost: 125,000 Gold, 2 Weeks

♢Armageddon Spell- (Technique Ability, Other: Eschatologist) Possessor may use 'Armageddon Spell' in conjunction with an 'Overdrive' action so long as no other technique is used and possessor is casting a spell with a Magical Attack bonus as part of said action. Said action deals (1,000,000 * Caster's Apocalypse Counter) additional Damage and sets possessor's Apocalypse Counter to 0.
Not for Sale

Basic Catastrophe Magic Attunement- (Passive Ability, Other: Eschatologist) All Catastrophe Magic spells possessor casts that possess a Magical Attack bonus gain +1,000 additional Magical Attack; All Catastrophe Magic spells cost possessor 1,000 less MP to cast
Requires: Heir of Dust, Theoretical Spellcaster, Adept Wizard Magic Attunement, Elementalist, Geomancer, Ioun Master, War Mage
Cost: 60,000,000 Gold, 60 Weeks

Catastrophe Magic Casting I- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 200 less MP to cast
Requires: Basic Catastrophe Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Catastrophe Magic Casting II- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 2000 less MP to cast
Requires: Catastrophe Magic Casting I
Cost: 1,000,000 Gold, 2 Weeks

Eschatological Defense-Field- (Stance Ability, Other: Eschatologist) Eschatalogical Escalations with a Level requirement of 40 or lower or no Level requirement that have possessor as a source cannot place negative status effects on possessor, place debuffs on possessor, or deal Damage to possessor
Requires: Basic Catastrophe Magic Attunement, Abjurer, Foundation of Eschatalogical Escalation
Cost: 15,000,000 Gold, 2 Weeks

Eschatologist- (Passive Ability, Other: Eschatologist) Possessor's Damage-dealing actions that involve the casting of Catastrophe Magic spells deal (500,000 + 50,000 * Possessor Level) additional Damage, Catastrophe Magic spells cost possessor (50,000 + 30,000 * Possessor Level) less MP to cast
Requires: Apprentice Catastrophe Magic Attunement, 10 other Eschatologist abilities
Cost: 125,000,000 Gold, 4 Weeks

Explosion-Hyperamplifying Presence- (Passive Ability, Other: Eschatologist) All Flat quantities of Fire and / or Energy element Damage dealt in battles where possessor is present are increased by 200,000 points
Requires: Basic Catastrophe Magic Attunement
Cost: 7,500,000 Gold, 2 Weeks

Focused Catastrophe Magic Casting- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 2000 less MP to cast if the only subtype of spell possessor has equipped is Catastrophe Magic
Requires: Catastrophe Magic Casting II, Apprentice Catastrophe Magic Attunement
Cost: 600,000 Gold, 2 Weeks

Foundation of Eschatalogical Escalation- (Passive Ability, Other: Eschatologist) Whenever possessor casts a Catastrophe Magic spell, possessor may apply up to 5 different Escatological Escalations to it, with each one triggering at the start of a consecutive round after the round during which said spell was cast in the chosen order
Requires: Basic Catastrophe Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

~Other: Glyph Mage (Other: Glyph Magic)~

Apprentice Glyph Magic Attunement- (Passive Ability, Other: Glyph Mage) Possessor's HP-Healing-dealing Glyph Magic spells deal an additional 250 points, Glyph Magic spells cost possessor 30 less MP to cast, All of possessor's Glyph Magic summons gain +50 to all stats
Requires: Basic Glyph Magic Attunement, 3 other Other: Glyph Mage abilities
Cost: 125,000 Gold, 2 Weeks

Basic Glyph Healing Boost- (Passive Ability, Other: Glyph Mage) Glyph Magic spells that heal and have no offensive effects gain +20 Magical Attack
Requires: Basic Glyph Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Basic Glyph Magic Attunement- (Passive Ability, Other: Glyph Mage) All Glyph Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Glyph Magic spells cast by possessor that buff stats of individuals other than possessor do so by 10 more points per each such stat, All Glyph Magic spells cost 10 less MP for possessor to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Glyphic Shielding Projection- (Passive Ability, Other: Glyph Mage) +20 Defense to all allies if any Glyphs are equipped
Requires: Glyphic Shielding Attunement
Cost: 80,000 Gold, 2 Weeks

Focused Glyph Magic Casting- (Passive Ability, Other: Glyph Mage) Glyph Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Glyph Magic
Requires: Glyph Magic Casting II, Apprentice Glyph Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Glyphic Shielding Attunement- (Passive Ability, Other: Glyph Mage) +60 Defense if any Glyphs are equipped
Requires: Basic Glyph Magic Attunement
Cost: 140,000 Gold, 2 Weeks

Glyph Magic Casting I- (Passive Ability, Other: Glyph Mage) Glyph Magic spells cost possessor 20 less MP to cast
Requires: Basic Glyph Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Glyph Magic Casting II- (Passive Ability, Other: Glyph Mage) Glyph Magic spells cost possessor 200 less MP to cast
Requires: Glyph Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Glyph Maker- (Passive Ability, Other: Glyph Mage) Possessor gains +20 to all stats for each Glyph possessor has equipped
Requires: Basic Magewright Proficiency, Basic Glyph Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Protective Glyph Magic Aura Conversion- (Passive Ability, Other: Glyph Mage) +20 Defense for each Glyph Magic spell equipped, to a max of 20 spells
Requires: Glyphic Shielding Attunement
Cost: 120,000 Gold, 2 Weeks

Rejection of Runes- (Passive Ability, Other: Glyph Mage) Possessor's Light-element Golems that have Glyph in the name or are summoned through Glyph Magic have 200 more Defense, +50 to all stats, and deal 60 more damage with all damage-dealing attacks, possessor takes 100 damage per round if anyone in battle has Rune Mage abilities or has Ruin Magic equipped with a 10% chance that this damage inflicts Pain, this damage ignores 3,000 Defense, possessor cannot use Rune Magic and must forfeit all Rune Mage abilities possessor would otherwise acquire
Requires: Apprentice Glyph Magic Attunement
Cost: 50,000 Gold, 1 Week

~Other: Hemotheurge (Other: Blood Magic)~

Adept Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 10,000 less MP to cast, Blood Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Hemotheurge, 50 other Hemotheurge Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +250 Magical Attack if they already possess a Magical Attack bonus and cost possessor 250 less MP or HP to cast
Requires: Basic Blood Magic Attunement, 3 other Hemotheurge abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +10,000 MP if Blood element, Possessor gains +500 Magical Attack if Blood element
Requires: Apprentice Blood Magic Attunement, Apprentice Blood Synchronization
Cost: 125,000 Gold, 1 Week

Balance of Bodily Humors- (Passive Ability, Other: Hemotheurge) Possessor gains +300 MIN, +300 CON, and 15% Minor Status Effect Resistance against sources below Level 40
Requires: Basic Blood Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Basic Blood Attunement, Basic Divine Magic Attunement, Basic Dark Magic Attunement, Basic Ritual Magic Attunement
Cost: 5,000,000 Gold, 5 Weeks

Basic Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +1,000 MP if Blood element, Possessor gains +100 Magical Attack if Blood element
Requires: Basic Blood Magic Attunement, Basic Blood Synchronization
Cost: 60,000 Gold, 1 Week

Bloodspell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a 'Magical Attack' action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Possessor may pay an amount of HP up to 50,000 points an have said action gain +(Said Quantity / 10) Magical Attack.
Requires: Basic Blood Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Blood Mage's Backlash- (Passive Ability, Other: Hemotheurge) Possessor may deal 50,000 Flat Blood element Damage to any individual who conducts an offensive action targetting possessor at the end of said action
Requires: Hemotheurge, Reflected Cuts
Cost: 200,000 Gold, 2 Weeks

Blood Magic Casting I- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 20 less MP to cast
Requires: Basic Blood Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Blood Magic Casting II- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast
Requires: Blood Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Coat of Crimson Magic- (Passive Ability, Other: Hemotheurge) If possessor is Blood element and afflicted with Wounded: Bleeding, or if possessor has 15 or more Blood Magic spells equipped, possessor Regenerates 30,000 MP per round
Requires: Red Mantle, Apprentice Blood Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

Draining Magic- (Passive Ability, Other: Hemotheurge) Any spell cast by possessor may gain 'Deals HP Drain'
Requires: Hemotheurge, Draining Spell, Red Wisdom
Cost: 5,000,000 Gold, 2 Weeks

Draining Spell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a Melee Attack action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Said action gains 'Deals HP Drain'.
Requires: Apprentice Blood Magic Attunement, Improved Drain, Bloodspell
Cost: 300,000 Gold, 2 Weeks

Essence Hemorrhaging Magics- (Passive Ability, Hemotheurge) Whenever possessor deals HP Damage with an attack that involves the casting of a Blood Magic spell, possessor may, up to once per attack, deal an equal amount of MP Damage; Possessor may choose for instances of Wounded: Bleeding possessor inflicts to deal quantities of MP Damage equal to the quantities of HP Damage they deal, with said choice being made once at the time of said effects' application
Not for Sale

Expert Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Blood Magic Attunement, 100 other Hemotheurge Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Focused Blood Magic Casting- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Blood Magic
Requires: Blood Magic Casting II, Apprentice Blood Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Hemotheurge- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +(50 * Possessor Level) Magical Attack if they already possess a MAgical Attack bonus and cost possessor (250 * Possessor Level) less MP or HP to cast
Requires: Apprentice Blood Magic Attunement, 10 other Hemothurge abilities
Cost: 125,000 Gold, 4 Weeks

Hemotheurgic Power- (Passive Ability, Other: Hemotheurge) If possessor possesses at least 50,000 HP, possessor's Blood Magic spells that possess a Magical Attack bonus gain an additional +500 Magical Attack
Requires: Apprentice Blood Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Hemotheurgic Ritual Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may obtain a buff that causes all individuals on possessor's side, including possessor, to have any MP cost they pay reduced by 500 points, with said buff stacking 20 times both on its possessor and in terms of its effects
Requires: Knowledge of Blood Rituals, Blood Sacrifice
Cost: 300,000 Gold, 2 Weeks

Improved Use of Blood Mana- (Passive Ability, Other: Hemotheurge) Spells cost possessor 500 less MP to cast if possessor is Blood element or has over 50,000 HP
Requires: Magic-Containing Blood, Apprentice Hemotheurgy
Cost: 100,000 Gold, 1 Week

Knowledge of Blood Rituals- (Passive Ability, Other: Hemotheurge) Possessor gains +400 MIN, Blood Magic spells possessor casts take 1 less action to cast, to a minimum of 1 action, Ritual Magic spells that are Blood element that possessor casts take 1 less action to cast, to a minimum of 1 action, Possessor may regenerate 500 MP each time possessor uses the 'Blood Sacrifice' technique
Requires: Apprentice Blood Magic Attunement, Apprentice Ritual Magic Attunement, Write in Blood
Cost: 300,000 Gold, 3 Weeks

Practiced Hemotheurge- (Passive Ability, Other: Hemotheurge) Possessor gains +25,000 MP if Blood element, Possessor gains +2,500 Magical Attack if Blood element, Possessor cannot be specifically prevented from casting Blood Magic spells by sources below Level 20, Possessor gains +500 MIN if possessor has at least 10 Blood Magic spells equipped, Possessor's actions that involve Blood Magic spells have a 20% chance of not being able to be countered by individuals below Level 40
Requires: Hemotheurge, Count of Blood
Cost: 125,000 Gold, 5 Weeks

Ritual Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may obtain a buff that causes all individuals on possessor's side, including possessor, to regenerate 500 MP per round, with said buff stacking 20 times both on its possessor and in terms of its effects
Requires: Blood Sacrifice, Apprentice Ritual Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Sanguinating Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may obtain a buff that causes possessor to regenerate 500 HP per round, with said buff stacking 20 times both on its possessor and in terms of its effects
Requires: Blood Sacrifice, Improved Drain, Control of Blood
Cost: 300,000 Gold, 2 Weeks

Share Magic Through Blood- (Passive Ability, Other: Hemotheurge) Whenever possessor is dealt Drain, possessor may transfer up to 50,000 of possessor's MP to the source of said Drain should said source be willing
Requires: Magic-Containing Blood, Apprentice Channeling Attunement, Apprentice Blood Magic Attunement
Cost: 400,000 Gold, 1 Week

Weakening Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may choose for all individuals on the side of battle that the individual killed was a member of to obtain a debuff that has a 30% chance of inflicting Stat Drain on its possessor at the start of each round, with said debuff stacking 5 times
Requires: Blood Sacrifice, Apprentice Weaponization of Blood
Cost: 300,000 Gold, 2 Weeks


~Other: Litigamancer (Other: Litigamancy Magic)~

Basic Litigamancy Attunement- (Passive Ability, Other: Litigamancer) All Litigamancy spells cast by possessor that deal Gold Damage deal an additional 100 points, All Litigamancy spells cast by possessor that buff Defense against Gold Damage do so by 50 additional points as an effect that stacks a max of 200 times across all effects, All Litigamancy spells cost possessor 1,000 less Gold to cast
Requires: Lawyer, Lawbringer, Wizard, Scholar, Theoretical Spellcaster
Cost: 30,000,000 Gold, 10 Weeks

Focused Litigamancy Casting- (Passive Ability, Other: Litigamancer) Litigamancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Litigamancy Magic
Requires: Litigamancy Casting II, Apprentice Litigamancy Attunement
Cost: 60,000 Gold, 2 Weeks

Litigamancy Casting I- (Passive Ability, Other: Litigamancer) Litigamancy spells cost possessor 20 less MP to cast
Requires: Basic Litigamancy Attunement
Cost: 50,000 Gold, 2 Weeks

Litigamancy Casting II- (Passive Ability, Other: Litigamancer) Litigamancy spells cost possessor 200 less MP to cast
Requires: Litigamancy Casting I
Cost: 100,000 Gold, 2 Weeks

~Other: Mage-Archivist (Other: Libram Magic)~

Achivist's Metacasting- (Passive Ability, Other: Mage-Archivist) If possessor has a spell equipped that is also present on possessor's Inherent Spell list, said spell's Magical Attack bonus is increased by (Possessor's Level * 100) points when it is cast; if possessor casts a Libram Magic spell that shares the exact same combination of elements as a Book or Tome that possessor has equipped, possessor gains +300 Magical Attack, said spell's Magical Attack bonus is increased by (Possessor's Level * 100) points when it is cast; if possessor casts a Libram Magic spell that shares both the exact same combination of elements as a Wand or Staff that possessor has equipped and the exact same combination of elements as a Book or Tome that possessor has equipped, possessor gains +300 Magical Attack, said spell's Magical Attack bonus is increased by (Possessor's Level * 100) points when it is cast
Not for Sale

Basic Libram Magic Attunement- (Passive Ability, Other: Mage-Archivist) All Libram Magic spells possessor casts that possess a Magical Attack bonus that share an element with at least one Book or Tome possessor has equipped gain +100 uncapped Melee Attack, Libram Magic spells that share an element with at least one Book or Tome possessor has equipped cost possessor 100 less MP to cast
Requires: Adept Book Training, Magewright, Ritualist, Enchanter, Elementalist, Wizard, Theoretical Spellcaster
Cost: 60,000,000 Gold, 60 Weeks

Focused Libram Magic Casting- (Passive Ability, Other: Mage-Archivist) Libram Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Libram Magic
Requires: Libram Magic Casting II, Apprentice Libram Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Infinite Archive- (Passive Ability, Other: Mage-Archivist) Possessor may equip a number of additional Wizard Magic, Enchantment, Transmutation, Summoner Magic, Necromancy, Dark Magic, Geomancy, Healer Magic, Dvine Magic, Illusion Magic, Druid Magic, Channeling, Divining, Gate Magic, Golomancy, Artifice, Astral Magic, Elemental Magic, Force Magic, Alchemy, Protection Magic, Ritual Magic, Shaman Magic, Shadow Magic, Spirit Magic, or Libram Magic spells equal to possessor's Level
Not for Sale

Libram Magic Casting I- (Passive Ability, Other: Mage-Archivist) Libram Magic spells cost possessor 20 less MP to cast
Requires: Basic Libram Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Libram Magic Casting II- (Passive Ability, Other: Mage-Archivist) Libram Magic spells cost possessor 200 less MP to cast
Requires: Libram Magic Casting I
Cost: 100,000 Gold, 2 Weeks

~Other: Pan-Cosmic Haberdasher (Pan-Cosmic Haberdashery)~

Basic Pan-Cosmic Haberdashery Attunement- (Passive Ability, Pan-Cosmic Haberdasher) All Pan-Cosmic Haberdashery spells possessor casts that possess '1 hit against 2' or greater have said second number (the number of targets their hits are against) increased by 100, Pan-Cosmic Haberdashery spells cost possessor 100 less MP to cast
Requires: Master Clothier, Master Astral Magic Attunement, Expert Crafter Training, Reality Arranger, Cosmic Ruler
Cost: 150,000,000 Gold, 90 Weeks

Focused Pan-Cosmic Haberdashery Casting- (Passive Ability, Other: Pan-Cosmic Haberdasher) Pan-Cosmic Haberdashery spells cost possessor 2,000 less MP to cast if the only subtype of spell possessor has equipped is Pan-Cosmic Haberdashery
Requires: Pan-Cosmic Haberdashery Casting II, Apprentice Pan-Cosmic Haberdashery Attunement
Cost: 600,000 Gold, 2 Weeks

Pan-Cosmic Haberdashery Casting I- (Passive Ability, Other: Pan-Cosmic Haberdasher) Pan-Cosmic Haberdashery spells cost possessor 200 less MP to cast
Requires: Basic Pan-Cosmic Haberdashery Attunement
Cost: 500,000 Gold, 2 Weeks

Pan-Cosmic Haberdashery Casting II- (Passive Ability, Other: Pan-Cosmic Haberdasher) Pan-Cosmic Haberdashery spells cost possessor 2,000 less MP to cast
Requires: Pan-Cosmic Haberdashery Casting I
Cost: 1,000,000 Gold, 2 Weeks

~Other: Radiant Templar (Radiant Magic)~

Apprentice Radiant Magic Attunement- (Passive Ability, Other: Radiant Templar) All Radiant Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Radiant Magic spells cast by possessor that buff stats do so by 50 more points per such stat
Requires: Basic Radiant Magic Attunement, 3 other Radiant Templar abilities
Cost: 125,000 Gold, 2 Weeks

Basic Radiant Magic Attunement- (Passive Ability, Other: Radiant Templar) All Radiant Magic spells possessor casts that possess a Melee Attack bonus gain +100 Melee Attack, All Radiant Magic spells possessor casts that possess a Magical Attack bonus gain +100 Magical Attack, Radiant Magic spells cost possessor 10 less MP to cast
Requires: Paladin, Radiant Hierophant, Defender, Guardian, Swordsman
Cost: 30,000,000 Gold, 5 Weeks

Champion of the New Radiant Order- (Passive Ability, Other: Radiant Templar) Possessor obtains +1 to all base stats if all individuals in the same thread that have at any point been Darkness element are currently Dead or unsummoned, provided that at least 1 such non-summon individual exists, Possessor obtains -1 to all base stats if possessor has any non-Dead allies who have at any point in the same thread been Darkness element, Possessor and all other individuals of equal or lower Level in the same thread treat Light as a base element
Not for Sale

Focused Radiant Magic Casting- (Passive Ability, Other: Radiant Templar) Radiant Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Radiant Magic
Requires: Radiant Magic Casting II, Apprentice Radiant Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Has Been Taught the True Nature of Mankind- (Passive Ability, Other: Radiant Templar) Possessor may treat opposing entities that possess the subtype Human as though they possess the subtype Devil
Requires: Sworn to Secrecy, Templar's Hate
Cost: 500,000 Gold, 2 Weeks

Has Studied the Radiant Scripture- (Passive Ability, Other: Radiant Templar) Possessor gains +20 MIN and +20 SPI, Individuals who possess the ability 'Templar's Conviction' may choose to count as possessing this ability for prerequisite purposes regardless of whether they actually possess it
Requires: Basic Radiant Magic Attunement
Cost: 500,000 Gold, 5 Weeks

I Am The Pure Storm- (Passive Ability, Other: Radiant Templar) Possessor may equip and cast Holy Magic spells as though they were Radiant Magic spells in addition to or instead of their normal subtype, Possessor may equip and cast Divine Magic spells as though they were Radiant Magic spells in addition to or instead of their normal subtype, Possessor may equip and cast Radiant Magic spells as though they were Holy Magic spells in addition to or instead of their normal subtype, Possessor may equip and cast Radiant Magic spells as though they were Divine Magic spells in addition to or instead of their normal subtype, Possessor may cast Divine Magic spells that require a Patron Deity without a Patron Deity if possessor has at least 5 Radiant Magic spells equipped (but not Divine Magic spells that require a specific Patron Deity), Possessor's attacks that involve the casting of a Radiant Magic spell may gain 1 additional hit against each target
Not for Sale

Radiant Magic Casting I- (Passive Ability, Other: Radiant Templar) Radiant Magic spells cost possessor 20 less MP to cast
Requires: Basic Radiant Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Radiant Magic Casting II- (Passive Ability, Other: Radiant Templar) Radiant Magic spells cost possessor 200 less MP to cast
Requires: Radiant Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Radiant Templar- (Passive Ability, Other: Radiant Templar) Possessor's damage-dealing Radiant Magic spells deal (500 + (50 * Possessor Level) additional points of Damage. All Radiant Magic spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Requires: Apprentice Radiant Magic Attunement, 10 other Radiant Templar abilities
Cost: 125,000 Gold, 4 Weeks

Single-Minded Tenacity- (Passive Ability, Other: Radiant Templar) At the start of a round, if possessor is afflicted with Confusion, possessor may choose to be able to ignore that status effect for the duration of the round but to only be able to take a maximum of one action during the round (with other actions being forcibly skipped, with things that would occur before and after them still occurring) and obtaining -50% Dodge for the duration of the round
Requires: Templar's Conditioning
Cost: 200,000 Gold, 2 Weeks

Sworn to Secrecy- (Passive Ability, Other: Radiant Templar) Possessor counts as being 5 Levels greater, to a max of Level 99, for purposes of having possessor's stats scanned, with this effect not bypassing Level-based Immunities
Requires: Templar's Conditioning
Cost: 500,000 Gold, 2 Weeks

Templar's Conditioning- (Passive Ability, Other: Radiant Templar) Possessor may use Defense Against SPI Damage instead of Defense against MIN Damage and may use Defense against MIN Damage instead of Defense against SPI Damage
Requires: Templar's Conviction
Cost: 500,000 Gold, 2 Weeks

Templar's Conviction- (Passive Ability, Other: Radiant Templar) Possessor gains 100% Charm Resistance, +50 SPI, and +50 Defense against MIN Damage
Requires: Basic Radiant Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Templar's Hate- (Passive Ability, Other: Radiant Templar) Possessor deals 5,000 additional Damage to targets that are Demons, are Devils, are Daemons, are Undead, or that used to be on possessor's side but are no longer on possessor's side
Requires: Templar's Conditioning
Cost: 200,000 Gold, 2 Weeks

Templar's Vengeance- (Passive Ability, Other: Radiant Templar) Possessor deals 5% more Damage (to a max of 5,000,000 additional Damage) to targets that used to be on possessor's side but that are no longer on possessor's side
Requires: Templar's Hate
Cost: 500,000 Gold, 2 Weeks

~Other: Rune Mage (Other: Rune Magic)~

Acclimated to Runic Magic Energies- (Passive Ability, Other: Rune Mage) Possessor gains 5% Rune Magic Resistance
Requires: Rune Mage
Cost: 40,000 Gold, 3 Weeks

Adept Rune Magic Attunement- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic spells cost 10,000 less MP, Possessor's Rune Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Rune Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Rune Mage, 50 other Rune Mage Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Rune Magic Attunement- (Passive Ability, Other: Rune Mage) Possessor's Damage-dealing Rune Magic spells deal an additional 250 points, Rune Magic spells cost possessor 30 less MP to cast, All of possessor's Rune Magic summons gain +50 to all stats
Requires: Basic Rune Magic Attunement, 3 other Rune Mage abilities
Cost: 125,000 Gold, 2 Weeks

Assume Puppet's Element- (Passive Ability, Other: Rune Mage) Possessor may, at the start of any round, become the natural element of any of possessor's Rune Magic summons that are Golems
Requires: Basic Runic Summon Power-Linking
Cost: 300,000 Gold, 2 Weeks

Basic Knowledge of Defensive Runes- (Passive Ability, Other: Rune Mage) Rune Magic spells cast by possessor that buff Defense do so by an additional 20 points as an effect that stacks 100 times across all buffs
Requires: Basic Rune Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Basic Puppet Strings Training- (Passive Ability, Other: Rune Mage) This character gains +12 Magical Attack when a Puppet Strings or the item "Puppet Strings" is equipped.
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

Basic Rune Magic Attunement- (Passive Ability, Other: Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Runic Enslavement Capability- (Passive Ability, Other: Rune Mage) Possessor's infliction chances of Charm against targets below Level 20 that come from Rune Magic spells or Rune accessories are increased by 5%
Requires: Basic Rune Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Basic Runic Hexproofing- (Passive Ability, Other: Rune Mage) Individuals possessing buffs with possessor as their source that come from Rune Magic spells gain 15% Hexed Resistance
Requires: Knowledge of Common Rune Inscription Techniques
Cost: 100,000 Gold, 2 Weeks

Basic Runic Summon Bolstering- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons gain +20 to all stats
Requires: Basic Rune Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Runic Summon Power-Linking- (Passive Ability, Other: Rune Mage) Possessor gains +40 to all stats if possessor has any Rune Magic summons, Possessor's Rune Magic summons gain +40 to all stats
Requires: Basic Runic Summon Bolstering
Cost: 11,000 Gold, 2 Weeks

Bound to Runes- (Passive Ability, Other: Rune Mage) Possessor gains +25 to all stats for each Rune equipped, to a max of +5,500, Possessor counts as having 1 additional Rune equipped for purposes of Runes, Rune Magic spells, Rune Magic summons, and Rune Mage abilities
Requires: Rejection of Glyphs
Cost: 60,000 Gold, 2 Weeks

Can Sap Power Through Slave Runes- (Passive Ability, Other: Rune Mage) Whenever possessor inflicts Charm through a Rune Magic spell, possessor may place a non-stacking debuff on the recipient of said affliction that provides said individual with -200 to all stats, Possessor gains +200 to all stats as a non-stacking effect that is not capped while any individual in the same battle as possessor possesses said effect
Requires: Improved Runic Enslavement Capability
Cost: 300,000 Gold, 2 Weeks

Can Store Power in Runes- (Passive Ability, Other: Rune Mage) Whenever possessor applies a buff that comes from a Rune Magic spell that possessor casts, possessor may pay 50 MP, and, if possessor does so, possessor may choose to recover 50 MP when said buff either has its duration end or is voluntarily dropped, provided that possessor is alive and in the same battle as said buff at some time
Requires: Knowledge of Common Rune Inscription Techniques
Cost: 100,000 Gold, 2 Weeks

Chain Cast Rune Magic (Minor)- (Active Ability, Other: Rune Mage) Possessor and an ally with at least one Rune Magic spell equipped, no Glyph Magic spells equipped, and at least two Rune Mage abilities may both use their 1 turn to cast a Rune Magic spell using their combined stats, which costs them both MP and summons twice the normal number of Rune Magic Golem or Daemon summons if up to its normal max if it summons such creatures, said summons and any other effects of the spell may be tied to either caster
Requires: Basic Chain Casting Attunement, Basic Rune Magic Attunement
Cost: 50,000 Gold, 3 Weeks (or 2 Weeks if two characters opt to sign up for the course together)

Create Runic Linkage- (Active Ability, Other: Rune Mage) Possessor may skip an action to establish a Runic Linkage between possessor and any number of allies, All members of said linkage gain 50 MP and 5 points to all stats for each Rune accessory or Rune Magic spell that any member of the linkage has equipped to a max of 200 items granting bonuses total, if at least 5 members of the linkage possess Apprentice Rune Magic Attunement and Basic Chain Casting Attunement, all members of the linkage may use up to 2,000 MP from other members of the linkage per action, If possessor loses the buff effect that incorporates the linkage, then all members of the linkage lose its benefits, as the linkage is destroyed unless another member of the linkage also possesses Create Runic Linkage, in which case said individual may expend 500 MP to become the focus of the linkage
Requires: Chain Cast Rune Magic (Minor)
Cost: 250,000 Gold, 3 Weeks (or 2 Weeks if three or more characters opt to sign up for the course together)

Creator of Shadow-Explosion Puppets- (Passive Ability, Other: Rune Mage) Possessor's 'Exploding Puppets' ability may deal Darkness element damage instead of Fire element damage
Requires: Exploding Puppets
Cost: 200,000 Gold, 2 Weeks

Demonic Weaving- (Passive Ability, Other: Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic have 150 more Defense, Possessor's Robes and Clothing that provide benefits to Rune Magic gain +50 Defense
Requires: Apprentice Rune Magic Attunement, Fell Seamstress (Apprentice)
Cost: 160,000 Gold, 2 Weeks

Dynamically-Expanding Imagination-Fueled Runetheory- (Passive Ability, Other: Rune Mage) Possessor gains +200 unmodified MIN, Possessor gains 2 Rune Mage bonus weeks at the start of each month
Not for Sale

Empire of Puppets- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons and Golem pets gain +(50 * Possessor Level) to all stats and to Defense while in the same battlespace as possessor, Possessor's Rune Magic summons and Golem pets gain Charm Immunity while in the same battlespace as possessor, Possessor's Charm infliction chances are increased by (Possessor Level / 2)% against Rune Magic summons
Not for Sale

Empowered by Runic Circles- (Passive Ability, Other: Rune Mage) Possessor gains +200 to all stats if possessor possesses a Circle Effect that was created through a Rune Magic spell
Requires: Apprentice Rune Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Establish Puppet Link- (Passive Ability, Other: Rune Mage) Possessor's pets and summons whose abilities require 'Establish Puppet Link' to activate are considered activated
Not for Sale

Exploding Puppets- (Passive Ability, Other: Rune Mage) Whenever one of possessor's Rune Magic summons that is a Golem dies, to a max of 50 times per round, possessor may deal 5,000 Flat Fire element damage to one chosen target
Requires: Rune Mage, Basic Runic Summon Power-Linking
Cost: 500,000 Gold, 2 Weeks

Fast Inscription- (Passive Ability, Other: Rune Mage) Once per round, when possessor casts a Rune Magic spell as part of a 'Cast a Spell' action that has no opposing targets and is part of a non-offensive action, possessor, provided that possessor's turn-order-determining stat sum is at least twice that of any opponent, has a 20% chance of gaining an additional action with which possessor is only able to make a non-offensive 'Cast a Spell' action that must include a Rune Magic spell and cannot target opponents
Requires: Apprentice Rune Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Fell Seamstress (Apprentice)- (Passive Ability, Other: Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic regenerate 250 HP and 100 MP per round
Requires: Basic Rune Magic Attunement
Cost: 120,000 Gold, 4 Weeks

Focused Rune Magic Casting- (Passive Ability, Other: Rune Mage) Rune Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Rune Magic
Requires: Rune Magic Casting II, Apprentice Rune Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Glyph Resistance- (Passive Ability, Other: Rune Mage) Possessor gains 15% Glyph Magic Resistance
Requires: Rejection of Glyphs
Cost: 200,000 Gold, 2 Weeks

Improved Puppet Explosion Radius- (Passive Ability, Other: Rune Mage) Possessor's 'Exploding Puppets' ability may damage three targets when it triggers instead of one
Requires: Exploding Puppets
Cost: 500,000 Gold, 2 Weeks

Improved Runic Enslavement Capability- (Passive Ability, Other: Rune Mage) Possessor's infliction chances of Charm against targets below Level 40 that come from Rune Magic spells or Rune accessories are increased by 5%
Requires: Rune Mage, Skilled at Slave Rune Application
Cost: 200,000 Gold, 2 Weeks

Improved Runic Stability- (Passive Ability, Other: Rune Mage) Buffs and debuffs with possessor as a source that come from Rune Magic spells be altered or dispelled by sources below Level 40 that are below possessor's Level
Requires: Rune Mage, Knowledge of Advanced Rune Inscription Techniques
Cost: 400,000 Gold, 2 Weeks

Improved Runic Status Infliction- (Passive Ability, Other: Rune Mage) Status effects with possessor as a source that come from Rune Magic spells may not be cured by sources below Level 40 that are below possessor's Level, excluding through per-round auto-recovery
Requires: Rune Mage, Knowledge of Runes
Cost: 400,000 Gold, 2 Weeks

Improved Runic Summon Bolstering- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons gain +100 to all stats
Requires: Rune Mage, Basic Runic Summon Power-Linking
Cost: 200,000 Gold, 2 Weeks

Improved Slave Rune Stability- (Passive Ability, Other: Rune Mage) Possessor's infliction instances of Charm against targets below Level 20 that come from Rune Magic spells or Rune accessories possessor no per-round auto recover chance, Possessor's infliction instances of Charm that come from Rune Magic spells or Rune accessories cannot be cured or auto-recovered from by sources below Level 20
Requires: Improved Runic Enslavement Capability
Cost: 200,000 Gold, 2 Weeks

Increased Runic Power Storage Capacity- (Passive Ability, Other: Rune Mage) Possessor may pay 500 MP instead of 50 when paying MP for the 'Can Store Power in Runes' ability and, should possessor do so, possessor recovered 500 MP instead of 50 MP when said ability would cause possessor to recover MP for conditions relating to said MP expenditure
Requires: Can Store Power in Runes
Cost: 150,000 Gold, 2 Weeks

Infuse Runebomb: Minor- (Passive Ability, Other: Rune Mage) Possessor may, upon summoning a Golem using Rune Magic, elect to infuse said Golem with a Minor Runebomb that does not stack with other Runebombs and deals 1,500 Flat Darkness element damage to up to one target upon said summon's death
Not For Sale

Instant Puppets!- (Passive Ability, Other: Rune Mage) Whenever possessor summons 1 or more Rune Magic summons that are Golems that are below Level 40, possessor instead summons a number equal to the summon cap for said summon
Not for Sale

Internalized the Rune of Auto-Dismissal- (Active Ability, Other: Rune Mage) Possessor may, as a pre-emptive counter, to a max of 5 times per round, choose, when one of possessor's summons is targetted by an individual below Level 60, provided none of possessor's opponents are Level 60 or greater, dis-summon possessor's summon that was targetted
Not for Sale

Knowledge of Advanced Rune Inscription Techniques- (Passive Ability, Other: Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 15 without possessor's consent
Requires: Knowledge of Common Rune Inscription Techniques, Knowledge of Runes, Level 15
Cost: 200,000 Gold, 2 Weeks

Knowledge of Common Rune Inscription Techniques- (Passive Ability, Other: Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 5 without possessor's consent
Requires: Basic Rune Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Knowledge of Runes- (Passive Ability, Other: Rune Mage) Possessor gains +200 MIN if possessor has a Rune equipped and at least 2 Rune Magic spells equipped
Requires: Apprentice Rune Magic Attunement
Cost: 200,000 Gold, 3 Weeks

Linked Glyph Resistance- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons gain 15% Glyph Magic Resistance
Requires: Glyph Resistance, Basic Runic Summon Power-Linking
Cost: 200,000 Gold, 2 Weeks

Loyal Puppets- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons that are Golems cannot be afflicted with Charm by sources below Level 40 who are below one half possessor Level, rounded up, Constant effect
Requires: Improved Runic Enslavement Capability, Basic Runic Summon Power-Linking
Cost: 200,000 Gold, 2 Weeks

Power of the First Runes- (Passive Ability, Other: Rune Mage) Possessor may equip unique Rune Magic Spell Aspects of Artifacts as though they were Spellx0 items and may equip unique Rune Accessory Aspects of Artifacts as though they were Accessoryx0 items, Rune Magic spells cast by possessor gain +(100 * Possessor Level * The number of Artifacts with Rune or Rune Magic Aspects possessor has equipped) additional Magical Attack, Possessor gains +(50 * Possessor Level * The number of Artifacts with Rune or Rune Magic Aspects possessor has equipped) to all stats
Not for Sale

Puppeteer's Magical Damage Redirection- (Passive Ability, Other: Rune Mage) Possessor may redirect up to 12,000 points of damage that possessor sustains from any one action or attack to one of possessor's controlled Rune Magic summons, to a max number of points equal to said summon's current HP, with said redirected damage not being reducible by individuals below Level 80, provided that they are individuals who are capable of having said damage redirected to them normally by this ability
Not for Sale

Puppets Don't Need to Breathe!- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons that are Golems gain Drowning Immunity and Suffocation Immunity against sources below Level 40
Requires: Rune Mage, Runic Summon Condition-Proofing
Cost: 700,000 Gold, 3 Weeks

Rejection of Glyphs- (Passive Ability, Other: Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic have 200 more Defense, +50 to all stats, and deal 60 more damage with all damage-dealing attacks, possessor takes 100 damage per round if anyone in battle has Glyph Mage abilities or has Glyph Magic equipped with a 10% chance that this damage inflicts pain, this damage ignores 3,000 Defense, possessor cannot use Glyph Magic and must forfeit all Glyph Mage abilities possessor would otherwise acquire
Requires: Apprentice Rune Magic Attunement
Cost: 50,000 Gold, 1 Week

Rune-Channeled Casting- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic spells that provide a Magical Attack bonus provide an additional +50, to a max of +1,000, per Rune that possessor has equipped and cost 100 MP less, to a max of 10,000 MP less, per Rune that possessor has equipped. Possessor's Rune Magic summons have a 5% lower chance of being uncontrolled, to a minimum of 0%.
Note for Sale

Rune Circle Proxy-Casting- (Active Ability, Other: Rune Mage) Possessor may summon Rune Magic summons through an ally's Rune Magic circle
Requires: Chain Cast Rune Magic (Minor)
Cost: 250,000 Gold, 3 Weeks

Rune Control- (Passive Ability, Other: Rune Mage) Rune Magic spells cast by possessor gain +(100 * Possessor Level) additional Magical Attack, Possessor gains Rune Magic Immunity against non-unique opponents of lower Level below Level 100
Not for Sale

Rune Mage- (Passive Ability, Other: Rune Mage) +500 Damage to all damage dealing Rune Magic spells, All Rune Magic spells cost 50 less MP, +50 additional damage, -10 additional MP, and +40 HP to Rune Magic summons per possessor level
Requires: Apprentice Rune Mage Attunement, 10 other Rune Mage abilities
Cost: 125,000 Gold, 4 Weeks

Rune Mage's Potency- (Passive Ability, Other: Rune Mage) Possessor may choose to make possessor's Rune Magic summons count as being X Levels higher, with X not being able to be greater than possessor's Level, with this effect not being able to raise the Level that said summons count as above Level 21
Not for Sale

Rune Mage of Naria- (Passive Ability, Other: Rune Mage) Possessor's bonuses to Divine Magic also apply to Rune Magic spells, Divine Magic spells cost 40 less MP to cast, Possessor's Rune Magic summons gain +150 to all stats, Possessor gains +50 to all uncapped stats for each Artifact owned or donated to Naria, whether equipped or not, Possessor must be a devout follower of Naria for this ability to take effect and cannot cease being so
Not for Sale

Rune Maker- (Passive Ability, Other: Rune Mage) Possessor gains +20 to all stats for each Rune possessor has equipped
Requires: Basic Magewright Proficiency, Basic Rune Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Rune Magic Casting I- (Passive Ability, Other: Rune Mage) Rune Magic spells cost possessor 20 less MP to cast
Requires: Basic Rune Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Rune Magic Casting II- (Passive Ability, Other: Rune Mage) Rune Magic spells cost possessor 200 less MP to cast
Requires: Rune Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Runic Summon Condition-Proofing- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons gain 15% Minor Negative Status Effect Resistance against sources below Level 60
Requires: Runic Summon Hexproofing
Cost: 300,000 Gold, 2 Weeks

Runic Summon-Based Field Control- (Passive Ability, Other: Rune Mage) If at least 40 of possessor's Rune Magic summons are present in the same battle as possessor, individuals below possessor's Level that are below Level 40 may not create, remove, add effects to, remove effects from, or alter effects on Zones without possessor's permission
Requires: Rune Mage, Basic Runic Summon Power-Linking, Geomancer
Cost: 400,000 Gold, 2 Weeks

Runic Summon Darkness-Proofing- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons gain 5% Darkness Resistance against sources below Level 60
Requires: Runic Summon Hexproofing
Cost: 300,000 Gold, 2 Weeks

Runic Summon Hexproofing- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons gain 30% Hexed Resistance
Requires: Basic Runic Hexproofing, Basic Runic Summon Bolstering
Cost: 80,000 Gold, 1 Week

Runic Vengeance- (Passive Ability, Other: Rune Mage) Whenever an individual conducts an offensive action that targets possessor or deals Damage to possessor outside of an action, at the end of said action or Damage-dealing, possessor may gain a (Possessor Level * 2)% chance of inflicting Hexed on said individual
Not for Sale

See Through Puppet Eyes- (Passive Ability, Other: Rune Mage) If possessor desires such, individuals below Level 40 treat possessor as having acted if any of possessor's Rune Magic summons that are Golems have acted, Has RP effects
Requires: Rune Mage, Basic Runic Summon Power-Linking
Cost: 300,000 Gold, 2 Weeks

Shielded By Runic Circles- (Passive Ability, Other: Rune Mage) Possessor gains +1,000 Defense if possessor possesses a Circle Effect that was created through a Rune Magic spell
Requires: Knowledge of Runes, Basic Knowledge of Defensive Runes, Empowered by Runic Circles
Cost: 400,000 Gold, 2 Weeks

Skilled at Slave Rune Application- (Passive Ability, Other: Rune Mage) Enemies below Level 10 may not choose to auto-recover from inflictions of Charm with possessor as a choice through use of the ability of enemies to auto-recover from status effects at the start of their actions
Requires: Knowledge of Common Rune Inscription Techniques, Basic Runic Enslavement Capability
Cost: 100,000 Gold, 2 Weeks

Understanding of Common Practices of Theoretical Rune Magic- (Passive Ability, Other: Rune Mage) Possessor gains +500 MIN, Possessor gains an additional +300 MIN if possessor has at least two Rune Magic spells equipped
Requires: Understanding of Common Practices of Theoretical Magic
Cost: 500,000 Gold, 2 Weeks

Warded from Runes- (Passive Ability, Other: Rune Mage) Possessor gains +500 Defense against Rune Magic, Possessor, as an RP effect, does not take damage from some rune-based attacks.
Not for Sale

Whee! Puppets Everywhere!- (Passive Ability, Other: Rune Mage) Possessor's Rune Magic summons that are Golems may not count towards the number of individuals present in each row of a row-order formation if at least one individual who does count is present in said row, Possessor may summon Rune Magic summons who are Golems into the rows of opposing formations populated solely by lower-Level non-unique opponents
Not for Sale

~Other: Slasher (Murder Arts)~

Adept Murder Arts Attunement- (Passive Ability, Slasher) Murder Arts spells cost possessor 10,000 less HP or MP to cast, Murder Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Murder Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Slasher, 50 other Slasher Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Murder Arts Attunement- (Passive Ability, Slasher) Possessor gains +500 Melee Attack, Murder Arts spells cost possessor 50 less HP or MP to cast, Murder Arts spells that possess a Melee Attack bonus have said bonus increased by +50 when cast by possessor
Requires: Basic Murder Arts Attunement, 3 other Slasher abilities
Cost: 125,000 Gold, 2 Weeks

Artist of Murder- (Passive Ability, Other: Slasher) Sword, Knife, and Axe Weapons equipped by possessor gain +(100 * Possessor Level) additional Melee Attack, Possessor may obtain a chosen minor positive status effect whenever possessor kills an opponent with an action that involves possessor casting a Murder Arts spell (to a max of obtaining one effect per action)
Not for Sale

Basic Murder Arts Attunement- (Passive Ability, Other: Slasher) All Murder Arts spells possessor casts that possess a Melee Attack bonus gain +10 Melee Attack, Murder Arts spells cost possessor 10 less MP to cast
Requires: Shadow Blade, Warrior, Monk, Ravager, Swordsman, Kensei, Thief
Cost: 30,000,000 Gold, 30 Weeks

Focused Murder Arts Casting- (Passive Ability, Other: Slasher) Murder Arts spells cost possessor 200 less HP or MP to cast if the only subtype of spell possessor has equipped is Murder Arts
Requires: Murder Arts Casting II, Apprentice Murder Arts Attunement
Cost: 60,000 Gold, 2 Weeks

Murder Arts Casting I- (Passive Ability, Other: Slasher) Murder Arts spells cost possessor 20 less HP or MP to cast
Requires: Basic Murder Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Murder Arts Casting II- (Passive Ability, Other: Slasher) Murder Arts spells cost possessor 200 less HP or MP to cast
Requires: Murder Arts Casting I
Cost: 100,000 Gold, 2 Weeks

Murderous Somnabulist- (Passive Ability, Slasher) Possessor has a 5% chance of inflicting Instant Death on a random opponent at the start of each round that possessor begins afflicted with Fatigued: Asleep
Not for Sale

Slasher- (Passive Ability, Slasher) All Murder Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Murder Arts spells cost possessor (250 * Possessor Level) less HP or MP to cast
Requires: Apprentice Murder Arts Attunement, 10 other Slasher abilities
Cost: 125,000 Gold, 4 Weeks

Tried to Become a Superhero But Accidentally Became a Mass Murderer Instead (Whoops)- (Passive Ability, Other: Slasher) Possessor's Superhero abilities lose their text, Possessor's Critical Damage multiplier is increased by 1
Not for Sale

~Other: Spatial Mage (Other: Spatial Magic)~

Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Spatial Mage, 50 other Spatial Mage Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Requires: Basic Spatial Magic Attunement, 3 other Spatial Mage abilities
Cost: 125,000 Gold, 2 Weeks

Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks

Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Requires: Mildly Self-Displacing Casting
Cost: 400,000 Gold, 2 Weeks

Expert Spatial Magic Attunement- (Passive Ability, Spatial Mage) Spatial Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Spatial Magic Attunement, 100 other Spatial Mage Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Requires: Spatial Magic Casting II, Apprentice Spatial Magic Attunement
Cost: 60,000 Gold, 2 Weeks

From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Requires: Fast Short-Distance Item Teleportation, Basic Spatial Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Requires: Fast Portals, Spatial Viewing, From One Hand to the Other, Displacing Spell, Focused Spatial Magic Casting
Cost: 700,000 Gold, 2 Weeks

Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Requires: Basic Spatial Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Requires: Mildly Self-Displacing Casting
Cost: 200,000 Gold, 2 Weeks

Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Requires: Basic Spatial Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
Requires: Large Mana Reservoir, Basic Spatial Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Requies: Apprentice Summoner Magic Attunement, Displacing Spell, Establish Dimensional Portal
Cost: 400,000 Gold, 2 Weeks

Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Requires: Apprentice Spatial Magic Attunement, 10 other Spatial Mage abilities
Cost: 125,000 Gold, 4 Weeks

Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Requires: Basic Spatial Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Requires: Spatial Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Spatial-Magic Deflection Field- (Stance Ability, Other: Spatial Mage) Possessor gains +800 Defense and 30% Dodge
Requires: Apprentice Spatial Magic Attunement, Abjurant Forcefield
Cost: 400,000 Gold, 2 Weeks

Spatial-Magic-Repelling Deflection Field- (Passive Ability, Other: Spatial Mage) Possessor gains 12% Spatial Magic Resistance while in the Spatial-Magic Deflection Field stance
Requires: Spatial-Magic Deflection Field
Cost: 300,000 Gold, 2 Weeks

Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Requires: Spatial Mage, Diviner
Cost: 400,000 Gold, 2 Weeks

Transspatially Override Forked Copy- (Active Ability, Other: Spatial Mage) Possessor may spend an action to unsummon a PC summoned through possessor's 'Immaculate Self-Forked Clone' ability, entering the battespace it was present in so long as no individual 20 or more Levels greater than possessor in either possessor's battlespace or said summoned PC's battlespace objects
Not for Sale

Unified Knowledge of Space and Spatial Magic- (Passive Ability, Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Requires: Reality Arranger, Spatial Mage, Scholar of Elements, Scholar of Dimensions, Scholar of Spells
Cost: 50,000,000 Gold, 5 Weeks


~Other: Superhero (Other: Super Power)~

Apprentice Super Power Attunement- (Passive Ability, Other: Superhero) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor's highest stat is greater than the value possessed for that same stat by every individual opponent of possessor; possessor's allies gain +25% Resistance to Confusion and Confusion's sub-status effects as a non-stacking bonus while possessor is obtaining this bonus to turn-order-determining stats, provided that possessor is not 10 or more Levels lower than possessor's highest-Level opponent
Requires: Basic Super Power Attunement, 3 other Superhero abilities
Cost: 75,000,000 Gold, 5 Weeks

Armored An Unusual Amount By Spandex- (Passive Ability, Superhero) Possessor gains +5,000 Defense if any of possessor's equipped Armors have 'Spandex' or 'Hero' in their name
Not for Sale

Basic Cosmic Powers- (Passive Ability, Superhero) Possessor gains +1,000 to all stats while in a Zone of Astral, possessor may make any of possessor's actions that involve the casting of a Super Power spell solely Astral element
Not for Sale

Basic Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +50 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +50 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +50 Ranged Attack, All Super Power spells cost possessor 50 less MP to cast, Possessor gains +10 to all unmodified stats
Requires: (15 Base STR AND 15 Base AGI AND 15 Base CON AND 15 Base MIN AND 15 Base SPI) OR 20 Superhero abilities
Cost: 60,000,000 Gold, 60 Weeks

Better Than Before- (Passive Ability, Other: Superhero) Possessor's unmodified stats are increased by 500 points
Not for Sale

Building Leaping- (Passive Ability, Other: Superhero) Possessor may perform 'Melee Attack' actions while in the back row and deals full Damage to individuals whose Level is below (Possessor Level, to a max of 60) in the back row
Requires: Basic Super Power Attunement, Level 20, 13 Base STR, 12 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Can Mentally Melt Bullets- (Passive Ability, Superhero) Possessor gains +10,000 Defense against Guns and 15% Technology Resistance
Not for Sale

Can Make Beastmen Think You Look Like a Strangely-Sized Long-Eared Rabbit on Thursdays When There is a Full Moon- (Passive Ability, Superhero) Possessor gains 15% Dodge against individuals whose name includes 'Beastman' if it is the fourth round of battle and if possessor is in a Chronogeomantic Zone of Night and (a Zone of Light or a Zone of Magic)
Not for Sale

Can Turn Head Into a Large Hammer- (Passive Ability, Superhero) Possessor may, at the start of any round, gain a buff that does not stack and makes its possessor unable to equip Helms or Hats but provides +300 Melee Attack and causes its possessor to count as wielding an additional Hammer
Not for Sale

Can Turn Invisible When Near Horses- (Passive Ability, Superpower) Possessor may, at the start of any round during which possessor is in the same battle as any Steed transformation or any individual whose name includes 'Horse', 'Destrier', 'Mare', 'Filly', or 'Pony', obtain a buff that does not stack and provides +20% Dodge
Not for Sale

Catastrophically-Late Inbuilt Super-Communicator- (Active Ability, Superhero) Possessor may spend an action to summon up to 15 Metahumans from the Enemy List that are below Level 80 and below possessor's Level or (entirely separately) to move up to 15 willing Metahuman allies or allies who possess at least one Superhero ability from other battlespaces into possessor's battlespace; there is a 95% chance that the action is delayed 100 rounds
Not for Sale

Dodge through Calculating Bullet Trajectory- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level x 2, to a max of 120)% Dodge against 'Ranged Attack' actions from individuals below Possessor Level and (Possessor Level x 2, to a max of 120)% Dodge against attacks from individuals below Possessor Level who are in the back row
Requires: Superior Reflexes
Cost: 5,000,000 Gold, 2 Weeks

Empowered by National Patriotism- (Passive Ability, Superhero) Possessor gains +2,500 to all stats if any of possessor's allies are Large Structures, or if possessor or any of possessor's allies have an Property items equipped
Not for Sale

Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Requires: Basic Super Power Attunement, 15 Base SPI
Cost: 5,000,000 Gold, 2 Weeks

Fling Building- (Technique Ability, Other: Superhero) Possessor may use 'Fling Building' in conjunction with a 'Ranged Overdrive' action. Said action uses Strength as its Prime Attribute; Its caster may choose one Large Structure that is not a target of the action that is below Level 80 and no more than 20 Levels greater than caster, and, if caster chooses such a structure, both one of the action's other targets and said Large Structure are dealt a quantity of Flat Physical element Damage equal to ten times said action's caster's STR (to a max of 50,000,000 points)
Not for Sale

Focused Super Power Casting- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Super Power
Requires: Super Power Casting II, Apprentice Super Power Attunement
Cost: 60,000 Gold, 2 Weeks

Gerbil Control- (Passive Ability, Superhero) Possessor may summon 5 Level 1 Gerbil from the Zoo Record at the start of each round, Max 20 summoned, Possessor gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, Possessor's actions may gain '30% inflicts Impaired: Overwhelmed by Gerbils'
Not for Sale

Gerbil Control When Near Alrick- (Passive Ability, Superhero) Possessor may summon 5 Level 1 Gerbil from the Zoo Record at the start of each round, Max 20 summoned, Possessor gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, Possessor's actions may gain '30% inflicts Impaired: Overwhelmed by Gerbils', Possessor may spend an action to disable an ability named 'Gerbil Control' possessed by an equal-or-lower-Level individual named 'Alrick Slizer' for one round as a debuff, This ability only functions when possessor is in the same battle as an individual named 'Alrick Slizer'
Not for Sale

Gerbil Control When Near Jessie- (Passive Ability, Superhero) Possessor may summon 5 Level 1 Gerbil from the Zoo Record at the start of each round, Max 20 summoned, Possessor gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, Possessor's actions may gain '30% inflicts Impaired: Overwhelmed by Gerbils', Possessor may spend an action to disable an ability named 'Gerbil Control' possessed by an equal-or-lower-Level individual named 'Jessie Calthion' for one round as a debuff, This ability only functions when possessor is in the same battle as an individual named 'Jessie Calthion'
Not for Sale

Interdimensional Eyeballs- (Passive Ability, Other: Superhero) Possessor may, up to three times per round, before or after an action occurs, choose to announce "I... I THINK I SEE SOMETHING WITH MY INTERDIMENSIONAL EYEBALLS!", and, if wielder does so, choose to scan the stats of any entity in any battlespace
Not for Sale

Invisible Super-Samurai- (Passive Ability, Other: Superhero) Possessor's actions cannot be countered by individuals below Level 80 who are below possessor's Level if they involve possessor casting a Sword Arts spell
Not for Sale

Project Energy Force Field- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Defense
Requires: Energy Projection, Defenses that Utilize Energy
Cost: 5,000,000 Gold, 2 Weeks

Rapid Wardrobe Shift- (Active / Passive Ability, Superhero) Possessor may, before any of possessor's actions, take an additional action up to twice per round to un-equip and then re-equip any number of items, Possessor may carry an additional unequipped Clothes or Costume Armor into each thread
Not for Sale

Shield Allies with Energy Force Field- (Passive Ability, Other: Superhero) Possessor's allies, not counting possessor, gains +(100 * Possessor Level, to a max of +6,000) Defense as a non-stacking effect
Requires: Project Energy Force Field
Cost: 5,000,000 Gold, 2 Weeks

Sorrow-Powered Super-Strength- (Passive Ability, Superhero) Possessor, as a buff that stacks 10 times, gains +500 STR at the start of each round that possessor is in the same battle as an individual afflicted with Confusion: Depression
Not for Sale

Super-Flight- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) AGI and (Possessor Level / 2, to a max of 30)% Earth Resistance
Not for Sale

Superhero- (Passive Ability, Other: Superhero) Possessor gains +500 unmodified STR, +500 unmodified CON, +500 unmodified AGI, +500 unmodified MIN, and +500 unmodified SPI
Requires: Apprentice Super Power Attunement, 10 other Superhero abilities
Cost: 100,000,000 Gold, 5 Weeks

Super-Leaping- (Passive Ability, Superhero) Possessor may conduct Melee Attack actions from the back row, Possessor gains +200 AGI
Not for Sale

Super Rhino Mode- (Stance Ability, Other: Superhero) Possessor gains the subtypes Animal & Humanoid & Shapeshifter. Possessor gains +3 Base STR and +2 Base CON. Possessor's chances of inflicting Fatigued: Stun are increased by 30%. Possessor gains 30% Atomic Resistance and Poison: Irradiated Immunity. Possessor counts as possessing one additional Flux Baron ability for prerequisite purposes.
Not for Sale

Super-Weaving- (Passive Ability, Superhero) Whenever possessor creates a 'Clothes' item through a combo or a Secret Formula, possessor may give it the Smithing Technique 'Super-Woven'
Not for Sale

Superhuman Reservoirs of Strength- (Passive Ability, Other: Superhero) Possessor obtains +500 unmodified Strength
Not for Sale

Superior Ice Control- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack, Possessor gains 80% inflicts Frozen, Possessor gains 20% inflicts Frozen: Cubed, Possessor gains 35% Ice Resistance, Possessor is Immune to individuals below Level 20 who are Ice element if possessor is Level 20 or greater
Not for Sale

Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Requires: Basic Superpower Attunement, 15 Base MIN
Cost: 5,000,000 Gold, 2 Weeks

Superior Reflexes- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Dodge and (100 + Possessor Level, to a max of 160%) To Hit
Requires: Basic Superpower Attunement, 15 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Super-Endurance- (Passive Ability, Other: Superhero) Possessor gains +(1,000 * Possessor Level, to a max of +60,000) HP
Requires: Basic Superpower Attunement, 15 Base CON
Cost: 5,000,000 Gold, 2 Weeks

Super-Flight- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) AGI and (Possessor Level / 2, to a max of 30)% Earth Resistance
Requires: Basic Superpower Attunement, 10 Base AGI, 10 Base SPI
Cost: 5,000,000 Gold, 2 Weeks

Superior Resilience- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Resilience
Requires: Super-Endurance
Cost: 5,000,000 Gold, 2 Weeks

Super ANGER- (Passive Ability, Other: Superhero) Possessor may choose to become cured of Charm or Confusion (excepting Confusion: Berserk and Confusion: Enraged) at the start of any of possessor's actions
Not for Sale

Super Power Casting I- (Passive Ability, Other: Superhero) Super Power spells cost possessor 20 less MP to cast
Requires: Basic Super Power Attunement
Cost: 50,000 Gold, 2 Weeks

Super Power Casting II- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast
Requires: Super Power Casting I
Cost: 100,000 Gold, 2 Weeks

Super Speed- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Superpower Attunement, 15 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Super Strength- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) STR
Requires: Basic Superpower Attunement, 15 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Super-Vibrating- (Passive Ability, Other: Superhero) Possessor gains +500 Melee Attack and +500 Defense, Possessor gains 20% Large Structure Resistance if possessor is an Aerial
Not for Sale

Sword-Man- (Passive Ability, Other: Superhero) Possessor gains +20,000 Melee Attack, gains +1 Fame, and (gains +5,000 uncapped STR and AGI if wielding a Sword), and counts as additionally possessing the subtype Sword
Not for Sale

Tortoise Empathy- (Active Ability, Superhero) Possessor may spend an action to have a 30% chance of inflicting charm against any Animal or Aquatic who is no more than 5 levels higher than possessor, is not above level 70, and either has AGI as its lowest stat or has the word 'Tortoise', 'Turtle', or 'Terapin' in its name
Not for Sale

Ultra-Agility- (Passive Ability, Superhero) +20,000 AGI, +5% Dodge
Not for Sale

Ultra-Strength- (Passive Ability, Superhero) +20,000 STR, +10,000 HP, If possessor's Strength stat is being checked as part of an effect that would allow possessor to shift a target's row, possessor's Strength for said row-shift-allowance-checking is considered to be doubled (to a max of 2,000,000 additional points)
Not for Sale

Unrelenting Will- (Passive Ability, Other: Superhero) Possessor gains Confusion: Fear Immunity, Possessor may not be removed from battle without possessor's consent by individuals below Level 40
Not for Sale

~Other: Time Mage (Other: Chronomancy)~

Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Time Mage, 50 other Time Mage Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Requires: Basic Offensive Shaping of Chronomantic Technique
Cost: 300,000 Gold, 2 Weeks

Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, 3 other Time Mage abilities
Cost: 125,000 Gold, 2 Weeks

Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Understanding of Common Practices of Theoretical Magic, Fast Casting
Cost: 30,000,000 Gold, 5 Weeks

Basic Chronomantic Rehaste- (Passive Ability, Other: Time Mage) If possessor has been previously afflicted with Augmented: Haste during this battle, possessor has a 10% chance of being afflicted with Augmented: Haste at the start of each round if possessor is either Time element or has 5 Time Magic spells equipped
Requires: Basic Magic Retention, Chronomantic Auto-Haste
Cost: 600,000 Gold, 2 Weeks

Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks

Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks

Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor's actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Requires: Slightly Magically Enhanced Speed, Lengthen Casting
Cost: 900,000 Gold, 2 Weeks

Basic Temporal Scanning- (Passive Ability, Other: Time Mage) Possessor's stat scanning attempts, if successsful, may reveal what target's stats were at the start of the round (if target existed in the thread at said time) instead of target's current stats
Not for Sale

Chronomagical Speed-Boosting- (Passive Ability, Other: Time Mage) AGI buffs that come from Chronomancy spells cast by possessor and turn-order-determining-stat buffs that specifically increase turn-order-determining stats that come from Chronomancy spells cast by possessor are increased by 100 points as an effect that stacks a max of 5 times across all stackings of all buffs on each individual
Requires: Chronospell Boost
Cost: 100,000 Gold, 2 Weeks

Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Requires: Basic Chronomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Requires: Chronomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Requires: Limited Personal Precognition, Improved Fast Casting
Cost: 700,000 Gold, 2 Weeks

Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Requires: Improved Magically Enhanced Speed, Aging Spell
Cost: 600,000 Gold, 2 Weeks

Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Requires: Basic Offensive Shaping of Chronomantic Technique, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks


Delaying Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action places a non-stacking debuff on its targets that are below Level 40 that causes the next action that its possessor performs to be delayed 1 round.
Requires: Trigger Spell, Slowing Spell
Cost: 5,000,000 Gold, 2 Weeks

Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Chronomancy
Requires: Chronomancy Casting II, Apprentice Chronomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Hasting Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Hasting Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Augmented: Haste.
Requires: Chronospell Boost, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks

Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Requires: Chronospell Boost
Cost: 400,000 Gold, 2 Weeks

Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Requires: Improved Chronospell Boost, Fast General Spellcasting
Cost: 2,000,000 Gold, 2 Weeks

Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Requires: Basic Magically Enhanced Speed, Apprentice Chronomancy Attunement
Cost: 600,000 Gold, 2 Weeks

Improved Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +2,000 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 500 points
Not for Sale

Inevitable Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Inevitable Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action, as well as the next action performed by possessor that involves possessor casting a Chronomancy spell that possessor cast as part of said action, may not be countered by individuals below Level 60
Requires: Basic Offensive Shaping of Chronomantic Technique, Basic Defensive Shaping of Chronomantic Technique, Focused Chronomancy Casting
Cost: 300,000 Gold, 2 Weeks

Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, Fast Casting
Cost: 500,000 Gold, 2 Weeks

Slowing Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Slowing Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Impaired: Slow.
Requires: Basic Offensive Shaping of Chronomantic Technique, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks

♢Sublime Overcrash: Cage of Forever- (Technique Ability, Other: Time Mage) Possessor may use 'Sublime Overcrash: Cage of Forever' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor has a Time Magic spell equipped. Said action prevents, for the remainder of the round, all opponents who are not Immune to (and do not Reflect or Absorb) Petrification, who are not Immune to (and do not Reflect or Absorb) Petrification: Time Stop, and who are not Immune to (and do not Reflect or Absorb) Time from acting, with things that would occur before and after such skipped actions not occurring, and gives caster and all of caster's allies a buff that cannot be removed by sources below caster's Level that, at caster's discretion, reverts its possessor's status to their status at the time they obtained the buff at the start of each round.
Not for Sale

Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Apprentice Chronomancy Attunement, 10 other Time Mage abilities
Cost: 125,000 Gold, 4 Weeks

Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.
Requires: Delayed Spell, Improved Chronospell Boost
Cost: 500,000 Gold, 2 Weeks

~Other: Warden (Binding)~

Basic Binding Attunement- (Passive Ability, Other: Warden) All Binding Magic spells possessor casts cannot have buffs or debuffs they apply be removed by entities below Level 20 without caster's permission, Binding spells cost possessor 10 less MP to cast
Requires: Shrine Maiden, Ritualist, Elementalist, Wizard, Enchanter, Abjurer, Conjurer, Binder, Inscriber, Lawbringer, Theoretical Spellcaster
Cost: 30,000,000 Gold, 30 Weeks

~Other: War Mage (Other: War Magic)~

Amplified War Magic Power- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack
Requires: Basic War Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Requires: Basic War Magic Attunement, 3 other War Mage abilities
Cost: 125,000 Gold, 2 Weeks

Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Requires: Theoretical Spellcaster, Combat Spellcasting, Theoretical Mage-Scientist, Arcane Weapon Charge, Scholar of Wars
Cost: 5,000,000 Gold, 2 Weeks

Focused War Magic Casting- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is War Magic
Requires: War Magic Casting II, Apprentice War Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Requires: Apprentice War Magic Attunement, Spell Shrapnel
Cost: 400,000 Gold, 2 Weeks

Inscribe Missile with Magic- (Technique Ability, War Mage) Possessor may use 'Inscribe Missile with Magic' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Ranged Attack' action, with possessor being able to delay a max of 3 such actions in this manner at a time.
Requires: Gunner, Magewright, Basic Enchantment Attunement, Basic War Magic Attunement
Cost: 700,000 Gold, 2 Weeks

Lesser Cosmic Thunderclap Burst- (Technique Ability, War Mage) Possessor may use 'Lesser Cosmic Thunderclap Burst' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a War Magic spell is cast. Said action gains +4,000 Magical Attack, gains +4,000 Melee Attack, may gain '100% inflicts Impaired: Deaf', gains '80% may inflict Electrocuted', may gain the element Electrical, may gain the element Sonic, and causes targets below Level 40 who are 20 or more Levels below caster's Level to skip their next action as a non-stacking debuff
Not for Sale

Napalm Spell- (Technique Ability, Other: War Mage) Possessor may use 'Napalm Spell' in conjunction with a 'Magical Attack' action so long as an War Magic Technique spell is cast and no other technique is used. Said action gains the element Fire, gains +300 Melee Attack, and gains a 50% chance of inflicting an instace of Bruning that (cannot be cured by sources below Level 30 for 5 rounds).
Not for Sale

Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Requires: Basic War Magic Attunement
Cost: 700,000 Gold, 2 Weeks

Spell of War- (Technique Ability, War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Requires: Basic War Magic Attunement
Cost: 800,000 Gold, 2 Weeks

Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
Requires: Basic War Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Spellstrike- (Technique Ability, War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
Requires: Kensei, Magewright, Basic Enchantment Attunement, Basic War Magic Attunement
Cost: 700,000 Gold, 2 Weeks

Torpedo Reverberation Strike- (Technique Ability, War Mage) Possessor may use 'Torpedo Reverberation Strike' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a War Magic spell is cast. Said action deals 50,000 Flat Water or Sonic element Damage to its target at the start of the next round.
Not for Sale

War Mage- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +(500 * Possessor Level) additional Magical Attack, All War Magic spells cost possessor (500 * Possessor Level) less MP to cast
Requires: Apprentice War Magic Attunement, 10 other War Mage abilities
Cost: 125,000 Gold, 4 Weeks

War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
Requires: Basic War Magic Attunement
Cost: 50,000 Gold, 2 Weeks

War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast
Requires: War Magic Casting I
Cost: 100,000 Gold, 2 Weeks

~Other: Witch Doctor (Other: Voodoo)~

Basic Voodoo Attunement- (Passive Ability, Other: Witch Doctor) All Voodoo spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all Voodoo spells cost possessor 100 less MP to cast
Requires: Theoretical Spellcaster, Shaman, Necromancer, Wizard, Priest, Enchanter
Cost: 30,000,000 Gold, 5 Weeks

Focused Voodoo Casting- (Passive Ability, Other: Witch Doctor) Voodoo spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Voodoo
Requires: Voodoo Casting II, Apprentice Voodoo Attunement
Cost: 60,000 Gold, 2 Weeks

Voodoo Casting I- (Passive Ability, Other: Witch Doctor) Voodoo spells cost possessor 20 less MP to cast
Requires: Basic Voodoo Attunement
Cost: 50,000 Gold, 2 Weeks

Voodoo Casting II- (Passive Ability, Other: Witch Doctor) Voodoo spells cost possessor 200 less MP to cast
Requires: Voodoo Casting I
Cost: 100,000 Gold, 2 Weeks

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:47 pm
by Administrator
Entity-Based Classes (A-H)

~Alienist (Alien)~

Advanced Alien Loyalty Instruction- (Passive Ability, Alienist) Possessor's Alien pets and summons gain 60% Charm Resistance
Requires: Alien Loyalty Instruction, Alienist
Cost: 200,000 Gold, 2 Weeks

Alien Calling I- (Passive Ability, Alienist) Possessor's Alien summons gain +20 to all stats
Requires: Alien Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Alien Calling II- (Passive Ability, Alienist) Possessor's Alien summons gain +200 HP
Requires: Alien Calling I
Cost: 40,000 Gold, 2 Weeks

Alien Calling III- (Passive Ability, Alienist) Possessor's Alien summons gain +500 MP
Requires: Alien Calling II
Cost: 40,000 Gold, 2 Weeks

Alien Calling IV- (Passive Ability, Alienist) Possessor's Alien summons gain +2,000 HP and +4,000 MP
Requires: Alien Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Alien Calling V- (Passive Ability, Alienist) Possessor's Alien summons may not be unsummoned by sources below Level 5
Requires: Alien Calling IV, Alien Instruction II, Summoner, Alienist
Cost: 200,000 Gold, 2 Weeks

Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +20 to all stats
Requires: Basic Alienist Knowledge
Cost: 60,000 Gold, 2 Weeks

Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 to all stats
Requires: Alien Instruction I
Cost: 100,000 Gold, 2 Weeks

Alienist- (Passive Ability, Alienist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Alien pet only, This ability provides +50 HP and +10 to all stats of possessor's Alien pets and summons per Level of possessor
Requires: Apprentice Alienist Knowledge, 10 other Alienist abilities
Cost: 125,000 Gold, 4 Weeks

Alien Loyalty Instruction- (Passive Ability, Alienist) Possessor's Alien pets and summons gain 40% Charm Resistance
Requires: Basic Alien Loyalty Instruction, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Alien Traits- (Passive Ability, Alienist) Possessor gains +1 to all stats so long as possessor is an Alien
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Alien with Forehead Ridges- (Passive Ability, Alienist) Possessor, if an Alien, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Alien, Possessor if an Alien and a Human, gains +100 to all stats
Requires: Formshift: Alien, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Apprentice Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Alienist Knowledge, 3 other Alienist abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Alien- (Passive Ability, Alienist) Possessor may, at the beginning of a thread, choose to become the subtype Alien
Requires: Formshift: Alien, Apprentice Alienist Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Alien Loyalty Instruction- (Passive Ability, Alienist) Possessor's Alien pets and summons gain 20% Charm Resistance
Requires: Alien Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +50 Defense
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +250 Defense
Requires: Defensive Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

♢Emperor of Red Stars Stance- (Stance Ability, Alienist) Possessor's Alien allies who are below possessor's Level may (with possessor deciding this choice) use possessor's Level instead of their own
Not for Sale

Ibodian Essence- (Passive Ability, Alienist) If possessor is a Alien, possessor may choose to count as being in the 'Form of Ibodian' stance when not in said stance
Requires: Form of Ibodian, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Form of Ibodian- (Stance Ability, Alienist) If possessor is a Alien, possessor gains +100 AGI and +100 MIN
Requires: Alien Traits
Cost: 100,000 Gold, 2 Weeks

Form of Ulaatian- (Stance Ability, Alienist) If possessor is a Alien, possessor gains +50 SPI and +150 MIN
Requires: Alien Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Alien- (Stance Ability, Alienist) Possessor's subtype becomes Alien
Requires: Alien Traits
Cost: 100,000 Gold, 4 Weeks

Humanoid Alien- (Passive Ability, Alienist) Possessor, if an Alien, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Alien, Possessor if an Alien and a Humanoid, gains +100 to all stats
Requires: Formshift: Alien, Formshift: Humanoid
Cost: 200,000 Gold, 2 Weeks

Offensive Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons have the Damage values of their abilities increased by 50 points
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Probing Attack- (Technique Ability, Alienist) Possessor may use 'Probing Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', or 'Attack with Finesse' action if possessor is an Alien. Said action scans its target's stats.
Requires: Alien Traits
Cost: 200,000 Gold, 2 Weeks

Speed-Focused Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Starfaring Alien- (Passive Ability, Alienist) Possessor, if an Alien, may choose at the beginning of a thread to gain the subtype Astral Being, Possessor, if an Astral Being, may choose at the beginning of a thread to gain the subtype Alien, Possessor if an Alien and an Astral Being, gains +100 to all stats
Requires: Formshift: Alien, Formshift: Astral Being
Cost: 200,000 Gold, 2 Weeks

Superior Alien Loyalty Instruction- (Passive Ability, Alienist) Possessor's Alien pets and summons gain 80% Charm Resistance
Requires: Advanced Alien Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Ulaatian Essence- (Passive Ability, Alienist) If possessor is a Alien, possessor may choose to count as being in the 'Form of Ulaatian' stance when not in said stance
Requires: Form of Ulaatian, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks


~Beastmaster (Animal)~

Adept Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Animal summon, Possessor's unmodified stats increase by 200 points if possessor is an Animal
Requires: Beastmaster, 50 other Beastmaster Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Animal Loyalty Training- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain 60% Charm Resistance
Requires: Animal Loyalty Training, Beastmaster
Cost: 200,000 Gold, 2 Weeks

Advanced Roaring Technique- (Passive Ability, Beastmaster) Possessor's Sonic element actions that possess a chance of inflicting Confusion: Fear have said chance increased by 15%
Not for Sale

Agile Greatness of the Colossus-Animal- (Passive Ability, Beastmaster) Possessor's 'Large Animal', 'Huge Animal', 'Enormous Animal', 'Massive Animal', 'Gargantuan Animal', and 'Colossal Animal' abilites do not give possessor an Agility penalty
Requires: Colossal Animal, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Alpha Beast- (Passive Ability, Beastmaster) If possessor is an Animal and possesses no allies who possess an ability named 'Alpha Beast', possessor gets +30 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Pack Hunter", to a max of 200 such allies
Requires: Pack Hunter, Beastmaster
Cost: 5,000,000 Gold, 3 Weeks

Alternate Costume: Cerberus Tolva- (Stance Ability, Beastmaster) Possessor gains the subtypes Animal & Monster, Possessor gains two additional actions per round if possessor possesses no allies in any battlespace, Possessor cannot summon, Possessor's Base Spirit is reduced by 5, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Not for Sale

Alternate Costume: Chibi-Lion Tolva- (Stance Ability, Beastmaster) Possessor gains the subtype Animal, Possessor counts as having two additional Physical-element Fist Weapon weapons equipped, Possessor's chances of inflicting Charm and Wounded are increased by 30%, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Not for Sale

Alternate Costume: Tolva Cosplaying As Nega-Tolva- (Stance Ability, Beastmaster) Possessor's element becomes Light, Possessor's gains the subtypes 'Animal' and 'Steed', Possessor's name counts as including 'Horse', Possessor's turn-order-determining stat is Spirit, Possessor may make decisions as though it were not affected with Charm or Confusion, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'.
Not for Sale

Anaconda Coil- (Passive Ability, Beastmaster) If possessor is an Animal and is in the 'Form of Snake' stance, possessor's 'Melee Attack' actions gain a 50% chance of inflicting Paralyzed
Requires: Python Coil
Cost: 200,000 Gold, 2 Weeks

Animal Calling I- (Passive Ability, Beastmaster) Possessor's Animal summons gain +20 to all stats
Requires: Animal Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Animal Calling II- (Passive Ability, Beastmaster) Possessor's Animal summons gain +200 HP
Requires: Animal Calling I
Cost: 40,000 Gold, 2 Weeks

Animal Calling III- (Passive Ability, Beastmaster) Possessor's Animal summons gain +500 MP
Requires: Animal Calling II
Cost: 40,000 Gold, 2 Weeks

Animal Calling IV- (Passive Ability, Beastmaster) Possessor's Animal summons gain +2,000 HP and +4,000 MP
Requires: Animal Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Animal Calling V- (Passive Ability, Beastmaster) Possessor's Animal summons may not be unsummoned by sources below Level 5
Requires: Animal Calling IV, Animal Training II, Summoner, Beastmaster
Cost: 200,000 Gold, 2 Weeks

Animal Loyalty Training- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain 40% Charm Resistance
Requires: Basic Animal Loyalty Training, Apprentice Beastmaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Requires: Analytical, Apprentice Beastmaster Knowledge
Cost: 160,000 Gold, 3 Weeks

Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Requires: Basic Beastmaster Knowledge
Cost: 60,000 Gold, 2 Weeks

Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Requires: Animal Training I
Cost: 100,000 Gold, 2 Weeks

Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Antlers- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +50 Melee Attack
Requires: Animal Traits
Cost: 60,000 Gold, 2 Weeks

Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Beastmaster Knowledge, 3 other Beastmaster abilities
Cost: 125,000 Gold, 2 Weeks

Armadillo Curl- (Technique Ability, Beastmaster) Possessor may use 'Armadillo Curl' in conjunction with a 'Defend' action if possessor is an Animal. Said action provides its caster with a non-stacking buff that provides +200 Defense
Requires: Armadillo Plating
Cost: 60,000 Gold, 2 Weeks

Armadillo Plating- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +200 Defense
Requires: Animal Traits
Cost: 60,000 Gold, 2 Weeks

Armadillo Roll- (Passive Ability, Beastmaster) If possessor is an Animal, whenever possessor performs a 'Defend' action, possessor may move to the front row or the back row
Requires: Armadillo Curl
Cost: 60,000 Gold, 2 Weeks

Armored Mouth Interior- (Passive Ability, Beastmaster) Possessor gains +500 Defense against counters to actions during which possessor dealt HP Drain
Not for Sale

Assumption of the Essence of the Animal- (Passive Ability, Beastmaster) Possessor may, at the beginning of a thread, choose to become the subtype Animal
Requires: Formshift: Animal, Apprentice Beastmaster Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Animal Herding- (Passive Ability, Beastmaster) When posessor conducts a 'Switch Rows' action, possessor may choose for any of possessor's Animal pets or summons to move to either the front row or the back row
Not for Sale

Basic Animal Loyalty Training- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain 20% Charm Resistance
Requires: Animal Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bear Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Bear' stance when not in said stance
Requires: Form of Bear, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Bear Hug- (Technique Ability, Beastmaster) Possessor may use 'Bear Hug' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack and a 15% chance of inflicting Paralyzed
Requires: Animal Traits
Cost: 100,000 Gold, 2 Weeks

Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Requires: Apprentice Beastmaster Knowledge, 10 other Beastmaster abilities
Cost: 125,000 Gold, 4 Weeks

Beefy Premium Poundage- (Passive Ability, Beastmaster) If possessor is an Animal, possessor obtains +500 STR and +500 CON, If possessor is an Animal, possessor's allies may do 500,000 additional HP drain to possessor if possessor permits such
Not for Sale

Bestmaster- (Passive Ability, Beastmaster) Possessor's pets gain +50,000 to all stats as a non-stacking bonus
Not for Sale

Boar Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Boar' stance when not in said stance
Requires: Form of Boar, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Buck and Kick- (Technique Ability, Beastmaster) Possessor may use 'Buck and Kick' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack and a 15% chance of inflicting Fatigued: Stun
Requires: Hooved, Quadruped
Cost: 20,000 Gold, 1 Week

Burrow Into Snow- (Active Ability, Beastmaster) Possessor may spend an action while in a Zone of Ice to gain +5% Dodge until the end of the round as a non-stacking buff
Not for Sale

Can Speak to Frogs- (Passive Ability, Beastmaster) Possessor's Animal and Aquatic allies whose name includes 'Frog', 'Toad', or 'Tadpole' gain +200 MIN, to a max of 300,000 MIN
Not For Sale

Can Teach Wolves How to Farm- (Passive Ability, Beastmaster) Possessor's Animal pets and summons whose name includes 'Wolf' gain the ability:
Plant, Raise, and Harvest Crops- 1,500 Damage, Heals, 1 hit against 500, Earth, 1,000 MP
Not for Sale

Carry Disease-Bearing Fleas- (Passive Ability, Beastmaster) If possessor is an Animal and is in 'Form of Rat' stance, possessor gains a 30% chance of inflicting Diseased on up to 30 targets at the beginning of each round
Requires: Form of Rat, Basic Vermin Master Knowledge
Cost: 90,000 Gold, 2 Weeks

Cat Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Cat' stance when not in said stance
Requires: Form of Cat, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Cave-Cow Rancher- (Passive Ability, Beastmaster) Possessor's Earth-element Animal pets and summons gain +2,000 HP, +200 CON, and +1% Dodge
Not for Sale

Chipmunk Cheeks- (Passive Ability, Beastmaster) Possessor may delay one action that involves using a Food consumable on possessor that comes from a source that is below Level 5 or willing for up to 5 rounds at a time, with possessor being able to choose to utilize said effect up to once per round
Not for Sale

Claws- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +50 Melee Attack per empty weapon slot that possessor possesses, to a max of 4 such slots
Requires: Animal Traits
Cost: 60,000 Gold, 2 Weeks

Clever Like a Fox- (Passive Ability, Beastmaster) +300 MIN, 14% Dodge
Not for Sale

Colossal Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Animal
Cost: 6,000,000 Gold, 2 Weeks

Constrictor Snake- (Passive Ability, Beastmaster) If possessor is an Animal and is in the 'Form of Snake' stance, possessor's 'Melee Attack' actions gain a 30% chance of inflicting Paralyzed
Requires: Form of Snake
Cost: 40,000 Gold, 2 Weeks

Defensive Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +50 Defense
Requires: Animal Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +250 Defense
Requires: Defensive Animal Training I, Apprentice Beastmaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Deliciously Powerful Peanut-Butter-Filled Chocolate Paws- (Passive Ability, Beastmaster) If possessor is an Animal, possessor obtains +800 STR. If possessor is an Animal, possessor may choose at the start of a round to acquire a debuff that stacks 2 times that removes a weapon slot from its possessor to regenerate 80,000 HP.
Not for Sale

Diseased Bite- (Passive Ability, Beastmaster) If possessor is an Animal and is in 'Form of Rat' stance, possessor's 'Melee Attack', 'Attack With Finesse', 'Powerful Attack', and 'Melee Overdrive' actions may gain +25 Melee Attack and '20% inflicts Diseased'
Requires: Form of Rat
Cost: 60,000 Gold, 2 Weeks

Dog Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Dog' stance when not in said stance
Requires: Form of Dog, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Enormous Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Animal
Cost: 3,000,000 Gold, 2 Weeks

Extract Burmalong Heartstone- (Passive Ability, Beastmaster) Possessor may choose to obtain a Burmalong Heartstone instead of the normal treasure upon defeating a Burmalong.
Not for sale

Fancy Cat- (Passive Ability, Beastmaster) While possessor is in 'Form of Cat' stance, possessor gains '1% inflicts Charm: Impressed on targets below Level 20'
Requires: Form of Cat
Cost: 200,000 Gold, 2 Weeks

Feline Grace- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +200 AGI
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Forest-Dweller's Quilled Body- (Passive Ability, Beastmaster) Possessor gains +80 Defense, If possessor takes a Defend action, then possessor, as a non-stacking buff, gains an effect that lasts for one round that deals 15,000 Flat Physical element damage to any individual who conducts an offensive action against possessor, only works if possessor is an Animal
Not for Sale

Form of Bear- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 STR
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of BEEFMAX- (Stance Ability, Beastmaster) Possessor obtains +5 Base STR, Possessor obtains +5 Base CON, STR and CON both become possessor's HP-determining stats, Possessor deals half Damage to opponents, Possessor counts as 50,000 additional individuals for row-order purposes, Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes, Possessor's element becomes solely Physical & Fury & Warding, Possessor's subtype becomes solely Animal, Possessor's name counts as including 'Cow', 'Bull', 'COW' and 'BULL', Possessor's name becomes all uppercase
Not for Sale

Form of Boar- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 STR
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Cat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Dog- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 SPI
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Goat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Horse- (Stance Ability, Beastmaster) If possessor is an Animal, possessor counts as a Vehicle
Requires: Quadruped, Hooved
Cost: 200,000 Gold, 2 Weeks

Form of Lemur- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +100 AGI and +1% Dodge
Requires: Animal Traits
Cost: 100,000 Gold, 2 Weeks

Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Monkey- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Moose- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +100 STR and +100 CON
Requires: Animal Traits
Cost: 100,000 Gold, 2 Weeks

Form of Ox- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +100 STR, +100 CON, and +5,000 HP
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Pig- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Rabbit- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Ram- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 STR
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Rat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 AGI
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Sheep- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +10 HP
Requires: Animal Traits
Cost: 50,000 Gold, 2 Weeks

Form of Snake- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +10 to all stats
Requires: Animal Traits
Cost: 100,000 Gold, 2 Weeks

Form of Tiger- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +200 Melee Attack
Requires: Form of Cat
Cost: 200,000 Gold, 2 Weeks

Form of Triceratops- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +380 STR and +400 CON
Not for Sale

Form of Water Buffalo- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Wolf- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +200 Melee Attack
Requires: Form of Dog
Cost: 200,000 Gold, 2 Weeks

Formshift: Animal- (Stance Ability, Beastmaster) Possessor's subtype becomes Animal
Requires: Animal Traits
Cost: 100,000 Gold, 4 Weeks

Fox Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Fox' stance when not in said stance
Requires: Form of Fox, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Fox Tail- (Passive Ability, Beastmaster) If possessor is an Animal and is in 'Form of Fox' stance, possessor gains +5 AGI
Requires: Form of Fox
Cost: 20,000 Gold, 1 Week

Frog-Hopping- (Passive Ability, Beastmaster) Possessor ignores row-travel restrictions, restrictions related to the Movement stat, grid-travel restrictions, and battle-leaving restrictions imposed by sources below Level 20, Possessor gains +200 AGI, This ability only functions if possessor is an Animal, Shapeshifter, or Spirit
Not for Sale

Gargantuan Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Animal
Cost: 5,000,000 Gold, 2 Weeks

Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Not for Sale

GOATALYZE- (Active Ability, Beastmaster) Target allied Animal gains ' Goat' appended to the end of its name. If user targets a non-Animal, it gains Animal as a subtype and ' Goat' at the end of the name if it is 5 or more Levels lower than user.
Not for Sale

Goat Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Goat' stance when not in said stance
Requires: Form of Goat, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Good Dog- (Passive Ability, Beastmaster) Possessor cannot target possessor's allies with offensive actions if possessor is in 'Form of Dog' Stance
Not for Sale

Gore- (Technique Ability, Beastmaster) Possessor may use 'Gore' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack and a 15% chance of inflicting Wounded
Requires: Antlers
Cost: 60,000 Gold, 2 Weeks

Has Obtained the Animal-Master Doctor's Self-Suturing Injection- (Passive Ability, Beastmaster) If possessor possesses the ability 'I Have Lions for Blood!', possessor may choose to have it not summon any summons that it would summon
Not for Sale

Highly-Pettable- (Passive Ability, Beastmaster) Whenever possessor is targeted with a non-offensive 'Melee Attack' or 'Attack with Finesse' action, the source of said action is afflicted with Invigorated
Not for Sale

Honey-Detecting Nose- (Passive Ability, Beastmaster) Possessor gains +5% To Hit against entities who are carrying an item whose name includes 'Honey', have such an item equipped, or drop such an item
Not for Sale

Hooved- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +50 Melee Attack and +10 AGI
Requires: Animal Traits
Cost: 60,000 Gold, 2 Weeks

Hound Nose- (Passive Ability, Beastmaster) Whenever an individual below Level 20 leaves battle, possessor may follow said individual so long as no individual in either the battle possessor is leaving or the battle possessor is entering who is Level 20 or greater objects
Not for Sale

Huge Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Animal
Cost: 2,000,000 Gold, 2 Weeks

Hyena Laughter- (Passive Ability, Beastmaster) If possessor is an Animal, whenever one of possessor's opponents dies, possessor may choose to gain a 20% chance of inflicting Confusion: Overwhelmed by Laughter on up to 15 selected targets
Requires: Scavenger
Cost: 60,000 Gold, 2 Weeks

I Have Lions for Blood!- (Passive Ability, Beastmaster) Whenever possessor takes 1% or more of possessor's HP in damage from a single action, possessor summons a Level (Possessor's Level / 5 rounded down) Lion, max 50 summoned
Not for Sale

Improved Pack Hunter- (Passive Ability, Beastmaster) Possessor gains +25 to all stats for each unique ally on possessor's side, to a max of +5,000, Possessor's attacks deal an additional 100 damage, to a max of 50,000 additional damage per Beastmaster ability possessed by an ally of possessor to a max of 5 abilities per ally
Not for Sale

Incredulous Yak's Steely, Uncompromising Glare- (Passive Ability, Beastmaster) If possessor is an Animal, possessor's opponents' actions have a (Possessor's Level - Action's Source' Level)% chance of being cancelled if their sources are in the same battlespace as possessor
Not for Sale

Keen Scent- (Passive Ability, Beastmaster) Possessor gains 110% To Hit if possessor is an Animal
Requires: Animal Traits
Cost: 50,000 Gold, 2 Weeks

Killer Claws (Greater, Extendable)- (Passive Ability, Beastmaster) Possessor gains +15,000 Melee Attack, Possessor may make Melee Attack actions from the back row if possessor possesses at least one empty Weapon slot
Not for Sale

Knighted By the King of Bears- (Passive Ability, Beastmaster) Possessor deals 20,000 additional Damage to targets whose name includes 'Bee' or 'Honey'
Not for Sale

Large Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Animal Traits
Cost: 1,000,000 Gold, 2 Weeks

Leap from the Shadows of Beasts- (Passive Ability, Beastmaster) Whenever possessor performs a 'Shift Rows' actions, possessor may enter any battlespace that possessor possesses at least one Monster or Animal ally in so long as no individual that is 5 or more Levels greater than possessor or that is Level 200 or greater that is in the battlespace that possessor is entering or the battlespace that possessor is leaving objects
Not for Sale

Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Little Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Animal
Cost: 2,000,000 Gold, 2 Weeks

Lizard Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Lizard' stance when not in said stance
Requires: Form of Lizard, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Lordmaster of Yaks- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains 1 Base CON and 1 Base MIN, If possessor is an Animal, possessor's Animal pets and summons gain Charm Immunity, If possessor is an Animal, possessor's Animal pets and summons gain +(50 * possessor Level) to all stats and an additional +(50 * possessor Level) to all stats if their name includes 'Yak'
Not for Sale

Massive Animal- (Passive Ability, Beastmaster) If possessor is a Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Animal
Cost: 4,000,000 Gold, 2 Weeks

Master of Yodeling Hamsters- (Passive Ability, Beastmaster) Possessor's Animal pets and summons deal 500,000 additional Sonic Damage, to a max of 5,000,000 additional Damage per round across all such pets and summons
Not for Sale

Mauling- (Technique Ability, Beastmaster) Possessor may use 'Mauling' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +500 Melee Attack, a 30% chance of inflicting Wounded, and a 30% chance of inflicting Wounded: Maimed
Requires: Bear Hug
Cost: 500,000 Gold, 2 Weeks

Milk Animals Well- (Passive Ability, Beastmaster) Quantities of HP Healing dealt by possessor's Animal pets and summons are increased by 2,500 points
Not for Sale

Monkey Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Monkey' stance when not in said stance
Requires: Form of Monkey, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Mulespace Access- (Passive Ability, Beastmaster) Possessor may choose to have equipped pets that can carry items not actually appear in battle; possessor may use a' Trade' action to switch any number of carried items with any number of items on said pets
Not for sale

Offensive Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons have the Damage values of their abilities increased by 50 points
Requires: Animal Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Animal Training I, Apprentice Beastmaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Otocyan Ears- (Passive Ability, Beastmaster) Possessor, if an Animal, gains 20% Dodge against Insects and 120% To Hit against Insects as well as 5% Impaired: Deaf Resistance
Not for Sale

Ox Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Ox' stance when not in said stance
Requires: Form of Ox, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Pack Hunter- (Constant Effect, Beastmaster) If possessor is an Animal, possessor gets +20 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Pack Hunter", to a max of 200 such allies
Requires: Animal Traits
Cost: 5,000,000 Gold, 3 Weeks

Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Not for Sale

Pig Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Pig' stance when not in said stance
Requires: Form of Pig, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Pounce- (Technique Ability, Beastmaster) Possessor may use 'Pounce' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack, may be made from the back row, and moves its user to the front row if such a row exists
Requires: Animal Traits
Cost: 300,000 Gold, 2 Weeks

Prehensile Trunk- (Passive Ability, Beastmaster) Possessor may exchange an accessory slot for a weapon slot if possessor is an Animal
30 Beastmaster Bonus Weeks
Not for Sale

Produces Nutritious Milk- (Passive Ability, Beastmater) Possessor's pet and summon allies may regenerate 25,000 HP at the start of each round and gain +250 to all stats as a non-stacking effect
Not for Sale

Pull a Rabbit from the Hat- (Passive Ability, Beastmaster) Possessor may carry an unequipped Animal into threads, Possessor may, at the end of any round, up to once per battle, equip an unequipped Animal that possessor is carrying
Requires: Stage Magician, Beastmaster
Cost: 500,000 Gold, 3 Weeks

Python Coil- (Passive Ability, Beastmaster) If possessor is an Animal and is in the 'Form of Snake' stance, possessor's 'Melee Attack' actions gain a 40% chance of inflicting Paralyzed
Requires: Constricter Snake
Cost: 60,000 Gold, 2 Weeks

Quadruped- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +100 AGI and +100 CON
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Quills- (Passive Ability, Beastmaster) Possessor obtains +200 Melee Attack if possessor is an Animal, Possessor deals 2,000 Flat Physical element Damage to individuals who target possessor with an offensive attack at the end of each such attack
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Rabbit Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Rabbit' stance when not in said stance
Requires: Form of Rabbit, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Rabbit Quickness- (Passive Ability, Beastmaster) Possessor gains +500 AGI
Not for Sale

Ram Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Ram' stance when not in said stance
Requires: Form of Ram, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Rancher (2)- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +60 to all stats
Not for Sale

Rat Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Rat' stance when not in said stance
Requires: Form of Rat, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Rattler Tail- (Passive Ability, Beastmaster) If possessor is an Animal and is in the 'Form of Snake' stance, possessor may choose to gain a 30% chance of inflicting Confusion: Fear on up to 5 opponents at the start of each round
Requires: Form of Snake
Cost: 20,000 Gold, 2 Weeks

Rhinoceros Charging- (Technique Ability, Beastmaster) Possessor may use 'Rhinoceros Charging' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action deals 500,000 Gold Damage
Requires: Rhino Horn, Merchant
Cost: 15,000,000 Gold, 2 Weeks

Rhino Horn- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +200 Melee Attack
Requires: Animal Traits
Cost: 300,000 Gold, 2 Weeks

Rideable Horse Body- (Vehicle Trait, Beastmaster) If possessor is an Animal, possesor gains +100 AGI
Requires: Form of Horse
Cost: 200,000 Gold, 2 Weeks

Rolling Assault- (Technique Ability, Beastmaster) Possessor may use 'Rolling Assault' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains deals (10,000 * the number of rounds that possessor has performed an action that involves the technique 'Rolling Assault' in a row during, counting this round) Damage, with said count resetting between battles
Requires: Armadillo Roll
Cost: 800,000 Gold, 2 Weeks

Scavenger- (Passive Ability, Beastmaster) If possessor is an Animal, whenever an Animal dies in the same battle as possessor, possessor regenerates 500 HP
Requires: Animal Traits
Cost: 50,000 Gold, 2 Weeks

Sewer Crawler- (Passive Ability, Beastmaster) If possessor is an Animal and is in 'Form of Rat' stance, possessor gains +1% Dodge, gains 30% Poison Resistance, gains 30% Diseased Resistance, and has its chances of inflicting Diseased increased by 5%
Requires: Form of Rat
Cost: 70,000 Gold, 2 Weeks

Shadow-Scampering Vermin- (Passive Ability, Beastmaster) If possessor is an Animal and is in 'Form of Rat' stance, possessor obtains +1% Dodge if a Zone of Darkness is present and 20% Dodge if a Zone of Darkness is present
Requires: Form of Rat, Basic Thief Arts Attunement
Cost: 80,000 Gold, 2 Weeks

Sheep Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Sheep' stance when not in said stance
Requires: Form of Sheep, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Shepherd (2)- (Passive Ability, Beastmaster) Possessor's Animal pets and summons with the Constant Effect "Unusually Weak" gain +500 Defense, Animal pets and summons of a type that possessor has at least 19 other pets or summons of gain +250 Defense, Possessor gains +50 AGI, +50 CON, and 5% Fatigued Resistance while possessor has at least one Animal pet or summon
Not for Sale

Small Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Animal Traits
Cost: 1,000,000 Gold, 2 Weeks

Small-Yet-Mighty Animal- (Passive Ability, Beastmaster) Possessor's 'Small Animal', 'Little Animal' and 'Tiny Animal' abilites do not give possessor an Strength or Constitution penalty
Requires: Tiny Animal, 5 Base CON, 5 Base STR
Cost: 2,500,000 Gold, 2 Weeks

Snake Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Snake' stance when not in said stance
Requires: Form of Snake, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Snake Fangs- (Passive Ability, Beastmaster) If possessor is an Animal and is in the 'Form of Snake' stance, possessor gains +20 Melee Attack
Requires: Form of Snake
Cost: 20,000 Gold, 2 Weeks

Snake Venom- (Passive Ability, Beastmaster) If possessor is an Animal and is in the 'Form of Snake' stance, possessor gains a 30% chance of inflicting Poison
Requires: Snake Fangs
Cost: 50,000 Gold, 2 Weeks

Sorta-Sharper Teeth- (Passive Ability, Beastmaster) Possessor gains +2 Melee Attack
Not for Sale

Speed-Focused Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Animal Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Animal Training I, Apprentice Beastmaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Sturdy Turtle Shell- (Passive Ability, Beastmaster) Possessor gains +500 Defense and 35% Resilience
Not for Sale

Such Horselike Muscle!- (Passive Ability, Beastmaster) Possessor obtains +600 STR and +60,000 HP, Possessor obtains an additional +6,000 STR and +600,000 HP if possessor is an Animal
Not For Sale

Superior Animal Loyalty Training- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain 80% Charm Resistance
Requires: Advanced Animal Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Tauric Beast- (Passive Ability, Beastmaster) Possessor, if an Animal, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Animal, Possessor if an Animal and a Human, gains +100 to all stats
Requires: Formshift: Animal, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

THE BLEATING- (Passive Ability, Beastmaster) Possessor's Confusion: Fear infliction chances are increased by the number of Animal allies possessor possesses whose name includes 'Goat', to a max of 200 of such allies
Not for Sale

Tiger Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Tiger' stance when not in said stance
Requires: Form of Tiger, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Tiny Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Animal
Cost: 3,000,000 Gold, 2 Weeks

Trample- (Technique Ability, Beastmaster) Possessor may use 'Trample' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack, a 10% chance of inflicting Fatigued: Stun, and a 5% chance of dealing full Damage to targets below Level 20 in the back row
Requires: Quadruped
Cost: 200,000 Gold, 2 Weeks

Transdimensional Zebra Flesh- (Passive Ability, Beastmaster) If possessor is an Animal or Outsider and is Level 35 or greater, possessor gains +9,000 STR, +7,000 CON, +9,000 SPI, and 70% Dodge
Not for Sale

Tusks- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +100 Melee Attack
Requires: Animal Traits
Cost: 100,000 Gold, 2 Weeks

Unusually Attractive Footprints- (Passive Ability, Beastmaster) Entities that specifically-follow possessor out of a battlespace into another battlespace have a 50% chance of being afflicted with Charm
Not for Sale

Unusually Large Rat- (Passive Ability, Beastmaster) If possessor is an Animal and is in 'Form of Rat' stance, possessor obtains +60 STR, +80 CON, and +300 HP
Requires: Form of Rat
Cost: 60,000 Gold, 2 Weeks

Water Buffalo Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Water Buffalo' stance when not in said stance
Requires: Form of Water Buffalo, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Wild- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains 20% Charm Resistance against individuals below Level 60 who are not 20 or more Levels greater than possessor
Requires: Animal Traits
Cost: 20,000 Gold, 3 Weeks

Wine Whiskers- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +5% To Hit against entities who are carrying a Drink consumable that is capable of inflicting Poison: Drunk (or who have such an item equipped)
Not for Sale

Wolf Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Wolf' stance when not in said stance
Requires: Form of Wolf, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Zebra Stripes- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains (1 + The Number of Allies Possessor Possesses Who Possess An Ability Named 'Zebra Stripes', to a max of 50)% Dodge
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks


~Binder (Spirit)~

Advanced Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 60% Charm Resistance
Requires: Spirit Loyalty Communing, Binder
Cost: 200,000 Gold, 2 Weeks

Animal Spirit- (Passive Ability, Binder) Possessor, if a Spirit, may choose at the beginning of a thread to gain the subtype Animal, Possessor, if an Animal, may choose at the beginning of a thread to gain the subtype Spirit, Possessor if a Spirit and an Animal, gains +100 to all stats
Requires: Formshift: Spirit, Formshift: Animal
Cost: 200,000 Gold, 2 Weeks

Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Binder Knowledge, 3 other Binder abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Spirit- (Passive Ability, Binder) Possessor may, at the beginning of a thread, choose to become the subtype Spirit
Requires: Formshift: Spirit, Apprentice Binder Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 20% Charm Resistance
Requires: Spirit Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Requires: Apprentice Binder Knowledge, 10 other Binder abilities
Cost: 125,000 Gold, 4 Weeks

^Champion of the Brilliant Amber Meadows- (Passive Ability, Binder) Possessor's allies with 'Amber-Lit' in their name gain +100,000 HP, +100,000 MP, +1,000 to all stats, +10,000 Defense and +10,000 to the Damage Values of their Abilities as a non-stacking bonus that is constantly applied, possessor may, at the start of each round, summon 1 Spirit below possessor's Level that is below Level 39 and that is normally fightable for drops on the Enemy List, for each of possessor's Plant allies with 'Amber-Lit' in their name, Max 60 summoned
Not for Sale

Contact Shadow Kitsune- (Passive Ability, Binder) Whenever possessor summons or replicates an effect from a 'Kitsune' or 'Nine-Tailed Kitsune' from the Enemy List, possessor may choose for said entity to naturally be named 'Shadow <Kitsune or Nine-Tailed Kitsune, as is appropriate>', with said entity, in said case, naturally gaining the element Darkness and naturally possessing the following Constant Effect:
Shadowed- Possessor gains +20% Dodge, Constant Effect
Not for Sale

Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
Requires: Basic Binder Knowledge
Cost: 60,000 Gold, 2 Weeks

Defensive Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +50 Defense
Requires: Spirit Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +250 Defense
Requires: Defensive Spirit Communing I, Apprentice Binder Knowledge
Cost: 100,000 Gold, 2 Weeks

Formshift: Spirit- (Stance Ability, Binder) Possessor's subtype becomes Spirit
Requires: Spirit Traits
Cost: 100,000 Gold, 4 Weeks

Genius Loci- (Passive Ability, Binder) Possessor, if a Spirit, may choose at the beginning of a thread to gain the subtype Large Structure, Possessor, if a Large Structure, may choose at the beginning of a thread to gain the subtype Spirit, Possessor if a Spirit and a Large Structure, gains +500 SPI
Requires: Formshift: Spirit, Formshift: Elemental, Binder, Subspace Architect
Cost: 3,000,000 Gold, 2 Weeks

Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Requires: Basic Binder Knowledge
Cost: 40,000 Gold, 2 Weeks

Human Spirit- (Passive Ability, Binder) Possessor, if a Spirit, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Spirit, Possessor if a Spirit and a Human, gains +100 to all stats
Requires: Formshift: Spirit, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Humanoid Spirit- (Passive Ability, Binder) Possessor, if a Spirit, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Spirit, Possessor if a Spirit and a Humanoid, gains +100 to all stats
Requires: Formshift: Spirit, Formshift: Humanoid
Cost: 200,000 Gold, 2 Weeks

Incorporeal Spirit- (Passive Ability, Binder) If possessor is a Spirit, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Requires: Spirit Traits, Ethereal Mage
Cost: 1,000,000 Gold, 2 Weeks

^Light Blossoms With Spiritual Amber Radiance- (Technique Ability, Binder) Possessor may use 'Light Blossoms With Spiritual Amber Radiance' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', 'Melee Overdrive', 'Ranged Overdrive', 'Overdrive' or 'Cast a Spell' action so long as no other technique is used. Said action, gives each of its targets that is a Plant that is either willing or below Level 60 a non-stacking buff that gives its possessor's name the prefix 'Amber-Lit'.
Not for Sale

Offensive Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons have the Damage values of their abilities increased by 50 points
Requires: Spirit Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Spirit Communing I, Apprentice Binder Knowledge
Cost: 100,000 Gold, 2 Weeks

Pure Spirit- (Passive Ability, Binder) If possessor's subtype is Spirit, possessor gains +500 SPI, 20% Darkness Resistance, and is Immune to Minor Negative Status effects from sources below Level 40
Not for Sale

Self-Based Spirit Magic Channeling- (Passive Ability, Binder) Possessor's Spirit Magic spells cost 200 less MP, Possessor's Spirit Magic spells with a Magical Attack bonus gain +40 to said bonus, and Possessor's Spirit Magic summons have a 5% less chance of being uncontrolled, This ability only functions while possessor is a Spirit
Requires: Basic Binder Knowledge, Basic Spirit Magic Attunement, Basic Channeling Attunement, Spirit Traits
Cost: 60,000 Gold, 3 Weeks

Speed-Focused Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Spirit Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Spirit Communing I, Apprentice Binder Knowledge
Cost: 100,000 Gold, 2 Weeks

Spirit Calling I- (Passive Ability, Binder) Possessor's Spirit summons gain +20 to all stats
Requires: Spirit Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Spirit Calling II- (Passive Ability, Binder) Possessor's Spirit summons gain +200 HP
Requires: Spirit Calling I
Cost: 40,000 Gold, 2 Weeks

Spirit Calling III- (Passive Ability, Binder) Possessor's Spirit summons gain +500 MP
Requires: Spirit Calling II
Cost: 40,000 Gold, 2 Weeks

Spirit Calling IV- (Passive Ability, Binder) Possessor's Spirit summons gain +2,000 HP and +4,000 MP
Requires: Spirit Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Spirit Calling V- (Passive Ability, Binder) Possessor's Spirit summons may not be unsummoned by sources below Level 5
Requires: Spirit Calling IV, Spirit Communing II, Summoner, Binder
Cost: 200,000 Gold, 2 Weeks

Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Requires: Basic Binder Knowledge
Cost: 60,000 Gold, 2 Weeks

Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats
Requires: Spirit Communing I
Cost: 100,000 Gold, 2 Weeks

Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 40% Charm Resistance
Requires: Basic Spirit Loyalty Communing, Apprentice Binder Knowledge
Cost: 100,000 Gold, 2 Weeks

Spirit of Nature- (Passive Ability, Binder) Possessor, if a Spirit, may choose at the beginning of a thread to gain the subtype Elemental, Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Spirit, Possessor if a Spirit and an Elemental, gains +100 to all stats
Requires: Formshift: Spirit, Formshift: Elemental
Cost: 200,000 Gold, 2 Weeks

Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit
Requires: No Prerequisites
Cost: 250,000 Gold, 5 Weeks

Summoner of Spirit-Dragons- (Passive Ability, Binder) Whenever possessor would summon a Dragon from the Enemy List, possessor may summon an instance whose name naturally begins with 'Spiritual ' that naturally possessess an additional (500 * the summon's Level) SPI, that naturally additionally possesses the subtype Spirit, and that naturally possesses Diseased Immunity
Not for Sale

Superior Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 80% Charm Resistance
Requires: Advanced Spirit Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

Unified Knowledge of Spirits and Spirit Magic- (Passive Ability, Binder) Possessor may count Shine Maiden abilities possessor possesses as Binder abilities (including for prerequisite purposes), Possessor may count Binder abilities possessor possesses as Shrine Maiden abilities (including for prerequisite purposes)
Requires: Shrine Maiden, (White Mark of the Spirits OR Black Mark of the Spirits OR Gray Mark of the Spirits)
Cost: 5,000,000 Gold, 2 Weeks

Wendigo Howl- (Passive Ability, Binder) If possessor is a Spirit, possessor may choose to have a 5% chance of inflicting Instant Death: Doomed on all opponents at the beginning of battle if possessor is Level 40 or greater
Requires: Spirit Traits, Horror Traits, Level 40
Cost: 40,000,000 Gold, 3 Weeks


~Botanist (Plant)~

Adept Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Plant summon, Possessor's unmodified stats increase by 200 points if possessor is an Plant
Requires: Botanist, 50 other Botanist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 60% Charm Resistance
Requires: Plant Loyalty Communing, Botanist
Cost: 200,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Plant- (Passive Ability, Botanist) Possessor's 'Large Plant', 'Huge Plant', 'Enormous Plant', 'Massive Plant', 'Gargantuan Plant', and 'Colossal Plant' abilites do not give possessor an Agility penalty
Requires: Colossal Plant, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Also Has Apple-Flavored Candy Leaves- (Passive Ability, Botanist) If possessor is a Plant, quantities of HP Healing dealt by possessor are increased by 400 points
Not for Sale

Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Botanist Knowledge, 3 other Botanist abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Plant- (Passive Ability, Botanist) Possessor may, at the beginning of a thread, choose to become the subtype Plant
Requires: Formshift: Plant, Apprentice Botanist Knowledge
Cost: 70,000 Gold, 2 Weeks

Augment Photosynthesis- (Passive Ability, Botanist) Whenever possessor's Plant pets or summons regenerate HP or MP, they regenerate an additional 5,000 points
Requires: Understands Basic Plant Augmentation Treatments, Familiarity with Photosynthesis, Plant Researcher
Cost: 600,000 Gold, 2 Weeks

Aura of Reblossoming- (Stance Ability, Botanist) While possessor is in this stance, possessor's Plant pets and summons regenerate 50,000 HP at the start of each round
Not for Sale

Automatic Plant Weakness Exploitation- (Passive Ability, Botanist) Possessor may treat the weaknesses of Plants below Level 20 as though they were double their normal values as an effect that does not stack with other effects that multiply weaknesses
Requires: Exploit Plant's Weakness
Cost: 750,000 Gold, 3 Weeks

Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Not for Sale

Basic Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 20% Charm Resistance
Requires: Plant Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Black Lotus Essence- (Passive Ability, Botanist) Possessor gains '100% inflicts Poison' while possessor is a Plant, Possessor gains +50,000 MP while possessor is a Plant
Requires: Plant Traits, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Blood-Drinking Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability may deal Flat HP Drain instead of Flat HP Dramage
Requires: Pointy Thorns
Cost: 300,000 Gold, 2 Weeks

Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Requires: Apprentice Botanist Knowledge, 10 other Botanist abilities
Cost: 125,000 Gold, 4 Weeks

Cactus Essence- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose to count as being in the 'Form of Cactus' stance when not in said stance
Requires: Form of Cactus, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Not for Sale

Cactus Spines- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Can Identify Most Common Herbs- (Passive Ability, Botanist) Possessor's Medicine Consumables that Heal deal an additional 500 HP, Possessor is considered to be 3 Levels higher for stat-scanning purposes when attempting to scan the stats of Plants below Level 20
Not for Sale

Colossal Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Plant
Cost: 6,000,000 Gold, 2 Weeks

Dandelion Drifting- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor's row is shifted by something other than possessor performing a 'Switch Rows' action, possessor gains 15% Dodge as a non-stacking buff until the end of the round
Requires: Plant Traits
Cost: 30,000 Gold, 1 Week

Defensive Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 Defense
Requires: Plant Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +250 Defense
Requires: Defensive Plant Communing I, Apprentice Botanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Diminutive Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Requires: Tiny Plant
Cost: 4,000,000 Gold, 2 Weeks

Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points
Not for Sale

Dwarven Mushroom Farming Techniques- (Passive Ability, Botanist) Possessor deals 400 additional points of Healing and Regeneration to possessor's Earth-element Plant pets and summons
Not for Sale

Enormous Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Plant
Cost: 3,000,000 Gold, 2 Weeks

Evergardener- (Passive Ability, Botanist) Possessor's Plant pets obtain +50,000 to all stats if possessor is Level 40 or greater
Not for Sale

Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Not for Sale

Excellent Melons- (Passive Ability, Botanist) Possessor's Charm infliction chances are increased by 5% if possessor is a Plant
Requires: Plant Traits
Cost: 60,000 Gold, 2 Weeks

Exploit Plant's Weakness- (Technique Ability, Botanist) Possessor may use Exploit Plant's Weakness in conjunction with a Melee Attack, Ranged Attack, or Magical Attack action so long as no other technique is used. Said action treats the weaknesses of Plants below Level 20 that it targets as being double their normal value as an effect that does not stack with other multipliers of weaknesses
Requires: Plant Researcher
Cost: 150,000 Gold, 3 Weeks

Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions
Requires: Knowledge of Forest Plants, Knowledge of Desert Plants, Knowledge of Marsh Plants, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks

Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more
Requires: Basic Botanist Knowledge
Cost: 50,000 Gold, 2 Weeks

Fine Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Requires: Minute Plant
Cost: 6,000,000 Gold, 2 Weeks

Flower Essence- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose to count as being in the 'Form of Flower' stance when not in said stance
Requires: Form of Flower, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Flytrap Maw- (Passive Ability, Botanist) If possessor is a Plant, possessor's 'Melee Attack' actions may deal HP Drain to Insects
Requires: Plant Traits
Cost: 200,000 Gold, 2 Weeks

Form of Cactus- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON, +100 STR, and -100 AGI
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Form of Flower- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON and +100 SPI
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Form of Shrub- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON and -100 AGI
Requires: Plant Traits
Cost: 50,000 Gold, 2 Weeks

Form of Tree- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON, +1,000 HP, and -100 AGI
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Form of Vine- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON and +100 AGI
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Plant- (Stance Ability, Botanist) Possessor's subtype becomes Plant
Requires: Plant Traits
Cost: 100,000 Gold, 4 Weeks

Fortifying Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to give said source a non-stacking buff that provides +6,000 HP and obtain a 30% chance of inflicting Stat Boost: CON Boost on said source
Requires: Produces Nectar
Cost: 300,000 Gold, 2 Weeks

Gargantuan Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Plant
Cost: 5,000,000 Gold, 2 Weeks

Greater Mandrake Scream- (Passive Ability, Botanist) Possessor's 'Mandrake Scream' actions may gain '5% inflicts Instant Death'
Requires: Mandrake Scream, Level 40
Cost: 30,000,000 Gold, 2 Weeks

Grows in Sunlight- (Passive Ability, Botanist) At the start of each round that possessor is in a Chronogeomantic Zone of Day or a Zone of Light, possessor obtains +250 to all stats as a buff that stacks 10 times; these buff applications vanish as soon as possessor is neither in a Chronogeomantic Zone of Day nor a Zone of Light
Not for Sale

Hard Wood- (Passive Ability, Botanist) If possessor is a Plant, possessor gains +200 Defense
Requires: Plant Traits
Cost: 200,000 Gold, 2 Weeks

Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage
Requires: Plant Traits
Cost: 5,000,000 Gold, 2 Weeks

Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Requires: Basic Plant Knowledge
Cost: 60,000 Gold, 2 Weeks

Holly Leaves- (Passive Ability, Botanist) Possessor deals 50 additional Damage if possessor is a Plant
Requires: Plant Traits
Cost: 30,000 Gold, 1 Week

Huge Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Plant
Cost: 2,000,000 Gold, 2 Weeks

Is Celery the Plant-Dragon- (Passive Ability, Botanist) Possessor's name counts as 'Celeria', 'Celery', and 'CELERY'. Possessor gains the subtype Plant if a Dragon and the subtype Dragon if a Plant. Possessor's actions may each cure a single minor negative status effect from a source below Level 60 if possessor is a Plant and a Dragon.
Not for Sale

Joyous Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to inflict Invigorated: Zesty on said source
Requires: Sweet Nectar
Cost: 300,000 Gold, 2 Weeks

Knowledge of Crop Rotation- (Passive Ability, Botanist) Possessor's Plant pets gain +50 to all stats as a buff that stacks 20 times when equipped or unequipped
Not for Sale

Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Knowledge of Unconventional Lawn Care Techniques- (Passive Ability, Botanist) Possessor's Plant pets may, up to three times per thread across all such pets, at the end of any action, be cured of up to three minor negative status effects
Not for Sale

Knows Both the Scientific and Common Names of Over Five Million Plants and Fungi- (Passive Ability, Botanist) +500 MIN, Possessor's Level is counted as being 5 higher for the purpose of stat-scan-attempt success as an effect that does not bypass Level-based Immunities
Not for Sale

Large Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Plant Traits
Cost: 1,000,000 Gold, 2 Weeks

Little Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Plant
Cost: 2,000,000 Gold, 2 Weeks

Mana Photosynthesis- (Passive Ability, Botanist) Possessor regenerates 1% of possessor's Max MP, to a maximum of 50,000 HP, per round while in a Zone of Light, Possessor regenerates an additional 500 MP per round while not in a Zone of Darkness, Destruction, or Psychic, Possessor gains an additional buff slot that may only be used to hold and carry a Zone of Light, Possessor gains +50 to all stats while in a Zone of Light, This ability only functions while possessor is a Plant
Not for Sale

Mandrake Scream- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to have a 100% chance of inflicting Paralyzed on up to 2,000 targets
Requires: Plant Traits
Cost: 2,000,000 Gold, 2 Weeks

Massive Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Plant

Minute Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Requires: Diminutive Plant
Cost: 5,000,000 Gold, 2 Weeks

Miracle Botanist's Apprentice- (Passive Ability, Botanist) Whenever possessor deals HP Healing to a Plant, increase said amount by 10,000 points, Whenever possessor deals HP Healing to a Plant, possessor may cure one minor negative status effect from a source below Level 40 that said Plant is afflicted with
Requires: Doctor, Botanist, Potent
Cost: 6,000,000 Gold, 7 Weeks

Motivate Plants- (Passive Ability, Botanist) Whenever possessor targets an allies Plant with an action that includes a Leadership spell, said target obtains +15 to all stats as a buff that stacks 4 times and has a 60% chance of being afflicted with Invigorated: High Morale
Not for Sale

Mushroom Farmer- (Passive Ability, Botanist) Possessor's Earth-element Plant pets and summons gain +200 HP, +20 CON, and (+1% Resilience while in a Zone of Earth)
Not for Sale

Mushroom-Growing Stare- (Passive Ability, Botanist) If possessor chooses to at the start of two consecutive rounds, possessor may summon 1 Plant below Level 40 from the Enemy List that is normally fightable for drops whose name includes 'shroom', Max 60 summoned
Not for Sale

Mystic Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to heal the source of said buffing for 5,000 points of Flat Earth element MP Healing and obtain a 30% chance of inflicting Stat Boost: MP Boost on said source
Requires: Produces Nectar
Cost: 300,000 Gold, 2 Weeks

Offensive Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons have the Damage values of their abilities increased by 50 points
Requires: Plant Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Plant Communing I, Apprentice Botanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Passively Release Pollen- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose to gain a 30% chance of inflicting Confusion on up to 60 targets at the start of each round
Requires: Release Pollen
Cost: 300,000 Gold, 2 Weeks

Photosynthesis- (Passive Ability, Botanist) Possessor regenerates 1% of possessor's Max HP, to a maximum of 50,000 HP, per round while in a Zone of Light, Possessor regenerates an additional 500 HP per round while not in a Zone of Darkness, Destruction, or Psychic, Possessor gains an additional buff slot that may only be used to hold and carry a Zone of Light, Possessor gains +50 to all stats while in a Zone of Light, This ability only functions while possessor is a Plant
Not for Sale

Photosynthetic- (Passive Ability, Botanist) If possessor is a Plant, possessor regenerates 2,000 HP and 2,000 MP at the start of each round that possessor is in a Zone of Light
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Plant Calling I- (Passive Ability, Botanist) Possessor's Plant summons gain +20 to all stats
Requires: Plant Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Plant Calling II- (Passive Ability, Botanist) Possessor's Plant summons gain +200 HP
Requires: Plant Calling I
Cost: 40,000 Gold, 2 Weeks

Plant Calling III- (Passive Ability, Botanist) Possessor's Plant summons gain +500 MP
Requires: Plant Calling II
Cost: 40,000 Gold, 2 Weeks

Plant Calling IV- (Passive Ability, Botanist) Possessor's Plant summons gain +2,000 HP and +4,000 MP
Requires: Plant Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Plant Calling V- (Passive Ability, Botanist) Possessor's Plant summons may not be unsummoned by sources below Level 5
Requires: Plant Calling IV, Plant Communing II, Summoner, Botanist
Cost: 200,000 Gold, 2 Weeks

Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +20 to all stats
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 to all stats
Requires: Plant Communing I
Cost: 100,000 Gold, 2 Weeks

Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 40% Charm Resistance
Requires: Basic Plant Loyalty Communing, Apprentice Botanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Requires: Analytical, Apprentice Botanist Knowledge
Cost: 160,000 Gold, 3 Weeks

Plant-Structure- (Passive Ability, Botanist) Possessor, if a Large Structure, may choose at the beginning of a thread to gain the subtype Plant, Possessor, if a Plant, may choose at the beginning of a thread to gain the subtype Large Structure, Possessor if a Large Structure and a Plant, gains +500 CON
Requires: Formshift: Large Structure, Formshift: Plant, Subspace Architect, Botanist
Cost: 3,000,000 Gold, 2 Weeks

Plant Traits- (Passive Ability, Botanist) If Possessor is a Plant, Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's AGI is multiplied by .75, and Possessor gains immunity to Impaired. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Pointy Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 15,000 additional Flat Damage
Requires: Thorn-Covered
Cost: 120,000 Gold, 2 Weeks

Poison Holly Berries- (Passive Ability, Botanist) Possessor's offensive actions may gain '20% inflicts Poison' if possessor is a Plant
Requires: Holly Leaves
Cost: 60,000 Gold, 2 Weeks

Prehensile Vines- (Passive Ability, Botanist) If possessor is a Plant, possessor gains +200 Melee Attack
Requires: Plant Traits
Cost: 200,000 Gold, 2 Weeks

Produces Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to heal the source of said buffing for 500 points of Flat Earth element HP Healing
Requires: Plant Traits
Cost: 60,000 Gold, 2 Weeks

Pruning Spell- (Technique Ability, Botanist) Possessor may use 'Pruning Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is used. Said action deals 110% Damage to Plants, to a maximum of 1,000,000 additional damage
Not for Sale

Release Pollen- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to gain a 30% chance of inflicting Confusion on up to 60 targets
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Requires: Plant Researcher
Cost: 750,000 Gold, 2 Weeks

Root Vegetable- (Passive Ability, Botanist) Possessor gains +1% Dodge while in a Zone of Earth if possessor is a Plant
Requires: Plant Traits
Cost: 20,000 Gold, 2 Weeks

Shrub Essence- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose to count as being in the 'Form of Shrub' stance when not in said stance
Requires: Form of Tree, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Small Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Plant Traits
Cost: 1,000,000 Gold, 2 Weeks

Small-Yet-Mighty Plant- (Passive Ability, Botanist) Possessor's 'Small Plant', 'Little Plant', 'Tiny Plant', 'Diminutive Plant', 'Minute Plant', and 'Fine Plant' abilites do not give possessor an Strength or Constitution penalty
Requires: Fine Plant, 5 Base CON, 5 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Speed-Focused Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Plant Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Plant Communing I, Apprentice Botanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 80% Charm Resistance
Requires: Advanced Plant Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

Sweet Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to heal the source of said buffing for 6,000 points of Flat Earth element HP Healing and obtain a 30% chance of inflicting Invigorated on said source
Requires: Produces Nectar
Cost: 100,000 Gold, 2 Weeks

The Tree and the Bird Upon It- (Stance Ability, Botanist) While in this stance, possessor gains the subtypes Aerial and Plant; Possessor may, at the beginning of each round while in this stance choose to skip all other actions that possessor would take during the round, with things that would occur before and after said actions still occurring, and instead gain two actions that occur immeidately after possessor's first normally assigned action in turn-order for the round. The first of these actions must be a solely non-offensive action that includes a Botanist technique; possessor counts as solely an Plant during said action. The second of these actions must be a solely offensive action that includes a Skykeeper technique; possessor counts as solely an Aerial during said action.
Not for Sale

Thistle-Body- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 3,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 80,000 Gold, 2 Weeks

Thorn-Covered- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 3,000 additional Flat Damage
Requires: Thorns
Cost: 100,000 Gold, 2 Weeks

Thorns- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 2,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 50,000 Gold, 2 Weeks

Tiny Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Plant
Cost: 3,000,000 Gold, 2 Weeks

Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Not for Sale

Tree Essence- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose to count as being in the 'Form of Tree' stance when not in said stance
Requires: Form of Tree, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Understands Basic Plant Augmentation Treatments- (Passive ABility, Botanist) Possessor's Plant pets and summons gain +50 to all stats
Requires: Basic Botanist Knowledge
Cost: 70,000 Gold, 2 Weeks

Vine Essence- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose to count as being in the 'Form of Vine' stance when not in said stance
Requires: Form of Vine, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks


~Champion of the Upper Realms (Deva)~

Advanced Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 60% Charm Resistance
Requires: Deva Loyalty Instruction, Champion of the Upper Realms
Cost: 200,000 Gold, 2 Weeks

Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Champion of the Upper Realms Knowledge, 3 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 2 Weeks

Arms of the Heavenly War-Ender- (Passive Ability, Champion of the Upper Realms) If possessor is an Angel or Deva (Possessor gains 6 Weapon Slots, and Possessor's Critical is doubled against Demons, Devils, and Daemons (to a max of increasing by 1,000%))
Not for Sale

Assumption of the Essence of the Deva- (Passive Ability, Champion of the Upper Realms) Possessor may, at the beginning of a thread, choose to become the subtype Deva
Requires: Formshift: Deva, Apprentice Champion of the Upper Realms Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 20% Charm Resistance
Requires: Deva Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Bodily Devic Purity- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor gains Poison Immunity
Requires: Deva Traits
Cost: 300,000 Gold, 2 Weeks

Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Requires: Apprentice Champion of the Upper Realms Knowledge, 10 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 4 Weeks

Defensive Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +50 Defense
Requires: Deva Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +250 Defense
Requires: Defensive Deva Instruction I, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks

Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Requires: Deva Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Requires: Deva Calling I
Cost: 40,000 Gold, 2 Weeks

Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Requires: Deva Calling II
Cost: 40,000 Gold, 2 Weeks

Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Requires: Deva Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Deva Calling V- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons may not be unsummoned by sources below Level 5
Requires: Deva Calling IV, Deva Instruction II, Summoner, Champion of the Upper Realms
Cost: 200,000 Gold, 2 Weeks

Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Requires: Basic Champion of the Upper Realms Knowledge
Cost: 60,000 Gold, 2 Weeks

Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Requires: Deva Instruction I
Cost: 100,000 Gold, 2 Weeks

Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 40% Charm Resistance
Requires: Basic Deva Loyalty Instruction, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks

Deva Traits- (Passive Ability, Champion of the Upper Realms) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Deva
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Devic Reveler- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor ignores the negative effects of the status effect Poison: Drunk
Requires: Bodily Devic Purity
Cost: 100,000 Gold, 2 Weeks

Devic Sanctity of Mind- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor's actions may not be controlled by opponents who are not 20 or more Levels greater than possessor through the Charm status effect
Requires: Bodily Devic Purity, Holy Freedom
Cost: 600,000 Gold, 2 Weeks

Engages in Battle Without Consequence- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor may, at the start of each round, remove all Damage dealt to possessor by willing allies during the previous round
Requires: Holy Freedom
Cost: 500,000 Gold, 2 Weeks

Essence-Being of Chaos And Good- (Passive Ability, Champion of the Upper Realms) Possessor, if a Deva, may choose at the beginning of a thread to gain the subtype Elemental, Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Deva, Possessor if a Deva and an Elemental, gains +100 to all stats
Requires: Formshift: Deva, Formshift: Elemental
Cost: 200,000 Gold, 2 Weeks

Formshift: Deva- (Stance Ability, Champion of the Upper Realms) Possessor's subtype becomes Deva
Requires: Deva Traits
Cost: 100,000 Gold, 4 Weeks

Free Will (Lesser)- (Passive Ability, Champion of the Upper Realms) Possessor may not be afflicted with the status effect Charm from sources below Level 50 or the status effect Dominion from sources below level 40
Not For Sale

Holy Essence- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, individuals below Level 20 may not change the element of possessor's actions without possessor's permission
Requires: Holy Freedom, Bodily Devic Purity
Cost: 200,000 Gold, 2 Weeks

Holy Freedom- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor gains Paralyzed Immunity
Requies: Deva Traits
Cost: 300,000 Gold, 2 Weeks

Holy Grace- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor gains +200 AGI
Requires: Deva Traits
Cost: 200,000 Gold, 2 Weeks

Offensive Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have the Damage values of their abilities increased by 50 points
Requires: Deva Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Deva Instruction I, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Deva Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Deva Instruction I, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 80% Charm Resistance
Requires: Advanced Deva Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Valhalla Principle- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor may, at the start of each round, if dead due to being killed by an ally during the previous round, if said ally is willing, resurrect itself and heal all Damage dealt to it during the previous round by willing allies
Requires: Engages in Battle Without Consequence, Level 40
Cost: 20,000,000 Gold, 2 Weeks


~Conjurer (Elemental)~

Adept Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Elemental summon, Possessor's unmodified stats increase by 200 points if possessor is an Elemental
Requires: Conjurer, 50 other Conjurer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 60% Charm Resistance
Requires: Elemental Loyalty Communing, Conjurer
Cost: 200,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Elemental- (Passive Ability, Conjurer) Possessor's 'Large Elemental', 'Huge Elemental', 'Enormous Elemental', 'Massive Elemental', 'Gargantuan Elemental', and 'Colossal Elemental' abilities do not give possessor an Agility penalty
Requires: Colossal Elemental, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Apprentice Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Conjurer Knowledge, 3 other Conjurer abilities
Cost: 125,000 Gold, 2 Weeks

♢A Season for All Things- (Passive Ability, Conjurer) Possessor may prevent entities of equal or lower Level from summoning Electrical element Fae unless a Zone of Electrical or Chronogeomantic Zone of Spring is present, Possessor may prevent entities of equal or lower Level from summoning Energy element Fae unless a Zone of Energy or Chronogeomantic Zone of Summer is present, Possessor may prevent entities of equal or lower Level from summoning Acid element Fae unless a Zone of Acid or Chronogeomantic Zone of Autumn is present, Possessor may prevent entities of equal or lower Level from summoning Ice element Fae unless a Zone of Ice or Chronogeomantic Zone of Winter is present
Not for Sale

Assumption of the Essence of the Elemental- (Passive Ability, Conjurer) Possessor may, at the beginning of a thread, choose to become the subtype Elemental
Requires: Formshift: Elemental, Apprentice Conjurer Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 20% Charm Resistance
Requires: Elemental Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Burn with a Touch- (Active Ability, Conjurer) Possessor, if an Elemental, may spend an action to inflict Burning, with said action counting as being Fire element and costing 7,000 MP
Not for Sale

Colossal Elemental- (Passive Ability, Conjurer) If possessor is a Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Elemental
Cost: 6,000,000 Gold, 2 Weeks

Conjurer- (Passive Ability, Conjurer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Requires: Apprentice Conjurer Knowledge, 10 other Conjurer abilities
Cost: 125,000 Gold, 4 Weeks

Defensive Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +50 Defense
Requires: Elemental Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +250 Defense
Requires: Defensive Elemental Communing I, Apprentice Conjurer Knowledge
Cost: 100,000 Gold, 2 Weeks

Diminutive Elemental- (Passive Ability, Conjurer) If possessor is an Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Requires: Tiny Elemental
Cost: 4,000,000 Gold, 2 Weeks

Drink Fire- (Active Ability, Conjurer) Possessor, if an Elemental, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 5,800 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Force items, that only affects its caster, that only works while in a Zone of Fire, that Heals HP and Heals MP, is solely Fire element, and costs 0 MP
Not for Sale

Elemental Acid Body- (Passive Ability, Conjurer) If possessor is a Acid element Elemental, possessor deals 500 additional Acid element Damage, gains +200 Defense against Acid, and gains 20% Acid Resistance
Requires: Elemental Traits, Basic Acid Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Acid Shield- (Passive Ability, Conjurer) If possessor is a Acid element Elemental, possessor gains +5,000 Defense against Acid
Requires: Elemental Acid Body, Basic Defenses against Acid
Cost: 200,000 Gold, 2 Weeks

Elemental Air Body- (Passive Ability, Conjurer) If possessor is a Air element Elemental, possessor deals 500 additional Air element Damage, gains +200 Defense against Air, and gains 20% Air Resistance
Requires: Elemental Traits, Basic Air Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Air Shield- (Passive Ability, Conjurer) If possessor is a Air element Elemental, possessor gains +5,000 Defense against Air
Requires: Elemental Air Body, Basic Defenses against Air
Cost: 200,000 Gold, 2 Weeks

Elemental Assault- (Technique Ability, Conjurer) Possessor may use 'Elemental Assault' in conjunction with an 'Elemental Attack' action if possessor is an Elemental. Said action gains +200 Magical Attack.
Requires: Elemental Traits, Basic Fire Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Budding- (Passive Ability, Conjurer) If possessor an Elemental, possessor may, at the start of each round, summon any one Elemental that shares an element with possessor that is below Level 20 and can normally be fought for drops on the Enemy List, Max 20 summoned
Requires: Elemental Traits
Cost: 400,000 Gold, 3 Weeks

Elemental Calling I- (Passive Ability, Conjurer) Possessor's Elemental summons gain +20 to all stats
Requires: Elemental Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Elemental Calling II- (Passive Ability, Conjurer) Possessor's Elemental summons gain +200 HP
Requires: Elemental Calling I
Cost: 40,000 Gold, 2 Weeks

Elemental Calling III- (Passive Ability, Conjurer) Possessor's Elemental summons gain +500 MP
Requires: Elemental Calling II
Cost: 40,000 Gold, 2 Weeks

Elemental Calling IV- (Passive Ability, Conjurer) Possessor's Elemental summons gain +2,000 HP and +4,000 MP
Requires: Elemental Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Elemental Calling V- (Passive Ability, Conjurer) Possessor's Elemental summons may not be unsummoned by sources below Level 5
Requires: Elemental Calling IV, Elemental Communing II, Summoner, Conjurer
Cost: 200,000 Gold, 2 Weeks

Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +20 to all stats
Requires: Basic Conjurer Knowledge
Cost: 60,000 Gold, 2 Weeks

Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 to all stats
Requires: Elemental Communing I
Cost: 100,000 Gold, 2 Weeks

Elemental Darkness Body- (Passive Ability, Conjurer) If possessor is a Darkness element Elemental, possessor deals 500 additional Darkness element Damage, gains +200 Defense against Darkness, and gains 20% Darkness Resistance
Requires: Elemental Traits, Basic Darkness Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Darkness Shield- (Passive Ability, Conjurer) If possessor is a Darkness element Elemental, possessor gains +5,000 Defense against Darkness
Requires: Elemental Darkness Body, Basic Defenses against Darkness
Cost: 200,000 Gold, 2 Weeks

Elemental Earth Body- (Passive Ability, Conjurer) If possessor is a Earth element Elemental, possessor deals 500 additional Earth element Damage, gains +200 Defense against Earth, and gains 20% Earth Resistance
Requires: Elemental Traits, Basic Earth Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Earth Shield- (Passive Ability, Conjurer) If possessor is a Earth element Elemental, possessor gains +5,000 Defense against Earth
Requires: Elemental Earth Body, Basic Defenses against Earth
Cost: 200,000 Gold, 2 Weeks

Elemental Electrical Body- (Passive Ability, Conjurer) If possessor is a Electrical element Elemental, possessor deals 500 additional Electrical element Damage, gains +200 Defense against Electrical, and gains 20% Electrical Resistance
Requires: Elemental Traits, Basic Electrical Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Electrical Shield- (Passive Ability, Conjurer) If possessor is a Electrical element Elemental, possessor gains +5,000 Defense against Electrical
Requires: Elemental Electrical Body, Basic Defenses against Electrical
Cost: 200,000 Gold, 2 Weeks

Elemental Energy Body- (Passive Ability, Conjurer) If possessor is a Energy element Elemental, possessor deals 500 additional Energy element Damage, gains +200 Defense against Energy, and gains 20% Energy Resistance
Requires: Elemental Traits, Basic Energy Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Energy Shield- (Passive Ability, Conjurer) If possessor is a Energy element Elemental, possessor gains +5,000 Defense against Energy
Requires: Elemental Energy Body, Basic Defenses against Energy
Cost: 200,000 Gold, 2 Weeks

Elemental Fire Body- (Passive Ability, Conjurer) If possessor is a Fire element Elemental, possessor deals 500 additional Fire element Damage, gains +200 Defense against Fire, and gains 20% Fire Resistance
Requires: Elemental Traits, Basic Fire Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Firecracker Stance- (Stance Ability, Conjurer) Possessor deals (Possessor's Level x 2,000, to a max of Level 50) flat damage of possessor's element to up to 5 targets at the start of every round that is not the first round of battle
Not for sale

Elemental Fire Shield- (Passive Ability, Conjurer) If possessor is a Fire element Elemental, possessor gains +5,000 Defense against Fire
Requires: Elemental Fire Body, Basic Defenses against Fire
Cost: 200,000 Gold, 2 Weeks

Elemental Ice Body- (Passive Ability, Conjurer) If possessor is a Ice element Elemental, possessor deals 500 additional Ice element Damage, gains +200 Defense against Ice, and gains 20% Ice Resistance
Requires: Elemental Traits, Basic Ice Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Ice Shield- (Passive Ability, Conjurer) If possessor is a Ice element Elemental, possessor gains +5,000 Defense against Ice
Requires: Elemental Ice Body, Basic Defenses against Ice
Cost: 200,000 Gold, 2 Weeks

Elemental Light Body- (Passive Ability, Conjurer) If possessor is a Light element Elemental, possessor deals 500 additional Light element Damage, gains +200 Defense against Light, and gains 20% Light Resistance
Requires: Elemental Traits, Basic Light Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Light Shield- (Passive Ability, Conjurer) If possessor is a Light element Elemental, possessor gains +5,000 Defense against Light
Requires: Elemental Light Body, Basic Defenses against Light
Cost: 200,000 Gold, 2 Weeks

Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 40% Charm Resistance
Requires: Basic Elemental Loyalty Communing, Apprentice Conjurer Knowledge
Cost: 100,000 Gold, 2 Weeks

Elemental Magic Body- (Passive Ability, Conjurer) If possessor is a Magic element Elemental, possessor deals 500 additional Magic element Damage, gains +200 Defense against Magic, and gains 20% Magic Resistance
Requires: Elemental Traits, Basic Magic Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Magic Shield- (Passive Ability, Conjurer) If possessor is a Magic element Elemental, possessor gains +5,000 Defense against Magic
Requires: Elemental Magic Body, Basic Defenses against Magic
Cost: 200,000 Gold, 2 Weeks

Elemental Physical Body- (Passive Ability, Conjurer) If possessor is a Physical element Elemental, possessor deals 500 additional Physical element Damage, gains +200 Defense against Physical, and gains 20% Physical Resistance
Requires: Elemental Traits, Basic Physical Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Physical Shield- (Passive Ability, Conjurer) If possessor is a Physical element Elemental, possessor gains +5,000 Defense against Physical
Requires: Elemental Physical Body, Basic Defenses against Physical
Cost: 200,000 Gold, 2 Weeks

Elemental Psychic Body- (Passive Ability, Conjurer) If possessor is a Psychic element Elemental, possessor deals 500 additional Psychic element Damage, gains +200 Defense against Psychic, and gains 20% Psychic Resistance
Requires: Elemental Traits, Basic Psychic Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Psychic Shield- (Passive Ability, Conjurer) If possessor is a Psychic element Elemental, possessor gains +5,000 Defense against Psychic
Requires: Elemental Psychic Body, Basic Defenses against Psychic
Cost: 200,000 Gold, 2 Weeks

Elemental Technology Body- (Passive Ability, Conjurer) If possessor is a Technology element Elemental, possessor deals 500 additional Technology element Damage, gains +200 Defense against Technology, and gains 20% Technology Resistance
Requires: Elemental Traits, Basic Technology Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Technology Shield- (Passive Ability, Conjurer) If possessor is a Technology element Elemental, possessor gains +5,000 Defense against Technology
Requires: Elemental Technology Body, Basic Defenses against Technology
Cost: 200,000 Gold, 2 Weeks

Elemental Traits- (Passive Ability, Conjurer) Possessor gains Pain Immunity, Impaired Immunity and Diseased Immunity so long as possessor is an Elemental. Possessor gains 50% Resistance to possessor's element(s) against sources that are below Level 100 and are no more than 10 Levels or more above possessor so long as possessor is an Elemental.
Requires: No Prerequisites
Cost: 2,000,000 Gold, 40 Weeks

Elemental Water Body- (Passive Ability, Conjurer) If possessor is a Water element Elemental, possessor deals 500 additional Water element Damage, gains +200 Defense against Water, and gains 20% Water Resistance
Requires: Elemental Traits, Basic Water Synchronization
Cost: 200,000 Gold, 2 Weeks

Elemental Water Shield- (Passive Ability, Conjurer) If possessor is a Water element Elemental, possessor gains +5,000 Defense against Water
Requires: Elemental Water Body, Basic Defenses against Water
Cost: 200,000 Gold, 2 Weeks

Elemental Zone Merger- (Stance Ability, Conjurer) If possessor is an Elemental, possessor gains 80% Dodge against individuals who are not 20 or more Levels greater than possessor while a Zone that shares an element with possessor is present
Requires: Elemental Traits, Landsense, Level 20
Cost: 15,000,000 Gold, 5 Weeks

Element Beast- (Passive Ability, Conjurer) Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Animal, Possessor, if an Animal, may choose at the beginning of a thread to gain the subtype Elemental, Possessor if an Elemental and an Animal, gains +100 CON
Requires: Elemental Traits, Conjurer, Animal Traits, Beastmaster
Cost: 500,000 Gold, 2 Weeks

Enormous Elemental- (Passive Ability, Conjurer) If possessor is a Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Elemental
Cost: 3,000,000 Gold, 2 Weeks

Fine Elemental- (Passive Ability, Conjurer) If possessor is an Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Requires: Minute Elemental
Cost: 6,000,000 Gold, 2 Weeks

Fire Shield- (Active Ability, Conjurer) Possessor, if an Elemental, may spend an action to apply a buff that provides 30% Fire Resistance, that stacks two times (note that unless somehow changed, it won't do anything different when it's stacking than when it's not stacking, effect-wise), that lasts 10 rounds, that is solely Fire element, and that costs 10,000 MP
Not for Sale

Fire Toss- (Active Ability, Conjurer) Possessor, if an Elemental, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 6,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Force items, has a Range of 3, is solely Fire element, and costs 0 MP
Not for Sale

Firmament's Fundamental Foundation Point- (Passive Ability, Conjurer) Possessor's opponents of equal or lower Level have their non-buff-including stats reduced by 5% as a constantly-applied effect while possessor is afflicted with a debuff or negative status effect
Not for Sale

Form of Mud Man- (Stance Ability, Conjurer) If possessor is an Elemental, possessor gains +200 CON and +1% Dodge
Requires: Elemental Traits
Cost: 100,000 Gold, 2 Weeks

Form of Raw Energy- (Stance Ability, Conjurer) Possessor gains the subtype Elemental, gains +2 Base SPI, obtains only 5 HP per point in possessor's HP-determining-stat, gains 40% Resistance to all non-Universe elements that possessor is, gains +80% Dodge, deals 15% more Flat Damage if the Damage is solely possessor's exact combination of elements (to a max of 400,000,000 additional Damage), and takes 50% less Damage from moderate negative status effects
Not for Sale

Formshift: Elemental- (Stance Ability, Conjurer) Possessor's subtype becomes Elemental
Requires: Elemental Traits
Cost: 100,000 Gold, 4 Weeks

Gargantuan Elemental- (Passive Ability, Conjurer) If possessor is a Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Elemental
Cost: 5,000,000 Gold, 2 Weeks

Huge Elemental- (Passive Ability, Conjurer) If possessor is a Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Elemental
Cost: 2,000,000 Gold, 2 Weeks

Improved Elemental Budding- (Passive Ability, Conjurer) If possessor an Elemental, possessor may, at the start of the round, summon any one Elemental that shares an element with possessor that is below Level 40 and can normally be fought for drops on the Enemy List, Max 20 summoned
Requires: Elemental Budding, Conjurer, Summoner Level 20
Cost: 5,000,000 Gold, 3 Weeks

Large Elemental- (Passive Ability, Conjurer) If possessor is a Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Elemental Traits
Cost: 1,000,000 Gold, 2 Weeks

Lifeforce Elemental- (Active Ability, Conjurer) Possessor may spend an action to change possessor's subtype to Elemental, to change possessor's element to Life, to gain a 30% Life Resistance, to gain a 100% Destruction Weakness, to gain the ability to choose to make any action conducted by itself solely Life element at the cost of 1% of its user's Max MP, to gain +5,000 HP per Level possessed, to a max of 1,000,000 HP, to cause any Magical Attack action initiated by possessor to be able to inflict Healing instead of Damage at the cost of 10% of its user's Max MP, and to gain +200 SPI, with all these results counting as a single non-stacking buff effect on possessor
Not for Sale

Little Elemental- (Passive Ability, Conjurer) If possessor is an Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Elemental
Cost: 2,000,000 Gold, 2 Weeks

Massive Elemental- (Passive Ability, Conjurer) If possessor is a Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Elemental
Cost: 4,000,000 Gold, 2 Weeks

Minute Elemental- (Passive Ability, Conjurer) If possessor is an Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Requires: Diminutive Elemental
Cost: 5,000,000 Gold, 2 Weeks

Offensive Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 50 points
Requires: Elemental Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Elemental Communing I, Apprentice Conjurer Knowledge
Cost: 100,000 Gold, 2 Weeks

Origin of Elements- (Passive Ability, Conjurer) Possessor may, before any action or at the start of any round, declare that any element possessor possesses a class-name ability in is either base or non-base
Not for Sale

Passthrough Aqua-Body- (Passive Ability, Conjurer) If possessor is a Water element Elemental, possessor gains 60% Dodge and has a 50% chance of being able to ignore the offensive actions of individuals below Level 40
Not for Sale

Shift Summoning Element: Air- (Passive Ability, Conjurer) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Air
Requires: Apprentice Elemental Magic Attunement, Basic Conjurer Knowledge
Cost: 150,000 Gold, 2 Weeks

Shift Summoning Element: Earth- (Passive Ability, Conjurer) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Earth
Requires: Apprentice Elemental Magic Attunement, Basic Conjurer Knowledge
Cost: 150,000 Gold, 2 Weeks

Shift Summoning Element: Fire- (Passive Ability, Conjurer) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Fire
Requires: Apprentice Elemental Magic Attunement, Basic Conjurer Knowledge
Cost: 150,000 Gold, 2 Weeks

Shift Summoning Element: Water- (Passive Ability, Conjurer) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Water
Requires: Apprentice Elemental Magic Attunement, Basic Conjurer Knowledge
Cost: 150,000 Gold, 2 Weeks

Small Elemental- (Passive Ability, Conjurer) If possessor is an Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Elemental Traits
Cost: 1,000,000 Gold, 2 Weeks

Small-Yet-Mighty Elemental- (Passive Ability, Conjurer) Possessor's 'Small Elemental', 'Little Elemental', 'Tiny Elemental', 'Diminutive Elemental', 'Minute Elemental', and 'Fine Elemental' abilites do not give possessor an Strength or Constitution penalty
Requires: Fine Elemental, 5 Base CON, 5 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Speed-Focused Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Elemental Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Elemental Communing I, Apprentice Conjurer Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 80% Charm Resistance
Requires: Advanced Elemental Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

Tiny Elemental- (Passive Ability, Conjurer) If possessor is an Elemental, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Elemental to being Elemental to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Elemental
Cost: 3,000,000 Gold, 2 Weeks

Unified Knowledge of Elementals and Elemental Magic- (Passive Ability, Conjurer) Possessor may count Elementalist abilities possessor possesses as Conjurer abilities (including for prerequisite purposes), Possessor may count Conjurer abilities possessor possesses as Elementalist abilities (including for prerequisite purposes)
Requires: Elementalist, Conjurer, Blazing Sultan, Mountain King, Ocean Prince, Wind Duke
Cost: 5,000,000 Gold, 2 Weeks

Wings of Midnight- (Passive Ability, Conjurer) Possessor gains +40,000 AGI, gains +40,000 SPI, and may choose to count as being in an additional Zone of Darkness and/or Chronogomatic Zone of Night
Not for Sale

Yellow Flameman Resistances- (Passive Ability, Conjurer) If possessor is an Elemental, possessor obtains 50% Fire Resistance, Pain Immunity, Deafened Immunity, Diseased Immunity, and Fire Immunity against sources below level 27
Not for Sale

Yellow Flameman's Fire Body- (Passive Ability, Conjurer) If possessor is an Elemental, individuals who conduct an offensive action against possessor have a 10% chance of being afflicted with Burning, and possessor has +1,050 Defense against Fire
Not for Sale

Yellow Presence-Burning Fire- (Active Ability, Conjurer) Possessor, if an Elemental, may spend an action to deal 250 Falt Fire element Strength Damage and 250 Flat Firelement Spirit Damage, with said action counting as being Fire element and costing 11,000 MP
Not for Sale


~Counselor of Faerie (Fae)~

Advanced Fae Loyalty Instruction- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain 60% Charm Resistance
Requires: Fae Loyalty Instruction, Counselor of Faerie
Cost: 200,000 Gold, 2 Weeks

Apprentice Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Counselor of Faerie Knowledge, 3 other Counselor of Faerie abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Fae- (Passive Ability, Counselor of Faerie) Possessor may, at the beginning of a thread, choose to become the subtype Fae
Requires: Formshift: Fae, Apprentice Counselor of Faerie Knowledge
Cost: 70,000 Gold, 2 Weeks

♢Attended by the Hosts of Erileyem- (Passive Ability, Counselor of Faerie) Once per round, before one of possessor's actions, possessor may choose to replicate the effect of any ability performable by a Fae on the Enemy List that is equal to or below possessor's Level and that is normally fightable for drops, doing so as though an instance of said entity is performing said ability
Not for Sale

Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Fae Loyalty Instruction- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain 20% Charm Resistance
Requires: Fae Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

♢Breath of the Living Hereafter- (Passive Ability, Counselor of Faerie) Possessor may treat Fae as Devas for purposes of Champion of the Upper Realms abilities; whenever possessor would be able to choose to summon nonspecific entities with the Deva subtype, possessor may instead choose to summon entities of the Fae subtype with the same requirements; Entities below possessor's Level may not prevent possessor from resurrecting Fae
Not for Sale

Counselor of Faerie- (Passive Ability, Counselor of Faerie) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Fae pet only, This ability provides +50 HP and +10 to all stats of possessor's Fae pets and summons per Level of possessor
Requires: Apprentice Counselor of Faerie Knowledge, 10 other Counselor of Faerie abilities
Cost: 125,000 Gold, 4 Weeks

Defensive Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +50 Defense
Requires: Fae Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +250 Defense
Requires: Defensive Fae Instruction I, Apprentice Counselor of Faerie Knowledge
Cost: 100,000 Gold, 2 Weeks

Diminutive Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Requires: Tiny Fae
Cost: 4,000,000 Gold, 2 Weeks

Drown- (Active Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, may spend an action to inflict Drowning, said action is solely Water) element, and costs 5,000 MP
Not for Sale

Eat Cucumber- (Active Ability, Counselor of Faerie) Possessor, if a Fae, Aquatic, or Spirit, may spend an action to conduct an attack that has a Prime Attribute of Mind, has a base Damage value of 25,000 that it incorporates as though possessor were an Enemy, that may incorporate (The Gold value of any one equipped Food item / 1,000) as a Melee Attack bonus that it incorporates, that Heals HP, that may only target its caster, is solely Water & Earth element, and costs 2,000 MP
Not for Sale

Elf Essence- (Passive Ability, Counselor of Faerie) If possessor is a Fae, possessor may choose to count as being in the 'Form of Elf' stance when not in said stance
Requires: Form of Elf, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Elven Age Resistance- (Passive Ability, Counselor of Faerie) Possessor gains Fatigued: Elderly Immunity if possessor is in 'Form of Elf' stance
Requires: Form of Elf
Cost: 300,000 Gold, 2 Weeks

Essence Algorithm: Kappa- (Passive Ability, Counselor of Faerie) At the beginning of a thread, possessor may choose to become the subtype Fae and gain the base stats: STR 12, CON 5, AGI 6, MIN 25, SPI 12, and to be able to choose, if a monster on the enemy list exists named 'Kappa', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Fae Calling I- (Passive Ability, Counselor of Faerie) Possessor's Fae summons gain +20 to all stats
Requires: Fae Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Fae Calling II- (Passive Ability, Counselor of Faerie) Possessor's Fae summons gain +200 HP
Requires: Fae Calling I
Cost: 40,000 Gold, 2 Weeks

Fae Calling III- (Passive Ability, Counselor of Faerie) Possessor's Fae summons gain +500 MP
Requires: Fae Calling II
Cost: 40,000 Gold, 2 Weeks

Fae Calling IV- (Passive Ability, Counselor of Faerie) Possessor's Fae summons gain +2,000 HP and +4,000 MP
Requires: Fae Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Fae Calling V- (Passive Ability, Counselor of Faerie) Possessor's Fae summons may not be unsummoned by sources below Level 5
Requires: Fae Calling IV, Fae Instruction II, Summoner, Counselor of Faerie
Cost: 200,000 Gold, 2 Weeks

Fae Dwarf- (Passive Ability, Counselor of Faerie) If possessor is Fae, whenever possessor is in 'Form of Dwarf' stance, possessor may treat all instances of requiring possessor to be Humanoid with requiring possessor to be Fae for purposes of abilities that possessor possesses that require possessor to be in 'Form of Dwarf' Stance
Requires: Form of Dwarf
Cost: 200,000 Gold, 2 Weeks

Fae Goblin- (Passive Ability, Counselor of Faerie) If possessor is Fae, whenever possessor is in 'Form of Goblin' stance, possessor may treat all instances of requiring possessor to be Humanoid with requiring possessor to be Fae for purposes of abilities that possessor possesses that require possessor to be in 'Form of Goblin' Stance
Requires: Form of Goblin
Cost: 200,000 Gold, 2 Weeks

Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +20 to all stats
Requires: Basic Counselor of Faerie Knowledge
Cost: 60,000 Gold, 2 Weeks

Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 to all stats
Requires: Fae Instruction I
Cost: 100,000 Gold, 2 Weeks

Fae Kobold- (Passive Ability, Counselor of Faerie) If possessor is Fae, whenever possessor is in 'Form of Kobold' stance, possessor may treat all instances of requiring possessor to be Humanoid with requiring possessor to be Fae for purposes of abilities that possessor possesses that require possessor to be in 'Form of Kobold' Stance
Requires: Form of Kobold
Cost: 200,000 Gold, 2 Weeks

Fae Loyalty Instruction- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain 40% Charm Resistance
Requires: Basic Fae Loyalty Instruction, Apprentice Counselor of Faerie Knowledge
Cost: 100,000 Gold, 2 Weeks

Fae Troll- (Passive Ability, Counselor of Faerie) If possessor is Fae, whenever possessor is in 'Form of Troll' stance, possessor may treat all instances of requiring possessor to be Humanoid with requiring possessor to be Fae for purposes of abilities that possessor possesses that require possessor to be in 'Form of Troll' Stance
Requires: Form of Troll
Cost: 200,000 Gold, 2 Weeks

Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Fine Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Requires: Minute Fae
Cost: 6,000,000 Gold, 2 Weeks

Form of Clockwork Elf- (Stance Ability, Counselor of Faerie) Possessor becomes the subtypes Fae & Clockwork
Not For Sale

Form of Elf- (Stance Ability, Counselor of Faerie) If possessor is a Fae, possessor gains +100 AGI and +100 Ranged Attack
Requires: Fae Traits
Cost: 100,000 Gold, 2 Weeks

Form of Gnome- (Stance Ability, Counselor of Faerie) If possessor is a Fae, possessor gains +100 MIN and +100 SPI
Requires: Fae Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Fae- (Stance Ability, Counselor of Faerie) Possessor's subtype becomes Fae
Requires: Fae Traits
Cost: 100,000 Gold, 4 Weeks

♢Glamour Dance- (Passive Ability, Counselor of Faerie) Whenever an opponent would give one of its allies an additional action, possessor gains a ((The number of Fae pets and summons that possessor possesses that are not 5 or more Levels below that opponent's Level and that do not possess a MIN value that is below 75% of that opponent's MIN), to a max of possessor's Level)% chance of preventing that action's assignment
Not for Sale

Gnome Essence- (Passive Ability, Counselor of Faerie) If possessor is a Fae, possessor may choose to count as being in the 'Form of Gnome' stance when not in said stance
Requires: Form of Gnome, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Gremlin on an Airplane Stance- (Stance Ability, Counselor of Faerie) Possessor gains +5% Dodge, gains the subtype Fae, gains the subtpe Aerial, and gains the subtype Vessel. Damage dealt by possessor to Machines, Robots, Clockworks, Vehicles, Vessels, Aerials, and Mechs cannot be healed by individuals who are not greater Level than possessor or above Level 90 while possessor remains in this stance (with said effect vanishing from said Damage as soon as possessor leaves this stance). Negative status effects and debuffs placed by possessor on Machines, Robots, Clockworks, Vehicles, Vessels, Aerials, and Mechs cannot be healed by individuals who are not greater Level than possessor or above Level 90 while possessor remains in this stance (with said effect vanishing as soon as possessor leaves this stance)
Not for Sale

Irrigate- (Active Ability, Counselor of Faerie) Possessor, if a Fae, Aquatic, or Spirit, may spend an action to create a Zone of Water or add Water to the elements a Zone possesses, provided said zone was created by a source below Level 20, with said action being solely Water element and costing 6,000 MP
Not for Sale

Kappa Resistances- (Passive Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, obtains 50% Water Resistance and 25% Acid Resistance
Not for Sale

Kappa's Aquatic Camouflage- (Passive Ability, Counselor of Faerie) Possessor, if a Fae, may choose to replace possessor's subtype with Aquatic at the start of a thread, and possessor, if a Fae or an Aquatic, gains +30% Dodge while in a Zone of Water
Not for Sale

Kappa's Head Full of Water- (Passive Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, obtains +1,500 to all stats, If possessor is afflicted with Fatigued: Stun or Fatigued: Dehydration, possessor is also immediately afflicted with a debuff that prevents possessor from acting if below Level 60 that is immediately cured if possessor enters a Zone of Water
Not for Sale

Kappa's Semi-Spiritual State- (Passive Ability, Counselor of Faerie) Possessor, if a Fae, may choose to replace possessor's subtype with Spirit at the start of a thread
Not for Sale

Kappa's Shell- (Passive Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, obtains +5,000 Defense, 15% Physical Resistance, and +35% Resilience
Not for Sale

Lawn Gnome- (Passive Ability, Counselor of Faerie) Possessor's Plant allies gain +20 to all stats if possessor is a Fae as a bonus that stacks 5 times, Possessor's Plant allies gain +20 to all stats if possessor is a Golem as a bonus that stacks 5 times
Requires: Form of Gnome
Cost: 40,000 Gold, 2 Weeks

Little Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Fae
Cost: 2,000,000 Gold, 2 Weeks

Minute Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Requires: Diminutive Fae
Cost: 5,000,000 Gold, 2 Weeks

Offensive Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have the Damage values of their abilities increased by 50 points
Requires: Fae Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Fae Instruction I, Apprentice Counselor of Faerie Knowledge
Cost: 100,000 Gold, 2 Weeks

Prince of Faerie- (Passive Ability, Counselor of Faerie) +80,000 SPI, +40,000 AGI, +40,000 Magical Attack, +20% Dodge, 20% Fae Resistance, Possessor gains a 200% chance of optionally inflicting Charm on Fae, Possessor gains a 45% chance of optionally inflicting Dominion on Fae, Possessor may control the actions of lower Level Fae that are below Level 60 and non-unique
Not for Sale

Ravage- (Active Ability, Counselor of Faerie) Possessor, if a Fae, Aquatic, or Spirit, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 6,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, has a 30% chance of inflicting Wounded: Maimed, is solely Physical element, and costs 6,500 MP
Not for Sale

Secret Medicine- (Active Ability, Counselor of Faerie) Possessor, if a Fae or Spirit, may spend an action to conduct an attack that has a Prime Attribute of Mind, has a base Damage value of 35,000 that it incorporates as though possessor were an Enemy, that may incorporate (The Gold value of any one equipped Medicine item / 1,000) as a Magical Attack bonus that it incorporates, that Heals HP, that cures any two chosen minor negative status effects, is solely Magic & Technology element, and costs 10,000 MP
Not for Sale

Small Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Fae Traits
Cost: 1,000,000 Gold, 2 Weeks

Small-Yet-Mighty Fae- (Passive Ability, Counselor of Faerie) Possessor's 'Small Fae', 'Little Fae', 'Tiny Fae', 'Diminutive Fae', 'Minute Fae', and 'Fine Fae' abilites do not give possessor an Strength or Constitution penalty
Requires: Fine Fae, 5 Base CON, 5 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Speed-Focused Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Fae Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Fae Instruction I, Apprentice Counselor of Faerie Knowledge
Cost: 100,000 Gold, 2 Weeks

Sumo Slam- (Active Ability, Counselor of Faerie) Possessor, if a Fae, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 5,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Shield items, has a 50% chance of inflicting Fatigued: Stun, is solely Physical element, and costs 3,000 MP
Not for Sale

Superior Fae Loyalty Instruction- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain 80% Charm Resistance
Requires: Advanced Fae Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Tiny Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Fae
Cost: 3,000,000 Gold, 2 Weeks

Tiny Gnome- (Passive Ability, Counselor of Faerie) Possessor gains +2% Dodge while in 'Form of Gnome' Stance
Prerequisites: Tiny Humanoid, Form of Gnome
Cost: 50,000 Gold, 2 Weeks

Webbed Claw- (Active Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 6,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, is solely (Physical or Physical & Water) element, and costs 0 MP
Not for Sale


~Deathless One (Undead)~

Adept Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Undead summon, Possessor's unmodified stats increase by 200 points if possessor is an Undead
Requires: Deathless One, 50 other Deathless One Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 60% Charm Resistance
Requires: Undead Loyalty Instruction, Deathless One
Cost: 200,000 Gold, 2 Weeks

Animate Detached Body Parts- (Passive Ability, Deathless One) If possessor is an Undead, individuals below Level 40 may not remove possessor's equipment slots without possessor's permission
Requires: Undead Traits, Mind Lord, Ebon Chancellor
Cost: 2,000,000 Gold, 2 Weeks

Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Deathless One Knowledge, 3 other Deathless One abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Undead- (Passive Ability, Deathless One) Possessor may, at the beginning of a thread, choose to become the subtype Undead
Requires: Formshift: Undead, Apprentice Deathless One Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
Requires: Undead Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Can Operate While Beheaded For Limited Periods of Time If Wearing a Scarf- (Passive Ability, Deathless One) Possessor gains a 50% chance of obtaining a Death Attack if no opponent is 20 or more Levels greater than possessor and possessor has a Scarf equipped
Not for Sale

Chilling Aura of the Grave- (Stance Ability, Deathless One) Undead pets and summons, as well as possessor, if possessor is Undead, gain a 5% chance to Paralyze those hit by their attacks if said targets are lower or equal level, +20 CON when active
Requires: Basic Deathless One Knowledge
Cost: 75,000 Gold, 3 Weeks

Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Requirements: Undead Traits
Cost: 50,000 Gold, 1 Week

Controlled Vampire Form- (Stance Ability, Deathless One) +5 Base STR, +5 Base CON, +5 Base AGI, +5 Base MIN, Pain Immunity, Poison Immunity, Diseased Immunity, Possessor counts as Undead, Possessor's HP-damaging attacks inflict Drain, 400% Light Weakness that cannot be removed or lessened by sources under level 40, 5% possessor fails to execute harmful actions against individuals no less than 5 levels below possessor with a Holy Symbol equipped or 5 Priest abilities unless possessor possesses at least 5 Priest abilities, Possessor may not affect enemy-created Zones or Terrain, The critical multipliers of individuals who get criticals against possessor increases by 1 (example: a critical that does x2 damage instead does x3 damage)
Not for Sale

Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Requirements: Undead Traits
Cost: 300,000 Gold, 2 Weeks

Daywalker- (Passive Ability, Deathless One) Possessor's 'Controlled Vampire Form' ability provides no Light Weakness
Not for Sale

Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Requires: Apprentice Deathless One Knowledge, 10 other Deathless One abilities
Cost: 125,000 Gold, 4 Weeks

Death-Worm Breath Attack- (Passive Ability, Deathless One) If possessor is an Undead and possesses the ability 'Titanic Corpse-Legion Body', possessor may choose for possessor's 'Ranged Attack' and 'Ranged Overdrive' actions to gain '+15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70', to gain the elements Acid and Darkness, and to count as coming from a source that additionally possesses the subtypes Insect and Cthonian
Not for Sale

Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Requires: Undead Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Requires: Defensive Undead Instruction I, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks

Devour Essence- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit + Spirit, has a base Damage value of 25,000 and an MP Damage value of 25,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonus of up to 5 equipped Force weapons, that deals 2,000 SPI Damage, that deals HP Drain, that deals MP Drain, is solely Darkness or Magic element, and costs 125,000 MP
Not for Sale

Disappear During Daylight- (Passive Ability, Deathless One) If possessor is an Undead and is Level 20 or greater, possessor, while in a Zone of Light or Chronogeomantic Zone of Day, may not be targeted by individuals below Level 20, gains 80% Dodge against individuals below Level 40, and may not target other individuals
Requires: Creature of the Night, Ethereal Mage, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Doom Grin- (Passive Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, gains a 5% chance of inflicting Instant Death: Doomed on up to 5 opponents at the start of each round
Not for Sale

Doom Juggernaut Frame- (Passive Ability, Deathless One) Possessor, if an Undead and Level 60 or greater, obtains +5,070,000 HP, +30,000 STR, +30,000 CON, and 80% Resilience
Not for Sale

Drain Life Force- (Passive Ability, Deathless One) If possessor is Undead, possessor's 'Melee Attack' actions gain 'Deals HP Drain' against targets below Level 60 whose CON is lower than possessor's SPI and whose SPI is lower than possessor's CON
Requirements: Undead Traits
Cost: 600,000 Gold, 2 Weeks

Dreaded- (Passive Ability, Deathless One) Possessor gains +5 Fame, Possessor's Confusion: Fear infliction chances are increased by 30%, Possessor's attacks deal 50,000 additional Damage
Not for Sale

Doom Wave- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit + Spirit, has a base Damage value of 10,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonus of up to 5 equipped Necromancy spells, that Creates a Zone of Darkness that provides +6,000 to the stats of all Undead within it as an attached effect that does not stack on the same Zone or across Zones, that may be used and generate no attack but still create the Zone of Darkness and attach the effect to it, that deals 1 hit against 15, is solely Darkness element, and costs 160,000 MP
Not for Sale

Elder Geist- (Passive Ability, Deathless One) Possessor may treat Undead as a Tier 3 Subtype. If possessor is an Undead, possessor's base stats are increased by 5. If possessor is an Undead, possessor is Immune to Level Damage and Level Drain. If possessor is an Undead, quantities of Drain possessor deals are tripled. If possessor is an Undead, possessor's Major Negative Status Effect infliction chances are increased by 15%.
Not for Sale

♢Endless Is The Endmaker- (Passive Ability, Deathless One) At the end of each round, if possessor is dead, possessor may take a single action, If all opponents are 10 or more Levels below possessor, possessor's death cannot cause possessor's side of battle to lose, and possessor's opponents (provided they are all 10 or more Levels below possessor) cannot win while possessor is Dead
Not for Sale

Essence Algorithm: Canal Phantom- (Passive Ability, Deathless One) At the beginning of a thread, possessor may choose to become the subtype Undead, to gain the base stats: STR 2, CON 23, AGI 10, MIN 10, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Canal Phantom', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: Magical Lich Loli- (Passive Ability, Deathless One) At the beginning of a thread, possessor may choose to become the subtype Undead and gain the base stats: STR 12, CON 12, AGI 12, MIN 12, SPI 25, and to be able to choose, if a monster on the enemy list exists named 'Magical Lich Loli', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Eternally Preserved Form- (Passive Ability, Deathless One) If possessor is an Undead, buffs and positive status effects do not vanish from possessor upon death
Not for Sale

Eternal Undying Authority- (Passive Ability, Deathless One) Once per thread, when possessor summons Undead, possessor may choose to not be able to be prevented from summoning those Undead
Not for Sale

Expert Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Undead pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Undead
Requires: Deathless One, 100 other Deathless One Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fell Bolt- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit + Spirit, has a base Damage value of 30,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonus of up to 5 equipped Dark Magic spells, is solely Darkness element, and costs 0 MP
Not for Sale

Final Judgment Cannon- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit + Spirit, has a base Damage value of 150,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonus of equipped Wand weapons, that requires three actions worth of charge-up to cast, that causes individuals that it kills to be unable to be resurrected by individuals below Level 60, that deals 1 hit against 50,000, is solely Mystic or Magic & Light or Darkness & Fire element, and costs 1,000,000 MP
Not for Sale

Form of Skeleton- (Stance Ability, Deathless One) If possessor is an Undead, possessor gains +10 AGI and 5% Dodge
Requires: Undead Weakness: Blunt Weapons
Cost: 60,000 Gold, 1 Week

Form of Mist- (Stance Ability, Deathless One) Possessor gains +50% Dodge, Possessor gains the subtype Elemental, Possessor loses all base subtypes other than Elemental and Undead, Possessor deals 1/2 Damage, Possessor obtains -50% Critical
Not for Sale

Form of Zombie- (Stance Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI (to a minimum of 1)
Requires: Undead Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Requires: Undead Traits
Cost: 100,000 Gold, 4 Weeks

Four Arms of the Vortengaast- (Passive Ability, Deathless One) If possessor is an Undead or Spirit, (Possessor has a 100% chance of inflicting Vanished and Instant Death on up to 4 targets at the start of each round, and Possessor may target entities that are either willing or below Level 99 that are in different battlespaces so long as no entity that is 20 or more Levels greater than possessor objects)
Not for Sale

Ghost- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 40% Dodge
Requires: Deathless One, Incorporeal Undead, Level 20
Cost: 5,000,000 Gold, 3 Weeks

♢Ghost Decoy- (Passive Ability, Deathless One) Up to (Possessor's Level/5, rounded up) times per thread, whenever possessor would be moved to another battlespace unwillingly by a source that is not 5 or more Levels greater than possessor, possessor may instead choose not to be moved to that battlespace and to summon an Undead below possessor's Level that is normally fightable for drops on the enemy list whose name includes 'Ghost' or 'Geist' into that battlespace, Max 5 summoned
Not for Sale

Ghostly Chill- (Passive Ability, Deathless One) If possessor is an Undead, quantities of Ice element Damage dealt by possessor are increased by 500 points
Requires: Ghost, Basic Ice Synchronization
Cost: 2,000,000 Gold, 2 Weeks

Ghostly Haunting- (Technique Ability, Deathless One) Possessor may use 'Ghostly Haunting' in conjunction with a 'Magical Attack' action if possessor is an Undead and no individual of greater Level than possessor or who is Level 60 or greater objects. Said action gains a 100% chance of inflicting Hexed and Hexed: Haunted, and marks one target who is not immune to Hexed or Hexed: Haunted as being 'Haunted', with caster leaving battle, entering another battle that contains a Zone of Darkness, for the duration of said target's counting as being marked as Haunted, with caster being able to perform actions that target individuals in the battle caster was formerly in while in said battle, with said marking lasting for 10 rounds or until either caster or said target is dead, and with caster immediately rejoining caster's aforementioned prior battle when said marked individual either dies or is no longer marked as Haunted
Requires: Ghostly Possession
Cost: 15,000,000 Gold, 3 Weeks

Ghostly Incorporeality- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 50% Dodge and 100% Dodge against individuals below Level 20, and possessor has a 50% chance of ignoring debuffs from sources below Level 20
Requires: Ghost
Cost: 18,000,000 Gold, 2 Weeks

Ghostly Possession- (Active Ability, Deathless One) Possessor may spend an action that caueses caster to begin treating a target as a Transformation that caster is in, with said target's actions being controlled by caster and caster being unable to be targetted as though caster were transformed into said target, with said action not working on targets above Level 20 or individuals who are immune to Charm, and with caster re-entering battle upon target's death or caster's de-transformation, and with caster dying if said target was killed by a source that is 20 or more Levels greater than caster while caster is transformed into said target
Requires: Ghostly Incorporeality
Cost: 15,000,000 Gold, 3 Weeks

Half-Dead- (Passive Ability, Deathless One) Possessor, if an Undead, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Undead, Possessor if a Human and an Undead, gains +100 to all stats
Requires: Formshift: Human, Formshift: Undead
Cost: 200,000 Gold, 2 Weeks

Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Requires: Theoretical Spellcaster, Deathless One, Necromancer, Ebon Chancellor, Has Researched the Basics of Eternal Life through Undeath
Cost: 5,000,000 Gold, 3 Weeks

Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Requires: Apprentice Necromancy Attunement
Cost: 200,000 Gold, 2 Weeks

Has Spoken to the Reapers of Kings- (Passive Ability, Deathless One) Whenever possessor summons an entity whose name contains 'Reaper', possessor may choose to append ' of Kings' naturally to the end of its name, cause it to naturally possess stat values that are 60,000 points higher than it otherwise would, and naturally give it the following Constant Effect:
Kingkiller- Possessor's opponents of equal or lower Level who are below Level 80 cannot provide passive increases to the stats of their allies due to items they have equipped, Constant Effects they possess, or Passive Abilities they possess, Constant Effect
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Haunt Machine- (Active Ability, Deathless One) If possessor is Undead, possessor may spend an action to (mark one target Machine who is not immune to Hexed or Hexed: Haunted as being 'Haunted' and have a 100% chance of inflicting Hexed: Haunted on it) so long as no individual of Level 40 or greater objects.
Requires: Undead Traits, Warlock, Scientist
Cost: 200,000 Gold, 2 Weeks

Incompatible Life Force- (Passive Ability, Deathless One) If possessor is an Undead, any HP Drain dealt to possessor by individuals below Level 60 is changed to HP Damage, and individuals below Level 60 may not link possessor's HP to the HP of non-Undead
Requires: Undead Traits
Cost: 2,000,000 Gold, 2 Weeks

Incorporeal Undead- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Requires: Undead Traits, Ethereal Mage
Cost: 1,000,000 Gold, 2 Weeks

Kaleidoscope Missile- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit + Spirit, has a base Damage value of 30,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonus of up to 5 equipped Wizard Magic spells, is solely any combination of Base elements, and costs 0 MP
Not for Sale

Kitsune Vampirizer- (Passive Ability, Deathless One) When possessor summons a Vampire Lord from the Enemy List, possessor may append 'Kitsune ' before its name, and, if possessor chooses to do so, have it Naturally additionally possess all the Constant Effects and Abilities of the Kitsune from the Enemy List
Not for Sale

छKnowledge of the Yamaduta's First Syllable- (Passive Ability, Deathless One) Possessor gains Entombed Immunity against sources below level 60
Not for Sale

Lesser Level-Draining Touch- (Passive Ability, Deathless One) If possessor is an Undead, possessor's offensive actions, as a debuff that stacks 20 times, reduce the Level of their targets by 1 if said targets are below Level 20
Requires: Undead Traits, Deathless One, Drain Life Force, Level 20
Cost: 20,000,000 Gold, 4 Weeks

Lord of the Frozen Dead- (Passive Ability, Deathless One) If possessor is an Undead, possessor may choose at the start of any round to gain a buff that gives its possessor the element Ice, 60% Ice Resistance, and Frozen Immunity. Possessor's Ice element Undead pets and summons gain +3,000 to all stats as a non-stacking constantly-applied effect.
Not for Sale

Lich- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +2,000 Magical Attack, +2,000 MIN, +2,000 SPI, 20% Physical Resistance, 20% Magic Resistance, and +20,000 MP
Requires: Has Researched Many Methods of Eternal Life through Undeath, Undead Traits, Wizard, Adept Necromancer, Level 40
Cost: 20,000,000 Gold, 3 Weeks

Lich's Aura of Dark Restoration- (Passive Ability, Deathless One) If possessor is an Unead, at the start of every round, possessor is cured of any single debuff, moderate status effect, or minor status effect of possessor's choice, or possessor recovers 5% of possessor's Max HP and Max MP, to a Max of 60,000,000 HP or MP
Not for Sale

Lich's Glorious Spellcasting- (Passive Ability, Deathless One) If possessor is an Undead, (Possessor's cast buffs cannot be removed by individuals more than 3 levels lower than possessor, Possessor's summons cannot be unsummoned by individuals more than 3 levels lower than possessor, Possessor's summons' cast buffs cannot be removed by individuals more than 5 levels lower than possessor, Possessor's summons' summons cannot be unsummoned by individuals more than 5 levels lower than possessor, Possessor's zones, circles, and phantom terrains cannot be replaced or overridden by individuals of lower level than possessor, Possessor may not have status effects and debuffs applied to it by individuals more than 10 levels lower than possessor, Possessor's summons may not have status effects and debuffs applied to them by individuals more than 15 levels lower than possessor, Possessor's attacks may not be countered by individuals more than 10 levels lower than possessor, Individuals more than 15 levels lower than possessor may not get more than 5 extra actions due to high turn-order-determining stats, and Possessor's Constant Effects and Persistent Enchantments cannot be removed or overridden by individuals more than 10 levels lower than possessor)
Not for Sale

Lich's Mantra- (Passive Ability, Deathless One) If possessor is an Undead, possessor regenerates all of its MP at the start of a round if possessor did not take at least 5% of its max HP in damage the prior round, to a max of 60,000,000 MP
Not for Sale

Lich's Phylactery- (Passive Ability, Deathless One) If possessor is an Undead and is Level 40 or greater, possessor has a 99% chance of resurrecting immediately after being killed if not killed by an action or damage that is either Light element, from an individual 20 or more Levels greater than possessor, from an element possessor is weak to, or from an individual or Level 100 or greater, In these cases, when possessor self-ressurects, possessor does so with amounts of HP, MP, and stats equal to possessor's normal Max values of said values, to a max of 30,000,000 HP and MP and 500,000 in each stat, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Any individual above Level 19 who would successfully steal an item from possessor may instead choose to nullify this ability's effects
Requires: Lich
Cost: 20,000,000 Gold, 3 Weeks

Lich's Potency- (Passive Ability, Deathless One) If possessor is an Undead, Possessor is immune to individuals below Level 20, Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of individuals below Level 30
Requires: Lich
Cost: 20,000,000 Gold, 2 Weeks

Lich's Rebirth- (Passive Ability, Deathless One) If possessor is an Undead, possessor has a 99% chance of resurrecting immediately after being killed if not killed by an action or Damage that is an element that possessor is weak to, and possessor has a 50% chance of automatically resurrecting upon death in other circumstance; In these cases, when possessor self-resurrects, possessor does so with amounts of HP, MP, and stats equal to possessor's normal Max values of said values; Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect; Any individual above Level 19 who would successfully steal an item from possessor may instead choose to nullify this ability's effects as a non-stacking debuff (said nullification may be applied even if possessor is not an Undead at said time)
Not for Sale

Lungs Inhabited By Two Ghosts- (Passive Ability, Deathless One) Possessor may, at the beginning of a round, summon up to 2 Ghost from the Enemy List, with possessor being able to summon a max of 2 such entities per thread, Max 2 summoned
Not for Sale

Magical Curse Wave- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action that possesses '1 hit against 15' that is solely Darkness element to inflict Voidstruck, Manablasted, Confusion, Confusion: Fear, Confusion: Depression, Paralysis, Hexed, Hexed: Ill Fortune, Hexed: Backlash, Stat Drain, Stat Drain: MIN Drain, and Stat Drain: SPI Drain on its targets, with said action costing 92,000 MP
Not for Sale

Magical Lich Loli's Catchy Theme Music- (Passive Ability, Deathless One) Possessor's opponents, if possessor is an Undead, have Bardic Music spells they cast cost 20,000 additional MP
Not for Sale

Magical Lich Loli's Cuteness- (Passive Ability, Deathless One) If possessor is an Undead, whenever an individual conducts an offensive action that targets possessor, possessor has a 60% chance of being able to inflict Charm on said individual at the end of said action
Not for Sale

Magical Lich Loli's Resistances- (Passive Ability, Deathless One) Possessor, if a Undead, obtains 50% Darkness Resistance, 48% Light Resistance, 40% Magic Resistance, 35% Psychic Resistance, 25% Ice Resistnace, 25% Fire Resistance, 25% Electrical Resistance, 50% Minor Status Effect Resistance, and 30% Modearte Status Effect Resistance
Not for Sale

Magical Lich Loli's Magical Hyperflight- (Passive Ability, Deathless One) Possessor, if an Undead, has its turn-order-determining stats set to Spirit and Agility
Not for Sale

Magical Lich Loli's Power of Friendship- (Passive Ability, Deathless One) If possessor is an Undead, possessor obtains +500 to all stats for every ally possessor has that shares either possessor's name, that possesses the name 'Magical Lich Loli', or possesses a Constant Effect or ability named 'Power of Friendship', to a max of 200 such allies, Possessor Absorbs Light from allies
Not for Sale

Magical Lich Loli's Spirit- (Passive Ability, Deathless One) If possessor is an Undead, possessor's 'Melee Attack', 'Magical Attack', 'Ranged Attack', 'Overdrive', 'Magical Overdrive', and 'Ranged Overdrive' actions may use Spirit + Spirit as their Prime Attribute
Not for Sale

Magical Lich Loli's Time Magic and Super Speed- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains an additional action every round if no opponent is Level 60 or greater
Not for Sale

Magical Sword- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit + Spirit, has a base Damage value of 30,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonus of equipped Sword items, is solely Physical or Magic or Physical & Magic element, and costs 0 MP
Not for Sale

Mass-Production Haunting- (Passive Ability, Deathless One) Whenever a Machine that possessor has marked as Haunted creates at least one temporary, non-unique item worth under 100,000 Gold, possessor may choose to have it create an additional item of one such type and obtain said created item, Whenever a Machine that possessor has marked as Haunted that is not greater Level than possessor conducts a Technology or Physical element attack that targets at least 3 individuals, possessor may choose to have an additional hit be generated as part of said attack and target an individual of possessor's choice
Requires: Haunt Machine
Cost: 500,000 Gold, 2 Weeks

¬Master Grafted, Dr. Graves Variant- (Passive Ability, Deathless One) The first time possessor dies in a thread, possessor summons 12 Spectral Legionnaire from the Enemy List, with these summons having a 100% chance of being uncontrolled; if uncontrolled these are not unsummoned with possessor's death. Whenever possessor is resurrected, there is a 5% lower chance that all of possessor's Deathless One or Necromancer abilities with the word 'Graft' or 'Grafted' in their name lose their text (should such abilities possesses such a chance of text-loss), Possessor gains (50% Necromancy Weakness and 50% Crossbow Weakness) against sources whose name includes 'Doctor Graves'.
Not for Sale

Master of the Courts of Bloodstained Silk- (Passive Ability, Deathless One) Possessor's Undead summons whose name includes 'Vampire' or 'Vampiric' have their Charm infliction chances increased by 50% and their Dominion infliction chances increased by 5%
Not for Sale

No Reflection- (Passive Ability, Deathless One) If possessor is Undead, individuals below Level 40 may not reflect possessor's actions
Requirement: Undead Traits
Cost: 2,000,000 Gold, 3 Weeks

Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Requires: Undead Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Undead Instruction I, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks

Open Up And Release A Skeleton- (Active Ability, Deathless One) Possessor may spend an action to summon 1 Skeleton from the Enemy List and to have a 100% chance of inflicting Confusion: Fear on up to 30 targets, Max 1 summoned
Not For Sale

Overcome Undead Weakness: Beheading- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Beheading' ability loses its text
Requirement: Undead Weakness: Beheading
Cost: 80,000 Gold, 2 Weeks

Overcome Undead Weakness: Blunt Weapons- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Blunt Weapons' ability loses its text
Requirement: Undead Weakness: Blunt Weapons
Cost: 80,000 Gold, 2 Weeks

Overcome Undead Weakness: Fire- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Fire' ability loses its text
Requirement: Undead Weakness: Fire
Cost: 80,000 Gold, 2 Weeks

Overcome Undead Weakness: Garlic- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Garlic' ability loses its text
Requirement: Undead Weakness: Garlic
Cost: 10,000 Gold, 2 Week

Overcome Undead Weakness: Holy Iconography- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Holy Iconography' ability loses its text
Requirement: Undead Weakness: Holy Iconography
Cost: 50,000 Gold, 2 Weeks

Overcome Undead Weakness: Running Water- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Running Water' ability loses its text
Requirement: Undead Weakness: Running Water
Cost: 80,000 Gold, 2 Weeks

Overcome Undead Weakness: Stake Through the Heart- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Stake Through the Heart' ability loses its text
Requirement: Undead Weakness: Stake Through the Heart
Cost: 80,000 Gold, 2 Weeks

Overcome Undead Weakness: Sunlight- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Sunlight' ability loses its text
Requirement: Undead Weakness: Sunlight
Cost: 60,000 Gold, 3 Weeks

Phantasmal Electricity Control- (Passive Ability, Deathless One) If possessor is an Undead, possessor may change the targets of Electrical element actions performed by individuals below possessor's Level who are below Level 20 and who are in any battle that possessor is present in to any other valid target within said same battle, with possessor not being able to choose to not assign a target or to choose an invalid target
Requires: Poltergeist Object-Control
Cost: 2,000,000 Gold, 2 Weeks

Polestar Ray- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit + Spirit, has a base Damage value of 15,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonus of up to 5 equipped Wizard Magic spells, has a 90% chance of inflicting Awestruck, Voidstruck, or Frozen, that deals 1 hit against 15, is solely Ice or Light or Magic or Ice & Magic or Light & Magic or Darkness & Astral or Light & Ice or Light & Magic & Ice element, and costs 88,000 MP
Not for Sale

Poltergeist Object-Control- (Passive Ability, Deathless One) If possessor is an Undead, possessor may equip or unequip any one item carried by any one target who is either willing or below Level 20 at the start of each round
Requires: Incorporeal Undead, Mentalist
Cost: 1,000,000 Gold, 2 Weeks

Reaper's Scythe- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength + Spirit, has a base Damage value of 63,700 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Scythe items, has a 50% chance of inflicting Instant Death, is solely Physical or Darkness or Fate or Physical & Darkness or Physical & Fate or Darkness & Fate or Physical & Darkness & Fate element, and costs 0 MP
Not for Sale

Rimedead Commander's Summoning of Rimedead Legions- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater may spend an action to summon 5 Rimedead Warlegion or 5 Rimedead Deathbringers or 2 Rimedead Doomriders from the Enemy List (if such entities exist on the Enemy List), Max 30 summoned
Not for Sale

Rimedead Touch- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 43,000 Damage that it incorporates as thought possessor were an Enemy, incorporates the Melee Attack or Magical Attack bonuses (choosing one across all items) of equipped Fist Weapon items, has a 130% chance of inflicting Frozen, Voidstruck, and Frozen: Frostbite, is solely Darkness & Ice element, and costs 0 MP
Not for Sale

Ruin Wave- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action to conduct an attack that has a Prime Attribute of Spirit + Spirit, has a base Damage value of 15,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonus of up to 5 equipped Dark Magic spells, that removes up to 5 buffs, minor positive status effects, moderate positive status effects, or circle effects from each of its targets, that deals 1 hit against 15, is solely Destruction or Magic & Darkness element, and costs 130,000 MP
Not for Sale

Saltwater Sea-Dead- (Passive Ability, Deathless One) If possessor is Undead, sources below Level 40 cannot inflict Drowning on possessor
Not for Sale

Self-Animating, Self-Replacing Skeleton that Attacks By Jumping Out the Throat- (Passive Ability, Deathless One) If possessor is attacked, possessor may, up to once per round, spend 10% of its Max HP to summon an Undead from the Enemy List that is normally fightable for drops and equal to or below possessor's Level whose name includes 'Skeleton', 'Skeletal', or 'Bone', with said summon optionally conducting a chosen one of its abilities as a counter against the attacker, which must target the attacker and may otherwise only target the summoned Undead and its summoner; said counter is preemptive if its summoner is both greater Level than the attacker and has a higher turn-order-determining stat sum than the attacker; Max 1 summoned
Not for Sale

Shining Barrier- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action that is solely Magic & Light element to give a target a buff that does not stack +25,000 Defense and +2,500 Defense against Stat Damage, with said action costing 100,000 MP
Not for Sale

Skeleton Essence- (Passive Ability, Deathless One) If possessor is an Undead, possessor may choose to count as being in the 'Form of Skeleton' stance when not in said stance
Requires: Form of Skeleton, Flux Baron
Cost: 200,000 Gold, 2 Weeks

Speaker for the Pontiffs of the Blood-Sun- (Passive Ability, Deathless One) When possessor summons a Pontiff from the Enemy List, possessor may append 'of the Blood Sun' after its name, and, if possessor chooses to do so, have it Naturally additionally possess all the Constant Effects and Abilities of the Vampire Lord from the Enemy List
Not for Sale

Speed-Focused Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Undead Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Undead Instruction I, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 80% Charm Resistance
Requires: Advanced Undead Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

¬Surgically-Grafted Umbral Blood- (Passive Ability, Deathless One) Whenever possessor is resurrected there is a 20% chance this ability loses all text until the end of the thread, Possessor regenerates 18,000 HP at the start of each round, Possessor regenerates 2,000 MP at the start of each round, Possessor gains (+50,000 Defense and +5,000 Defense against Stat Damage) against all ('Melee Attack' actions, 'Ranged Attack' actions, and Attacks that use STR, AGI, or CON as their Prime Attribute) so long as they do not possess the element Light, 5% Pain Resistance, 50% Poison Resistance, 40% Diseased Resistance, 5% Physical Resistance, 5% Darkness Resistance, 5% Light Weakness
Not for Sale

Temporal Disruption- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action that is Time element to acquire a non-stacking buff that lasts until the end of the round that makes it so that all individuals with a lower turn-order-determining stat sum than caster's SPI who are below Level 60 may not act this round, with things that would occur before and after said skipped actions not occurring, with said action costing 300,000 MP
Not for Sale

Titanic Corpse-Legion Body- (Passive Ability, Deathless One) If possessor is an Undead, whenever possessor takes Damage that is not Light, Fire, or Life element, possessor may summon Undead from the Enemy List that are below Level 60 and that are normally fightable for drops whose total natural HP is no greater than the quantity of HP that possessor lost, Possessor gains +5,000 STR if Undead, Possessor gains +5,000 CON if Undead, Possessor gains +125,000 HP if Undead, Possessor may choose to count as up to 20 individuals in possessor's row for row-order-purposes if possessor is Undead, Max 200 summoned, Constant Effect
Not for Sale

Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Requires: Undead Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Requires: Undead Calling I
Cost: 40,000 Gold, 2 Weeks

Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Requires: Undead Calling II
Cost: 40,000 Gold, 2 Weeks

Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP
Requires: Undead Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Undead Calling V- (Passive Ability, Deathless One) Possessor's Undead summons may not be unsummoned by sources below Level 5
Requires: Undead Calling IV, Undead Instruction II, Summoner, Deathless One
Cost: 200,000 Gold, 2 Weeks

Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Requires: Basic Deathless One Knowledge
Cost: 60,000 Gold, 2 Weeks

Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Requires: Undead Instruction I
Cost: 100,000 Gold, 2 Weeks

Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 40% Charm Resistance
Requires: Basic Undead Loyalty Instruction, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks

Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Requires: No Prerequisites
Cost: 750,000 Gold, 15 Weeks

Undead Weakness: Beheading- (Passive Ability, Deathless One) If possessor is Undead, possessor gains -25% Resilience and 30% Wounded Weakness
Requirements: Undead Traits
Cost: 100,000 Gold, 1 Week

Undead Weakness: Blunt Weapons- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Hammer, Staff, or Mace deal 500 additional Damage to possessor
Requirements: Undead Traits
Cost: 100,000 Gold, 1 Week

Undead Weakness: Fire- (Passive Ability, Deathless One) If possessor is Undead, possessor gains 50% Fire Weakness
Requirements: Undead Traits
Cost: 100,000 Gold, 1 Week

Undead Weakness: Garlic- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Food consumable equipped gain +500 Defense against possessor
Requirements: Undead Traits
Cost: 100,000 Gold, 1 Week

Undead Weakness: Holy Iconography- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Holy Symbol equipped gain +500 Defense against possessor
Requirements: Undead Traits
Cost: 100,000 Gold, 1 Week

Undead Weakness: Running Water- (Passive Ability, Deathless One) If possessor is Undead, any of possessor's opponents may choose to prevent possessor from leaving battle if possessor is in a Zone of Water
Requirements: Undead Traits
Cost: 100,000 Gold, 1 Week

Undead Weakness: Stake Through the Heart- (Passive Ability, Deathless One) If possessor is Undead, possessor gains -25% Resilience and 30% Wood Weakness
Requirements: Undead Traits
Cost: 100,000 Gold, 1 Week

Undead Weakness: Sunlight- (Passive Ability, Deathless One) At the start of each round, if possessor is in a Zone of Light and is Undead, possessor takes 50,000 Flat Light element Damage and is afflicted with Awestruck, Possessor gains a 30% Light Weakness
Requirements: Undead Traits
Cost: 100,000 Gold, 1 Week

Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)
Requires: Necromancer, Has Researched Many Methods of Eternal Life through Undeath
Cost: 5,000,000 Gold, 2 Weeks

Vampire- (Passive Ability, Deathless One) If possessor is Undead, quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Requirements: Cold Flesh, Creature of the Night, Deathless One, Drain Life Force, No Reflection, Undead Weakness: Beheading, Undead Weakness: Garlic, Undead Weakness: Holy Iconography, Undead Weakness: Running Water, Undead Weakness: Stake Through the Heart, Undead Weakness: Sunlight
Cost: 1,000,000 Gold, 2 Weeks

Visage of the Terrible Skull- (Passive Ability, Deathless One) Possessor has a 45% chance of inflicting Confusion: Fear on each opponent at the start of every round
Not for Sale

Void-Facet Phylactery- (Passive Ability, Deathless One) At the end of each round, if possessor is an Undead and Level 40 or greater, possessor may choose to remove all text from any one debuff present on possessor that comes from a source below Level 60, with this effect being a buff on possessor
Not for Sale

Wizard Wall- (Active Ability, Deathless One) If possessor is an Undead, possessor may spend an action that is solely Magic element to obtain a buff that does not stack that provides +25,000 Defense and +25,000 Defense against MP Damage, with said action costing 100,000 MP
Not for Sale

Zombie- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI
Requires: Undead Traits
Cost: 200,000 Gold, 2 Weeks

Zombie Grave-Bursting- (Passive Ability, Deathless One) If possessor is an Undead, possessor is cured of all affliction instances of Entombed that possessor is afflicted with at the start of each round that come from sources below Level 40
Requires: Zombie
Cost: 300,000 Gold, 2 Weeks


~Demonologist (Demon)~

Advanced Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 60% Charm Resistance
Requires: Demon Loyalty Instruction, Demonologist
Cost: 200,000 Gold, 2 Weeks

Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Demonologist Knowledge, 3 other Demonologist abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Demon- (Passive Ability, Demonologist) Possessor may, at the beginning of a thread, choose to become the subtype Demon
Requires: Formshift: Demon, Apprentice Demonologist Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Requires: Basic Demon Calling Amplification
Cost: 50,000 Gold, 2 Weeks

Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Requires: Basic Demonologist Knowledge
Cost: 63,000 Gold, 2 Weeks

Basic Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 20% Charm Resistance
Requires: Demon Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Requires: Demon Traits, Level 40
Cost: 5,000,000 Gold, 2 Weeks

Bolster Demon- (Active Ability, Demonologist) Possessor, if a Demon and Levle 40 or greater, may spend an action to apply a buff that gives target Demon +8,000 to all stats that stacks 3 times, with said action being Darkness & Fire element and costing 400,000 MP
Not for Sale

Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Requires: Demon Traits
Cost: 60,000 Gold, 2 Weeks

Defensive Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +50 Defense
Requires: Demon Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +250 Defense
Requires: Defensive Demon Instruction I, Apprentice Demonologist Knowledge
Cost: 100,000 Gold, 2 Weeks

Demon Calling I- (Passive Ability, Demonologist) Possessor's Demon summons gain +20 to all stats
Requires: Demon Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Demon Calling II- (Passive Ability, Demonologist) Possessor's Demon summons gain +200 HP
Requires: Demon Calling I
Cost: 40,000 Gold, 2 Weeks

Demon Calling III- (Passive Ability, Demonologist) Possessor's Demon summons gain +500 MP
Requires: Demon Calling II
Cost: 40,000 Gold, 2 Weeks

Demon Calling IV- (Passive Ability, Demonologist) Possessor's Demon summons gain +2,000 HP and +4,000 MP
Requires: Demon Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Demon Calling V- (Passive Ability, Demonologist) Possessor's Demon summons may not be unsummoned by sources below Level 5
Requires: Demon Calling IV, Demon Instruction II, Summoner, Demonologist
Cost: 200,000 Gold, 2 Weeks

Demonic Claws- (Active Ability, Demonologist) Possessor, if a Demon and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 55,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, has a 100% chance of inflicting Wounded, that possesses '2 hits against 1', is solely (Physical or Darkness or Fire or Physical & Darkness or Physical & Fire or Physical & Darkness & Fire) element, and costs 0 MP
Not for Sale

Demonic Tentacles- (Passive Ability, Demonologist) If possessor is a Demon, possessor gains +150 Melee Attack
Requires: Demon Traits
Cost: 150,000 Gold, 2 Weeks

Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Requires: Basic Demonologist Knowledge
Cost: 60,000 Gold, 2 Weeks

Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Requires: Demon Instruction I
Cost: 100,000 Gold, 2 Weeks

Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 40% Charm Resistance
Requires: Basic Demon Loyalty Instruction, Apprentice Demonologist Knowledge
Cost: 100,000 Gold, 2 Weeks

Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Requires: Apprentice Demonologist Knowledge, 10 other Demonologist abilities
Cost: 125,000 Gold, 4 Weeks

Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Demon's Form- (Passive Ability, Demonologist) Possessor may choose to change possessor's subtype to Demon at the beginning of a thread. Should possessor be a Demon and not have used this ability to become one at the beginning of a thread, then this ability provides possessor with +50 to all stats.
Requires: Demon Traits
Cost: 90,000 Gold, 3 Weeks

Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Requires: Demon Traits
Cost: 110,000 Gold, 2 Weeks

Destruction Pulse- (Active Ability, Demonologist) Possessor, if a Demon and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 30,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Catastrophe Magic spells, that possesses '1 hits against 50,000', is solely Destruction element, and costs 530,000 MP
Not for Sale

Devestate- (Active Ability, Demonologist) Possessor, if a Demon and Level 40 or greater, may spend an action to have a 25% chance of inflicting Devestated on one target, with said action being Destruction & Darkness element and costing 1,200,000 MP
Not for Sale

Formshift: Demon- (Stance Ability, Demonologist) Possessor's subtype becomes Demon
Requires: Demon Traits
Cost: 100,000 Gold, 4 Weeks

Essence Algorithm: Eye Demon- (Passive Ability, Demonologist) At the beginning of a thread, possessor may choose to become the subtype Demon, to gain the base stats: STR 5, CON 5, AGI 20, MIN 10, SPI 30, and to be able to choose, if a monster on the enemy list exists named 'Eye Demon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Gratuitous Hatred- (Passive Ability, Demonologist) Possessor gains +5% Critical against individuals who damaged possessor either this round or last round, does not stack.
Requires: Demonic Wrath
Cost: 130,000 Gold, 2 Weeks

Great Demon Resistances- (Passive Ability, Demonologist) If possessor is a Demon and is Level 40 or greater, possessor obtains 40% Fire Resistance, 40% Darkness Resistance, 100% Minor Status Effect Resistance, 45% Moderate Status Effect Resistance, and 5% Major Status Effect Resistance
Not for Sale

Great Demon's Demonic Leadership- (Passive Ability, Demonologist) If possessor is a Demon and is Level 40 or greater, possessor's Demon allies gain +5,000 to all stats as an effect that stacks 5 times
Not for Sale

Great Demon's Demonic Power- (Passive Ability, Demonologist) If possessor is a Demon and is Level 40 or greater, possessor obtains +8,000 to all stats and is Immune to individuals below Level 30
Not for Sale

Great Demon's Huge Body- (Passive Ability, Demonologist) If possessor is a Demon and is Level 40 or greater possessor gains +8,000 STR, +8,000 CON, and +1,000,000 HP, and may choose to count as up to 50 individuals in possessor's row for row-order-purposes
Not for Sale

Greater Demonic Magic- (Active Ability, Demonologist) Possessor, if a Demon and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 25,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Demon Magic spells, that inflicts any one minor negative status effect, That inflicts Burning or Voidstruck, that possesses '1 hits against 300', is solely (Fire or Darkness or Darkness & Fire) element, and costs 250,000 MP
Not for Sale

Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Requires: Dark Fire Resistance
Cost: 90,000 Gold, 1 Week

Improved Dark Fire Resistance II- (Passive Ability, Demonologist) Possessor gains 10% Voidstruck Resistance and 10% Burning Resistance. This ability only functions if possessor is a Demon.
Requires: Demon Traits
Cost: 260,000 Gold, 2 Weeks

Mandatory Double-Fractured Overriding Autoconsumptive Essence Algorithm: Great Demon / Yellow Flameman- (Passive Ability, Demonologist) At the beginning of a thread, possessor becomes the subtype Demon & Elemental and gains the base stats: STR 5, CON 10, AGI 15, MIN 10, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Yellow Flamemman' or 'Great Demon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level, Possessor's base stats become STR 20, CON 20, AGI 20, MIN 20, SPI 20 on even-numbered rounds, Possessor cannot obtain new abilities that are not Attack, Blessing, Curse, Blazing Sultan, Demonologist, Controller, Enslaver, Magewright, Gentleman Assassin, Diplomat, Diabolist, Warlock, Swordsman, Conjurer, Controller, Monk, Elemental Mage, Heir of Dust, Catastrophe Mage, or Ebon Chancellor abilities
Not for Sale

Minor Bane of Holiness- (Passive Ability, Demonologist) Possessor gains +50 Melee Attack against Celestials, Devas, and Angels, possessor gains +50 Magical Attack against Celestials, Devas, and Angels, possessor gains +50 Ranged Attack against Celestials, Devas, and Angels, and possessor gains +50 Defense against Celestials, Devas, and Angels. This ability only functions if possessor is a Demon.
Requires: Demon Traits
Cost: 90,000 Gold, 2 Weeks

Offensive Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons have the Damage values of their abilities increased by 50 points
Requires: Demon Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Demon Instruction I, Apprentice Demonologist Knowledge
Cost: 100,000 Gold, 2 Weeks

Raise Undead- (Active Ability, Demonologist) Possessor, if a Demon and Level 40 or greater, may spend an action to summon 5 Undead below Level 60 that are normally fightable for drops on the enemy list, with summons summoned through this ability not being able to summon, amd a max 20 of summoned, with said action counting as Darkness & Fire element and costing 900,000 MP
Not for Sale

Speed-Focused Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Demon Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Demon Instruction I, Apprentice Demonologist Knowledge
Cost: 100,000 Gold, 2 Weeks

Summon Demons- (Active Ability, Demonologist) Possessor, if a Demon and Level 40 or greater, may spend an action to summon 5 Demons below Level 60 that are normally fightable for drops on the enemy list, with summons summoned through this ability not being able to summon, amd a max 20 of summoned, with said action counting as Darkness & Fire element and costing 900,000 MP
Not for Sale

Superior Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 80% Charm Resistance
Requires: Advanced Demon Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

The Demon General- (Passive Ability, Demonologist) If possessor is a Demon or Arch-Demon, possessor's Demon pets and summons gain +(100* Possessor Level) to all stats; Possessor's Demon summons, at the time of their summoning, may gain the element Law as a non-stacking buff
Not for Sale

Wave of Abyssal Fire- (Active Ability, Demonologist) Possessor, if a Demon and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 30,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Demon Magic spells, that inflicts Burning and Voidstruck, that possesses '1 hits against 3,000', is solely Darkness & Fire element, and costs 200,000 MP
Not for Sale


~Doombringer (Horror)~

Advanced Horror Loyalty Training- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain 60% Charm Resistance
Requires: Horror Loyalty Training, Doombringer
Cost: 200,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Horror- (Passive Ability, Doombringer) Possessor's 'Large Horror', 'Huge Horror', 'Enormous Horror', 'Massive Horror', 'Gargantuan Horror', and 'Colossal Horror' abilites do not give possessor an Agility penalty
Requires: Colossal Horror, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Doombringer Knowledge, 3 other Doombringer abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Horror- (Passive Ability, Doombringer) Possessor may, at the beginning of a thread, choose to become the subtype Horror
Requires: Formshift: Horror, Apprentice Doombringer Knowledge
Cost: 70,000 Gold, 2 Weeks

Aura of Lingering Decay- (Passive Ability, Doombringer) If possessor is a Horror, Plants, Animals, Aquatics, and Aerials, provided they are not Horrors, obtain -200 to all stats
Requires: Horror Traits, Basic Blight Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Horror Loyalty Training- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain 20% Charm Resistance
Requires: Horror Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Colossal Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Horror
Cost: 6,000,000 Gold, 2 Weeks

Consuming Powers- (Active Ability, Doombringer) You may skip a turn to eat an enemy player's item. Gain the XP for it, heal yourself for 10% of its value divided by 100, and add it to the list.
Not for sale

Dangerous Tentacles- (Passive Ability, Doombringer) If possessor is a Horror, possessor gains +150 Melee Attack
Requires: Horror Traits
Cost: 150,000 Gold, 2 Weeks

Dark Fortitude- (Passive Ability, Doombringer) You gain 50 Defense per character level. You gain a 5% resistance to all elements except Universe and Nightmare. You gain an immunity to Minor and Moderate status effects.
Not for sale

Defensive Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +50 Defense
Requires: Horror Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +250 Defense
Requires: Defensive Horror Training I, Apprentice Doombringer Knowledge
Cost: 100,000 Gold, 2 Weeks

Devourer Incarnate- (Active/Passive Ability, Doombringer) You may change the elemental damage of any of your attacks to Devastation damage. You are evil and somewhat psychotic, though by no means stupid or careless.
Not for sale

Dissection Hand- (Passive Ability, Doombringer) Possessor gains +5,000 Melee Attack, Up to once per round, when possessor kills a target with an attack that incorporates possessor's Melee Attack bonus, possessor may scan its stats, and, if possessor either had already scanned its stats or said scan is successful, possessor may replicate a buff from said target (before it is removed due to the target's death if it would be removed upon the target's death) onto possessor
Not for Sale

Doombringer- (Passive Ability, Doombringer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Horror pet only, This ability provides +50 HP and +10 to all stats of possessor's Horror pets and summons per Level of possessor
Requires: Apprentice Doombringer Knowledge, 10 other Doombringer abilities
Cost: 125,000 Gold, 4 Weeks

Eat Items- (Active Ability, Doombringer) You may eat items to gain their value divided by 100 in XP. Add these items, along with their owners to a running list. When (and if) the artifact master, the other NPCs, and the PCs defeat you, the items come back. You'll also lose some levels. Consult Gadigan if an aritfact is eaten. That will probably result in more powers and such.
Not for sale

Enormous Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Horror
Cost: 3,000,000 Gold, 2 Weeks

Essence Drain- (Passive Ability, Doombringer) You are healed 10% of the damage you deal.
Not for sale

Eyes of the Owl- (Passive Ability, Doombringer) Possessor gains +25% To Hit against targets afflicted with Instant Death: Doomed, Possessor gains the RP power to see those soon to die and view the world through their eyes
Not For Sale

Form of Horror- (Passive Ability, Doombringer) You may not equip armor. You may not equip weapons other than Teapots. You may not equip accessories other than Ioun Stones. You may not equip spells. You may not equip consumables. You may not equip transformations. You may not equip pets.
Not for sale

Formshift: Horror- (Stance Ability, Doombringer) Possessor's subtype becomes Horror
Requires: Horror Traits
Cost: 100,000 Gold, 4 Weeks

Gargantuan Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Horror
Cost: 5,000,000 Gold, 2 Weeks

Horror Calling I- (Passive Ability, Doombringer) Possessor's Horror summons gain +20 to all stats
Requires: Horror Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Horror Calling II- (Passive Ability, Doombringer) Possessor's Horror summons gain +200 HP
Requires: Horror Calling I
Cost: 40,000 Gold, 2 Weeks

Horror Calling III- (Passive Ability, Doombringer) Possessor's Horror summons gain +500 MP
Requires: Horror Calling II
Cost: 40,000 Gold, 2 Weeks

Horror Calling IV- (Passive Ability, Doombringer) Possessor's Horror summons gain +2,000 HP and +4,000 MP
Requires: Horror Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Horror Calling V- (Passive Ability, Doombringer) Possessor's Horror summons may not be unsummoned by sources below Level 5
Requires: Horror Calling IV, Horror Training II, Summoner, Doombringer
Cost: 200,000 Gold, 2 Weeks

Horror Loyalty Training- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain 40% Charm Resistance
Requires: Basic Horror Loyalty Training, Apprentice Doombringer Knowledge
Cost: 100,000 Gold, 2 Weeks

Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +20 to all stats
Requires: Basic Doombringer Knowledge
Cost: 60,000 Gold, 2 Weeks

Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 to all stats
Requires: Horror Training I
Cost: 100,000 Gold, 2 Weeks

Horror Traits- (Passive Ability, Doombringer) Possessor gains +1 to all stats so long as possessor is a Horror
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Horrifying Selective Clown Invisibility- (Passive Ability, Doombringer) At the start of each round that possessor is in 'Clown Mode' stance, possessor may choose any number of individuals below Level 60, Possessor may not target said individuals during the round that possessor chooses them, but possessor gains +100% Dodge against said individuals during said round; Possessor's offensive actions against individuals not chosen in said manner may gain '50% inflicts Confusion: Fear' or '50% inflicts Confusion: Fear: Disconcerted'
Requires: Clown Mode, Scary Clown, Doombringer, Level 20
Cost: 60,000,000 Gold, 40 Weeks

Huge Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Horror
Cost: 2,000,000 Gold, 2 Weeks

Large Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Horror Traits
Cost: 1,000,000 Gold, 2 Weeks

Leech-Finger Hands- (Passive Ability, Doombringer) If possessor is a Horror, possessor's Melee attack actions deal HP Drain instead of HP Damage
Requires: Horror Traits
Cost: 800,000 Gold, 2 Weeks

Long, Prehensile Nose-Hand- (Passive Ability, Doombringer) Possessor gains a weapon slot, but while said slot is full, possessor obtains -75% To Hit
Not For Sale

Magics of Devestation- (Passive Ability, Doombringer) You gain +50 Magic Attack for every character level. Your magic attacks have a 5% chance of inflicting a minor status effect.
Not for sale

Massive Horror- (Passive Ability, Doombringer) If possessor is a Horror, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Horror to being Horror to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Horror
Cost: 4,000,000 Gold, 2 Weeks

Mind that Whispers Unnervingly to those Nearby- (Passive Ability, Doombringer) Possessor's opponents have a 5% chance of being afflicted with Confusion: Fear at the start of each round
Not for Sale

Offensive Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons have the Damage values of their abilities increased by 50 points
Requires: Horror Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Horror Training I, Apprentice Doombringer Knowledge
Cost: 100,000 Gold, 2 Weeks

Reincarnate Self- (Passive Ability, Doombringer) You are resurrected immediately upon death at full stats. You may either resurrect at your current location or at any other location you have been to. You may do this five times before your death is permanent. (Note that you may be able to be brought back, but you will have lost the devourer powers)
Not for sale

Rending Claws of Armageddon- (Passive Ability, Doombringer) You gain +100 Melee Attack for every character level. Your melee attacks gain an additional hit against each target.
Not for sale

Scary Clown- (Passive Ability, Doombringer) Whenever possessor would inflict Confusion: Overwhelmed by Laughter, possessor may instead inflict Confusion: Fear or Confusion: Fear: Disconcerted
Requires: Basic Doombringer Knowledge, Clown
Cost: 200,000 Gold, 2 Weeks

Skin Which Weeps Poison- (Passive Ability, Doombringer) If possessor is a Horror, whenever an individual conducts an offensive action that targets possessor, possessor, at the end of each said action, gains a 30% chance of inflicting Poison on said individual
Requires: Horror Traits
Cost: 300,000 Gold, 2 Weeks

Speed-Focused Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Horror Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Horror Training I, Apprentice Doombringer Knowledge
Cost: 100,000 Gold, 2 Weeks

Spider Breath- (Passive Ability, Doombringer) Possessor gains the the ability:
Breath of Spiders- 27,000 damage, this attack uses SPI or CON as the prime attribute, 25% inflicts Confusion: Fear, 1 hit against 5, Fire, 18,500 MP
Not for Sale

Strangling Terror-Hands- (Passive Ability, Doombringer) If possessor is a Horror, possessor's 'Melee Attack' actions gain 15% inflicts Suffocation
Requires: Horror Traits, Basic Unarmed Technique Attunement
Cost: 400,000 Gold, 2 Weeks

Superior Horror Loyalty Training- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain 80% Charm Resistance
Requires: Advanced Horror Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Terrify Plants- (Passive Ability, Doombringer) Possessor may, at the start of each round, have a 40% chance of inflicting Confusion: Fear on each opposing Plant
Not for Sale

Terror Claws- (Passive Ability, Doombringer) Possessor gains +2,700 Melee Attack and 60% inflicts Confusion: Fear
Not for Sale

Three Mouthed Tongues- (Passive Ability, Doombringer) You gain +25 Ranged Attack for every character level. Your ranged attacks gain an additional two hits that may be directed at different targets.
Not for sale

Triple-Jointed Claw-Tipped Stilt-Legs- (Passive Ability, Doombringer) Possessor obtains +250 Melee Attack, Possessor deals full Damage to targets below Level 60 in the back row, Possessor's chances of inflicting Confusion: Fear are increased by 5%, Possessor may make Melee Attack actions from the back row if possessor is a Horror or has a Scythe, Polearm, Fist Weapon whose name includes 'Claw', or Spear equipped
Not for Sale

Vorpal Fangs- (Passive Ability, Doombringer) Your Melee attacks gain a 5% chance of inflicting Vorpal Death
Not for sale


~Evermason (Golem)~

Advanced Golem Loyalty Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain 60% Charm Resistance
Requires: Golem Loyalty Programming, Evermason
Cost: 200,000 Gold, 2 Weeks

Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Evermason Knowledge, 3 other Evermason abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Golem- (Passive Ability, Evermason) Possessor may, at the beginning of a thread, choose to become the subtype Golem
Requires: Formshift: Golem, Apprentice Evermason Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Golem Loyalty Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain 20% Charm Resistance
Requires: Golem Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Golem Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +15 MIN
Not For Sale

Body of Unfaltering Stone- (Passive Ability, Evermason) If possessor is a Golem, possessor obtains +(50 * possessor Level) Defense, +(50* possessor Level) CON, +(50* Possessor Level) STR, and + (500 * possessor Level) HP, and possessor may choose to auto-recover from a minor negative status effect at the start of any action up to 3 times per thread
Not for Sale

Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Not for Sale

Can Teach Statues the Art of Aggressively Hip-Checking Any Who Dare Question Their Beauty- (Passive Ability, Evermason) Possessor may choose, when summoning a Golem, to give it a non-stacking buff that allows its possessor to choose to deal, up to a max of once per round, (50,000 * Possessor's Level) Flat Physical & (Possessor's elements) element Damage to an entity that is not afflicted with Charm (or one of its sub-status effects) when possessor attempts to inflict Charm (or one of its sub-status effects) on that entity
Not for Sale

♢Chiefest Amongst Objects- (Passive Ability, Evermason) Possessor gains (Possessor's Level/2, rounded up)% Golem Resistance, Possessor is Immune to unequipped items that are not carried by anyone
Not for Sale

Clockwork Construct- (Passive Ability, Evermason) Possessor, if a Clockwork, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Clockwork, Possessor if a Golem and a Clockwork, gains +100 to all stats
Requires: Formshift: Golem, Formshift: Clockwork
Cost: 200,000 Gold, 2 Weeks

Covered In Really Heavy Ornamentation- (Passive Ability, Evermason) Possessor's Charm infliction chances (including infliction chances of Charm: Impressed) are increased by 60%, Possessor obtains -2,000 AGI (to a minimum of 1) and -20% Dodge (to a minimum of 0%)
Not for Sale

Dedicated to Perfecting the Crafting Arts (Particularly Statue-Related Ones)- (Passive Ability, Evermason) Possessor gains +2,000 MIN if possessor has acquired a new Artificer, Crafter, Magewright, or Evermason ability within the month prior to the current thread's starting
Not for Sale

Defensive Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +50 Defense
Requires: Golem Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Golem Programming II- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +250 Defense
Requires: Defensive Golem Programming I, Apprentice Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Elemental Construct- (Passive Ability, Evermason) Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Elemental, Possessor if a Golem and an Elemental, gains +100 to all stats
Requires: Formshift: Golem, Formshift: Elemental
Cost: 200,000 Gold, 2 Weeks

Evermason- (Passive Ability, Evermason) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Golem pet only, This ability provides +50 HP and +10 to all stats of possessor's Golem pets and summons per Level of possessor
Requires: Apprentice Evermason Knowledge, 10 other Evermason abilities
Cost: 125,000 Gold, 4 Weeks

Familiarity with Common Golem Types- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +60 to all stats, Possessor's level is considered to be 1 higher for stat-scanning purposes when targetting Golems
Not For Sale

Fancy Frilled Edges- (Passive Ability, Evermason) Possessor's Charm infliction chances are increased by 30%
Not for Sale

Form of Discarded Cigarette Butt- (Stance Ability, Evermason) Possessor obtains -1 to all base stats, Possessor's actions have a 50% chance of being skipped, with things that would occur before and after those actions still occurring, Possessor's element becomes solely Fire & Air & Junk, Possessor's subtype becomes solely Golem
Not for Sale

Form of Doll- (Stance Ability, Evermason) If possessor is a Golem, possessor gains +100 AGI and +100 SPI
Requires: Golem Traits
Cost: 100,000 Gold, 2 Weeks

Form of Mannequin- (Stance Ability, Evermason) If possessor is a Golem, possessor gains +100 AGI and +100 MIN
Requires: Golem Traits
Cost: 100,000 Gold, 2 Weeks

Form of Postal Package- (Stance Ability, Evermason) If possessor is a Golem, possessor gains +200 AGI and, whenever an individual moves from the battlespace possessor is in to another battlespace, possessor may follow said individual into said other battlespace so long as no entity that is either Level 40 or greater or 5 or more Levels greater than possessor in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Requires: Golem Traits
Cost: 4,000,000 Gold, 5 Weeks

Formshift: Golem- (Stance Ability, Evermason) Possessor's subtype becomes Golem
Requires: Golem Traits
Cost: 100,000 Gold, 4 Weeks

Glass Heart- (Passive Ability, Evermason) Possessor gains a 200% Physical Weakness, a 200% Earth Weakness, and a 200% Air Weakness, Possessor has a 50% chance of recovering from Charm at the start of every round, +50 SPI, -200 CON
Not For Sale

Golem Auto-Repair System Initialization- (Passive Ability, Evermason) Possessor's Golem pets and summons Regenerate 200 HP at the start of every round
Not For Sale

Golem Calling I- (Passive Ability, Evermason) Possessor's Golem summons gain +20 to all stats
Requires: Golem Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Golem Calling II- (Passive Ability, Evermason) Possessor's Golem summons gain +200 HP
Requires: Golem Calling I
Cost: 40,000 Gold, 2 Weeks

Golem Calling III- (Passive Ability, Evermason) Possessor's Golem summons gain +500 MP
Requires: Golem Calling II
Cost: 40,000 Gold, 2 Weeks

Golem Calling IV- (Passive Ability, Evermason) Possessor's Golem summons gain +2,000 HP and +4,000 MP
Requires: Golem Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Golem Calling V- (Passive Ability, Evermason) Possessor's Golem summons may not be unsummoned by sources below Level 5
Requires: Golem Calling IV, Golem Programming II, Summoner, Evermason
Cost: 200,000 Gold, 2 Weeks

Golem Commander's Stance- (Stance Ability, Evermason) Possessor's allies who are Golems gain +200 to all stats as a non-stacking buff
Not For Sale

Golem-Hardening Aura- (Passive Ability, Evermason) Possessor's allies who are Golems gain +200 Defense as a non-stacking buff
Not For Sale

Golem Loyalty Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain 40% Charm Resistance
Requires: Basic Golem Loyalty Programming, Apprentice Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Golem Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +50 MIN and 5% Charm Resistance
Not For Sale

Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +20 to all stats
Requires: Basic Evermason Knowledge
Cost: 60,000 Gold, 2 Weeks

Golem Programming II- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 to all stats
Requires: Golem Programming I
Cost: 100,000 Gold, 2 Weeks

Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Requires: No Prerequisites
Cost: 1,500,000 Gold, 25 Weeks

Golemtech-Cyborg- (Passive Ability, Evermason) Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Human, Possessor if a Human and a Golem, gains +100 to all stats
Requires: Formshift: Human, Formshift: Golem
Cost: 200,000 Gold, 2 Weeks

Holding the Strings to All the Toys- (Passive Ability, Evermason) At the end of any round, if possessor possesses no opponents who are Golems and no allies who are afflicted with Charm or Dominion from opposing sources, possessor may choose to obtain a non-stacking buff that lasts until the end of battle that allows possessor to inflict Charm on any summoned Golem at the time of its summoning and that gives possessor's Golem allies 100% Charm Resistance
Not for Sale

Immovable Monolithic Glory- (Passive Ability, Evermason) Possessor cannot have possessor's row shifted unwillingly by sources below Level 99, Possessor's presence in a row does not cause row-order imbalances.
Not for Sale

Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Not for Sale

Improved Golem Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +200 MIN, 30% Charm Resistance, and Immunity to Charm and Confusion from sources below Level 10
Not For Sale

Improved Golem Repair- (Passive Ability, Evermason) Possessor's 'Repair Golem' actions heal an additional 5,000 HP
Not For Sale

Improved Golem Repair II- (Passive Ability, Evermason) Possessor's 'Repair Golem' actions heal an additional 50,000 HP
Not For Sale

Innovative Puppet Development: So Fluffybouncy That They Fluffybounce Off The Attacks- (Passive Ability, Evermason) Possessor's Golem summons, may, at the time of their summoning, obtain a buff that grants them the following Constant Effect:
Fluffybouncy- Possessor obtains +20,000 Defense, Possessor gains a 25% chance of Reflecting Physical element attacks from sources below Level 60
Not for Sale

Innovative Puppet Development: Swashbuckling Swordsmanship- (Passive Ability, Evermason) Possessor's Golem summons, may, at the time of their summoning, obtain a buff that grants them the following Ability:
Toy Swashbuckling- 33,000 Damage, this action obtains +40% To Hit and counts as involving a Sword, Physical or Physical & Air, 0 MP
Not for Sale

Invulnerable Body that Withstood Seven Ages- (Passive Ability, Evermason) If possessor is a Golem, possessor obtains +(50 * possessor Level) Defense, +(50* possessor Level) CON, and + (500 * possessor Level) HP, Possessor gains 100% Fatigued Resistance, Fatigued: Elderly Immunity, and 30% Time Resistance
Not for Sale

Iron Skin- (Passive Ability, Evermason) Possessor gains +1,000 Defense, 30% Resilience, and +10,000 HP
Not for Sale

Iron Heart- (Passive Ability, Evermason) Possessor gains +50,000 HP and 50% Resilience, Individuals below Level 40 may not Critical possessor
Not for Sale

Machine-Golem- (Passive Ability, Evermason) Possessor, if a Machine, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Machine, Possessor if a Golem and a Machine, gains +100 to all stats
Requires: Formshift: Golem, Formshift: Machine
Cost: 200,000 Gold, 2 Weeks

Mechanized Golem- (Passive Ability, Evermason) Possessor, if a Robot, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Robot, Possessor if a Golem and a Robot, gains +100 to all stats
Requires: Formshift: Golem, Formshift: Robot
Cost: 200,000 Gold, 2 Weeks

Necrogolem- (Passive Ability, Evermason) Possessor, if an Undead, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Undead, Possessor if a Golem and an Undead, gains +100 to all stats
Requires: Formshift: Golem, Formshift: Undead
Cost: 200,000 Gold, 2 Weeks

Offensive Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons have the Damage values of their abilities increased by 50 points
Requires: Golem Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Golem Programming II- (Passive Ability, Evermason) Possessor's Golem pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Golem Programming I, Apprentice Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Plaugeproof Ultraresilient Golem-Body- (Passive Ability, Evermason) Possessor is Immune to Plague from sources of Level 65 and lower
Not for Sale

Plodding Untouched Through the Ages- (Passive Ability, Evermason) If possessor is a Golem, non-unique sources that are not 20 or more Levels greater than possessor (including status effects) may not prevent possessor's first action of each round from occurring
Not for Sale

Repair Golem- (Active Ability, Evermason) Possessor may, as an action, perform an attack that possesses MIN as its Prime Attribute and uses possessor's Melee Attack bonus. This attack's element is the user's element if none of the user's equipped items give a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. This attack deals HP healing and only affects Golems.
Not For Sale

Sculpting Mastery- (Passive Ability, Evermason) Evermason abilities whose name includes 'Sculptor' cost possessor 1 less week to learn, to a minimum of 1 week
Requires: 5 Evermason abilities whose name includes 'Sculptor'
Cost: 5,000,000 Gold, 5 Weeks

Sculptor of Bone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Bone' gain +200 to all stats
Requires: Basic Evermason Knowledge, Basic Necromancy Attunement
Cost: 100,000 Gold, 2 Weeks

Sculptor of Clay- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Clay' or 'Mud' gain +300 to all stats
Requires: Basic Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Sculptor of Crystal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Crystal', 'Jewel', or 'Gem' gain +400 to all stats
Requires: Apprentice Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Sculptor of Fabric- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Cloth', 'Puppet', 'Doll', or 'Toy' gain +100 to all stats
Requires: Basic Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Sculptor of Flesh- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Flesh' gain +200 to all stats
Requires: Basic Evermason Knowledge, Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Sculptor of Ice- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Ice' or 'Snow' gain +200 to all stats
Requires: Basic Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Sculptor of Metal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Metal', 'Iron', 'Steel', 'Brass', 'Gold', or 'Silver' gain +400 to all stats
Requires: Apprentice Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Sculptor of Primordial Clay- (Passive Ability, Evermason) When possessor would summon an entity from the Enemy List that is a Golem whose name includes 'Clay', possesor may choose to summon an instance of said entity whose name naturally includes the word 'Primordial ' before the word 'Clay' and that naturally possesses the following Constant Effect:
Sculpted from Primordial Clay- Possessor is Immune to individuals below Level 39, gains +1,750,000 HP, gains +11,500 to all stats, and gains the subtypes Shapeshifter and Elemental, Possessor's transformations gain +10,000 to all stats, gain +1,000,000 HP, gain +1,000,000 MP, and deal 20,000 additional Damage, Possessor may, up to once per round, at the start of the round, transform into a Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the Enemy List and detransforms when killed in said form instead of dying, with this transformation counting as being a Polymorph Effect, Constant Effect
Not for Sale

Sculptor of Stone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Stone' or 'Rock' gain +300 to all stats
Requires: Basic Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Sculptor of Wood- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Wood' gain +200 to all stats
Requires: Basic Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Golem Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Golem Programming II- (Passive Ability, Evermason) Possessor's Golem pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Golem Programming I, Apprentice Evermason Knowledge
Cost: 100,000 Gold, 2 Weeks

Statue Impersonator- (Passive Ability, Evermason) Possessor gains +50,000 HP and 50% Resilience while a Golem
Not for Sale

Superior Golem Loyalty Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain 80% Charm Resistance
Requires: Advanced Golem Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks

Tin Woodsman- (Passive Ability, Evermason) If possessor is a Clockwork or a Golem, possessor deals 5,000 additional Damage to Plants
Requires: Clockwork Traits or Machine Traits, Basic Axe Training
Cost: 500,000 Gold, 2 Weeks

Unified Knowledge of Golems and Golemcrafting- (Passive Ability, Evermason) Possessor may count Golomancer abilities possessor possesses as Evermason abilities (including for prerequisite purposes), Possessor may count Evermason abilities possessor possesses as Golomancer abilities (including for prerequisite purposes)
Requires: Golomancer, Evermason, Improved Resilient Golem Design, Sculpting Mastery, Superior Golem Loyalty Programming
Cost: 5,000,000 Gold, 2 Weeks


~Flux Baron (Shapeshifter)~

Adept Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Shapeshifter summon, Possessor's unmodified stats increase by 200 points if possessor is a Shapeshifter
Requires: Flux Baron, 50 other Flux Baron Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Fluxoid Armament Mastery- (Passive Ability, Flux Baron) At the end of each action possessor takes that is not granted by this ability, possessor may use one equipped Fluxoid's ability as an action to a max of 10 times per round of battle
Requires: Fluxoid Armament Mastery
Cost: 350,000 Gold, 3 Weeks

Advanced Shapeshifter Loyalty Instruction- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain 60% Charm Resistance
Requires: Shapeshifter Loyalty Instruction, Flux Baron
Cost: 200,000 Gold, 2 Weeks

Allbeast Body- (Passive Ability, Flux Baron) Possessor may, up to one times at the start of each round, replicate the effect of any ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability, Possessor may summon up to 2 Animals, Umbrals, Shapeshifters, or Monsters from the enemy list that are below Level 200 and are normally fightable for drops at the start of each round, Max 200 summoned, 25% Possessor gains 1 additional actions per round, This effect has no effect if any of possessor's living opponents possess the ability 'Necromancer' (or a higher tier-level ability from the same tree) or have the item *Crown of Anadar equipped
Not for Sale

Allbeast's Shadow- (Passive Ability, Flux Baron) Up to one time at the start of each round if possessor is a Monster, Shapeshifter, Umbral, or Animal, if possessor acted during the previous round, and if at least one Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops performed an action on a prior round of combat, possessor may choose to replicate the effect of any previously-performed-withing-the-same-battle ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability
Not for Sale

Allbeast's Thousand Ruinous Poisons- (Passive Ability, Flux Baron) Possessor gains '(Possessor Level)% inflicts Poison', Possessor's Stat Damage cap may be based on Constitution instead of Mind
Not for Sale

Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Flux Baron Knowledge, 3 other Flux Baron abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Requires: Formshift: Shapeshifter, Apprentice Flux Baron Knowledge
Cost: 70,000 Gold, 2 Weeks

Augment Fluxoids- (Passive Ability, Flux Baron) All of possessor's Fluxoid pets and summons gain +50 to all stats, +250 HP and MP, and +100 Damage to all attacks
Requires: Fluxoid-Based Augmentation
Cost: 50,000 Gold, 2 Weeks

Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Requires: Fluxoid Wielder
Cost: 40,000 Gold, 2 Weeks

Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Shapeshifter Loyalty Instruction- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain 20% Charm Resistance
Requires: Shapeshifter Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Baron's Form of Helm- (Passive Ability, Flux Baron) Possessor may spend an action to become an Item that is an Accessory that is a Helm, with said Helm providing +X Defense, where x = (50 * Possessor Level); when possessor becomes an item using this ability, possessor may immediately be traded to any target, The wielder of possessor when possessor is an item created through this ability may spend an action to transform possessor back into the state possessor was in prior to being an item due to this ability
Not for Sale

Beast Within the Heart- (Active Ability, Flux Baron) Possessor may spend an action to gain + (5 x Level) STR, + (3 x Level) CON, and + (40 x Level) Melee Attack for each empty Weapon Slot. Possessor may choose to also become afflicted with Confusion: Enraged as part of said action. Possessor may not transform into transformations while under said effect. Possessor may spend an action to undo the natural effects of this ability. The effects of this action do not stack. This ability's initial action may only be used once per battle unless its effect is somehow dispelled/removed or possessor uses the second action of this ability.
Not for sale

Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Requires: Flux Claws
Cost: 60,000 Gold, 2 Weeks

Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
Not for Sale

Chimeric Forms- (Passive Ability, Flux Baron) If possessor is in a Stance whose name includes 'Form of', possessor may be in an additional Stance whose name includes 'Form of'
Requires: Formflux Master
Cost: 50,000,000 Gold, 2 Weeks
Not for Sale

Chimeric Wereform- (Passive Ability, Flux Baron) Possessor may be in two Flux Baron stances whose name includes 'Wereform' simultaneously
Requires: Adept Flux Baron Knowledge, Master of Monsters, Wereform Master
Cost: 500,000,000 Gold, 10 Weeks

Controlled Wereform: Werebear- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base STR, +2 base CON, +(100 * Possessor Level) STR, and +(2,500 * Possessor Level) HP
Not for Sale

Dancing Werebear- (Passive Ability, Flux Baron) Dance spells cost possessor 15,000 less MP to cast while possessor is in the 'Controlled Wereform: Werebear' stance. Possessor gains +300 AGI and 45% Dodge while in the 'Controlled Wereform: Werebear' stance.
Not for Sale

Defensive Fluxoid Conversion- (Active Ability, Flux Baron) Possessor may have any number of equipped Fluxoids, either at the beginning of battle or as an action, have their Attack Bonus of any one normal type converted into a Defense bonus of half value
Requires: Fluxoid Wielder
Cost: 50,000 Gold, 2 Weeks

Defensive Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +50 Defense
Requires: Shapeshifter Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +250 Defense
Requires: Defensive Shapeshifter Instruction I, Apprentice Flux Baron Knowledge
Cost: 100,000 Gold, 2 Weeks

Devouring Hundredfold Maws- (Passive Ability, Flux Baron) Possessor's 'Melee Attack' actions may gain 'Deals HP Drain' if possessor is a Shapeshifter, Monster, Animal, or Ooze
Not for Sale

Distortion Howling- (Passive Ability, Flux Baron) Possessor's 'Ranged Attack' actions may deal (Possessor Level * 100) Stat Damage to all stats
Not for Sale

Enhanced Wereform Stats- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform', possessor gains +500 to all stats
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 1,000,000 Gold, 2 Weeks

Essence Master- (Passive Ability, Flux Baron) Pasive abilities whose name ends with ' Essence' and whose prerequisites include a stance ability whose name begins with 'Form of ' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Requires: Flux Baron
Cost: 30,000,000 Gold, 30 Weeks

Expert Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Shapeshifter pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Shapeshifter
Requires: Adept Flux Baron Knowledge, 100 other Flux Baron abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Requires: Apprentice Flux Baron Knowledge, 10 other Flux Baron abilities
Cost: 125,000 Gold, 4 Weeks

Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Requires: Basic Flux Baron Knowledge
Cost: 50,000 Gold, 1 Week

Flux Guard- (Active Ability, Flux Baron) Possessor may use an action to move to the back rank and simultaneously unequip a Fluxoid, turn it into its pet or summon form, and place it in the front rank
Requires: Fluxoid Wielder, Linked Flux Defense
Cost: 60,000 Gold, 2 Weeks

Flux Shifter- (Passive Ability, Flux Baron) Shapeshifted Forms may counts as Shapeshifters for purposes of possessor's Flux Baron abilities
Requires: Basic Flux Baron Knowledge, 3 other Flux Baron abilities
Cost: 60,000 Gold, 2 Weeks

Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Requires: Basic Fluxoid Armament Mastery
Cost: 70,000 Gold, 2 Weeks

Fluxoid-Based Augmentation- (Passive Ability, Flux Baron) Possessor gains +25 to all stats for each Fluxoid equipped
Requires: Fluxoid Wielder
Cost: 60,000 Gold, 3 Weeks

Fluxoid Reversion- (Active Ability, Flux Baron) Possessor may, as an action, undo the results of possessor's active Flux Baron actions as applied to a certain Fluxoid, as well as any benefits that resulted from said changes
Requires: Fluxoid Wielder
Cost: 40,000 Gold, 4 Weeks

Fluxoid Type Shift- (Active Ability, Flux Baron) As an action that costs 100 XP, possessor may, for the remainder of the thread, change an equipped Fluxoid's subtype to any one non-other subtype of the same type
Requires: Fluxoid Wielder
Cost: 60,000 Gold, 2 Weeks

Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Requires: Basic Flux Baron Knowledge
Cost: 60,000 Gold, 2 Weeks

Formflux Master- (Passive Ability, Flux Baron) Possessor's Stance abilities whose name begins with 'Form of ' and possessor's passive abilities whose name ends in ' Essence' that require Stance abilities whose name begins with 'Form Of ' as prerequisites count as Flux Baron abilities for prerequisite purposes for possessor
Requires: Form Master, Essence Master
Cost: 5,000,000 Gold, 2 Weeks

Form of Meditative Assumption of Form Of- (Stance Ability, Flux Baron) Possessor may be in three additional Stances, provided each has a name that includes 'Form of' or 'Form Of'
Not for Sale

Form Master- (Passive Ability, Flux Baron) Stance abilities whose name begins with 'Form of ' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Requires: Flux Baron
Cost: 30,000,000 Gold, 30 Weeks

Form of Tea- (Stance Ability, Flux Baron) Possessor gains the elements Fire & Earth & Water, Possessor becomes solely the subtypes Drink & Shapeshifter, Possessor may choose to count as possessing the subtype Golem
Not for Sale

Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Requires: Shapeshifter Traits
Cost: 100,000 Gold, 4 Weeks

Geozonic Flux- (Passive Ability, Flux Baron) Possessor's Terrain Fluxoids may become, through their shift ability, any type of terrain possessor may automatically set at the start of battle as a Geomancer
Requires: Fluxoid Wielder, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Requires: Giver of Regenerative Metamorphosis
Cost: 70,000 Gold, 2 Weeks

Giver of Flux Restoration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 MP
Requires: Giver of Restorative Metamorphosis
Cost: 70,000 Gold, 2 Weeks

Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round
Requires: Basic Flux Baron Knowledge
Cost: 111,000 Gold, 2 Weeks

Giver of Restorative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 MP per round
Requires: Basic Flux Baron Knowledge
Cost: 111,000 Gold, 2 Weeks

Granted Helm Ability: Physical Resistance I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 5% Physical Resistance
Not for Sale

Granted Helm Ability: Physical Resistance II- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 10% Physical Resistance
Not for Sale

Granted Helm Ability: Physical Resistance III- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 15% Physical Resistance
Not for Sale

Granted Helm Ability: Physical Resistance IV- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 20% Physical Resistance
Not for Sale

Granted Helm Ability: Defense Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides +200 Defense
Not for Sale

Granted Helm Ability: Constitution Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides +200 CON
Not for Sale

Granted Helm Ability: Scaling Constitution Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides +30 CON per possessor Level
Not for Sale

Granted Helm Ability: Resilience Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides 5% Resilience
Not for Sale

Granted Helm Ability: Scaling Resistance Boost I- (Passive Ability, Flux Baron) If possessor is an item that is a Helm, possessor provides X% Resilience, where X = Possessor's Level
Not for Sale

Granter of Sharpened Bones- (Passive Ability, Flux Baron) +200 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Requires: Flux Claws
Cost: 70,000 Gold, 2 Weeks

Hundredfold Mask of Shapes- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one base subtype that is not Holy One, Fiend, Serpent Blessed, or Immortal
Not for Sale

Hundredfold Mask of Hues- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one normally-player-selectable base element
Not for Sale

Improved Lycanthropic Regeneration- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform', possessor regenerates 100,000 HP at the start of each round and has a 60% chance of being cured of Wounded at the start of each round
Requires: Lycanthropic Regeneration
Cost: 4,000,000 Gold, 2 Weeks

Improved Wereform Control- (Passive Ability, Flux Baron) Possessor's Shapeshifter stances whose name includes 'Wereform' have their chances of inflicting Confusion: Berserk on possessor reduced by 50%
Requires: Wereform Control, Monk OR Psychic
Cost: 3,000,000 Gold, 2 Weeks

छKnowledge of the Athsi-Akara's First Syllable- (Active Ability, Flux Baron) Possessor may, if a Shapeshifter, once per thread, spend an action to Transform into a lower-Level Human, Humanoid, Deva, Animal, Cthonian, Aerial, Aquatic, or Monster that is below Level 40 that is normally fightable for drops on the Enemy List
Not for Sale

Linked Flux Defense- (Passive Ability, Flux Baron) All allied Shapeshifters and self gain +20 Defense for each Shapeshifter, including themselves, on their side, to a max of +2,000 Defense
Requires: Basic Flux Baron Knowledge
Cost: 150,000 Gold, 3 Weeks

Lord of the Silverfur Pack- (Passive Ability, Flux Baron) If possessor summons an entity whose name includes 'Werewolf' or that is a Shapeshifter whose name includes 'Were', possessor may choose for its name to gain the word 'Silverfur' as a prefix, for said entity's stats to naturally be 3,000 points higher, and for said entity to naturally possess no Earth Weakness
Not for Sale

Lunar Werebeast- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +2,000 to all stats while in a Chronogeomatic Zone of Night or a Zone of Moon
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Lycanthrope's Bite- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform' or 'Form of', possessor's 'Melee Attack' actions may gain '30% inflicts Diseased: Lycanthropy'
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 1,000,000 Gold, 2 Weeks

Lycanthropic Regeneration- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform', possessor regenerates 20,000 HP at the start of each round and has a 30% chance of being cured of Wounded at the start of each round
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Offensive Fluxoid Conversion- (Active Ability, Flux Baron) Possessor may have any number of equipped Fluxoids, either at the beginning of battle or as an action, have their Defense bonus converted into an Attack Bonus of any one normal type of half value
Requires: Fluxoid Wielder
Cost: 50,000 Gold, 2 Weeks

Offensive Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have the Damage values of their abilities increased by 50 points
Requires: Shapeshifter Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Shapeshifter Instruction I, Apprentice Flux Baron Knowledge
Cost: 100,000 Gold, 2 Weeks

Porridge Protector- (Passive Ability, Flux Baron) While possessor is in the 'Controlled Wereform: Werebear' stance, Food items may not be stolen from possessor or possessor's allies by sources below Level 40. While possessor is in the 'Controlled Wereform: Werebear' stance, individuals below Level 40 may not use charges of possessor's Food conusmables without possessor's permission.
Not for Sale

Provocative Weretransformation- (Passive Ability, Flux Baron) Whenever possessor enters a Flux Baron stance whose name includes 'Were', possessor's opponents who are lower Level than possessor and are below Level 40 obtain a non-stacking debuff that lasts until the end of their next action that provides -5% To Hit against individuals who are not the source of said debuff.
Not for Sale

Reflexive Morphic Defense- (Active Ability, Flux Baron) Possessor may, as a counter that cost 0 MP and is Magic element, gain 10% Resistance to any one base element that is part of an attack that was just used on possessor
Not for Sale

Resistant to Secondary Instances of Lycanthropy- (Passive Ability, Flux Baron) Possessor gains Diseased: Lycanthropy Immunity
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Self-Regenerative Metamorphosis- (Passive Ability, Flux Baron) Giver of Regenerative Metamorphosis, Giver of Flux Regeneration, Giver of Restorative Metamorphosis, and Giver of Flux Restoration also apply to possessor
Requires: Giver of Regenerative Metamorphosis, Giver of Restorative Metamorphosis, or Body of Blades
Cost: 80,000 Gold, 2 Weeks

Shapeshifter Calling I- (Passive Ability, Flux Baron) Possessor's Shapeshifter summons gain +20 to all stats
Requires: Shapeshifter Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Shapeshifter Calling II- (Passive Ability, Flux Baron) Possessor's Shapeshifter summons gain +200 HP
Requires: Shapeshifter Calling I
Cost: 40,000 Gold, 2 Weeks

Shapeshifter Calling III- (Passive Ability, Flux Baron) Possessor's Shapeshifter summons gain +500 MP
Requires: Shapeshifter Calling II
Cost: 40,000 Gold, 2 Weeks

Shapeshifter Calling IV- (Passive Ability, Flux Baron) Possessor's Shapeshifter summons gain +2,000 HP and +4,000 MP
Requires: Shapeshifter Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Shapeshifter Calling V- (Passive Ability, Flux Baron) Possessor's Shapeshifter summons may not be unsummoned by sources below Level 5
Requires: Shapeshifter Calling IV, Shapeshifter Instruction II, Summoner, Flux Baron
Cost: 200,000 Gold, 2 Weeks

Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +20 to all stats
Requires: Basic Flux Baron Knowledge
Cost: 60,000 Gold, 2 Weeks

Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 to all stats
Requires: Shapeshifter Instruction I
Cost: 100,000 Gold, 2 Weeks

Shapeshifter Loyalty Instruction- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain 40% Charm Resistance
Requires: Basic Shapeshifter Loyalty Instruction, Apprentice Flux Baron Knowledge
Cost: 100,000 Gold, 2 Weeks

Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Shockingly Confusing Arrival- (Passive Ability, Flux Baron) Possessor may choose to have a 60% chance of inflicting Confusion on each opponent at the start of battle
Not for Sale

Situationally-Adaptive Wonder Body- (Passive Ability, Flux Baron) At the start of each thread, possessor may, as a non-stacking buff, replace its base stat points with a set of 60 points distributed between its posessor's stats as its possessor chooses (with a minimum of 1 point in each stat), replace its subtype with any one BA-member-PC-selectable base subtype, and replace its element with either any one base element or Wonder
Not for Sale

Speed-Focused Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Shapeshifter Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Shapeshifter Instruction I, Apprentice Flux Baron Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Shapeshifter Loyalty Instruction- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain 80% Charm Resistance
Requires: Advanced Shapeshifter Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Terrain Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Terrain Fluxoids count as 5 levels higher for their Phantom Terrain effects
Requires: Geozonic Flux
Cost: 50,000 Gold, 2 Weeks

Virulent Lycanthropy- (Passive Ability, Flux Baron) Possessor's chances of inflicting Diseased: Lycanthropy are increased by 20%
Requires: Lycanthrope's Bite
Cost: 2,000,000 Gold, 2 Weeks

Werebear Rage- (Technique Ability, Flux Baron) Possessor may use 'Werebear Rage' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action so long as no other technique is used and possessor is in 'Controlled Wereform: Werebear' stance. Said action gains +700 Melee Attack, +5% Critical, and obtains a 70% chance of inflicting Wounded: Maimed.
Not for Sale


Werebeast Mauling- (Technique Ability, Flux Baron) Possessor may use 'Werebeast Mauling' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor is in a Flux Baron stance whose name includes 'Wereform'. Said action gains +2,500 Melee Attack, may deal HP Drain to Animals, Humans, Humanoids, Aquatics, and Aerials, and gains '30% inflicts Wounded: Maimed'
Requires: Werebeast's Claws OR Lycanthrope's Bite
Cost: 3,000,000 Gold, 2 Weeks

Werebeast Pack Member- (Passive Ability, Flux Baron) Possessor's Shapeshifter allies may treat possessor as though possessor possessed a Constant Effect named 'Pack Hunter' while possessor is either a Shapeshifter or in a stance whose name includes 'Wereform'
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 1,000,000 Gold, 2 Weeks

Werebeast's Agility- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +300 to its turn-order-determining stat sum for turn-order-determining purposes
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 3,000,000 Gold, 2 Weeks

Werebeast's Claws- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +350 Melee Attack, deals 1,500 additional Physical element Damage when dealing Physical element Damage with attacks, and has its chances of inflicting Wounded increased by 5%
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Werebeast's Scent- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +5% To Hit
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Wereform Control- (Passive Ability, Flux Baron) Possessor's Shapeshifter stances whose name includes 'Wereform' have their chances of inflicting Confusion: Berserk on possessor reduced by 50%
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Wereform Master- (Passive Ability, Flux Baron) Stance abilities whose name begins with 'Wereform' or 'Controlled Wereform' cost possessor 2,000,000 Gold and 2 Weeks less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Requires: Flux Baron, 3 Stance Abilities whose name includes 'Wereform'
Cost: 50,000,000 Gold, 6 Weeks

Wereform: Werebear- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base STR and +1 base CON, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Bear
Cost: 5,000,000 Gold, 5 Weeks

Wereform: Weregoat- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base STR and +2 base CON, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Goat
Cost: 5,000,000 Gold, 5 Weeks

Wereform: Werelizard- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base CON, +1 base MIN, and the subtype Reptile, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Lizard
Cost: 5,000,000 Gold, 5 Weeks

Wereform: Werepackage- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base CON and +1 base AGI, Possessor gains the subtype Shapeshifter, Possessor may additionally be in the Stance 'Form of Postal Package' while in this Stance, If possessor would not possess the subtype Shapeshifter or Abstract without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk or Confusion at the start of each round
Requires: Shapeshifter Traits, Form of Postal Package, Walker From Beyond
Cost: 5,000,000 Gold, 5 Weeks

Wereform: Wererat- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base CON, and +2 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Rat
Cost: 5,000,000 Gold, 5 Weeks

Wereform: Wereshark- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base STR and +1 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Shark
Cost: 5,000,000 Gold, 5 Weeks

Wereform: Weretiger- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base STR and +1 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Tiger
Cost: 5,000,000 Gold, 5 Weeks

Wereform: Werewolf- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base STR, +1 base CON, and +1 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Wolf
Cost: 5,000,000 Gold, 5 Weeks

Were-Pounce- (Technique Ability, Flux Baron) Possessor may use 'Were-Pounce' in conjunction with a 'Melee Attack', 'Powerful Attack' or 'Melee Overdrive' action so long as no other technique is used. Said action's user enters a Flux Baron Stance whose name includes 'Wereform' at the start of said action.
Requires: Werebeast Mauling
Cost: 2,000,000 Gold, 2 Weeks

Zonic Flux- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids may become, through their shift ability, any type of zone possessor may automatically set at the start of battle as a Geomancer
Requires: Fluxoid Wielder, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Zone Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids count as 5 levels higher for their Zone of X effects
Requires: Zonic Flux
Cost: 50,000 Gold, 2 Weeks


~Gearwright (Clockwork)~

'Inspector Steam'-Style Mouth-Deploying Pondering Pipe- (Passive Ability, Gearwright) If possessor is a Clockwork, whenever possessor successfully scans an individual's stats whose stats have not been already been scanned by possessor and that is not a summon, possessor obtains a buff that stacks 5 times that provides +500 MIN
Requires: Forehead-Deploying Multi-Lensed Magnifying-Glass Array
Cost: 4,000,000 Gold, 2 Weeks

Adept Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Clockwork summon, Possessor's unmodified stats increase by 200 points if possessor is an Clockwork
Requires: Gearwright, 50 other Gearwright Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Clockwork Loyalty Programming- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain 60% Charm Resistance
Requires: Clockwork Loyalty Programming, Gearwright
Cost: 200,000 Gold, 2 Weeks

Aetherium-Angler's Device- (Passive Ability, Gearwright) Possessor may, at the start of each round if possessor is a Clockwork, move one entity in another battlespace that is below Level 60 into possessor's battlespace so long as no individual of Level 80 or greater in either possessor's battlespace or the battlespace that said individual is being removed from objects
Requires: Ethereal Mage, 'Self-Reeling, Gear-Ornamented Fishing-Pole Attachment', Clockwork Wonder
Cost: 30,000,000 Gold, 2 Weeks

All Aboard!- (Active Ability, Gearwright) If possessor is a Clockwork or a Machine (or is in a Vehicle transformation whose name includes 'Train', 'Trolley', or 'Engine'), possessor may spend an action to pick up a number of willing passengers equal to its passenger capacity
Requires: Cool Steam Whistle, Commander, Driver
Cost: 800,000 Gold, 2 Weeks

Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Gearwright Knowledge, 3 other Gearwright abilities
Cost: 125,000 Gold, 2 Weeks

Arm-Dissasembly Mechanism with Unfolding Combat-Blade- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +900 Melee Attack and may count as having an additional Sword and/or Bladecane equipped
Requires: Clockwork Traits, Swordsman, Gentleman Assassin
Cost: 2,000,000 Gold, 2 Weeks

Armored Brass Plating- (Passive Ability, Gearwright) Possessor obtains +500 Defense if possessor is a Clockwork
Requiures: Clockwork Traits
Cost: 500,000 Gold, 2 Weeks

Assembler of Complex Gears- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +600 to all stats as a non-stacking buff at the time of their summoning
Requires: Intuitive Knowledge of How Gears Fit Together, 10 Base AGI
Cost: 800,000 Gold, 3 Weeks

Assumption of the Essence of the Clockwork- (Passive Ability, Gearwright) Possessor may, at the beginning of a thread, choose to become the subtype Clockwork
Requires: Formshift: Clockwork, Apprentice Gearwright Knowledge
Cost: 70,000 Gold, 2 Weeks

Augmented Perfume Scent Selection- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may inflict Stat Boost on a single target at the start of each round
Requires: Inbuilt Perfumery, Diplomat
Cost: 4,000,000 Gold, 2 Weeks

Auto-Lubricating Oil Ducts- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor has a 15% chance of being cured of Paralyzed (but not its sub-status effects), Impaired (but not its sub-status effects, excluding Impaired: Slow) and Fatigued (but not its sub-status effects) at the start of each round
Not for Sale

Automatically Salt Meat- (Passive Ability, Gearwright) If possessor is a Clockwork, whenever possessor or one of possessor's allies uses a Food consumable, possessor may choose to increase all quantities of HP Healing and HP Regeneration that it provides by 6,000 points and to increase the duration of all duration-possessing buffs it provides that possess durations measured in rounds that are already a number of rounds that is at least 5 by 3 rounds
Requires: Clockwork Traits, Gearwright OR Engineer, Chef
Cost: 300,000 Gold, 2 Weeks

A Work of Mechanical Art- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's actions may gain a 30% chance of inflicting Charm: Impressed
Requires: Reconfigurable Gear-Patterns, Baroque Ornamentation, 2 Base SPI
Cost: 30,000,000 Gold, 2 Weeks

Baroque Clockwork Design- (Passive Ability, Gearwright) Possessor's Clockwork pets have their value increased by 15,000,000 Gold, Possessor's Clockwork pets and summons have their chances of inflicting Charm (not including its sub-status effect except Charm: Impressed) increased by 30% as a non-stacking effect as a non-stacking buff at the time of their entry to battle
Requires: Clockwork Calling 5
Cost: 30,000,000 Gold, 2 Weeks

Baroque Ornamentation- (Passive Ability, Gearwright) If possessor is a Golem or a Clockwork, possessor's Charm infliction chances are increased by 10%
Requires: Clockwork Traits or Golem Traits
Cost: 6,000,000 Gold, 2 Weeks

Basic Clockwork Loyalty Programming- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain 20% Charm Resistance
Requires: Clockwork Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Beautiful Ceramic Casing- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's current HP is equal to possessor's Max HP, possessor's Charm infliction chances are increased by 10%
Requires: Baroque Ornamentation, Diplomat
Cost: 3,000,000 Gold, 2 Weeks

Blinding Flash Filament- (Passive Ability, Gearwright) Whenever possessor attempts to scan an individual's stats with possessor's 'Inbuilt Daguerreotype Camera' ability, possessor may choose to have a a 30% chance of inflicting Impaired: Blind on said individual
Requires: Inbuilt Daguerreotype Camera
Cost: 70,000 Gold, 2 Weeks

Broad Knowledge of Clockwork Design Patterns- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +200 to all stats, Possessor's Clockwork pets and summons may ignore the Clockwork Resistance of individuals below Level 5
Not for Sale

Buff-Preserving Internal Photograph-Development Capabilities- (Passive Ability, Gearwright) Possessor's 'Inbuilt Daguerreotype Camera' actions may extend the duration of a buff that possesses a duration of 2 rounds or greater by 1 round that is present on each individual whose stats it attempts to scan
Requires: Blinding Flash Filament, Enchanter OR Theoretical Scientist
Cost: 3,000,000 Gold, 2 Weeks

Built with Steampunk Tech- (Passive Ability, Gearwright) Possessor gains +200 to all stats if possessor is a Clockwork
Requires: Clockwork Traits
Cost: 300,000 Gold, 2 Weeks

Buzzsaw Gear-Tosser- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +1,700 Ranged Attack and deals 17,000 additional Damage to Plants
Requires: Integrated Buzzsaw-Gear
Cost: 1,700,000 Gold, 2 Weeks

Can Attach Cables To Detachable Arms Before Launch to Reel them Back In- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may equip any weapons unequipped through possessor's 'Detachable Arms' ability at the end of the round if they are still in possessor's possession
Not for Sale

Clackity-Clack Grabber-Claws- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +250 Melee Attack, and possessor's 'Melee Attack', 'Attack with Finesse' and 'Melee Overdrive' actions gain a 25% chance of inflicting an instance of Paralyzed that is automatically cured if its possessor and its source cease being in the same battlespace
Requires: Clockwork Traits
Cost: 250,000 Gold, 2 Weeks

Clockwork Animal- (Passive Ability, Gearwright) Possessor, if a Clockwork, may choose at the beginning of a thread to gain the subtype Animal, Possessor, if an Animal, may choose at the beginning of a thread to gain the subtype Clockwork, Possessor if a Clockwork and an Animal, gains +100 to all stats
Requires: Formshift: Clockwork, Formshift: Animal
Cost: 200,000 Gold, 2 Weeks

Clockwork Battlerush Piston-Installation- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons may gain a non-stacking buff at the time of their summoning that causes their first offensive action each round that is Physical or Steam element to deal an additiona 50,000 Damage to one of its targets
Requires: Upgraded Clockwork Automata Munitions, Upgraded Clockwork Automata Hydraulics
Cost: 5,000,000 Gold, 2 Weeks

Clockwork Beehive- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Melee Attack and possessor's 'Ranged Attack' and 'Ranged Overdrive' actions gain '40% inflicts Pain'
Requires: Clockwork Traits, Basic Vermin Master Knowledge
Cost: 600,000 Gold, 2 Weeks

Clockwork Calling I- (Passive Ability, Gearwright) Possessor's Clockwork summons gain +20 to all stats
Requires: Clockwork Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Clockwork Calling II- (Passive Ability, Gearwright) Possessor's Clockwork summons gain +200 HP
Requires: Clockwork Calling I
Cost: 40,000 Gold, 2 Weeks

Clockwork Calling III- (Passive Ability, Gearwright) Possessor's Clockwork summons gain +500 MP
Requires: Clockwork Calling II
Cost: 40,000 Gold, 2 Weeks

Clockwork Calling IV- (Passive Ability, Gearwright) Possessor's Clockwork summons gain +2,000 HP and +4,000 MP
Requires: Clockwork Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Clockwork Calling V- (Passive Ability, Gearwright) Possessor's Clockwork summons may not be unsummoned by sources below Level 5
Requires: Clockwork Calling IV, Clockwork Programming II, Summoner, Gearwright
Cost: 200,000 Gold, 2 Weeks

Clockwork Crab-Claws- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +15,000 Melee Attack, and possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions gain a 75% chance of inflicting an instance of Paralyzed that is automatically cured if its possessor and its source cease being in the same battlespace
Requires: Self-Restabilizing Clockwork Crab-Legs, Clackity-Clack Grabber-Claws
Cost: 15,000,000 Gold, 2 Weeks

Clockwork Cyborg- (Passive Ability, Gearwright) Possessor, if a Clockwork, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Clockwork, Possessor if a Clockwork and a Human, gains +100 to all stats
Requires: Formshift: Clockwork, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Clockwork Gentleman's Automatically-Popping Monocle- (Passive Ability, Gearwright) The first time per thread that this ability's possessor is afflicted with Confusion: Surprise, this ability instead removes its own text
Requires: Baroque Ornamentation, Diplomat
Cost: 5,000,000 Gold, 2 Weeks

Clockwork Jungle Zoologist- (Passive Ability, Gearwright) Possessor may treat the Enemy List as though it possessed normally-fightable-for-drops entities that are versions of all Animal entities that are on it that are normally fightable for drops whose name naturally begins with 'Clockwork' and who naturally are additionally the subtype Clockwork
Requires: Beastmaster, Rework Gear-Programming: Accomplished Gear Programmer, Advanced Clockwork Loyalty Programming, Assembler of Complex Gears,
Cost: 80,000,000 Gold, 4 Weeks

Clockwork Loyalty Programming- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain 40% Charm Resistance
Requires: Basic Clockwork Loyalty Programming, Apprentice Gearwright Knowledge
Cost: 100,000 Gold, 2 Weeks

Clockwork Patrolman's Armored Body- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Defense
Requires: Clockwork Traits
Cost: 200,000 Gold, 2 Weeks

Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Requires: Basic Gearwright Knowledge
Cost: 60,000 Gold, 2 Weeks

Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Requires: Clockwork Programming I
Cost: 100,000 Gold, 2 Weeks

Clockwork Robot- (Passive Ability, Gearwright) Possessor, if a Clockwork, may choose at the beginning of a thread to gain the subtype Robot, Possessor, if a Robot, may choose at the beginning of a thread to gain the subtype Clockwork, Possessor if a Clockwork and a Robot, gains +100 to all stats
Requires: Formshift: Clockwork, Formshift: Robot
Cost: 200,000 Gold, 2 Weeks

Clockwork Springboost-Installation- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons may gain a non-stacking buff at the time of their summoning that gives them +1,000 AGI on rounds during which they have moved from the back row into the front row previously and rounds directly after said rounds and that also gives them +1,000 AGI while conducting attacks that possess a Prime Attribute that includes Strength
Requires:Clockwork Battlerush Piston-Installation
Cost: 5,000,000 Gold, 2 Weeks

Clockwork Squadron Automated Unfolding Deployment- (Passive Ability, Gearwright) When one of possessor's Clockwork pets or summons exits a vehicle that it was a passenger of into a battlespace, any number of possessor's other Clockwork pets or summons that are passengers of said same vehicle may exit said vehicle into said same battlespace.
Requires: Clockwork Calling V, Offensive Clockwork Programming II
Cost: 7,000,000 Gold, 2 Weeks

Clockwork Traits- (Passive Ability, Gearwright) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Clockwork
Requires: No Prerequisites
Cost: 1,500,000 Gold, 25 Weeks

Clockwork Timing- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +1% Dodge and +1% To Hit
Requires: Working Like Clockwork, Contains a Very Convincing Clock
Cost: 2,000,000 Gold, 2 Weeks

Clockwork Watchman's Spring-From-Back Heavy-Brass Automatically-Gear-Locking Imprisonment Cage- (Passive Ability, Gearwright) Possessor's 'Melee Attack' and 'Ranged Attack' actions may gain '30% inflicts Entombed: Incarcerated' if possessor is a Clockwork
Requires: Steam-Powered Piston-Fists, Clockwork Patrolman's Armored Body, Deployable Clockwork Net-Launcher
Cost: 7,000,000 Gold, 2 Weeks

Clockwork Wings- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +2,000 AGI, +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes, and 20% Earth Resistance
Not for Sale

Clockwork Wonder- (Passive Ability, Gearwright) Possessor's actions may gain a 75% chance of inflicting Awestruck, Charm: Impressed, Charm, Invigorated, Invigorated: High Morale, or Stat Boost if possessor is a Clockwork
Requires: Reveal Ornamentally-Disguised Armaments, A Work of Mechanical Art, Masterpiece of Engineering
Cost: 60,000,000 Gold, 3 Weeks

Comfortable Around Steampunk-y Things- (Passive Ability, Gearwright) If possessor possesses at least one Clockwork ally, possessor regenerates 50 HP and MP at the start of each round, if possessor possesses 10 allies Clockworks, possessor may choose to count as being in a Zone of Technology, Entities who possess an ability or Constant Effect named 'Gratuitously Steampunk' count as 10 Clockworks for purposes of this ability
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

Compact, Folding Gear-Mechanisms- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor does not count against the Passenger Capacity of vehicles that possessor is a Passenger of, provided said vehicles possess Passenger Capacities that are greater than 0.
Requires: Fast Gears, Working Like Clockwork
Cost: 4,000,000 Gold, 2 Weeks

Constant Tinkering- (Passive Ability, Gearwright) At the start of each round, one of possessor's equipped items may obtain a buff that stacks 200 times per item and 200 times across all items per attack bonus or stat that raises all attack bonuses and stats that said item provides by 25 points
Not for Sale

Contains a Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, the round that possessor counts the current round as may not be changed by sources below Level 20 without possessor's permission
Requires: Clockwork Traits
Cost: 60,000 Gold, 2 Weeks

Contains a Highly-Colorful Spring-Loaded Marble-Shooter- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack and may choose to add a random base element to its 'Ranged Attack' actions (with the identity of the randomly-chosen element being chosen after said yes/no choice is made and being able to be an element said action already possesses)
Requires: Wind-Up OR Reveal Ornamentally-Disguised Armaments
Cost: 400,000 Gold, 2 Weeks

Contains an Alarm Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may cure all allies of Fatigued: Asleep at the start of each round
Requires: Contains a Clock
Cost: 50,000 Gold, 1 Week

Contains a Rotary Telephone- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor and possessor's allies may target willing allies in other battlespaces of the same battle so long as no individual who is either Level 20 or greater or 5 or more Levels greater than possessor who is either in the same battlespace as possessor or who is in a battlespace that contains an individual who would be targeted by said action objects
Requires: Clockwork Traits, Basic Engineer Proficiency
Cost: 350,000 Gold, 2 Weeks

Contains a Very Convincing Clock- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's stats are scanned, the individual scanning possessor's stats, if either willing or both below Level 60 and with a lower MIN than possessor's MIN, changes the number of thr round that it counts the current round as to the number of the round that possessor counts the current round as
Requires: Contains a Clock, Gearwright
Cost: 7,000,000 Gold, 2 Weeks

Cool Steam Whistle- (Passive Ability, Gearwright) If possessor is a Clockwork and casts a Leadership spell, switches rows voluntarily, picks up a passenger, or deploys a passenger, possessor may inflict Invigorated on up to 30 chosen allies
Requires: Steam Locomotive Momentum, Basic Leadership Attunement
Cost: 400,000 Gold, 2 Weeks

Crazy Danger-Mania Springs- (Passive Ability, Gearwright) If possessor is a Clockwork, at the start of each round, possessor deals 150,000 Flat Physical & Technology element Damage to 5 randomly-determined individuals in the same battlespace who are not possessor or Clockwork allies of possessor
Requires: Giggling Head-On-A-Spring
Cost: 7,500,000 Gold, 2 Weeks

Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Requires: Clockwork Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Requires: Defensive Clockwork Programming I, Apprentice Gearwright Knowledge
Cost: 100,000 Gold, 2 Weeks

Deploy Clockwork Kidnap-Cage- (Active Ability, Gearwright) Possessor may spend an action to have a 70% chance of inflicting Entombed: Encarcerated on target individual below Level 60, instances of said status effect coming from this ability possess no natural per-round auto-recovery rate for sources below Level 20 and cannot be cured by sources below Level 20
Not for Sale

Deploy Gas-Light Balloons- (Active Ability, Gearwright) Possessor may, if possessor is a Clockwork, spend an action to create a Zone of Light & Technology
Requires: Apprentice Skykeeper Knowledge, Extendible Gas Lamps
Cost: 2,000,000 Gold, 2 Weeks

Deploy Miniature Wind-Up Selves- (Active Ability, Gearwright) Possessor may, if possessor is a Clockwork, spend an action to gain a buff that stacks 5 times that provides +50,000 HP, +5% To Hit, +5,000 Melee Attack, and +5,000 Ranged Attack that lasts 5 rounds
Requires: Wind-Up Speed Boost, Gearwright, Engineer, Improved Clockwork Programming, Level 20
Cost: 15,000,000 Gold, 2 Weeks

Deploy Thumpy-Thumpy Spring-Hammers- (Technique Ability, Gearwright) If possessor is a Clockwork, possessor may use 'Deploy Thumpy-Thumpy Spring-Hammers', in conjunction with a 'Ranged Attack' or 'Point Blank' action. Said action gains +30,000 Ranged Attack or +30,000 Melee Attack, may use Melee Attack bonus instead of Ranged Attack bonus, may use Strength as its Prime Attribute, may gain a 100% chance of inflicting Fatigued: Stun, counts as involving 3 additional Hammers, and repeats itself against the same targets at the start of each round unless one of its performer's other actions has already repeated at the start of said round.
Requires: Rotationally-Deployable Brass-and-Silver Hammer-Fists, Adept Gearwright Knowledge, Working Like Clockwork, Self-Rewinding Miniature Selves, Crusher, Engineer
Cost: 60,000,000 Gold, 2 Weeks

Deployable Clockwork Net-Launcher- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's 'Ranged Attack' actions may gain '30% inflicts Paralyzed'
Requires: Clockwork Traits
Cost: 400,000 Gold, 2 Weeks

Designer of Folding Clockwork Assemblies- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons do not count against the Passenger Capacity of vehicles that they are Passengers of, provided said vehicles possess Passenger Capacities that are greater than 0.
Requires: Defensive Clockwork Programming II, Gearwright
Cost: 4,000,000 Gold, 2 Weeks

Detachable Arms- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, at the end of any action that possessor was either targeted during or that possessor performed unequip up to 2 equipped weapons
Not for Sale

Detachable Arms that Conceal Hidden Machine Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, whenever possessor unequips one or more weapons using possessor's 'Detachable Arms' ability, cause this ability to gain the text '+200 Ranged Attack and possessor counts as wielding an additional Gun' until the end of the round
Not for Sale

Diamond Shredder Hidden Machine Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's 'Detachable Arms that Conceal Hidden Machine Guns' may gain the text ' +3,000 Ranged Attack, 30% inflicts Wounded, possessor's 'Ranged Attack' and 'Ranged Overdrive' actions may gain the element Earth' and possessor counts as wielding an additional Gun' instead of the usual text it would gain when triggered by the unequipping of one or more weapons due to the ability 'Detachable Arms', with possessor not being able to gain this instance of added text at the same time that said ability possesses any other text added by any of possessor's Gearwright abilities (and possessor's 'Detachable arms that Conceal Hidden Machine Guns' not being able to add its natural text addition while this text addition is present)
Not for Sale

Earth-Grinding Devourer-Gears- (Passive Ability, Gearwright) Possessor gains +1,500 Melee Attack if possessor is a Clockwork, Possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions deal HP Drain to Technology and Earth element Elementals if possessor is a Clockwork
Requires: Machine-Grinding Battle Processor, Gearwright
Cost: 3,000,000 Gold, 2 Weeks

Enhanced Clockwork Automata Production- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain +250 to all stats as a non-stacking buff at the time of their summoning
Requires: Apprentice Gearwright Knowledge, Basic Gear-Golem Creation Techniques
Cost: 300,000 Gold, 2 Weeks

Evasive Form-Separating Mid-Body Spring- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, up to three times per battle, as a non-stacking buff that lasts until the end of said attack, gain +10% Dodge against the first hit of an attack that targets possessor
Requires: Spring-Loaded Arms, Gearwright
Cost: 800,000 Gold, 2 Weeks

Experienced at Feigning Understanding of Highly Technical Conversations- (Passive Ability, Gearwright) Possessor may, when being checked for the numbers of abilities of any given type that possessor possesses, choose to respond as though possessor possessed up to three more abilities of any such types, This ability only works within quest and battle threads, not for prerequisite purposes
Not For Sale

Extendable, Deployable, Brass-Armored, Clockwork Item-Grabbing Hand- (Passive Ability, Gearwright) +30 Defense, If possessor is a Clockwork, possessor may obtain one non-equipped, carried item from a willing ally at the start of each round
Not for Sale

Extendable Gas Lamps- (Passive Ability, Gearwright) Possessor may choose at the beginning or end of any of its actions to gain the buff provided by its 'Integrated Gas-Powered Lamps' ability
Requires: Integrated Gas-Powered Lamps
Cost: 300,000 Gold, 2 Weeks

Fast-Deploying Clockwork Extendo-Stilts- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor obtains +1% To Hit, If possessor is a Clockwork, possessor's 'Melee Attack' and 'Magical Attack' actions deal full Damage to individuals below Level 20 who are in the front row
Requires: Clockwork Traits
Cost: 2,000,000 Gold, 2 Weeks

Fast Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 AGI
Requires: Clockwork Traits
Cost: 200,000 Gold, 2 Weeks

Fingertip-Installed Lockpick-and-Tool Kit- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may ignore the Resilience of Large Structures below Level 20
Requires: Clockwork Traits, Gearwright, Thief
Cost: 6,000,000 Gold, 2 Weeks

Forehead-Deploying Multi-Lensed Magnifying-Glass Array- (Passive Ability, Gearwright) If possesssor is a Clockwork, whenever possessor scans an individual's stats, possessor does so as though possessor were one Level higher as an effect that cannot cause possessor to count as Level 80 or greater and that cannot bypass Level caps
Requires: Detective, Clockwork Traits
Cost: 6,000,000 Gold, 2 Weeks

Formshift: Clockwork- (Stance Ability, Gearwright) Possessor's subtype becomes Clockwork
Requires: Clockwork Traits
Cost: 100,000 Gold, 4 Weeks

Gas-Jet Clockwork Hornet-Dart Launchers- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +1,700 Ranged Attack, +5% To Hit with 'Ranged Attack' and 'Point Blank' actions, and may count as having an additional Throwing Weapon equipped
Requires: Gyroscope-Stabilized Internal Guns, Reveal Ornamentally-Disguised Armaments, Poison-Injecting Clockwork Bee-Stings, Gearwright, Assassin
Cost: 7,000,000 Gold, 2 Weeks

Gear Arrangement: Clockwork Battle Walker- (Stance Ability, Gearwright) If possessor is a Clockwork, possessor's turn-order-determining stat becomes Agility, possessor loses two accessory slots and gains two weapon slots that can only contain Gun weapons, and possessor obtains +7,000 Ranged Attack
Requires: Reconfigurable Gear-Patterns, Snap-Out Steam-Canister Projectile Guns
Cost: 14,000,000 Gold, 2 Weeks

Gearcrafter- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +150 to all stats as a constantly-applied effect while possessor is present
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Basic Magewright Proficiency
Cost: 300,000 Gold, 2 Weeks

Gear-Flinging Frenzy- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +800 Ranged Attack, and possessor's 'Ranged Attack' actions may gain '1 hit against 5' and deal 1/2 Damage
Requires: Crazy Danger-Mania Springs
Cost: 400,000 Gold, 2 Weeks

Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Requires: Apprentice Gearwright Knowledge, 10 other Gearwright abilities
Cost: 125,000 Gold, 4 Weeks

Giggling Head-On-A-Spring- (Passive Ability, Gearwright) Possessor may, at the start of each round, choose up to 15 individuals; said individuals choose between possessor having a 30% chance of inflicting Confusion: Fear on them and possessor having a 30% chance of inflicting Confusion: Overwhelmed by Laughter on them
Requires: Evasive Form-Separating Mid-Body Spring
Cost: 300,000 Gold, 2 Weeks

Gratuitously Steampunk- (Passive Ability, Gearwright) If possessor is a Clockwork or has a Steam element Clothing equipped, possessor gains +500 to all stats, and all of possessor's passive abilities whose name includes 'Steam' have the stat bonuses they provide to possessor (including those present on buffs they provide) by 200 points (to a max of 20,000 points across all abilities)
Requires: (Steamfrog's Leaping Strike, Offensively Vent Steam, AND Cool Steam Whistle) OR Adept Clothier Proficiency, Engineer, Diplomat, Clothier, Gearwright, Level 20
Cost: 7,000,000 Gold, 2 Weeks

Gyroscope-Stabilized Internal Guns- (Passive Ability, Gearwright) If possessor is a Clockwork and has at least one Gun equipped, possessor gains +5% To Hit
Requires: Snap-Out Steam-Jet Guns, Self-Stabilizing Interal Gyroscope
Cost: 300,000 Gold, 2 Weeks

Had Foom'Al'Frafoom Install a Chronomatic Rewinding System- (Passive Ability, Gearwright) This ability has an item named 'Chronomatic Rewinding System' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Install a Cogwork Ammo-Reloading System- (Passive Ability, Gearwright) This ability has an item named 'Cogwork Ammo-Reloading System' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Install a Deployable Clockwork Helicopter- (Passive Ability, Gearwright) This ability has an item named 'Deployable Clockwork Helicopter' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Install a Deployable Clockwork Umbrella- (Passive Ability, Gearwright) This ability has an item named 'Deployable Clockwork Umbrella' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Install a Gear Launcher- (Passive Ability, Gearwright) This ability has an item named 'Gear Launcher' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Install a Hyperfast Computation Gear Set- (Passive Ability, Gearwright) This ability has an item named 'Hyperfast Computation Gear Set' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Install a Snap-Out Clockwork Diver's Helmet and Air Tank- (Passive Ability, Gearwright) This ability has an item named 'Snap-Out Clockwork Diver's Helmet and Air Tank' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Install a Spring Heel- (Passive Ability, Gearwright) This ability has an item named 'Spring Heel' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Install an Everrestoring Gear- (Passive Ability, Gearwright) This ability has an item named 'Everrestoring Gear' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Install Precision Clockwork Targeting Components- (Passive Ability, Gearwright) This ability has an item named 'Precision Clockwork Targeting Components' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Battle-Upgraded Far-Launching Spring Heel Into a Blitzgear Battle-Augmented Spring Heel- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Spring Heel' ability has a 'Blitzgear Battle-Augmented Spring Heel' attached to it instead of a 'Battle-Upgraded Far-Launching Spring Heel'
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Everrestoring Array of Gears of Remaking Into the Gears Which See No Rust or Decay- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install an Everestoring Gear' ability has a 'Gears Which See No Rust or Decay' attached to it instead of an 'Everrestoring Array of Gears of Remaking'
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Everrestoring Gear Array Into an Everrestoring Array of Gears of Remaking- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install an Everestoring Gear' ability has an 'Everrestoring Array of Gears of Remaking' attached to it instead of an 'Everrestoring Gear Array'
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Everrestoring Gear Into an Everrestoring Gear Array- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install an Everestoring Gear' ability has an 'Everestoring Gear Array' attached to it instead of an 'Everrestoring Gear'
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Far-Launching Spring Heel Into the Battle-Upgraded Far-Launching Spring Heel- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Spring Heel' ability has a 'Battle-Upgraded Far-Launching Spring Heel' attached to it instead of a 'Far-Launching Spring Heel'
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Gear Launcher Into a Rapid-Fire Gear Launcher- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Gear Launcher' ability has a 'Rapid-Fire Gear Launcher' attached to it instead of a 'Gear Launcher'
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Precision Clockwork Targeting Components Into Superior Precision Clockwork Targeting Components- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Precision Clockwork Targeting Components' ability has a 'Superior Precision Clockwork Targeting Components' attached to it instead of a 'Precision Clockwork Targeting Components'
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Rapid-Fire Gear Launcher Into a Seven-Chances Gear Launcher- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Gear Launcher' ability has a 'Seven-Chances Gear Launcher' attached to it instead of a 'Rapid-Fire Gear Launcher'
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Spring Heel Into the Far-Launching Spring Heel- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Spring Heel' ability has a 'Far-Launching Spring Heel' attached to it instead of a 'Spring Heel'
Not for Sale

Had Foom'Al'Frafoom Upgrade the Installed Superior Precision Clockwork Targeting Components Into Foom's Custom Precision Clockwork Targeting Components- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Precision Clockwork Targeting Components' ability has a 'Foom's Custom Precision Clockwork Targeting Components' attached to it instead of a 'Superior Precision Clockwork Targeting Components'
Not for Sale

Has a Wide-Angle Lens- (Passive Ability, Gearwright) Possessor's 'Inbuilt Daguerreotype Camera' actions may scan the stats of 15 individuals
Requires: Inbuilt Daguerreotype Camera
Cost: 400,000 Gold, 2 Weeks

Has Gears Covered in Ornamental Gears with Gear Designs on Them- (Passive Ability, Gearwright) Whenever one of possessor's Gearwright abilities or equipped Upgrade accessories would lose its text due to a source below Level 40 or would be destroyed by a source below Level 40, it gains an 80% chance of having such not happen
Requires: Gratuitously Steampunk
Cost: 7,000,000 Gold, 2 Weeks

Inbuilt Alarm Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor and up to 5 allies are cured of Fatigued: Asleep at the start of each round
Requires: Clockwork Traits
Cost: 200,000 Gold, 2 Weeks

Inbuilt Daguerreotype Camera- (Active Ability, Gearwright) If possessor is a Clockwork, possessor may spend an action to scan the stats of a target below Level 20
Requires: Clockwork Traits
Cost: 60,000 Gold, 2 Weeks

Inbuilt Perfumery- (Passive Ability, Gearwright) At the start of each round, if possessor is a Clockwork, possessor may give an ally a non-stacking buff that allows its possessor's allies to treat its possessor as though its possessor possessed 3 fewer minor negative status effects (not including for the effects possessed by said status effects themselves)
Requires: Gearwright, Alchemist, Baroque Ornamentation
Cost: 6,000,000 Gold, 2 Weeks

Inflatable Back-Deploying Clockwork Mini-Zeppelin- (Passive Ability, Gearwright) Possessor may, at the start of any round that possessor is a Clockwork, obtain a non-stacking buff that gives its possessor the subtype Aerial, +200 AGI, and 20% Earth Resistance
Requires: Clockwork Traits, Engineer, Skykeeper
Cost: 2,000,000 Gold, 2 Weeks

Inflatable Back-Deploying Clockwork Zeppelin- (Passive Ability, Gearwright) Possessor's 'Inflatable Back-Deploying Clockwork Mini-Zeppelin' ability's buff also gives its possessor +40,000 HP and +1,000 additional AGI
Requires: Inflatable Back-Deploying Clockwork Mini-Zeppelin
Cost: 20,000,000 Gold, 2 Weeks

Inbuilt Ornamental Typewriter- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's allies may spend an action to acquire a buff that stacks 3 times that causes its possessor to count as having an additional Tome equipped that also (provides its possessor's allies with +200 to all stats as a bonus that stacks 5 times)
Requires: Baroque Ornamentation, Clockwork Traits, Basic Book Training
Cost: 4,000,000 Gold, 2 Weeks

Innovative Design Patterns- (Passive Ability, Gearwright) Possessor's Clockwork, Golem, Robot, Machine, and Magic Being summons gain +80 to all stats, The subtype-based resistances and immunities of individuals below Level 30 do not trigger based on the subtypes of possessor's summons or the subtypes of items that possessor creates during the same thread
Not for Sale

Integrated Buzzsaw-Gear- (Passive Ability, Gearwright) If possesssor is a Clockwork, possessor obtains +1,700 Melee Attack and deals 17,000 additional Damage to Plants
Requires: Tin Woodsman, Clockwork Traits
Cost: 1,700,000 Gold, 2 Weeks

Integrated Clockwork Rooster-Alarm- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, at the beginning of a thread, select a number. At the start of rounds of battle that are a multiple of this number, all individuals in battle are cured of Fatigued: Asleep
Requires: Clockwork Traits
Cost: 400,000 Gold, 2 Weeks

Integrated Gas-Powered Lamps- (Passive Ability, Gearwright) At the start of each round, possessor may, if possessor is a Clockwork, pay 500 MP to gain a buff that does not stack that causes its possessor's presence to count as the presence of an additional Zone of Light, with said buff lasting until either its possessor stops being a clockwork or until the next time possessor is able to make said choice to acquire said buff
Requires: Clockwork Traits
Cost: 400,000 Gold, 2 Weeks

Integrated Spring-Loaded Mechanical Cuckoo- (Passive Ability, Gearwright) Possessor gains +200 Melee Attack and +200 Ranged Attack if possessor is a Clockwork, Possessor may, if possessor is a Clockwork, cure up to 5 individuals of Fatigued: Asleep at the start of each round
Requires: Clockwork Traits
Cost: 350,000 Gold, 2 Weeks

Intuitive Knowledge of How Gears Fit Together- (Passive Ability, Gearwright) Possessor counts as being 2 Levels higher, to a Max of Level 60, for stat-scanning purposes when targeting Clockworks, with this effect not bypassing Level-based Immunities
Requires: Gearcrafter, Watchmaker, Clockmaker, 10 Base MIN
Cost: 800,000 Gold, 3 Weeks

Knowledge of Airborne Clockwork Construction- (Passive Ability, Gearwright) Possessor's Clockwork summons, upon their summoning, may be given the Air element in addition to their normal element along with 10% Earth Resistance at the cost of 20,000 Gold per such summon affected, Possessor's Air element Clockwork pets and summons gain +200 to all stats and +55 Defense
Not for Sale

Lady of the Clockwork Kingdom- (Passive Ability, Gearwright) Possessor may treat the Enemy List as though it possessed normally-fightable-for-drops entities that are versions of all Human entities that are on it that are normally fightable for drops whose name naturally begins with 'Clockwork' and who naturally are additionally the subtype Clockwork
Requires: General, Rework Gear-Programming: Accomplished Gear Programmer, Advanced Clockwork Loyalty Programming, Assembler of Complex Gears,
Cost: 80,000,000 Gold, 4 Weeks

Land-Shifting Clockwork-Globe Component With Viewing-Crystal Shield- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, at the start of any round, choose to remove any number of individuals below Level 60 from a Zone, Terrian, or Phantom Terrain that all of said individuals are in that was created by a source below Level 60, or possessor may move a zone, terrain, or phantom terrain created by a source below Level 60 from one battlespace to another battlespace in the same battle so long as no individual of Level 60 or greater in either battlespace objects
Requires: Adept Gearwright Knowledge, Baroque Ornamentation, Geomancer, Engineer
Cost: 40,000,000 Gold, 2 Weeks

Launchable Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack
Requires: Clockwork Traits
Cost: 200,000 Gold, 2 Weeks

Launch Spikes Coated In Deadly Oils Via Clockwork-Pistons- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack and possessor's 'Ranged Attack' and 'Snipe' actions may gain a 30% chance of inflicting Poison, This Ranged Attack bonus increases to +2,200 and possessor's 'Ranged Attack' and 'Snipe' actions may gain a 1% chance of inflicting Venom if possessor is Level 65 or greater.
Not for Sale

Machine-Grinding Battle-Processor- (Passive Ability, Gearwright) Possessor gains +1,500 Melee Attack if possessor is a Clockwork, Possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions deals HP Drain to Machines and Clockworks if possessor is a Clockwork
Requires: Materials-Processor Gears
Cost: 1,500,000 Gold, 2 Weeks

Magnetic Gear-Control- (Passive Ability, Gearwright) Possessor's 'Magical Attack' and 'Ranged Attack' actions may gain a 60% chance of inflicting Charm on Clockworks if possessor is a Clockwork, Possessor gains +300 Ranged Attack if possessor is a Clockwork
Requires: Clockwork Traits, Gearwright, Scientist
Cost: 700,000 Gold, 2 Weeks

Manufacture Toxic Perfume- (Passive Ability, Gearwright) At the start of each round, if possessor is a Clockwork, possessor may choose a target, and, as an effect that is delayed for 5 rounds, inflict Poison on it
Requires: Inbuilt Perfumery, Poison Oils
Cost: 600,000 Gold, 2 Weeks

Masterpiece of Engineering- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's unmodified stats are increased by 200 points
Requires: Adept Gearwright Knowledge, Meticulously-Lubricating Gear-Heart, Precise Clockwork Mind, Reconfigurable Gear-Patterns, Perpetual Motion, Working Like Clockwork, Engineer, 5 Base STR, 5 Base AGI, 5 Base CON, 5 Base MIN, 5 Base SPI
Cost: 80,000,000 Gold, 5 Weeks

Masterwork Gear-Brain- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +300 MIN
Requires: Clockwork Traits
Cost: 300,000 Gold, 2 Weeks

Materials-Processor Gears- (Passive Ability, Gearwright) At the start of each round, possessor may destroy a Zone of Earth or Technology that comes from a source below Level 40 to regenerate 50,000 HP and 10,000 MP
Requires: Clockwork Traits
Cost: 500,000 Gold, 2 Weeks

Meticulously-Lubricating Gear-Heart- (Passive Ability, Gearwright) If possessor is a clockwork, possessor obtains +200 AGI at the start of each round as a buff that stacks 5 times
Requires: Set Clockwork Routine, Well-Oiled
Cost: 5,000,000 Gold, 2 Weeks

Missile Rage Cuckoo-Tech- (Passive Ability, Gearwright) Possessor gains +1,500 Ranged Attack if possessor is a Clockwork, Once per round, when possessor's 'Integrated Spring-Loaded Mechanical Cuckoo' ability cures an individual of Fatigued: Asleep, possessor may, if possessor is a Clockwork, choose to do 15,500 Flat Physical & Technology & Fire element Damage to the source of said status effect
Requires: Integrated Spring-Loaded Mechanical Cuckoo, Gunner, Gearwright
Cost: 1,500,000 Gold, 2 Weeks

Necromancy Detecting Aetherflux Mapping-Eyes- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may spend an action to obtain a buff that prevents entities below Level 45 in the same battlespace as its possessor from creating zones, terrains, or phantom terrains without its possessor's permission and that allows its possessor to scan the stats of all Undead and all entities who have at least one Necromancy spell equipped at the start of each round
Not for Sale

Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Requires: Clockwork Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Clockwork Programming I, Apprentice Gearwright Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensively Vent Steam- (Passive Ability, Gearwright) Whenever possessor performs a 'Vent Steam' action, possessor may deal 5,000 Flat Fire & Air element Damage to up to 5 targets
Requires: Vent Scalding Steam
Cost: 500,000 Gold, 2 Weeks

Ornately-Designed Ballista-Face- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +2,500 Ranged Attack and may count as having an additional Bow equipped.
Requires: Reveal Ornamentally-Designed Armaments, Archer
Cost: 7,000,000 Gold, 2 Weeks

Passenger-Grabbing Clockwork Mega-Claw- (Passive Ability, Gearwright) Possessor may, at the start of any round that possessor is a Clockwork, obtain a non-stacking buff that gives its possessor +20,000 Melee Attack and the ability to pick up or deploy one willing target of one of possessor's 'Melee Attack' or 'Attack with Finesse' actions
Requires: Zeppelin-Bottom Passenger-Compartment with Interior Gas Lighting, Clackity-Clack Grabber-Claws, Level 20
Cost: 30,000,000 Gold, 2 Weeks

Perpetual Motion- (Passive Ability, Gearwright) If possessor is a Clockwork or a Machine and is Level 40 or greater, possessor gains Immunity to Paralyzed, Stat Drain, and Fatigued as well as 15% Petrified Resistance, Sources below Level 60 cannot stop possessor from taking actions if possessor is a Clockwork or a Machine
Requires: Adept Gearwright Knowledge OR Adept Mechanist Knowledge, Working Like Clockwork OR (15 Base AGI, 15 Base MIN, AND 10 Base CON), 10 Base AGI, 10 Base MIN
Cost: 70,000,000 Gold, 5 Weeks

Piston-Driven Blow- (Technique Ability, Gearwright) Possessor may use 'Piston-Driven Blow' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action so long as no other technique is used and possessor is a Clockwork. Said action gains +500 Melee Attack and has its chances of inflicting Fatigued: Stun increased by 20%.
Requires: Steam-Powered Piston-Fists
Cost: 500,000 Gold, 3 Weeks

Piston-Frog Legs- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 AGI and (may use AGI as its turn-order-determining stat if possessor possesses at least 10 Base MIN)
Requires: Spring-Loaded Pouncing, Steam-Canister Grappling Hook
Cost: 800,000 Gold, 2 Weeks

Poison-Injecting Clockwork Bee-Stings- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's 'Ranged Attack', 'Snipe', and 'Ranged Overdrive' actions may gain (the element Acid, +1,000 Ranged Attack, and a 60% chance of inflicting Poison)
Requires: Clockwork Beehive, Poison Oils
Cost: 2,000,000 Gold, 2 Weeks

Poison Oils- (Passive Ability, Gearwright) If possessor is a Machine or Clockwork, possessor may choose to have a 30% chance of inflicting Poison on any individual who deals non-Healing Damage to possessor, to a max of once per round per individual
Requires: Well-Oiled, Thief
Cost: 400,000 Gold, 2 Weeks

Precise Clockwork Mind- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Confusion Immunity
Requires: Set Clockwork Routine, Reconfigurable Gear-Patterns, Self-Stabilizing Internal Gyroscope
Cost: 30,000,000 Gold, 4 Weeks

Precision Clockwork Repairer- (Passive Ability, Gearwright) Possessor's actions that heal Clockworks heal them for an additional 50% of the value that they would otherwise heal them, to a max of 100,000 additional HP healed in such a manner, Possessor may heal (5 x possessor level, to a max of 200) points of stat damage from a clockwork by using Repair Clockworks up to (possessor level) times per thread
Not for Sale

Quillpen Finger-Tip Option with Hand-Installed Inkwell-Reservoir- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +50 Melee Attack, gains +200 MIN, gains +200 SPI, gains +2,000 MP, may not have buffs it applies removed by individuals below Level 5, and may count as having an additional Fist Weapon and/or Deadly Item equipped
Requires: Clockwork Traits, Basic Fist Weapon Training, Basic Book Training, Basic Deadly Item Training
Cost: 300,000 Gold, 2 Weeks

Randomly-Decorative Gear Windchime Dangling-Attachment- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's chances of inflicting minor positive status effects are increased by 1%
Requires: Clockwork Traits
Cost: 40,000 Gold, 1 Week

Reconfigurable Gear-Patterns- (Passive Ability, Gearwright) If possessor is a Clockwork, whenever possessor chances Stances, possessor obtains a buff that stacks 3 times that provides +200 to all stats
Requires: Working Like Clockwork, Gearwright, 2 Base MIN, 2 Base CON
Cost: 4,000,000 Gold, 2 Weeks

Reconfiguration: Clockwork War-Engine- (Stance Ability, Gearwright) Only Clockworks may be in this stance, with individuals who stop being Clockworks immediately dropping out of said stance. Possessor gains +(200 * Possessor Level) Melee Attack and Ranged Attack. Possessor gains +(100 * Possessor Level) Defense. Possessor's turn-order-determining stat becomes (Mind + Agility / 2). Possessor deals +(200 * Possessor Level) additional Damage with its first attack each round. Possessor obtains +(100* Possessor Level) Strength, Agility, Mind, and Constitution. Possessor obtains +(400 * Possessor Level) HP. Possessor gains (Possessor Level)% Critical. Possessor gains the subtypes Machine and War Machine. Possessor cannot conduct 'Magical Attack', 'Overdrive', 'Grand Spell', or 'Cast a Spell' actions that involve non-Technology-element spells. Possessor counts as having two additional Gun and an additional Deadly Weapon equipped.
Not for Sale

Repair Clockworks- (Active Ability, Gearwright) Possessor may use this ability as an action to make an attack equivalent to a Melee Attack that uses either its standard Prime Attribute or Mind as its Prime Attribute that Heals HP instead of doing HP Damage and only affects Clockworks
Not for Sale

Reveal Ornamentally-Disguised Armaments- (Technique Ability, Gearwright) Possessor may use 'Reveal Ornamentally-Designed Armaments' in conjunction with a 'Ranged Attack' or 'Point Blank' action so long as no other technique is used and possessor is a Clockwork. Said action gains +300 Ranged Attack and a 30% chance of inflicting Confusion: Surprise.
Requires: Baroque Ornamentation, Snap-Out Steam-Canister Projectile Guns OR Smith
Cost: 600,000 Gold, 2 Weeks

Rework Gear-Programming- (Active Ability, Gearwright) Possessor may spend an action to choose one of its Clockwork pets and summons and one of said pet or summon's actions; said pet or summon acquires a non-stacking buff that makes it so that it must perform said action whenever it would take an action and would be able to take said action
Requires: Defensive Clockwork Programming II, Offensive Clockwork Programming II, Gearwright
Cost: 2,000,000 Gold, 3 Weeks

Rework Gear-Programming: Accomplished Gear Programmer- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork opponents or allies of possessor that are 10 or more Levels below possessor instead of possessor's Clockwork pets and summons
Requires: Rework Gear-Programming: Timed Freeze-Up, Rework Gear-Programming: Recalibrate Attack-Targeting Mechanisms, Rework Gear-Programming: Improve Gear Programming, Rework Gear-Programming: Impair Gear Programming, Adept Gearwright Knowledge, Level 40
Cost: 30,000,000 Gold, 2 Weeks

Rework Gear-Programming: Automated Routine- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that involves selecting five actions instead of one, with said target having to perform whichever of said actions is the next action in said sequence, with said sequence taking the form of a loop, whenever it would take an action and would be able to take said action, with inability to take an action and failed actions not progressing said loop
Requires: Rework Gear-Programming, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Rework Gear-Programming: Gnomish Gearshop Ally-Tinkering Procedure- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork allies of possessor that are 20 or more Levels below possessor instead of possessor's Clockwork pets and summons
Requires: Rework Gear-Programming, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Rework Gear-Programming: Haywire Gear- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, have a 100% chance of inflicting Insanity
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks

Rework Gear-Programming: Hostile Monkeywrench-Cog Insertion Procedure- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork opponents of possessor that are 20 or more Levels below possessor instead of possessor's Clockwork pets and summons
Requires: Rework Gear-Programming, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Rework Gear-Programming: Impair Gear Programming- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place an instance of the status effect Stat Drain: MIN Drain on each of their targets that may not be automatically recovered from by or cured by entities that are of lower Level than its source
Requires: Rework Gear-Programming: Hostile Monkeywrench-Cog Insertion Procedure, Rework Gear-Programming: Tighten Programming-Cogs
Cost: 5,000,000 Gold, 2 Weeks

Rework Gear-Programming: Improve Gear Programming- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, grant each of their targets +5,000 MIN as a non-stacking buff
Requires: Rework Gear-Programming: Tighten Programming-Cogs, Rework Gear-Programming: Gnomish Gearshop Ally-Tinkering Procedure
Cost: 5,000,000 Gold, 2 Weeks

Rework Gear-Programming: Inscruitable Routine- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that makes its possessor's actions unable to be countered by entities of lower Level than possessor that have a lower MIN than (possessor at the time of said buff's application)
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks

Rework Gear-Programming: Install Contingent Gear-Programming Failsafe- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, inflict a version of any one of the buffs or debuffs that they could place on their target that only takes effect while said target is afflicted with one or more status effects out of Charm, Confusion, Insanity, and Dominion chosen by possessor at the time of application
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks

Rework Gear-Programming: Mass- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target five different individuals instead of one individual provided that the same action may be selected for all action-selections said 'Rework Gear Programming' action requires across all said entities and provided that all of said entities are the same entity from the Zoo Record or Enemy List
Requires: Rework Gear-Programming, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Rework Gear-Programming: Tighten Programming-Cogs- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that gives its possessor Charm Immunity and Confusion Immunity
Requires: Rework Gear-Programming, Level 20
Cost: 3,000,000 Gold, 2 Weeks

Rework Gear-Programming: Timed Clockwork Transfiguration- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, for each of their targets choose a round number and a Clockwork of equal or lower Level to possessor that is normally fightable for drops on the Enemy List, and at the start of said round, apply a Polymorph Effect to said target that causes it to become said Clockwork from the Enemy List, with this Polymorph effect replacing any Polymorph Effect from a source of equal or lower Level than its caster and being unable to replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks

Rework Gear-Programming: Recalibrate Attack-Targeting Mechanisms- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, choose a second corresponding entity for each of their targets, giving each of their targets a non-stacking buff that makes it so that each such second entity chosen being a mandatory target for at least one hit of each attack said buff's possesssor performs if it is a valid target for said attacks
Requires: Rework Gear-Programming: Tighten Programming-Cogs, Rework Gear-Programming: Gnomish Gearshop Ally-Tinkering Procedure
Cost: 5,000,000 Gold, 2 Weeks

Rework Gear-Programming: Reprogram Own Gear-Brain- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target possessor instead of possessor's Clockwork pets and summons
Requires: Assumption of the Essence of the Clockwork, Masterwork Gear-Brain, Rework Gear-Programming: Accomplished Gear Programmer, Precise Clockwork Mind, Reconfigurable Gear-Patterns
Cost: 40,000,000 Gold, 2 Weeks

Rework Gear-Programming: Timed Freeze-Up- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, have their performer choose a round number, as a non-stacking debuff that may prevent a max of one action and that may not prevent more than one action in a row from the same entity, cause the target of said 'Rework Gear Programming' action to skip its first action on the numbered round
Requires: Rework Gear-Programming: Hostile Monkeywrench-Cog Insertion Procedure, Rework Gear-Programming: Tighten Programming-Cogs
Cost: 5,000,000 Gold, 2 Weeks

Rework Gear-Programming: Universal Performance Boost- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, grant each of their targets +40,000 to all stats as a non-stacking buff
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks

Rotationally-Deployable Brass-and-Silver Hammer-Fists- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +15,000 Melee Attack, possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions have their chances of inflicting Fatigued: Stun increased by 60%, and possessor may choose to count as wielding up to 2 additional Hammers
Requires: Baroque Ornamentation, Steam-Powered Piston-Fists, Gearwright, Level 20
Cost: 15,000,000 Gold, 2 Weeks

Saw-Gear-Tipped Extendo-Whips- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor obtains +1,000 Melee Attack, may gain a 20% chance of inflicting Wounded with 'Melee Attack' or 'Melee Overdrive' actions, and may count as having two additional Whips equipped
Requires: Gearwright, Clockwork Traits, Lasher
Cost: 5,000,000 Gold, 2 Weeks

Self-Rewinding- (Passive Ability, Gearwright) Possessor gives itself a stack of the buff its 'Wind-Up' ability produces at the start of each round
Requires: Wind-Up, Engineer
Cost: 400,000 Gold, 2 Weeks

Self-Rewinding Miniature Selves- (Passive Ability, Gearwright) The buff provided by possessor's 'Deploy Miniature Wind-Up Selves' ability does not give itself a duration after which it expires
Requires: Deploy Miniature Wind-Up Selves, Self-Rewinding
Cost: 2,000,000 Gold, 2 Weeks

Self-Stabilizing Internal Gyroscope- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor has a 30% chance of recovering from Fatigued: Stun before each of possessor's actions
Requires: Clockwork Traits, 2 Base AGI
Cost: 200,000 Gold, 2 Weeks

Self-Reeling, Gear-Ornamented Fishing-Pole Attachment- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's 'Ranged Attack', 'Melee Attack', and 'Attack with Finesse' actions may move individuals below Level 20 that they target to the front row of their row-order formations unless both they and possessor are in the same row, Possessor may choose to count as having an additional Polearm and/or Deadly Weapon equipped
Requires: Apprentice Seakeeper Knowledge, Clockwork Traits, Slayer, Basic Bladecane Training, Basic Polearm Training
Cost: 300,000 Gold, 2 Weeks

Self-Restabilizing Clockwork Crab-Legs- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Fatigued: Stun Immunity, Fatigued: Prone Immunity, and Stat Drain: AGI Drain Immunity
Requires: Self-Stabilizing Internal Gyroscope, Gearwright, Level 20
Cost: 6,000,000 Gold, 2 Weeks

Set Clockwork Routine- (Passive Ability, Gearwright) At the start of each thread, possessor may name three actions and obtain a non-stacking buff that makes it so that whenever possessor performs one of said actions while possessor is a Clockwork, from the start of the action until the end of the round, said action's performer obtains a buff that stacks three times that provides +300 to all stats
Requires: Clockwork Timing
Cost: 6,000,000 Gold, 2 Weeks

Shockingly-Effective Foot-Deployable Roller-Skates with Gear-Shaped Wheels- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, choose at the beginning of a round to gain a non-stacking buff that provides +200 to its possessor's turn-order-determining stat sum for turn-order-determining purposes and that causes its possessor to have an additional Boots equipped
Requires: Clockwork Traits, Basic Unarmed Technique Attunement
Cost: 400,000 Gold, 2 Weeks

Side-Deploying Paddleboat-Wheel Technology- (Passive Ability, Gearwright) Effects attached to Zones of Water have their chances of inflicting Drowning on possessor reduced by 30% if possessor is a Clockwork, Possessor gains +200 AGI while in a Zone of Water if possessor is a Clockwork
Requires: Clockwork Traits, Gearwright, Seakeeper OR Captain
Cost: 5,000,000 Gold, 2 Weeks

Snap-Out Eye-Binoculars- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, at the start of each round, obtain a non-stacking buff that allows its possessor to scan the stats of an individual who is either in the same battlespace and below Level 40 or who is in any battlespace that is part of the same battle who is below Level 20 at the start of each round
Requires: Clockwork Traits
Cost: 400,000 Gold, 2 Weeks

Snap-Out Steam-Canister Projectile Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Ranged Attack and may count as having an additional Gun equipped
Requires: Built with Steampunk Tech, Basic Gun Training
Cost: 400,000 Gold, 2 Weeks

Snap-Out Steam-Jet Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +800 Ranged Attack and possessor's 'Ranged Attack' and 'Ranged Overdrive' actions may gain ('60% inflicts Pain' as well as the elements Fire & Water)
Requires: Snap-Out Steam-Canister Projectile Guns
Cost: 700,000 Gold, 2 Weeks

Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Clockwork Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Clockwork Programming I, Apprentice Gearwright Knowledge
Cost: 100,000 Gold, 2 Weeks

Spring-Loaded Arms- (Passive Ability, Gearwright) If possessor is a Clockwork, the first hit of possessor's first 'Melee Attack' action of each round may deal full Damage to targets below Level 40 in the back row
Requires: Clockwork Traits
Cost: 200,000 Gold, 2 Weeks

Spring-Loaded Pouncing- (Passive Ability, Gearwright) Possessor's 'Charge' actions deal 1,000 additional Damage if possessor is a Clockwork
Requires: Clockwork Traits
Cost: 1,000,000 Gold, 2 Weeks

Spring-Out Brass, Gold, Silver, and Ivory Pipe-Organ- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Magical Attack and may count as having an additional Instrument equipped
Requires: Reveal Ornamentally-Disguised Armaments, Musician
Cost: 15,000,000 Gold, 2 Weeks

Stained-Glass Mechanized Dragonfly Wings- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +600 AGI, possessor gains +600 SPI, and possessor's chances of inflicting Charm are increased by 10%
Requires: Baroque Ornamentation, Apprentice Vermin Master Knowledge, Crafter
Cost: 6,000,000 Gold, 2 Weeks

Steam-Canister Grappling Hook- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack and possessor's 'Ranged Attack' actions, if not targeting individuals in the same row-order formation who are in the back row, may move possessor to the front row and may move targets who are below Level 20 who possess less Strength than possessor to the front row of their row-order formations
Requires: Snap-Out Steam-Jet Guns
Cost: 600,000 Gold, 2 Weeks

Steamfrog's Leaping Strike- (Technique Ability, Gearwright) Possessor may use 'Steamfrog's Leaping Strike' in conjunction with a 'Melee Overdrive', 'Powerful Attack', or 'Charge' action so long as no other technique is used and possessor is a Clockwork. Said action may be used from the back row, moves its user to the front row, deals full Damage to individuals below Level 40 who are in the back row, gains +700 Melee Attack, and gains +15% To Hit.
Requires: Offensively Vent Steam, Piston-Frog Legs, Piston-Driven Blow
Cost: 2,000,000 Gold, 2 Weeks

Steam-Jet Jetpack- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may pay 1,500 MP at the start of a round to gain +300 to its turn-order-determining stat sum for turn-order-determining purposes that round as a non-stacking buff that also makes its possessor count as possessing the elements Fire & Water during the assignment of actions based on turn-order-determining stat sums and the determination of turn-order at the end of the start of the round
Requires: Snap-Out Steam-Canister Projectile Guns, Engineer
Cost: 1,500,000 Gold, 2 Weeks

Steam Locomotive Momentum- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains a buff that provides +200 STR that stacks 10 times that lasts until the end of a round during which possessor does not switch rows whenever possessor switches rows (to a max of 3 times per round)
Requires: Vent Steam, 2 Base STR, 2 Base CON
Cost: 400,000 Gold, 2 Weeks

Steam-Powered Piston-Fists- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Melee Attack, possessor gains +500 STR, and possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions may gain '30% inflicts Fatigued: Stun'
Requires: Built with Steampunk Tech, 2 Base CON, 2 Base STR
Cost: 500,000 Gold, 2 Weeks

Superior Clockwork Loyalty Programming- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain 80% Charm Resistance
Requires: Advanced Clockwork Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks

That Weird Windup-Running-Out Alarm- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor loses a stacked instance of the buff obtained from possessor's 'Wind Up' ability, and possessor only has one such stacked instance remaining, possessor has a 100% chance of inflicting Confusion and a 30% chance of inflicting Impaired: Blind on each opponent
Requires: Contains an Alarm Clock, Wind-Up, Gearwright, Level 35
Cost: 7,000,000 Gold, 2 Weeks

Ticks Loudly- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may add the element Sonic to possessor's 'Ranged Attack' and 'Magical Attack' actions that possess the element Air
Requires: Contains a Clock
Cost: 200,000 Gold, 2 Weeks

Top-Mounted Tesla Coil- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +1,500 Ranged Attack, may add the element Electrical to its 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions, and may add '30% inflicts Electrocuted' to its 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions
Requires: Gearwright, Scientist, Engineer, Clockwork Traits
Cost: 6,000,000 Gold, 2 Weeks

Trained In Converting War-Clank-Style Clockworks Into Medical Clockworks- (Passive Ability, Gearwright) Possessor's Clockwork pets' and summons' action that heal HP heal an additional 200 points, Possessor may choose at the beginning of any thread to add 'Heals HP' to any one chosen ability possessed by one of possessor's Clockwork pets or summons that has an MP cost of 0, possesses a damage value, and naturally deals HP damage
Not for Sale

Trained to Use Clockwork Arm-Reel Cables to Strangle Opponents- (Passive Ability, Gearwright) Whenever possessor equips one or more weapons using possessor's 'Can Attach Cables To Detachable Arms Before Launch to Reel them Back In' ability, possessor may choose have a 30% chance of inflicting Suffocation and Paralyzed on one opposing target
Not for Sale

Transmute Gear Heart (Apprentice Level)- (Active Ability, Gearwright) Possessor may spend an action to change any basic Apprentice's Gear Heart that possessor owns into another type of basic Apprentice's Gear Heart from the following list.
A list of applicable items includes-
Apprentice's Shadow Gear Heart
Apprentice's Brilliant Gear Heart
Apprentice's Stone Gear Heart
Apprentice's Airy Gear Heart
Apprentice's Hydraulic Gear Heart
Apprentice's Blazing Gear Heart
Apprentice's Mystic Gear Heart
Apprentice's Base Gear Heart
Apprentice's Steam-Driven Gear Heart
Apprentice's Mindcrystal Gear Heart
Apprentice's Frozen Gear Heart
Apprentice's Electrical Gear Heart
Not for sale

Upgraded Clockwork Automata Hydraulics- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that gives them +5,000 to their turn-order-determining stat sum for turn-order-determining purposes
Requires: Enhanced Clockwork Automata Production, Armorcrafter, Smith, Engineer
Cost: 5,000,000 Gold, 2 Weeks

Upgraded Clockwork Automata Munitions- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that causes their Technology-element and Fire-element attacks to deal 50,000 additional Damage
Requires: Enhanced Clockwork Automata Production, Ammocrafter, Smith, Gunner
Cost: 5,000,000 Gold, 2 Weeks

Upgraded Clockwork Automata Plating- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that gives them +5,000 Defense
Requires: Enhanced Clockwork Automata Production, Armorcrafter, Smith
Cost: 5,000,000 Gold, 2 Weeks

Upgraded Gear Quality- (Passive Ability, Gearwright) Possessor gains +500 to all stats if possessor is a Clockwork
Not for Sale

Upgraded Hidden Machine Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's 'Detachable Arms that Conceal Hidden Machine Guns' may gain the text ' +500 Ranged Attack and possessor counts as wielding an additional Gun' instead of the usual text it would gain when triggered by the unequipping of one or more weapons due to the ability 'Detachable Arms', with possessor not being able to gain this instance of added text at the same time that said ability possesses any other text added by any of possessor's Gearwright abilities (and possessor's 'Detachable arms that Conceal Hidden Machine Guns' not being able to add its natural text addition while this text addition is present)
Not for Sale

Vent Scalding Steam- (Passive Ability, Gearwright) When possessor performs a 'Vent Steam' action, possessor may attach an effect to the Zone it creates that does not stack on the same Zone and stacks 2 times across all Zones that deals 30,000 Flat Air & Fire element Damage to each individual in it at the start of each round
Requires: Vent Steam
Cost: 300,000 Gold, 2 Weeks

Vent Steam- (Active Ability, Gearwright) Possessor may spend an action to create a Zone of Air & Fire & Water & Technology that lasts 2 rounds
Requires: Steampunk Tech
Cost: 200,000 Gold, 2 Weeks

Well-Crafted Rotational Emotion-Displaying Masks- (Passive Ability, Gearwright) Possessor may choose to count as afflicted by Confusion: Fear, Confusion: Enraged, Confusion: Surprise, Confusion: Depression, Confusion, Confusion: Overwhelmed by Laughter, Invigorated, and/or Invigorated: High Morale if possessor is a Clockwork
Requires: Baroque Ornamentation, Well-Oiled
Cost: 3,000,000 Gold, 2 Weeks

Well-Oiled- (Passive Ability, Gearwright) Possessor obtains +1% Dodge and +1% To Hit if possessor is a Clockwork or a Machine
Requires: Clockwork Traits OR Machine Traits
Cost: 500,000 Gold, 2 Weeks

Wind-Up- (Passive Ability, Gearwright) Possessor's allies may, if possessor is a Clockwork, spend an action to give possessor +200 to all stats as a buff that stacks 5 times that loses one stacked instance of itself at the end of each round
Requires: Clockwork Traits
Cost: 600,000 Gold, 2 Weeks

Wind-Up Arm with Battle-Springing Fist- (Passive Ability, Gearwright) At the start of each round, if possessor is a Clockwork, possessor may obtain a 'Wind Up Fist' buff, which is a buff that stacks 10 times; If possessor is a Clockwork and performs a 'Melee Attack' or 'Melee Overdrive' action, possessor may remove up to 10 stackings of the 'Wind Up Fist' buff, obtaining +500 uncapped Melee Attack for purposes of said action for each such buff instance removed as a non-buff effect constantly provided by this ability for the duration of said action
Requires: Self-Rewinding, Piston-Driven Blow OR 10 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Wind-Up Speed-Boost- (Passive Ability, Gearwright) Whenever possessor loses an instance of the buff provided by its 'Wind-Up' ability, if possessor is a Clockwork, possessor obtains a non-stacking buff that provides +200 to its possessor's turn-order-determining stat sum for turn-order-determining purposes that lasts until the end of the next round
Requires: Wind-Up
Cost: 700,000 Gold, 2 Weeks

Working Like Clockwork- (Passive Ability, Gearwright) Possessor gains +2,000 to all stats while possessor possesses no debuffs or negative status effects and is a Clockwork
Requires: Clockwork Traits, Level 20
Cost: 2,000,000 Gold, 2 Weeks

Zeppelin-Bottom Passenger-Compartment with Interior Gas Lighting- (Passive Ability, Gearwright) Possessor's 'Inflatable Back-Deploying Clockwork Mini-Zeppelin' ability's buff also gives its possessor the subtypes Vehicle and Vessel as well as a Passenger Capacity of 15 (along with the ability for possessor to spend an action to be able to pick up or deploy a passenger)
Requires: Inflatable Back-Deploying Clockwork Zeppelin, Extendable Gas Lamps
Cost: 15,000,000 Gold, 2 Weeks

~General (Human)~

Accompanied by Deathless Guardians- (Passive Ability, General) Possessor may, when entering threads, have instances of Undead Necromancy summons that possessor could summon that are not unique equipped as though they were pets, with these summons being pets and not summons, but counting against the summon limits that they would count against were they summons and being unable to be equipped in numbers exceeding those limits
Not for Sale

Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
Requires: Human Traits
Cost: 90,000 Gold, 1 Week

A Devil No More- (Passive Ability, General) Possessor may not possess pets or summons that are Devils, Demons, Daemons, Darkspawn, or Fiends, Possessor's pets and summons may not become Devils, Demons, Daemons, Darkspawn, or Fiends, Possessor may not equip or cast Demon Magic or Dark Magic spells, Possessor's subtype may not be or become Devils, Demons, Daemons, Darkspawn, or Fiends.
Not for Sale

Advanced Human Loyalty Instruction- (Passive Ability, General) Possessor's Human pets and summons gain 60% Charm Resistance
Requires: Human Loyalty Instruction, General
Cost: 200,000 Gold, 2 Weeks

A Hunter No More- (Passive Ability, General) Possessor cannot deal additional damage, inflict status effects, or increase critical chances against any individual because of their subtype, Possessor cannot inflict Awestruck: Sealed
Not for Sale

A Killer No More- (Passive Ability, General) Possessor cannot inflict Instant Death, Possessor's Critical value is halved, Possessor's damage multiplier for Criticals is 1.5
Not for Sale

All-Weather Army Command- (Passive Ability, General) At the start of each round, possessor's Human allies may be afflicted with Fortified: Air Warded, Fortified: Earth Warded, Fortified: Fire Warded, Fortified: Water Warded, Fortified: Shine Warded, Fortified: Shadow Warded, Fortified: Cold Warded, Fortified: Acid Warded, Fortified: Force Warded, Fortified: Bolt Warded, Fortified: Tech Warded, Fortified: Magic Warded, Fortified: Physical Warded, or Fortified: Psi Warded if they are not already afflicted with Fortified or any of its sub-status effects
Requires: Battlefield Tactician, Wanderer
Cost: 250,000 Gold, 2 Weeks

Also Named 'Fred'- (Passive Ability, General) Possessor's name counts as including 'Fred'
Not for Sale

A Moonborn No More- (Passive Ability, General) Possessor may not gain bonuses based on the terrain or phantom terrain being Moon, Possessor may not gain benefits or activate anything based on the Active Astral Moon Phase
Not for Sale

A Mercenary No More- (Passive Ability, General) Possessor may not recieve benefits from effects coming from allied sources that come from actions or effects that give possessor a positive quantity of Gold
Not for Sale

Anti-Air Weaponry- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 4,800 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Gun items, that deals 4,800 additional Damage to Air element targets and Aerials, is solely Technology element, and costs 3,000 MP
Not for Sale

Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic General Knowledge, 3 other General abilities
Cost: 125,000 Gold, 2 Weeks

Army Platoon Resistances- (Passive Ability, General) If possessor is a Human, possessor gains 50% Technology Resistance
Not for Sale

Assumption of the Essence of the Human- (Passive Ability, General) Possessor may, at the beginning of a thread, choose to become the subtype Human
Requires: Formshift: Human, Apprentice General Knowledge
Cost: 70,000 Gold, 2 Weeks

A Servant No More- (Passive Ability, General) Possessor Charm Immunity, Possessor cannot be given extra actions by individuals who are not under possessor's control, are not possessor, or are not controlled by some string of individuals who are under possessor's control, Stat bonuses from buffs given to possessor by such individuals are halved
Not for Sale

Basic Army Tactics- (Passive Ability, General) Possessor's Human allies who are units gain +200 Defense and deal 2,000 additional Damage as a non-stacking bonus
Requires: Command Human Troops, Offensive Human Instruction I, Defensive Human Instruction I
Cost: 200,000 Gold, 2 Weeks

Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Human Loyalty Instruction- (Passive Ability, General) Possessor's Human pets and summons gain 20% Charm Resistance
Requires: Human Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Battlefield Tactician- (Passive Ability, General) Possessor's Human allies may move to the front row or back row at the start of each round, Possessor's Human allies may move to the back round at the end of each action that is an attack that targets them, Possessor's Human allies may move to the front row at the end of each action during which they perform an attack that targets an opponent, Possessor's Human allies gain +200 to all stats, +200 Defense, and deal 2,000 additional Damage as a non-stacking bonus
Requires: Experienced In Commanding Human Troops, General
Cost: 500,000 Gold, 2 Weeks

Charismatic Leadership- (Passive Ability, General) Whenever possessor targets an allied Human with an action that applies a buff to it, said target has a 15% chance of being afflicted with Invigorated or Invigorated: High Morale
Requires: Human Instruction II
Cost: 200,000 Gold, 2 Weeks

Cold-Resistant Beard- (Passive Ability, General) Possessor gains 20% Ice Resistance
Not for Sale

Combat Knives- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 4,300 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Knife items, is solely Physical element, and costs 0 MP
Not for Sale

Command Human Troops- (Passive Ability, General) Possessor's Human allies who are Units gain +200 to all stats as a non-stacking bonus
Requires: Human Instruction II
Cost: 300,000 Gold, 2 Weeks

Constantly-Puckered Mouth that Perplexes People- (Passive Ability, General) Possessor counts as 1 Level higher (as an effect that does not bypass 'Immune to Under Level X' effects), to a max of 100, for purposes of having its stats scanned; Possessor has a 15% chance of inflicting Confusion on individuals that scan its stats
Not for Sale

♢Cross-Spatial Commanding Presence- (Passive Ability, General) Possessor's allies in other battlespaces obtain constantly-applied bonuses to their stats that possessor would grant them if they were in the same battlespace as possessor
Not for Sale

Cutlass Slash- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 1,250 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 1 equipped Sword weapon, that is solely Physical element, and costs 0 MP
Not for Sale

♢Decorated Officer of Ancient Wars- (Passive Ability, General) Possessor gains +12 Fame, Possessor, if possessor is wearing a Light Armor or an armor whose name includes the words 'Dress Uniform' or 'Parade Uniform', gains an additional Accessory slot that may only hold a Broach or Trinket
Not for Sale

Defensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +50 Defense
Requires: Human Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +250 Defense
Requires: Defensive Human Instruction I, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks

♢Defies Death- (Passive Ability, General) Possessor ignores the first instance of Instant Death to affect possessor per battle
Not for Sale

Drill Sergeant- (Passive Ability, General) Possessor's Human pets and summons gain +250 to all stats as a non-stacking bonus, Possessor's Human summons have a 15% lower chance of being uncontrolled
Requires: Basic Army Tactics, Speed-Focused Human Instruction II
Cost: 200,000 Gold, 2 Weeks

Essence Algorithm: Angry Seacaptain- (Passive Ability, General) At the beginning of a thread, possessor may choose to become the subtype Human, to gain the base stats: STR 13, CON 13, AGI 12, MIN 10, SPI 12, and to be able to choose, if a monster on the enemy list exists named 'Angry Seacaptain', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: Trucktacular Sergeant- (Passive Ability, General) At the beginning of a thread, possessor may choose to become the subtype Human, to gain the base stats: STR 30, CON 15, AGI 10, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Trucktacular Sergeant', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Experienced In Commanding Human Troops- (Passive Ability, General) Possessor's Human allies who are Units gain +500 to all stats as a non-stacking bonus
Requires: Basic Army Tactics, Command Human Troops, Offensive Human Instruction II, Defensive Human Instruction II
Cost: 20,000 Gold, 5 Weeks

Feminine Grace- (Passive Ability, General) Possessor gains +150 AGI, Possessor's Charm infliction chances are increased by 1%, Possessor, as an RP effect, is female
Not for Sale

Followed By Very Highly Talented Servants- (Passive Ability, General) At the start of each round, possessor may summon up to 5 individuals below Level 60 that are either fightable for drops on the enemy list or who are in stock in the shop who are either Humans or who have a name that includes 'Butler' or 'Maid', Max 20 summoned
Not for Sale

Form of Human- (Stance Ability, General) If possessor is a Human, possessor gains +40 to all stats
Requires: Human Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Human- (Stance Ability, General) Possessor's subtype becomes Human
Requires: Human Traits
Cost: 100,000 Gold, 4 Weeks

Gas Grenades- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 2,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Throwing Weapon items, has a 20% chance of inflicting Impaired: Blind, Suffocation, and Poison, that has a 5% chacne of inflicting Dissolving, that possesses '1 hit against 5', is solely Acid & Air element, and costs 4,000 MP
Not for Sale

General- (Passive Ability, General) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Human pet only, This ability provides +50 HP and +10 to all stats of possessor's Human pets and summons per Level of possessor
Requires: Apprentice General Knowledge, 10 other General abilities
Cost: 125,000 Gold, 4 Weeks

Great Stamina and Iron Work Ethic- (Passive Ability, General) Possessor gains 50% Fatigued Resistance against sources that are either possessor or allied to possessor
Not for Sale

Gun Down- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 4,300 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Gun items, is solely Technology element, and costs 0 MP
Not for Sale

Halfbreed Human- (Passive Ability, General) Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor if a Humanoid and a Human, gains +100 to all stats
Requires: Formshift: Humanoid, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Half-Elf- (Passive Ability, General) Possessor, if a Fae, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Fae, Possessor if a Fae and a Human, gains +100 to all stats
Requires: Formshift: Fae, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Half-Orc- (Passive Ability, General) Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor if a Humanoid and a Human, gains +200 STR
Requires: Formshift: Humanoid, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Herculean Strength- (Passive Ability, General) Possessor gains +5,000 STR and +300 unmodified STR
Not for Sale

Honored Child of the Ancients- (Passive Ability, General) Possessor gains +(Possessor Level / 2) Fame
Not for Sale

Human Calling I- (Passive Ability, General) Possessor's Human summons gain +20 to all stats
Requires: Human Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Human Calling II- (Passive Ability, General) Possessor's Human summons gain +200 HP
Requires: Human Calling I
Cost: 40,000 Gold, 2 Weeks

Human Calling III- (Passive Ability, General) Possessor's Human summons gain +500 MP
Requires: Human Calling II
Cost: 40,000 Gold, 2 Weeks

Human Calling IV- (Passive Ability, General) Possessor's Human summons gain +2,000 HP and +4,000 MP
Requires: Human Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Human Calling V- (Passive Ability, General) Possessor's Human summons may not be unsummoned by sources below Level 5
Requires: Human Calling IV, Human Instruction II, Summoner, General
Cost: 200,000 Gold, 2 Weeks

Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Requires: Basic General Knowledge
Cost: 60,000 Gold, 2 Weeks

Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Requires: Human Instruction I
Cost: 100,000 Gold, 2 Weeks

Human Loyalty Instruction- (Passive Ability, General) Possessor's Human pets and summons gain 40% Charm Resistance
Requires: Basic Human Loyalty Instruction, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks

Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Improved Propaganda- (Passive Ability, General) Possessor's Charm infliction chances are improved by 5% against Humans below Level 5.
Not for Sale

♢Inspire Resolve In the Face of Death- (Passive Ability, General) Possessor's allies gain +15% Instant Death Resistance
Not for Sale

♢Inspiring Critical- (Passive Ability, General) Whenever wielder Criticals an opponent, wielder's allies are afflicted with Invigorated: High Morale
Not for Sale

In the Army Now- (Passive Ability, General) Possessor gains +400 STR, AGI, and CON if possessor possesses at least one higher-Level ally, Possessor gains +400 STR, AGI, CON, and SPI if possessor possesses at least one ally who is a Unit, Possessor obtains 30% Fatigued Resistance, Possessor obtains 30% Charm Weakness against higher-Level allies
Not for Sale

Is Also Ivan Sparticus- (Passive Ability, General) Possessor's name counts as both being and including 'Ivan Sparticus' in addition to being possessor's normal name, Said addition also applies to possessor's transformations, Possessor may choose at the beginning of each thread to gain the subtypes Human and Devil, Possessor, if a Human and a Devil named 'Ivan Sparticus' gains +2% Critical, deals 80,000 additional Damage per Damage-dealing attack to Robots and Angels, gains +1,000 to all stats as a non-stacking buff if given Gold by an ally, obtains +500 to all stats if the terrain or phantom terrain is Moon, and gains +500 to all stats during actions granted to possessor by sources that are not possessor that possessor would not otherwise have had
Not for Sale

Knowledge of Aerial Warfare Tactics- (Passive Ability, General) Possessor's Air element Vessel transformations and Air element Vseel allies gain +200 Defense, gain 40% Dodge, and deal 2,000 additional Damage per attack
Not for Sale

Knowledge of Grand Ground Mecha Warfare Tactics- (Passive Ability, General) Possessor's Earth element Mech transformations and Earth element Mech allies gain +200 Defense, gain 40% Resilience, and deal 2,000 additional Damage per attack
Not for Sale

Lay Mines- (Active Ability, General) Possessor, if a Human, may spend an action to acquire a buff that deals 4,000 non-Flat Physical & Technology & Fire element Damage (with said Damage having a chance of missing and of criticalling as though it were an attack and having a Prime Attribute of Mind) to the next individual to conduct an offensive action that targets caster, with said buff stacking 15 times, with said buff using its caster's Prime Attribute at the time of its triggering, not at the time of its casting, with said action being Physical & Fire & Technology element, and costs 1,000 MP
Not for Sale

Mandatory Essence Algorithm: Army Platoon- (Passive Ability, General) At the beginning of a thread, possessor becomes the subtype Human and gains the base stats: STR 10, CON 15, AGI 15, MIN 10, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Army Platoon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Man Hands- (Passive Ability, General) +50 Melee Attack, Possessor's Charm infliction chances are reduced by 5%
Not for Sale

Marshall's March- (Passive Ability, General) Possessor's Human allies gain +1 Move
Not for Sale

Nomadic- (Passive Ability, General) Possessor obtains +60 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor is a Human
Requires: Human Traits
Cost: 30,000 Gold, 2 Weeks

Offensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 50 points
Requires: Human Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Human Instruction I, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks

Pale Denizen of the Night Realms- (Passive Ability, General) Possessor obtains +1% Darkness Resistance (to a max of 40%) if possessor is a Human
Requires: Human Traits
Cost: 60,000,000 Gold, 10 Weeks

Predicted to Be a Great Hero- (Passive Ability, General) Possessor gains +2 Fame
Not for Sale

Rocket Launchers- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 3,500 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Gun items, that possesses '1 hit against 5', is solely Fire & Technology element, and costs 3,500 MP
Not for Sale

Ruler of the Undying Kingdom- (Passive Ability, General) Possessor's Undead allies obtain +(100 * Possessor Level) to all stats as a non-stacking bonus
Not for Sale

Somehow Knows Hundreds of Popes Born with Wooden Feet- (Passive Ability, General) Possessor gains +1 Fame; Whenever possessor summons a Pontiff from the Enemy List, possessor may append 'Wooden-Footed ' before its name, and, if possessor chooses to do so, have it Naturally additionally possess following Constant Effect:
Wooden Feet- If possessor is in a Zone of Earth, possessor gains the element Wood, Constant Effect
Not for Sale

Speed-Focused Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Human Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Human Instruction I, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks

Stimulant Drugs- (Active Ability, General) Possessor, if a Human, may spend an action to apply a buff that provides +150 STR, +150 CON, +150 AGI, -300 MIN, 5% Charm Weakness, and 5% Confusion Weakness, that lasts 300 rounds, and that stacks 5 times to any one target, with said action being solely Technology element and costing 3,500 MP
Not for Sale

Superior Human Loyalty Instruction- (Passive Ability, General) Possessor's Human pets and summons gain 80% Charm Resistance
Requires: Advanced Human Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Through the Breach- (Passive Ability, General) Once per round when when one of possessor's opponents is killed, with said death forcing a shift in row-order, possessor may move from the back row to the front row. If possessor does so, all of possessor's Human allies may do the same. Any individual who shifts rows due to this ability allowing such obtains a non-stacking buff that provides +300 STR and +300 AGI until the end of the round.
Requires: Apprentice General Knowledge, Switch Rows
Cost: 200,000 Gold, 2 Weeks

Trucktacular Punch- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 5,700 that it incorporates as though possessor were an Enemy, that incorporates the (Gold value / 1,000) of any two equipped Vehicle transformations as though it were a Melee Attack bonus (to a max of 2,000,000 points of said bonus), that is solely Physical element, and costs 0 MP
Not for Sale

Unit Composed of Soldiers- (Unit Effect, General) This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit’s thresholds each contain (Possessor's Max HP / 15) HP, This unit gains a number of actions equal to (the number of thresholds it possesses / 5, rounded down) each time it would normally have an action, this unit’s maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, Unit Effect
Not for Sale

Versatile Style- (Passive Ability, General) Possessor, if Human, may choose at the beginning of every round to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category as a non-stacking effect
Requires: Adaptable Nature
Cost: 240,000 Gold, 2 Weeks

Weirdly Tall- (Passive Ability, General) Possessor deals full Damage to targets below Level 60 in the back row
Not for Sale


~Heavenly Protector (Angel)~

Advanced Angel Loyalty Instruction- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain 60% Charm Resistance
Requires: Angel Loyalty Instruction, Heavenly Protector
Cost: 200,000 Gold, 2 Weeks

And the Glorious Vastness Between- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, and an entity moves from one battlespace to another in a battle that contains possessor, possessor may deal (Possessor's Level * 10,000) Flat Astral & Good element HP Damage or HP Healing to said entity immediately after it does so
Not for Sale

Angel Calling I- (Passive Ability, Heavenly Protector) Possessor's Angel summons gain +20 to all stats
Requires: Angel Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Angel Calling II- (Passive Ability, Heavenly Protector) Possessor's Angel summons gain +200 HP
Requires: Angel Calling I
Cost: 40,000 Gold, 2 Weeks

Angel Calling III- (Passive Ability, Heavenly Protector) Possessor's Angel summons gain +500 MP
Requires: Angel Calling II
Cost: 40,000 Gold, 2 Weeks

Angel Calling IV- (Passive Ability, Heavenly Protector) Possessor's Angel summons gain +2,000 HP and +4,000 MP
Requires: Angel Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Angel Calling V- (Passive Ability, Heavenly Protector) Possessor's Angel summons may not be unsummoned by sources below Level 5
Requires: Angel Calling IV, Angel Instruction II, Summoner, Heavenly Protector
Cost: 200,000 Gold, 2 Weeks

Angelic Bow- (Active Ability, Heavenly Protector) Possessor, if an Angel, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 7,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Bow items, that has a 100% chance of inflicting Charm: Pacified, has an 80% chance of optionally inflicting Impaired: Slow, is solely (Physical or Physical & Light) element, and costs 0 MP
Not for Sale

Angelic Demigod- (Passive Ability, Heavenly Protector) Possessor is a deity and possesses a deity profile.
Not for Sale

Angel Instruction I- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +20 to all stats
Requires: Basic Heavenly Protector Knowledge
Cost: 60,000 Gold, 2 Weeks

Angel Instruction II- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 to all stats
Requires: Angel Instruction I
Cost: 100,000 Gold, 2 Weeks

Angel Loyalty Instruction- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain 40% Charm Resistance
Requires: Basic Angel Loyalty Instruction, Apprentice Heavenly Protector Knowledge
Cost: 100,000 Gold, 2 Weeks

Angel's Blessing- (Active Ability, Heavenly Protector) Possessor, if an Angel, may spend an action to apply a buff to a target that provides +200 to all stats and stacks 30 times, with said action having a 30% chance of inflicting Elevated, being Light element, and costing 5,000 MP
Not for Sale

Angel's Light- (Active Ability, Heavenly Protector) Possessor, if an Angel, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 10,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Holy Magic spells, that deals both HP Damage and MP Damage, that has a 100% chance of inflicting Awestruck, is solely Light element, and costs 18,000 MP
Not for Sale

Angel Traits- (Passive Ability, Heavenly Protector) If possessor is an Angel, possessor gains Hexed Immunity and Diseased Immunity
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Legacy Elevated Angel Traits- (Passive Ability, Heavenly Protector) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's SPI is multiplied by 2, Possessor gains Immunity to Hexed, to Diseased, and to Minor Status Effects, Possessor may use SPI * 2 as a Prime Attribute for 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions, and Possessor may use Spirit as possessor's turn-order-determining stat. This ability only takes effect if possessor is an Angel. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 15,000,000 Gold, 150 Weeks
Not For Sale

Elevated Angel Traits- (Passive Ability, Heavenly Protector) If possessor is an Angel, possessor's SPI is multiplied by 2 as an effect that does not stack with other SPI multiplying effects, Possessor gains Immunity to Hexed, to Diseased, and to Minor Status Effects, Possessor may use SPI * 2 as a Prime Attribute for 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions, and Possessor may use Spirit as possessor's turn-order-determining stat. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1. Possessor counts as possessing an ability named 'Angel Traits' including for prerequisite purposes.
Requires: No Prerequisites
Cost: 15,000,000 Gold, 150 Weeks
Not For Sale

Apprentice Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Heavenly Protector Knowledge, 3 other Heavenly Protector abilities
Cost: 125,000 Gold, 2 Weeks

Archangelic Domain: Deserts- (Passive Ability, Heavenly Protector) Possessor and possessor's allies may always act as though there were a Phantom Terrain of Desert present, Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Divine Power- (Passive Ability, Heavenly Protector) Divine Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack. Sources that are not 20 or more Levels greater than possessor's Level cannot prevent possessor from receiving worshipper beneifts. Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Freedom- (Passive Ability, Heavenly Protector) Possessor is Immune to Charm from sources that are not 20 or more Levels greater than possessor. Possessor gains Dominion Immunity against lower-Level individuals. Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Harems- (Passive Ability, Heavenly Protector) Possessor's pets and summons that possess the ability 'Refresh' may cure one major negative status effect from a source below possessor's Level that is also below their Level once per round (across all individuals) as part of an action of said name. Possessor counts as possessing an 'Atypical Angelic Domain', which is considered a type of 'Atypical Domain'. Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Jellyfish- (Passive Ability, Heavenly Protector) Possessor's Aquatic allies have their minor negative status effect infliction chances raised by 30% as a non-stacking effect, Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Judgment- (Passive Ability, Heavenly Protector) Possessor gains a (Possessor Level / 5, rounded up)% chance of inflicting Smitten on targets of lower Level, Possessor gains Smitten Immunity against lower-Level individuals, Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Manatees- (Passive Ability, Heavenly Protector) Possessor's Aquatic pets and summons whose name includes 'Manatee' gain (Possessor's Level)% Dodge, Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Perfection- (Passive Ability, Heavenly Protector) Possessor is Immune to sources below Level 60 if possessor is Level 60 or greater, Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Reincarnation- (Passive Ability, Other: Heavenly Protector) Up to (Possessor Level/25, rounded up) times per thread, at the start of a round, possessor may resurrect a dead ally that was not killed by a source of higher Level than possessor, and, when doing so, possessor may transform said ally into a Human, Humanoid, Animal, Aerial, Aquatic, Cthonian, or Insect that is equal to or below said said ally's Level, equal to or below possessor's Level, and normally fightable for drops on the Enemy List as a non-stacking Polymorph effect, Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Spacetime- (Passive Ability, Heavenly Protector) Possessor gains (Possessor's Level*2)% Dodge, Possessor's actions may gain '30% inflicts Time Stop' or '30% inflicts Vanished', Possessor gains 40% Spatial Resistance and 40% Time Resistance, Possessor may change the element of possessor's actions or Damage possessor deals from Spatial into Time or from Time into Spatial, Possessor has RP powers connected to this divine domain
Not for Sale

Archangelic Domain: Stars- (Passive Ability, Heavenly Protector) Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack, Possessor's Astral element actions gain +(50 * Possessor Level) additional Magical Attack, Individuals who are not 20 or more Levels greater than possessor may not remove or alter Zones of Astral created by possessor while possessor is alive. Possessor has RP powers connected to this divine domain
Not for Sale

Assumption of the Essence of the Angel- (Passive Ability, Heavenly Protector) Possessor may, at the beginning of a thread, choose to become the subtype Angel
Requires: Formshift: Angel, Apprentice Heavenly Protector Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Angel Loyalty Instruction- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain 20% Charm Resistance
Requires: Angel Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Being of Holy Light- (Passive Ability, Heavenly Protector) If possessor is an Angel, possessor gains the subtype Solar Being
Not for Sale

Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning
Not for Sale

Call Fellow Putti- (Active Ability, Heavenly Protector) Possessor, if an Angel, may spend an action to summon 10-20 Putti (randomly determined) and 1-5 Greater Putti (randomly determined), wit ha max 30 summoned of each summon type and a max 60 summoned total, with said action being Light & Air element and costing 100,000 MP
Not for Sale

Crisis Overcrash: Golden Rapture- (Technique Ability, Heavenly Protector) Possessor may use 'Crisis Overcrash: Golden Rapture' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor is an Angel, Celestial, or Deva. Said action gains +400,000 Magical Attack, gains '1 hit against all', may move its targets who are not equal Level to or greater Level than user to the existing battlespace of user's choice, unsummons its targets who are Daemons, Devils, and Demons, removes buffs and debuffs from its targets that grant their possessors the subtype Undead, ignores the Resistances and Immunities of non-unique entities below Level 80 and unique entities below Level 60, and has a 100% chance of inflicting Cursed: Damned and Vanished on opponents of user who are not greater Level than user. Said action sets its user's MP to 0 for the remainder of the thread.
Not for Sale

Defensive Angel Instruction I- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +50 Defense
Requires: Angel Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Angel Instruction II- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +250 Defense
Requires: Defensive Angel Instruction I, Apprentice Heavenly Protector Knowledge
Cost: 100,000 Gold, 2 Weeks

Essence Algorithm: Greater Putti- (Passive Ability, Heavenly Protector) At the beginning of a thread, possessor may choose to becomes the subtype Angel, to gain the base stats: STR 5, CON 5, AGI 20, MIN 10, SPI 20, and to be able to choose, and if a monster on the enemy list exists named 'Greater Putti', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Formshift: Angel- (Stance Ability, Heavenly Protector) Possessor's subtype becomes Angel
Requires: Angel Traits
Cost: 100,000 Gold, 4 Weeks

Grant Salvation Halos- (Passive Ability, Heavenly Protector) Possessor may choose to provide, as a Worshiper Benefit, the following ability:
Salvation Halo- Possessor gains the subtype Angel at the start of a thread as a buff, Possessor may spend an action to consume this buff to move to the same battlespace as possessor's patron deity that grants this Worshiper Benefit provided said Patron Deity exists in the same thread as possessor and that no entity of greater Level than possessor's Patron Deity objects to such travel, Worshiper Benefit
Not for Sale

Greater Putti Resistances- (Passive Ability, Heavenly Protector) Possessor, if an Angel, obtains 45% Light Resistance, 45% Air Resistance, Awestruck Immunity, Suffocation Immunity, Stat Drain Immunity, Hexed Immunity, and Diseased Immunity
Not for Sale

Greater Putti's Innocence- (Passive Ability, Heavenly Protector) If possessor is an Angel, possessor is immune to negative status effects from sources below Level 40
Not for Sale

Heaven Fractal Mind-Defenses- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, possessor gains 5,000 Defense against MIN Damage and may deal 500 Flat Light or Psychic or Spatial element MIN Damage to and/or inflict Confusion on any entity that attempts to deal it MIN Damage (to a max of 20 times per entity per round)
Not for Sale

Heaven-Light Fractal-Tendrils- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, at the start of each round and at least one Empowered Constellation is present, possessor obtains a buff that stacks 8 times that causes its possessor to count as having an additional Light & Hope & Energy element Whip equipped that provides +(100 * Possessor Level) Melee Attack and Magical Attack and allows its possessor's 'Melee Attack' actions to use Spirit or Mind as their Prime Attribute. At the start of each round, each such buff that was not obtained on said round generates a buff that stacks 200 times per buff that it is on and 1,600 times overall and places it on itself, with said secondary buff increasing the quantity of Melee Attack and Magical Attack bonus points that the buff it is attached to provides by 100 points and that provides +100 MIN.
Not for Sale

Heavenly Protector- (Passive Ability, Heavenly Protector) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Angel pet only, This ability provides +50 HP and +10 to all stats of possessor's Angel pets and summons per Level of possessor
Requires: Apprentice Heavenly Protector Knowledge, 10 other Heavenly Protector abilities
Cost: 125,000 Gold, 4 Weeks

Mandatory Essence Algorithm: Greater Putti- (Passive Ability, Heavenly Protector) At the beginning of a thread, possessor becomes the subtype Angel and gains the base stats: STR 5, CON 5, AGI 20, MIN 10, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Greater Putti', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Mind of the Alien Heaven- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Demons, Devils, Daemons, Darkspawn, Outer Terrors, and Forbidden Magic sources that are not 20 or more Levels greater than possessor cannot inflict Confusion or Insanity on possessor
Not for Sale

Offensive Angel Instruction I- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons have the Damage values of their abilities increased by 50 points
Requires: Angel Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Angel Instruction II- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Angel Instruction I, Apprentice Heavenly Protector Knowledge
Cost: 100,000 Gold, 2 Weeks

Play Joyfully- (Active Ability, Heavenly Protector) Possessor, if an Angel, may spend an action to cure Confusion and Confusion: Depression from up to 40 targets, with said action being Light element and costing 15,000 MP
Not for Sale

Puffy Marshmallow Angel Wings- (Passive Ability, Heavenly Protector) Possessor obtains +2,250 AGI and SPI if possessor is an Angel, Possessor obtains +1% Dodge if possessor is an Angel, Possessor's Charm infliction chances are increased by 3% if possessor is an Angel
Not for Sale

Purify- (Active Ability, Heavenly Protector) Possessor, if an Angel, may spend an action to inflict Purified on any one target, with said action being Light element and costing 5,000 MP
Not for Sale

Putti Heal- (Active Ability, Heavenly Protector) Possessor, if an Angel, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of 18,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Healer Magic spells, that Heals, that may cure one debuff or minor negative status effect from a source below Level 40, is solely Light element, and costs 0 MP
Not for Sale

Small Angel's Guidance- (Passive Ability, Heavenly Protector) If posessor is an Angel, whenever a non-allied source below Level 30 would remove a buff from one of possessor's allies before its point of expiration, there is a 40% chance that said buff is not removed
Not for Sale

Speed-Focused Angel Instruction I- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Angel Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Angel Instruction II- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Angel Instruction I, Apprentice Heavenly Protector Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Angel Loyalty Instruction- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain 80% Charm Resistance
Requires: Advanced Angel Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

The Unfolding Sky of Heaven- (Passive Ability, Heavenly Protector) This ability possesses no effect if its possessor is not an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Possessor gains + (10,000 * Possessor Level) HP, Possessor's presence counts as the presence of an additional Empowered Constellation that possessor created (that does not count against the total number of Empowered Constellations that possessor may create), Possessor creates a Zone of Light or Air or Hope at the start of each round, Individuals who target possessor with attacks have a (Possessor Level * 3)% chance of being afflicted with Confusion if they are not Angels, Celestials, Devas, Fantasmics, Aisurii, or Holy Ones
Not For Sale

Undiminished Angelic Puissance- (Passive Ability, Heavenly Protector) If possessor makes the choice to operate at halved Level due to the ability 'Angel Traits' and is not already negating the Level-dividing effects of another ability whose name includes 'Traits', possessor ignores the Level division that would occur due to the choice made regarding 'Angel Traits', but still obtains the benefits from 'Angel Traits' of making that choice
Not for Sale



~Herald of Lunacy (Darkspawn)~

Advanced Darkspawn Loyalty Communing- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain 60% Charm Resistance
Requires: Darkspawn Loyalty Communing, Herald of Lunacy
Cost: 200,000 Gold, 2 Weeks

Apprentice Herald of Lunacy Knowledge- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Herald of Lunacy Knowledge, 3 other Herald of Lunacy abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Darkspawn- (Passive Ability, Herald of Lunacy) Possessor may, at the beginning of a thread, choose to become the subtype Darkspawn
Requires: Formshift: Darkspawn, Apprentice Herald of Lunacy Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Darkspawn Loyalty Communing- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain 20% Charm Resistance
Requires: Darkspawn Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Herald of Lunacy Knowledge- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Call Madness from the Depths (Minor)- (Passive Ability, Herald of Lunacy) At the start of each round, if possessor is in a Zone of Earth or the terrain or Phantom Terrain is Caverns, possessor may summon up to 5 Darkspawn below Level 10 from the Enemy List
Not for Sale

Cosmic Horror- (Passive Ability, Herald of Lunacy) Possessor, if a Darkspawn, may choose at the beginning of a thread to gain the subtype Horror, Possessor, if a Horror, may choose at the beginning of a thread to gain the subtype Darkspawn, Possessor if a Darkspawn and a Horror, gains +100 to all stats
Requires: Formshift: Darkspawn, Formshift: Horror
Cost: 200,000 Gold, 2 Weeks

Darkspawn Calling I- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn summons gain +20 to all stats
Requires: Darkspawn Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Darkspawn Calling II- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn summons gain +200 HP
Requires: Darkspawn Calling I
Cost: 40,000 Gold, 2 Weeks

Darkspawn Calling III- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn summons gain +500 MP
Requires: Darkspawn Calling II
Cost: 40,000 Gold, 2 Weeks

Darkspawn Calling IV- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn summons gain +2,000 HP and +4,000 MP
Requires: Darkspawn Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Darkspawn Calling V- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn summons may not be unsummoned by sources below Level 5
Requires: Darkspawn Calling IV, Darkspawn Communing II, Summoner, Herald of Lunacy
Cost: 200,000 Gold, 2 Weeks

Darkspawn Communing I- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain +20 to all stats
Requires: Basic Herald of Lunacy Knowledge
Cost: 60,000 Gold, 2 Weeks

Darkspawn Communing II- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain +100 to all stats
Requires: Darkspawn Communing I
Cost: 100,000 Gold, 2 Weeks

Darkspawn Loyalty Communing- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain 40% Charm Resistance
Requires: Basic Darkspawn Loyalty Communing, Apprentice Herald of Lunacy Knowledge
Cost: 100,000 Gold, 2 Weeks

Darkspawn Traits- (Passive Ability, Herald of Lunacy) Possessor gains Impaired Immunity and Diseased Immunity so long as possessor is a Darkspawn
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Defensive Darkspawn Communing I- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain +50 Defense
Requires: Darkspawn Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Darkspawn Communing II- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain +250 Defense
Requires: Defensive Darkspawn Communing I, Apprentice Herald of Lunacy Knowledge
Cost: 100,000 Gold, 2 Weeks

Eldritch Broadcast-Hijacking- (Passive Ability, Herald of Lunacy) Whenever an individual of equal or lower Level who is below Level 60 scans an individual's stats using a Technology element spell or item or a Scientist or Engineer ability, possessor may choose to have a (Possessor's Level * 2)% chance of preventing that scan and instead having a 100% chance of inflicting Confusion (and, if possessor is Level 40 or greater, a 15% chance of inflicting Insanity) on that individual
Not for Sale

Formshift: Darkspawn- (Stance Ability, Herald of Lunacy) Possessor's subtype becomes Darkspawn
Requires: Darkspawn Traits
Cost: 100,000 Gold, 4 Weeks

Herald of Lunacy- (Passive Ability, Herald of Lunacy) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Darkspawn pet only, This ability provides +50 HP and +10 to all stats of possessor's Darkspawn pets and summons per Level of possessor
Requires: Apprentice Herald of Lunacy Knowledge, 10 other Herald of Lunacy abilities
Cost: 125,000 Gold, 4 Weeks

Lurking Behind Mortal Guise- (Passive Ability, Herald of Lunacy) Possessor may, at the start of a thread, if possessor is a Darkspawn, Outer Terror, Demon, Arch-Demon, Devil, Arch-Devil, Daemon, Arch-Daemon, or Fiend, obtain a non-stacking buff that makes its possessor solely the subtype Human. When this buff is removed, possessor may choose to have a 100% chance of inflicting Confusion, Confusion: Fear, Stat Drain: MIN Drain, and Stat Drain: SAN Drain on up to 30 targets.
Not For Sale

Name That Must Not Be Spoken- (Passive Ability, Herald of Lunacy) If any individual scans possessor's stats, possessor gains a 5% chance of inflicting Insanity on them, Has RP effects
Not for Sale

Offensive Darkspawn Communing I- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons have the Damage values of their abilities increased by 50 points
Requires: Darkspawn Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Darkspawn Communing II- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Darkspawn Communing I, Apprentice Herald of Lunacy Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Darkspawn Communing I- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Darkspawn Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Darkspawn Communing II- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Darkspawn Communing I, Apprentice Herald of Lunacy Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Darkspawn Loyalty Communing- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain 80% Charm Resistance
Requires: Advanced Darkspawn Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

Writhing Tentacles- (Passive Ability, Herald of Lunacy) If possessor is a Darkspawn, possessor gains +150 Melee Attack
Requires: Darkspawn Traits
Cost: 150,000 Gold, 2 Weeks

~Yellow King's Fickle Favor- (Technique Ability, Herald of Lunacy)- Possessor may use 'Yellow King's Fickle Favor' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as a spell with a Magical Attack bonus is cast as part of said action and so long as possessor is Level 40 or greater. Said action gains +18,000 Magical Attack, deals 5,000 MIN damage, has a <0-15%, determined randomly at the beginning of every battle and unknown to the player> chance of inflicting Insanity, and causes user to have a <1-5%, determined randomly at the beginning of every battle and unknown to the player> chance of being inflicted with Insanity by a level 100 source on use if user is below level 85, may cease to function or function differently outside some mod-run worlds, sometimes has RP effects, This ability may not normally be used in combos outside of mod-run worlds
Not for Sale


~Herpetologist (Reptile)~

Advanced Reptile Loyalty Training- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain 60% Charm Resistance
Requires: Reptile Loyalty Training, Herpetologist
Cost: 200,000 Gold, 2 Weeks

Apprentice Herpetologist Knowledge- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Herpetologist Knowledge, 3 other Herpetologist abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Reptile- (Passive Ability, Herpetologist) Possessor may, at the beginning of a thread, choose to become the subtype Reptile
Requires: Formshift: Reptile, Apprentice Herpetologist Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Herpetologist Knowledge- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Beastmaster, Analyst
Cost: 5,000,000 Gold, 5 Weeks

Basic Reptile Loyalty Training- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain 20% Charm Resistance
Requires: Reptile Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Coil Up- (Active Ability, Herpetologist) Possessor may spend an action to gain a non-stacking buff that provides +15% Dodge until possessor conducts an offensive action
Not for Sale

Defensive Reptile Training I- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain +50 Defense
Requires: Reptile Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Reptile Training II- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain +250 Defense
Requires: Defensive Reptile Training I, Apprentice Herpetologist Knowledge
Cost: 100,000 Gold, 2 Weeks

Formshift: Reptile- (Stance Ability, Herpetologist) Possessor's subtype becomes Reptile
Requires: Reptile Traits
Cost: 100,000 Gold, 4 Weeks

Herpetologist- (Passive Ability, Herpetologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Reptile pet only, This ability provides +50 HP and +10 to all stats of possessor's Reptile pets and summons per Level of possessor
Requires: Apprentice Herpetologist Knowledge, 10 other Herpetologist abilities
Cost: 125,000 Gold, 4 Weeks

Lay Reptile Eggs- (Passive Ability, Herpetologist) Possessor's 'Lay Eggs' ability may summon Reptiles
Not for Sale

Offensive Reptile Training I- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons have the Damage values of their abilities increased by 50 points
Requires: Reptile Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Reptile Training II- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Reptile Training I, Apprentice Herpetologist Knowledge
Cost: 100,000 Gold, 2 Weeks

Reptile Calling I- (Passive Ability, Herpetologist) Possessor's Reptile summons gain +20 to all stats
Requires: Reptile Training I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Reptile Calling II- (Passive Ability, Herpetologist) Possessor's Reptile summons gain +200 HP
Requires: Reptile Calling I
Cost: 40,000 Gold, 2 Weeks

Reptile Calling III- (Passive Ability, Herpetologist) Possessor's Reptile summons gain +500 MP
Requires: Reptile Calling II
Cost: 40,000 Gold, 2 Weeks

Reptile Calling IV- (Passive Ability, Herpetologist) Possessor's Reptile summons gain +2,000 HP and +4,000 MP
Requires: Reptile Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Reptile Calling V- (Passive Ability, Herpetologist) Possessor's Reptile summons may not be unsummoned by sources below Level 5
Requires: Reptile Calling IV, Reptile Training II, Summoner, Herpetologist
Cost: 200,000 Gold, 2 Weeks

Reptile Traits- (Passive Ability, Herpetologist) Possessor gains +1 to all stats so long as possessor is a Reptile
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Reptile Loyalty Training- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain 40% Charm Resistance
Requires: Basic Reptile Loyalty Training, Apprentice Herpetologist Knowledge
Cost: 100,000 Gold, 2 Weeks

Reptile Training I- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain +20 to all stats
Requires: Basic Herpetologist Knowledge
Cost: 60,000 Gold, 2 Weeks

Reptile Training II- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain +100 to all stats
Requires: Reptile Training I
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Reptile Training I- (Passive Ability, Other: Herpetologist ) Possessor's Reptile pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Reptile Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Reptile Training II- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Reptile Training I, Apprentice Herpetologist Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Reptile Loyalty Training- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain 80% Charm Resistance
Requires: Advanced Reptile Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Suspicious Ear-Cobra- (Passive Ability, Herpetologist) Possessor gains +500 Melee Attack and counts as having an additional Reptile ally, Possessor's opponents may choose to treat possessor as though possessor possessed the subtype Devil, Instances of Poison with possessor as a source has the quantity of per-round Damage they do increased by 1% (as an effect that affects the base amount of damage they deal, raising it normally from 1% to 2% if no other modifications are in play)
Not for Sale

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:47 pm
by Administrator
Entity-Based Classes (I-Z)

~Justicar (Celestial)~

Advanced Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 60% Charm Resistance
Requires: Celestial Loyalty Instruction, Justicar
Cost: 200,000 Gold, 2 Weeks

Adept Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Celestial summon, Possessor's unmodified stats increase by 200 points if possessor is a Celestial.
Requires: Justicar, 50 other Justicar Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Justicar Knowledge, 3 other Justicar abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Celestial- (Passive Ability, Justicar) Possessor may, at the beginning of a thread, choose to become the subtype Celestial
Requires: Formshift: Celestial, Apprentice Justicar Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 20% Charm Resistance
Requires: Celestial Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Celestial Calling I- (Passive Ability, Justicar) Possessor's Celestial summons gain +20 to all stats
Requires: Celestial Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Celestial Calling II- (Passive Ability, Justicar) Possessor's Celestial summons gain +200 HP
Requires: Celestial Calling I
Cost: 40,000 Gold, 2 Weeks

Celestial Calling III- (Passive Ability, Justicar) Possessor's Celestial summons gain +500 MP
Requires: Celestial Calling II
Cost: 40,000 Gold, 2 Weeks

Celestial Calling IV- (Passive Ability, Justicar) Possessor's Celestial summons gain +2,000 HP and +4,000 MP
Requires: Celestial Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Celestial Calling V- (Passive Ability, Justicar) Possessor's Celestial summons may not be unsummoned by sources below Level 5
Requires: Celestial Calling IV, Celestial Instruction II, Summoner, Justicar
Cost: 200,000 Gold, 2 Weeks

Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Requires: Basic Justicar Knowledge
Cost: 60,000 Gold, 2 Weeks

Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 to all stats
Requires: Celestial Instruction I
Cost: 100,000 Gold, 2 Weeks

Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 40% Charm Resistance
Requires: Basic Celestial Loyalty Instruction, Apprentice Justicar Knowledge
Cost: 100,000 Gold, 2 Weeks

Celestial Sun Protection- (Ability, Justicar) Possessor gains 15% Fire Resistance, 15% Light Resistance, 30% Burning Resistance, and 30% Awestruck Resistance, Possessor may survive on suns as an RP effect
Not for Sale

Celestial Traits- (Passive Ability, Justicar) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Celestial
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Defensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +50 Defense
Requires: Celestial Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +250 Defense
Requires: Defensive Celestial Instruction I, Apprentice Justicar Knowledge
Cost: 100,000 Gold, 2 Weeks

Formshift: Celestial- (Stance Ability, Justicar) Possessor's subtype becomes Celestial
Requires: Celestial Traits
Cost: 100,000 Gold, 4 Weeks

Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor
Requires: Apprentice Justicar Knowledge, 10 other Justicar abilities
Cost: 125,000 Gold, 4 Weeks

Messenger of an Empty Heaven- (Passive Ability, Justicar) Once per thread, at the start of a battle, possessor creates a battlespace, places a Zone of Light into said battlespace, and attaches an effect to said battlespace that prevents possessor's allies' resurrections from being prevented by individuals below Level 80 who have not scanned possessor's stats while possessor did not have at least one Mask equipped so long as no individual has at any point entered the zone bearing said effect, Possessor's Justicar abilities count as Empty Vessel abilities (including for prerequisite purposes)
Not for Sale

Offensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 50 points
Requires: Celestial Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Celestial Instruction I, Apprentice Justicar Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Celestial Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Celestial Instruction I, Apprentice Justicar Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 80% Charm Resistance
Requires: Advanced Celestial Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks


~Keeper of the Depths (Cthonian)~

Advanced Cthonian Loyalty Training- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain 60% Charm Resistance
Requires: Cthonian Loyalty Training, Keeper of the Depths
Cost: 200,000 Gold, 2 Weeks

Albino Cave Creature- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains +200 to all stats if in a Zone of Earth and not in a Zone of Light but obtains -100 to all stats if in a Zone of Light
Requires: Cavesight
Cost: 60,000 Gold, 3 Weeks

Apprentice Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Keeper of the Depths Knowledge, 3 other Keeper of the Depths abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Cthonian- (Passive Ability, Keeper of the Depths) Possessor may, at the beginning of a thread, choose to become the subtype Cthonian
Requires: Formshift: Cthonian, Apprentice Keeper of the Depths Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Cthonian Loyalty Training- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain 20% Charm Resistance
Requires: Cthonian Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Burrow- (Active Ability, Keeper of the Depths) If possessor is a Cthonian, possessor may spend an action to gain +5% Dodge as a non-stacking buff that lasts 5 rounds
Requires: Mole Claws
Cost: 200,000 Gold, 2 Weeks

Cavesight- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains 120% To Hit if in a Zone of Earth and not in a Zone of Light
Requires: Cthonian Traits
Cost: 100,000 Gold, 2 Weeks

Constant Troglodyte Stench- (Passive Ability, Keeper of the Depths) Possessor's 'Troglodyte Paralysis-Stench' Stance does not count against the maximum number of Stances that possessor may be in at a time
Not for Sale

Cthonian Calling I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian summons gain +20 to all stats
Requires: Cthonian Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Cthonian Calling II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian summons gain +200 HP
Requires: Cthonian Calling I
Cost: 40,000 Gold, 2 Weeks

Cthonian Calling III- (Passive Ability, Keeper of the Depths) Possessor's Cthonian summons gain +500 MP
Requires: Cthonian Calling II
Cost: 40,000 Gold, 2 Weeks

Cthonian Calling IV- (Passive Ability, Keeper of the Depths) Possessor's Cthonian summons gain +2,000 HP and +4,000 MP
Requires: Cthonian Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Cthonian Calling V- (Passive Ability, Keeper of the Depths) Possessor's Cthonian summons may not be unsummoned by sources below Level 5
Requires: Cthonian Calling IV, Cthonian Training II, Summoner, Keeper of the Depths
Cost: 200,000 Gold, 2 Weeks

Cthonian Loyalty Training- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain 40% Charm Resistance
Requires: Basic Cthonian Loyalty Training, Apprentice Keeper of the Depths Knowledge
Cost: 100,000 Gold, 2 Weeks

Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +20 to all stats
Requires: Basic Keeper of the Depths Knowledge
Cost: 60,000 Gold, 2 Weeks

Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 to all stats
Requires: Cthonian Training I
Cost: 100,000 Gold, 2 Weeks

Cthonian Traits- (Passive Ability, Keeper of the Depths) Possessor gains Impaired Immunity so long as possessor is a Cthonian
Requires: No Prerequisites
Cost: 250,000 Gold, 5 Weeks

Cthonic Darkspawn- (Passive Ability, Keeper of the Depths) Possessor, if a Cthonian, may choose at the beginning of a thread to gain the subtype Darkspawn, Possessor, if a Darkspawn, may choose at the beginning of a thread to gain the subtype Cthonian, Possessor if a Darkspawn and a Horror, gains +100 to all stats
Requires: Formshift: Cthonian, Formshift: Darkspawn
Cost: 200,000 Gold, 2 Weeks

Cthonic Horror- (Passive Ability, Keeper of the Depths) Possessor, if a Cthonian, may choose at the beginning of a thread to gain the subtype Horror, Possessor, if a Horror, may choose at the beginning of a thread to gain the subtype Cthonian, Possessor if a Cthonian and a Horror, gains +100 to all stats
Requires: Formshift: Cthonian, Formshift: Horror
Cost: 200,000 Gold, 2 Weeks

Cthonic Tentacles- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains +150 Melee Attack
Requires: Cthonian Traits
Cost: 150,000 Gold, 2 Weeks

Deep Tunneling- (Active Ability, Keeper of the Depths) Possessor's burrow ability provides an additional +5% Dodge
Requires: Burrow
Cost: 800,000 Gold, 3 Weeks

Defensive Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +50 Defense
Requires: Cthonian Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +250 Defense
Requires: Defensive Cthonian Training I, Apprentice Keeper of the Depths Knowledge
Cost: 100,000 Gold, 2 Weeks

Dug A Hole to the Other Side of the World Once- (Passive Ability, Keeper of the Depths) Possessor pierces 2,000 points of Defense of Earth-element individuals
Not for Sale

Fast Burrowing- (Passive Ability, Keeper of the Depths) Once per round, when possessor conducts a 'Burrow' action, there is a 30% chance that possessor gains an additional action after said action
Requires: Cthonian Traits
Cost: 300,000 Gold, 2 Weeks

Formshift: Cthonian- (Stance Ability, Keeper of the Depths) Possessor's subtype becomes Cthonian
Requires: Cthonian Traits
Cost: 100,000 Gold, 4 Weeks

Keeper of the Depths- (Passive Ability, Keeper of the Depths) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Cthonian pet only, This ability provides +50 HP and +10 to all stats of possessor's Cthonian pets and summons per Level of possessor
Requires: Apprentice Keeper of the Depths Knowledge, 10 other Keeper of the Depths abilities
Cost: 125,000 Gold, 4 Weeks

Mole Claws- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains +50 Melee Attack for each open Weapon slot possessor possesses, to a max of 4 such slots
Requires: Cthonian Traits
Cost: 200,000 Gold, 2 Weeks

Offensive Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons have the Damage values of their abilities increased by 50 points
Requires: Cthonian Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Cthonian Training I, Apprentice Keeper of the Depths Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Cthonian Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Cthonian Training I, Apprentice Keeper of the Depths Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Cthonian Loyalty Training- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain 80% Charm Resistance
Requires: Advanced Cthonian Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Troglodyte Paralysis-Stench- (Stance Ability, Keeper of the Depths) Possessor's opponents have a 65% chance of being afflicted with Paralyzed and Pain: Nauseous at the start of each round
Not for Sale


~Lightbearer (Illuminated)~

Advanced Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 60% Charm Resistance
Requires: Illuminated Loyalty Instruction, Lightbearer
Cost: 200,000 Gold, 2 Weeks

Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Lightbearer Knowledge, 3 other Lightbearer abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Illuminated- (Passive Ability, Lightbearer) Possessor may, at the beginning of a thread, choose to become the subtype Illuminated
Requires: Formshift: Illuminated, Apprentice Lightbearer Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Requires: Illuminated Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Defensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +50 Defense
Requires: Illuminated Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +250 Defense
Requires: Defensive Illuminated Instruction I, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks

Half-Risen Daemon- (Passive Ability, Lightbearer) Possessor may choose to count as an Illuminated instead of a Daemon for purposes of effects from lower-Level sources (or willing sources)
Not for Sale

Illuminated Calling I- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +20 to all stats
Requires: Illuminated Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP
Requires: Illuminated Calling I
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling III- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +500 MP
Requires: Illuminated Calling II
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling IV- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +2,000 HP and +4,000 MP
Requires: Illuminated Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling V- (Passive Ability, Lightbearer) Possessor's Illuminated summons may not be unsummoned by sources below Level 5
Requires: Illuminated Calling IV, Illuminated Instruction II, Summoner, Lightbearer
Cost: 200,000 Gold, 2 Weeks

Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Requires: Basic Lightbearer Knowledge
Cost: 60,000 Gold, 2 Weeks

Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Requires: Illuminated Instruction I
Cost: 100,000 Gold, 2 Weeks

Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 40% Charm Resistance
Requires: Basic Illuminated Loyalty Instruction, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks

Illuminated Traits- (Passive Ability, Lightbearer) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Illuminated
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Formshift: Illuminated- (Stance Ability, Lightbearer) Possessor's subtype becomes Illuminated
Requires: Illuminated Traits
Cost: 100,000 Gold, 4 Weeks

Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Requires: Apprentice Lightbearer Knowledge, 10 other Lightbearer abilities
Cost: 125,000 Gold, 4 Weeks

Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Requires: Illuminated Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Illuminated Instruction I, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks

Randomness-Eliminating Method Core- (Passive Ability, Lightbearer) Possessor may, at the beginning of a thread, choose to set possessor's randomized damage multiplier variable to its average value, provided said value is below 10
Not for Sale

Savior of Machines and Code- (Passive Ability, Lightkeeper) Possessor's non-offensive actions may remove one debuff from a source below Level 80 from each Coded Being, Robot, or Machine that they target.
Not for Sale

Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Illuminated Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Illuminated Instruction I, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 80% Charm Resistance
Requires: Advanced Illuminated Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks


~Mad Scientist (Bio-Horror)~

Advanced Bio-Horror Loyalty Training- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain 60% Charm Resistance
Requires: Bio-Horror Loyalty Training, Mad Scientist
Cost: 200,000 Gold, 2 Weeks

Antigravity-Shooting Eyeballs- (Passive Ability, Mad Scientist) Once per round when possessor targets an individual possessor may give that individual a non-stacking -10% To Hit and +10% Dodge unless said individual is Air element
Not for Sale

Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Mad Scientist Knowledge, 3 other Mad Scientist abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Bio-Horror- (Passive Ability, Mad Scientist) Possessor may, at the beginning of a thread, choose to become the subtype Bio-Horror
Requires: Formshift: Bio-Horror, Apprentice Mad Scientist Knowledge
Cost: 70,000 Gold, 2 Weeks

Avocado-Resistant Ears- (Passive Ability, Mad Scientist) Possessor is Immune to Food consumables and Plant entities that are below Level 60 (or, the in the case of consumables, that are used by sources below Level 60), provided said consumables or entities have 'Avocado' in their name and possessor is not afflicted with Impaired: Deaf
Not for Sale

Bag Full of Mad Horrors- (Passive Ability, Mad Scientist) Possessor may equip spells that can only summon Bio Horrors with no additional effects in Consumable slots. Said spells may be used once per thread before vanishing from said thread.
Requires: Mad Design
Cost: 160,000 Gold, 3 Weeks

Basic Bio-Horror Loyalty Training- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain 20% Charm Resistance
Requires: Bio-Horror Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bio-Horror Calling I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror summons gain +20 to all stats
Requires: Bio-Horror Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Bio-Horror Calling II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror summons gain +200 HP
Requires: Bio-Horror Calling I
Cost: 40,000 Gold, 2 Weeks

Bio-Horror Calling III- (Passive Ability, Mad Scientist) Possessor's Bio-Horror summons gain +500 MP
Requires: Bio-Horror Calling II
Cost: 40,000 Gold, 2 Weeks

Bio-Horror Calling IV- (Passive Ability, Mad Scientist) Possessor's Bio-Horror summons gain +2,000 HP and +4,000 MP
Requires: Bio-Horror Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Bio-Horror Calling V- (Passive Ability, Mad Scientist) Possessor's Bio-Horror summons may not be unsummoned by sources below Level 5
Requires: Bio-Horror Calling IV, Bio-Horror Training II, Summoner, Mad Scientist
Cost: 200,000 Gold, 2 Weeks

Bio-Horror Loyalty Training- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain 40% Charm Resistance
Requires: Basic Bio-Horror Loyalty Training, Apprentice Mad Scientist Knowledge
Cost: 100,000 Gold, 2 Weeks

Bio-Horror Training I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +20 to all stats
Requires: Basic Mad Scientist Knowledge
Cost: 60,000 Gold, 2 Weeks

Bio-Horror Training II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 to all stats
Requires: Bio-Horror Training I
Cost: 100,000 Gold, 2 Weeks

Bio-Horror Traits - (Passive Ability, Mad Scientist) Possessor gains +1 to all stats so long as possessor is a Bio-Horror
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Bio-Zombie- (Passive Ability, Mad Scientist) Possessor, if a Bio-Horror, may choose at the beginning of a thread to gain the subtype Undead, Possessor, if an Undead, may choose at the beginning of a thread to gain the subtype Bio-Horror, Possessor if a Bio-Horror and an Undead, gains +100 to all stats
Requires: Formshift: Bio-Horror, Formshift: Undead
Cost: 200,000 Gold, 2 Weeks

Can Grow Tumors on a Farm- (Passive Ability, Mad Scientist) Possessor gains +200 MIN, Possessor's Bio-Horror pets and summons have their chances to inflict Diseased increased by 5%
Not for Sale

Chemical Resistance- (Passive Ability, Mad Scientist) Possessor gains 5% Poison Resistance, 5% Acid Resistance, and 5% Resistance to damage from Poison
Requires: Basic Mad Scientist Knowledge
Cost: 160,000 Gold, 4 Weeks

Defensive Bio-Horror Training I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 Defense
Requires: Bio-Horror Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Bio-Horror Training II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +250 Defense
Requires: Defensive Bio-Horror Training I, Apprentice Mad Scientist Knowledge
Cost: 100,000 Gold, 2 Weeks

Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Requires: Basic Mad Scientist Knowledge
Cost: 80,000 Gold, 3 Weeks

Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Requires: Electrical Invigoration
Cost: 80,000 Gold, 2 Weeks

Formshift: Bio-Horror- (Stance Ability, Mad Scientist) Possessor's subtype becomes Bio-Horror
Requires: Bio-Horror Traits
Cost: 100,000 Gold, 4 Weeks

Formus Forehead- (Passive Ability, Mad Scientist) Individuals who are an element whose name includes 'Experimental Element) obtain -15% Critical against possessor
Not for Sale

Has Secret Plans- (Passive Ability, Mad Scientist) At the start of the fifth round of battle, if possessor has been present on four previous rounds of battle and has not had its stats scanned, possessor may choose to have a 100% chance of inflicting any one minor status effect on any one entity in the same battlespace as possessor, including possessor
Not for Sale

Humanoid Mutant- (Passive Ability, Mad Scientist) Possessor, if a Bio-Horror, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Bio-Horror, Possessor if a Bio-Horror and a Humanoid, gains +100 to all stats
Requires: Formshift: Bio-Horror, Formshift: Humanoid
Cost: 200,000 Gold, 2 Weeks

Improved Electrical Invigoration- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt becomes multiplied by a value between .05 and 2.75 should possessor desire such upon the use of said ability. Possessor's Electrical Invigoration's healing dealt becomes multiplied by a value between .75 and 2.15 should possessor desire such upon the use of said ability.
Requires: Electrical Revitalization
Cost: 130,000 Gold, 2 Weeks

Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Requires: Apprentice Mad Scientist Knowledge, Mad Design
Cost: 190,000 Gold, 2 Weeks

It is Alive! - (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt is halved should possessor be attempting to resurrect a Bio-Horror through the use of said ability and possessor is within a Zone of Electrical. Possessor heals 5,000 MP if the resurrection of a Bio-Horror through possessor's Electrical Invigoration is successful. Bio-Horrors resurrected through possessor's Electrical Invigoration receive a non-stacking buff that provides them with +75 to all stats and lasts 80 rounds.
Requires: Thunderous Reanimation, Apprentice Mad Scientist Knowledge
Cost: 170,000 Gold, 2 Weeks

Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
Requires: Basic Mad Scientist Knowledge
Cost: 70,000 Gold, 2 Weeks

Mad Scientist- (Passive Ability, Mad Scientist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Bio-Horror pet only, This ability provides +50 HP and +10 to all stats of possessor's Bio-Horror pets and summons per Level of possessor
Requires: Apprentice Mad Scientist Knowledge, 10 other Mad Scientist abilities
Cost: 125,000 Gold, 4 Weeks

Mutant- (Passive Ability, Mad Scientist) Possessor, if a Bio-Horror, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Bio-Horror, Possessor if a Bio-Horror and a Human, gains +100 to all stats
Requires: Formshift: Bio-Horror, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Offensive Bio-Horror Training I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons have the Damage values of their abilities increased by 50 points
Requires: Bio-Horror Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Bio-Horror Training II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Bio-Horror Training I, Apprentice Mad Scientist Knowledge
Cost: 100,000 Gold, 2 Weeks

Organ-Farm Mastery- (Passive Ability, Mad Scientist) Possessor gains +300 MIN, Possessor's Bio-Horror pets and summons gain 50% Stat Drain Resistance
Not for Sale

Possesses An Extra Wrist With A Major Chakra Point In It- (Passive Ability, Mad Scientist) Possessor gains an additional Accessory slot that may only be used to equip a Wristwear item and may not be converted into other slot types by individuals below Level 100
Not for Sale

Potion-Storing Sac-Organ- (Passive Ability, Mad Scientist) When possessor would obtain a buff or debuff from a Potion that is non-unique that is worth under 30,000,000 Gold, possessor may choose, if this ability does not have a buff or debuff attached to it, to instead attach the buff or debuff to this ability; possessor may, at the start of any round, detach a buff or debuff from this ability and acquire it
Not for Sale

Preserve Extracted Brain- (Passive Ability, Mad Scientist) Once per round, possessor may choose to place a buff on a dying individual that prevents (dying or being dead) from removing MIN increasing buffs, but that, if removed, removes all MIN-increasing buffs on its possessor if its possessor is dead at the time of its removal
Not for Sale

Speed-Focused Bio-Horror Training I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Bio-Horror Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Bio-Horror Training II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Bio-Horror Training I, Apprentice Mad Scientist Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Bio-Horror Loyalty Training- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain 80% Charm Resistance
Requires: Advanced Bio-Horror Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Surprise Backup Liver- (Passive Ability, Mad Scientist) Once per thread, before or after any action, possessor may choose to be cured of Poison: Drunk
Not for Sale

Thunderous Reanimation- (Passive Ability, Mad Scientist) Possessor may use Electrical Invigoration on targets that died via HP or MP damage within the last 5 rounds that were not dealt a value of such damage that would reduce the respective death-causing stat below -50,000. Should said ability, with both damage and healing factored in, heal all of said individual's death-causing stats to values above 0, then said individual is resurrected. This ability may only cause 5 instances of resurrection per thread. This ability may only resurrect Bio-Horrors.
Requires: Electrical Revitalization
Cost: 210,000 Gold, 2 Weeks

Unfathomable Mad Genius- (Passive Ability, Mad Scientist) Possessor obtains +(100 * Possessor Level MIN), +(10 * Possessor Level) Defense against MIN Damage, and +(1,000 * Possessor Level) MP
Not for Sale

Unified Knowledge of Biomancy and Mad Science- (Passive Ability, Mad Scientist) Possessor may count Biomancer abilities possessor possesses as Mad Scientist abilities (including for prerequisite purposes), Possessor may count Mad Scientist abilities possessor possesses as Biomancer abilities (including for prerequisite purposes)
Requires: Mad Scientist, Biomancer, It is Alive!, Bag Full of Mad Horrors, Improved Mad Design
Cost: 5,000,000 Gold, 2 Weeks

Vital Current Mastery- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing in addition to HP damage and healing.
Requires: Electrical Revitalization
Cost: 160,000 Gold, 2 Weeks

Won Additional Blood Playing Cards- (Passive Ability, Mad Scientist) Possessor gains +40,000 HP
Not for Sale


~Master of Monsters (Monster)~

Advanced Monster Loyalty Training- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain 60% Charm Resistance
Requires: Monster Loyalty Training, Master of Monsters
Cost: 200,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Monster- (Passive Ability, Master of Monsters) Possessor's 'Large Monster', 'Huge Monster', 'Enormous Monster', 'Massive Monster', 'Gargantuan Monster', and 'Colossal Monster' abilites do not give possessor an Agility penalty
Requires: Colossal Monster, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Apemantastic Musculature- (Passive Ability, Master of Monsters) Possessor gains +3,000 STR and +2,000 CON
Not for Sale

Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Master of Monsters Knowledge, 3 other Master of Monsters abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Monster- (Passive Ability, Master of Monsters) Possessor may, at the beginning of a thread, choose to become the subtype Monster
Requires: Formshift: Monster, Apprentice Master of Monsters Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Assumption of Powers- (Passive Ability, Master of Monsters) Whenever an individual from the Enemy List that is normally fightable for drops and that is Level 1 or lower targets possessor with an action involving one of its naturally possessed active abilities from the 'Abilities' section of its sheet, possessor's Morphically Replicated Essence Pattern Reservoir gains a copy of said ability, Possessor's Morphically Replicated Essence Pattern Reservoir should record not only the ability obtained, but also the name, subtype (from the entity's subtype section of the stat sheet only), Prime Attribute(s), and Level of the entity it was obtained from, Possessor may choose up to 1 ability from possessor's Morphically Replicated Essence Pattern Reservoir at the start of every thread and gain that ability for the duration of the thread, When possessor uses an ability with a listed Prime Attribute for an attack that would normally incorporate the Prime Attribute of the enemy using it were the enemy from the Enemy List that it is from to use it, possessor uses the Prime Attribute recorded with said ability
Requires: Diviner, Master of Monsters, Metamorph, Flux Baron, Channeler, Scholar of Monsters, Understanding of Theoretical Power Assumption
Cost: 3,000,000 Gold, 6 Weeks

Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Monster Loyalty Training- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain 20% Charm Resistance
Requires: Monster Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Blizzard- (Active Ability, Master of Monsters) Possessor, if a Monster, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 1,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of equipped Force items, inflicts Frozen, possesses '1 hit against 3,000', is solely Ice element, and costs 25,000 MP
Not for Sale

Broadened Assumption of Powers- (Passive Ability, Master of Monsters) Possessor may choose to gain up to 2 abilities from possessor's Morphically Replicated Essence Pattern Reservoir for possessor's 'Basic Assumption of Powers' ability instead of one
Requires: Basic Assumption of Powers
Cost: 5,000,000 Gold, 4 Weeks

Colossal Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Monster
Cost: 6,000,000 Gold, 2 Weeks

Darksight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity against effects attached to Zones by sources below Level 20 if possessor is a Monster
Requires: Monster Traits
Cost: 100,000 Gold, 2 Weeks

Defensive Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +50 Defense
Requires: Monster Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +250 Defense
Requires: Defensive Monster Training I, Apprentice Master of Monsters Knowledge
Cost: 100,000 Gold, 2 Weeks

Devouring Gaze- (Active Ability, Master of Monsters) Possessor may spend an action to deal 500,000 Flat Physical & Psychic & Darkness element Damage or HP Drain to one target, with said Damage not being reduced against targets in the back row
Not for Sale

Discounted Assumption of Powers- (Passive Ability, Master of Monsters) Abilities chosen through possessor's 'Basic Assumption of Powers' ability cost possessor 500 less MP to cast
Requires: Basic Mana-Saving Techniques, Basic Assumption of Powers
Cost: 100,000 Gold, 2 Weeks

Double Swing- (Active Ability, Master of Monsters) Possessor, if a Monster, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 4,500 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, possesses '2 hits against 1', is solely Physical element, and costs 5,000 MP
Not for Sale

Enormous Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Monster
Cost: 3,000,000 Gold, 2 Weeks

Essence Algorithm: Aquatic Troll- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 20, CON 30, AGI 5, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Aquatic Troll', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: Gargoyle Grenadier- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 12, CON 15, AGI 20, MIN 9, SPI 9, and to be able to choose, if a monster on the enemy list exists named 'Gargoyle Grenadier', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Requires: Monster Traits
Cost: 2,000,000 Gold, 2 Weeks

Eyes of the Mirror-Beast- (Passive Ability, Master of Monsters) Twice per thread, when an entity from the Enemy List that is below Level 60 and is normally fightable for drops uses an ability, possessor may opt to select that ability. Possessor may spend an action to replicate any such selected ability as though doing so as though an instance of said entity is performing said ability
Not for Sale

Form of Manticore- (Stance Ability, Master of Monsters) If possessor is a Monster, possessor gains +400 Melee Attack, +400 Ranged Attack, and 30% Inflicts Poison
Requires: Monster Traits, Level 20
Cost: 2,000,000 Gold, 2 Weeks

Form of Minotaur- (Stance Ability, Master of Monsters) If possessor is a Monster of a Humanoid, possessor gains +800 STR and +200 MIN
Requires: Monster Traits or Humanoid Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Monster- (Stance Ability, Master of Monsters) Possessor's subtype becomes Monster
Requires: Monster Traits
Cost: 100,000 Gold, 4 Weeks

Gargantuan Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Monster
Cost: 5,000,000 Gold, 2 Weeks

Hefty Fist- (Active Ability, Master of Monsters) Possessor, if a Monster, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 9,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, has a 45% chance of inflicting Fatigued: Stun, is solely Physical element, and costs 0 MP
Not for Sale

Huge Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Monster
Cost: 2,000,000 Gold, 2 Weeks

Ice Breath- (Active Ability, Master of Monsters) Possessor, if a Monster, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 5,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Force items, has a 30% chance of inflicting Frozen, possesses '1 hit against 5', is solely Ice element, and costs 15,000 MP
Not for Sale

Improved Assumption of Powers (Level 5 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 5 and lower, Possessor must be Level 6 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 2-5; should possessor cease to be Level 6 or greater, possessor's abilities from sources of Levels 2-5 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 6 or greater again
Requires: Basic Assumption of Powers
Cost: 5,000,000 Gold, 4 Weeks

Improved Assumption of Powers (Level 19 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 19 and lower, Possessor must be Level 20 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 6-19; should possessor cease to be Level 20 or greater, possessor's abilities from sources of Levels 6-19 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 20 or greater again
Not for Sale

Improved Assumption of Powers (Level 39 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 39 and lower, Possessor must be Level 40 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 20-39; should possessor cease to be Level 40 or greater, possessor's abilities from sources of Levels 20-39 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 40 or greater again
Not for Sale

Improved Darksight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity against effects attached to Zones if possessor is a Monster
Requires: Darksight
Cost: 400,000 Gold, 2 Weeks

Improved Monsterous Vitality- (Passive Ability, Master of Monsters) Possessor gains +5,000 HP if possessor is a Monster
Requires: Monstrous Vitality
Cost: 400,000 Gold, 2 Weeks

Improved Monsterous Vitality II- (Passive Ability, Master of Monsters) Possessor gains +10,000 HP if possessor is a Monster
Requires: Improved Monstrous Vitality
Cost: 800,000 Gold, 2 Weeks

Improved Natural Status Infliction- (Passive Ability, Master of Monsters) Possessor's abilities' that possess minor status-effect infliction chances naturally have said chances icreased by 5%, to a max of 100%, if possessor is a Monster
Requires: Monster Traits
Cost: 400,000 Gold, 2 Weeks

Large Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Monster Traits
Cost: 1,000,000 Gold, 2 Weeks

Little Monster- (Passive Ability, Master of Monsters) If possessor is an Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Monster
Cost: 2,000,000 Gold, 2 Weeks

Mandatory Essence Algorithm: Yeti- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor becomes the subtype Monster and gains the base stats: STR 20, CON 25, AGI 5, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Yeti', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Manticore's Fire Breath- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Ranged Attack and possessor's 'Ranged Attack' actions gain 30% inflicts Burning
Requires: Form of Manticore, Basic Fire Synchronization
Cost: 2,000,000 Gold, 2 Weeks

Manticore Claws- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Melee Attack and possessor's 'Melee Attack' actions gain 30% inflicts Wounded and 30% inflicts Wounded: Maimed
Requires: Form of Manticore
Cost: 2,000,000 Gold, 2 Weeks

Manticore Essence- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose to count as being in the 'Form of Manticore' stance when not in said stance
Requires: Form of Manticore, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Manticore Spine Assault- (Technique Ability, Master of Monsters) Possessor may use 'Manticore Spine Assault' in conjunction with a 'Ranged Attack' action if possessor is a Monster and is in 'Form of Manticore' stance. Said action gains 8 additional hits divided among 8 and deals 1/4 Damage.
Requires: Manticore Spines
Cost: 800,000 Gold, 2 Weeks

Manticore Spines- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Ranged Attack and pierces 200 Defense
Requires: Manticore Tail
Cost: 2,000,000 Gold, 2 Weeks

Manticore Tail- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Melee Attack
Requires: Form of Manticore
Cost: 2,000,000 Gold, 2 Weeks

Manticore Venom- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains 60% inflicts Poison, 60% inflicts Poison: Numbing Agent, 60% inflicts Poison: Atrophying Toxin, 60% inflict Poison: Slow-Acting Poison, 30% inflicts Paralyzed, 30% inflicts Stat Drain, 30% inflicts Stat Drain: ATK Drain, 30% inflicts Stat Drain: DEF Drain, 60% inflicts Pain, 60% inflicts Pain: Wracked, 30% inflicts Impaired, 30% inflicts Impaired: Blind, 30% inflicts Impaired: Defened, 30% inflicts Impaired: Slow, 30% inflicts Impaired: Silence, and ignores the Immunities to minor negative status effects of individuials below Level 20
Requires: Manticore Spines
Cost: 6,000,000 Gold, 2 Weeks

Manticore Wings- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +500 AGI
Requires: Form of Manticore
Cost: 1,000,000 Gold, 2 Weeks

Many Tendrils- (Passive Ability, Master of Monsters) Possessor gains +1,000 Melee Attack and 20% may inflict Paralyzed, Possessor may exchange 2 Accessory Slots for 2 Weapon Slots for the duration of any thread, to a max of 12 Weapon Slots
Not for Sale

Massive Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Monster
Cost: 4,000,000 Gold, 2 Weeks

Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor
Requires: Apprentice Master of Monsters Knowledge, 10 other Master of Monsters abilities
Cost: 125,000 Gold, 4 Weeks

Monster Calling I- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +20 to all stats
Requires: Monster Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Monster Calling II- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +200 HP
Requires: Monster Calling I
Cost: 40,000 Gold, 2 Weeks

Monster Calling III- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +500 MP
Requires: Monster Calling II
Cost: 40,000 Gold, 2 Weeks

Monster Calling IV- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +2,000 HP and +4,000 MP
Requires: Monster Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Monster Calling V- (Passive Ability, Master of Monsters) Possessor's Monster summons may not be unsummoned by sources below Level 5
Requires: Monster Calling IV, Monster Training II, Summoner, Master of Monsters
Cost: 200,000 Gold, 2 Weeks

Monster Loyalty Training- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain 40% Charm Resistance
Requires: Basic Monster Loyalty Training, Apprentice Master of Monsters Knowledge
Cost: 100,000 Gold, 2 Weeks

Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +20 to all stats
Requires: Basic Master of Monsters Knowledge
Cost: 60,000 Gold, 2 Weeks

Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 to all stats
Requires: Monster Training I
Cost: 100,000 Gold, 2 Weeks

Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Monstrous Vitality- (Passive Ability, Master of Monsters) Possessor gains +2,000 HP if possessor is a Monster
Requires: Monster Traits
Cost: 200,000 Gold, 2 Weeks

Offensive Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 50 points
Requires: Monster Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Monster Training I, Apprentice Master of Monsters Knowledge
Cost: 100,000 Gold, 2 Weeks

Small Monster- (Passive Ability, Master of Monsters) If possessor is an Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Monster Traits
Cost: 1,000,000 Gold, 2 Weeks

Snowblind- (Active Ability, Master of Monsters) Possessor, if a Monster, may spend an action to apply a debuff that provides -15% to Hit, that lasts 15 rounds, and that stacks 5 times, with said action counting as being Ice element
Not for Sale

Small-Yet-Mighty Monster- (Passive Ability, Master of Monsters) Possessor's 'Small Monster', 'Little Monster' and 'Tiny Monster' abilites do not give possessor an Strength or Constitution penalty
Requires: Tiny Monster, 5 Base CON, 5 Base STR
Cost: 2,500,000 Gold, 2 Weeks

Speed-Focused Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Monster Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Monster Training I, Apprentice Master of Monsters Knowledge
Cost: 100,000 Gold, 2 Weeks

Spits Flaming Spines- (Passive Ability, Master of Monsters) +500 Ranged Attack, 15% inflicts Burning, 5% inflicts Pain
Not for Sale

Superior Monster Loyalty Training- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain 80% Charm Resistance
Requires: Advanced Monster Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Tiny Monster- (Passive Ability, Master of Monsters) If possessor is an Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Monster
Cost: 3,000,000 Gold, 2 Weeks

Vexation Grenades- (Active Ability, Master of Monsters) Possessor, if a Monster and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 9,500 that it incorporates as though possessor were an Enemy, that incorporates the Ranged Attack bonus of any two equipped Throwing Weapon weapons, that possesses a 110% chance of inflicting Poison, Impaired, Confusion, and Fatigued, that is solely Acid element, and costs 28,700 MP
Not for Sale

Yeti Burliness- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor obtains +1,000 STR and +500 CON
Not for Sale

Yeti Elusiveness- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor gains +25% Dodge
Not for Sale

Yeti Resistance- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor obtains 50% Ice Resistance, Fatigued Immunity, Stat Drain Immunity, 40% Minor Status Effect Resistance, and 15% Moderate Status Effect Resistance
Not for Sale


~Mechanist (Machine)~

Advanced Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 60% Charm Resistance
Requires: Machine Loyalty Programming, Mechanist
Cost: 200,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Machine- (Passive Ability, Mechanist) Possessor's 'Large Machine', 'Huge Machine', 'Enormous Machine', 'Massive Machine', 'Gargantuan Machine', and 'Colossal Machine' abilites do not give possessor an Agility penalty
Requires: Colossal Machine, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Mechanist Knowledge, 3 other Mechanist abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Machine- (Passive Ability, Mechanist) Possessor may, at the beginning of a thread, choose to become the subtype Machine
Requires: Formshift: Machine, Apprentice Mechanist Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 20% Charm Resistance
Requires: Machine Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Colossal Machine- (Passive Ability, Mechanist) If possessor is a Machine, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Machine to being Machine to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Machine
Cost: 6,000,000 Gold, 2 Weeks

Clockwork Machine- (Passive Ability, Mechanist) Possessor, if a Clockwork, may choose at the beginning of a thread to gain the subtype Machine, Possessor, if a Machine, may choose at the beginning of a thread to gain the subtype Clockwork, Possessor if a Clockwork and a Machine, gains +100 to all stats
Requires: Formshift: Clockwork, Formshift: Machine
Cost: 200,000 Gold, 2 Weeks

Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Requires: Defensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Enormous Machine- (Passive Ability, Mechanist) If possessor is a Machine, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Machine to being Machine to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Machine
Cost: 3,000,000 Gold, 2 Weeks

Esoteric Breath Weapon: Cars- (Passive Ability, Mechanist) Possessor gains +500 Ranged Attack, Possessor's 'Ranged Attack' and 'Snipe' actions gain '15% inflicts Fatigued: Stun', Possessor gains the subtypes 'Vehicle' and 'Machine' while conducting 'Ranged Attack' actions
Not for Sale

Form of Golf Cart- (Stance Ability, Mechanist) If possessor is a Machine, possessor gains +100 AGI
Requires: Machine Traits
Cost: 100,000 Gold, 2 Weeks

Form of Train- (Stance Ability, Mechanist) If possessor is a Machine, possessor gains +200 AGI, +200 CON, +1% Resilience, becomes a Vehicle, and counts as a Vehicle
Requires: Machine Traits
Cost: 4,000,000 Gold, 4 Weeks

Formshift: Machine- (Stance Ability, Mechanist) Possessor's subtype becomes Machine
Requires: Machine Traits
Cost: 100,000 Gold, 4 Weeks

Gargantuan Machine- (Passive Ability, Mechanist) If possessor is a Machine, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Machine to being Machine to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Machine
Cost: 5,000,000 Gold, 2 Weeks

Huge Machine- (Passive Ability, Mechanist) If possessor is a Machine, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Machine to being Machine to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Machine
Cost: 2,000,000 Gold, 2 Weeks

Inbuilt Microwave Oven- (Passive Ability, Mechanist) Possessor's Fire element Food consumables deal 2,000 additional HP Healing
Not for Sale

Large Machine- (Passive Ability, Mechanist) If possessor is a Machine, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Machine to being Machine to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Machine Traits
Cost: 1,000,000 Gold, 2 Weeks

Lashing Wires- (Passive Ability, Mechanist) If possessor is a Machine, possessor gains +100 Melee Attack
Requires: Machine Traits
Cost: 100,000 Gold, 2 Weeks

Light-Up Butt- (Passive Ability, Mechanist) To Hit penalties applied to possessor by effects attached to Zones of Darkness from sources below Level 60 are reduced by 5%
Not for Sale

Machine Calling I- (Passive Ability, Mechanist) Possessor's Machine summons gain +20 to all stats
Requires: Machine Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Machine Calling II- (Passive Ability, Mechanist) Possessor's Machine summons gain +200 HP
Requires: Machine Calling I
Cost: 40,000 Gold, 2 Weeks

Machine Calling III- (Passive Ability, Mechanist) Possessor's Machine summons gain +500 MP
Requires: Machine Calling II
Cost: 40,000 Gold, 2 Weeks

Machine Calling IV- (Passive Ability, Mechanist) Possessor's Machine summons gain +2,000 HP and +4,000 MP
Requires: Machine Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Machine Calling V- (Passive Ability, Mechanist) Possessor's Machine summons may not be unsummoned by sources below Level 5
Requires: Machine Calling IV, Machine Programming II, Summoner, Mechanist
Cost: 200,000 Gold, 2 Weeks

Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 40% Charm Resistance
Requires: Basic Machine Loyalty Programming, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Requires: Basic Mechanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Requires: Machine Programming I
Cost: 100,000 Gold, 2 Weeks

Machine Traits- (Passive Ability, Mechanist) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Machine
Requires: No Prerequisites
Cost: 1,500,000 Gold, 25 Weeks

Malfunctioning Internal Car-Alarm System- (Passive Ability, Mechanist) Possessor has a 25% chance of inflicting Confusion: Enraged on each individual in the same battlespace at the start of each round
Not for Sale

Massive Machine- (Passive Ability, Mechanist) If possessor is a Machine, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Machine to being Machine to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Machine
Cost: 4,000,000 Gold, 2 Weeks

Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Requires: Apprentice Mechanist Knowledge, 10 other Mechanist abilities
Cost: 125,000 Gold, 4 Weeks

Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Pricegouging Mechanic- (Passive Ability, Mechanist) Gold Damage that possessor deals to Robots, Machines, Vehicles, Vessels, Clockworks, and Mechs is increased by 60,000 points
Not for Sale

Rapid Analysis- (Passive Ability, Mechanist) Possessor's actions that scan stats may not be countered by entities below Level 40
Not for Sale

Replace Parts Unnecessarily- (Passive Ability, Mechanist) Whenever possessor heals the HP, MP, or stats of a Robot, Machine, Vehicle, Vessel, Clockwork, or Mech, or cures a negative status effect present on a Robot, Machine, Vehicle, Vessel, Clockwork, or Mech, possessor may, up to a max of 10 times per round, deal 10,000 Flat points of Technology element Gold Damage to said individual
Not for Sale

Robotic Machine- (Passive Ability, Mechanist) Possessor, if a Robot, may choose at the beginning of a thread to gain the subtype Machine, Possessor, if a Machine, may choose at the beginning of a thread to gain the subtype Robot, Possessor if a Robot and a Machine, gains +100 to all stats
Requires: Formshift: Robot, Formshift: Machine
Cost: 200,000 Gold, 2 Weeks

Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 80% Charm Resistance
Requires: Advanced Machine Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks


~Pactmaker (Devil)~

Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.
Requires: Pactmaker, 50 other Pactmaker Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Devil Loyalty Instruction- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain 60% Charm Resistance
Requires: Devil Loyalty Instruction, Pactmaker
Cost: 200,000 Gold, 2 Weeks

Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Pactmaker Knowledge, 3 other Pactmaker abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Devil- (Passive Ability, Pactmaker) Possessor may, at the beginning of a thread, choose to become the subtype Devil
Requires: Formshift: Devil, Apprentice Pactmaker Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Requires: Basic Pactmaker Knowledge
Cost: 60,000 Gold, 2 Weeks

Basic Devil Loyalty Instruction- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain 20% Charm Resistance
Requires: Devil Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Requires: Basic Pactmaker Knowledge
Cost: 80,000 Gold, 2 Weeks

Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of Namebinding- (Passive Ability, Pactmaker) Possessor's Magical Attack and Cast a Spell actions that target Devils below Level 20 whose stats have been scanned by possessor may gain '60% inflicts Charm'
Requires: Basic Knowledge of Devil Names
Cost: 160,000 Gold, 2 Weeks

Bat Devil Bound to Back- (Active Ability, Pactmaker) Possessor may take an action to gain 10% Earth Resistance, 10% Darkness Resistance, 5% Light Weakness, 110% To Hit, and +100 AGI as a Bound Devil Buff. The AGI bonus increases by 20 per additional Pactmaker ability possessed by possessor, to a max of 15 other abilities. Possessor, unless otherwise noted, may have a max of 1 Bound Devil Buff active at once, and such buffs may not increase any of possessor's stats, possessor's HP or MP, possessor's attack bonuses, or possessor's Dodge, To Hit, Resilience, or Critical by more than 250% of their unbuffed values.
Requires: Basic Binding Ritual Knowledge, Devilish Negotiator
Cost: 120,000 Gold, 3 Weeks

Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Requires: Basic Binding Ritual Knowledge, Apprentice Pactmaker Knowledge
Cost: 200,000 Gold, 2 Weeks

Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Requires: Permanent Writing that Glows Red, Write With the Blood of a Nearby Individual
Cost: 500,000 Gold, 2 Weeks

Bound Rumor-Skull Demon in Tongue- (Passive Ability, Pactmaker) Possessor's 'Attack with Finesse' actions may gain 'Deals HP Drain', Whenever possessor deals HP Drain to an entity, possessor may choose to have a 300% chance of inflicting Hexed on it.
Not for Sale

Brimstone Odor- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains a 10% chance of inflicting Pain: Nausesus on up to 10 non-Devil, non targets at the start of each round
Requires: Devil Traits
Cost: 60,000 Gold, 2 Weeks

Cloven Devil-Hooves- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +100 AGI and +100 Melee Attack
Requires: Devil Traits
Cost: 200,000 Gold, 2 Weeks

Covenant of Damnation- (Passive Ability, Pactmaker) Possessor is afflicted with Cursed: Damned at the start of each thread, Possessor may post once per month to claim 6 Pactmaker bonus weeks
Not for Sale

Defensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +50 Defense
Requires: Devil Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +250 Defense
Requires: Defensive Devil Instruction I, Apprentice Pactmaker Knowledge
Cost: 100,000 Gold, 2 Weeks

Devil Calling I- (Passive Ability, Pactmaker) Possessor's Devil summons gain +20 to all stats
Requires: Devil Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Devil Calling II- (Passive Ability, Pactmaker) Possessor's Devil summons gain +200 HP
Requires: Devil Calling I
Cost: 40,000 Gold, 2 Weeks

Devil Calling III- (Passive Ability, Pactmaker) Possessor's Devil summons gain +500 MP
Requires: Devil Calling II
Cost: 40,000 Gold, 2 Weeks

Devil Calling IV- (Passive Ability, Pactmaker) Possessor's Devil summons gain +2,000 HP and +4,000 MP
Requires: Devil Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Devil Calling V- (Passive Ability, Pactmaker) Possessor's Devil summons may not be unsummoned by sources below Level 5
Requires: Devil Calling IV, Devil Instruction II, Summoner, Pactmaker
Cost: 200,000 Gold, 2 Weeks

Devil Flesh- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +200 Defense
Requires: Devil Traits
Cost: 200,000 Gold, 2 Weeks

Devil Horns- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +100 Melee Attack
Requires: Devil Traits
Cost: 100,000 Gold, 2 Weeks

Devil Imp Whisperers Bound to Mind- (Active Ability, Pactmaker) Possessor may take an action to gain 5% Darkness Resistance and +100 MIN as a Bound Devil Buff. The MIN bonus increases by 20 per additional Pactmaker ability possessed by possessor, to a max of 15 other abilities. Possessor may take an action to make an attack with a base damage value of 2,100 that has Mind as its Prime Attribute. This attack has a 10% chance of inflicting Mindblasted, and a 5% chance of inflicting Stat Drain: MIN Drain. It is Darkness and Psychic or Psychic element. It costs 320 MP. The infliction chances increase by 1% per additional Pactmaker ability possessed by possessor and the damage value increases by 300 per such ability, to a max of 5 other abilities. Possessor, unless otherwise noted, may have a max of 1 Bound Devil Buff active at once, and such buffs may not increase any of possessor's stats, possessor's HP or MP, possessor's attack bonuses, or possessor's Dodge, To Hit, Resilience, or Critical by more than 250% of their unbuffed values.
Requires: Basic Binding Ritual Knowledge, Devilish Negotiator
Cost: 120,000 Gold, 3 Weeks

Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +20 to all stats
Requires: Basic Pactmaker Knowledge
Cost: 60,000 Gold, 2 Weeks

Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 to all stats
Requires: Devil Instruction I
Cost: 100,000 Gold, 2 Weeks

Devilish Age-Resistance- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains Fatigued: Elderly Immunity
Requires: Devil Traits
Cost: 60,000 Gold, 2 Weeks

Devil Loyalty Instruction- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain 40% Charm Resistance
Requires: Basic Devil Loyalty Instruction, Apprentice Pactmaker Knowledge
Cost: 100,000 Gold, 2 Weeks

Devil of Lust- (Passive Ability, Pactmaker) Possessor suffers no negative effects from the status effect Charm: Lust if possessor is a Devil
Requires: Lust Strike, Devil Traits
Cost: 500,000 Gold, 3 Weeks

♢Devil-Pact Inversion- (Passive Ability, Pactmaker) Whenever a Devil or Arch-Devil of lower Level than possessor would place a debuff on possessor, possessor may choose to transfer it to that Devil or Arch-Devil instead of acquiring it

Devil Serpents Bound to Arms- (Active Ability, Pactmaker) Possessor may take an action to make an attack with a base damage value of 7,800 that has Strength or Spirit as its Prime Attribute. This attack has a 30% chance of inflicting Hexed, a 25% chance of inflicting Poison, a 5% chance of inflicting Wounded, and a 5% chance of inflicting Voidstruck. It is Darkness and Acid or Darkness and Acid and Physical element. It costs 450 MP. The infliction chances increase by 1% per additional Pactmaker ability possessed by possessor and the damage value increases by 1,000 per such ability, to a max of 15 other abilities.
Not For Sale

Devil Serpents Which Consumed a Foul Demon- (Passive Ability, Pactmaker) If possessor's Base STR is below 2, it becomes 2, if possessor's Base AGI is below 5, it becomes 5, if possessor's Base CON is below 4, it becomes 4, if possessor's Base MIN is below 8, it becomes 8, if possessor's Base SPI is below 10, it becomes 10, possessor gains +600 HP, possessor gains +1,400 MP, possessor gains +1,344 Magical Attack, possessor gains 10% Darkness Resistance, possessor inflicts drain with Melee and Magical attacks against Humans, Humanoids, Animals, Insects, Aerials, Aquatics, and Demons
Not For Sale

Devil Traits- (Passive Ability, Pactmaker) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Devil
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Requires: Basic Pactmaker Knowledge
Cost: 70,000 Gold, 10 Weeks (The cost in weeks of this ability is reduced to 1 Week if possessor possesses the ability Knowledge of Legal Codes)

♢Dweller Between the Stars of Hell- (Passive Ability, Pactmaker) If possessor is a Devil or a Darkspawn, possessor has a (Possessor Level)% chance of inflicting Insanity and Smitten: Great Atrocity on any individual who scans possessor's stats
Not for Sale

Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Requires: Knowledge Of Empowerment Through Sin
Cost: 100,000 Gold, 2 Weeks

Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Requires: Knowledge Of Empowerment Through Sin
Cost: 100,000 Gold, 2 Weeks

Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Requires: Knowledge Of Empowerment Through Sin
Cost: 100,000 Gold, 2 Weeks

Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Requires: Knowledge Of Empowerment Through Sin
Cost: 100,000 Gold, 2 Weeks

Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Requires: Knowledge Of Empowerment Through Sin
Cost: 100,000 Gold, 2 Weeks

Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Requires: Knowledge Of Empowerment Through Sin
Cost: 100,000 Gold, 2 Weeks

Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Requires: Knowledge Of Empowerment Through Sin
Cost: 100,000 Gold, 2 Weeks

Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Requires: Knowledge Of Empowerment Through Sin
Cost: 100,000 Gold, 2 Weeks

Envy Strike- (Technique Ability, Pactmaker) Possessor may use 'Envy Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action becomes solely any combination of base elements that its target is.
Requires: Empowered By Envy
Cost: 200,000 Gold, 2 Weeks

Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Fire Devil Bound to Heart- (Active Ability, Pactmaker) Possessor may take an action to gain 25% Fire Resistance, 10% Darkness Resistance, 5% Ice Weakness, +200 CON, +100 Melee Attack, and +400 Magical Attack as a Bound Devil Buff, with said buff also allowing its possessor to optionally deal 10,000 Flat Fire element Damage to any individual who Damages said possessor once per round across all such Damage sources. The Magical Attack bonus increases by 20 per additional Pactmaker ability possessed by possessor, to a max of 20 other abilities. Possessor, unless otherwise noted, may have a max of 1 Bound Devil Buff active at once, and such buffs may not increase any of possessor's stats, possessor's HP or MP, possessor's attack bonuses, or possessor's Dodge, To Hit, Resilience, or Critical by more than 250% of their unbuffed values.
Requires: Binding Ritual Knowledge, Devilish Negotiator, Apprentice Fire Synchronization
Cost: 400,000 Gold, 3 Weeks

Formshift: Devil- (Stance Ability, Pactmaker) Possessor's subtype becomes Devil
Requires: Devil Traits
Cost: 100,000 Gold, 4 Weeks

Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Requires: Empowered By Greed
Cost: 200,000 Gold, 2 Weeks

Gluttony Strike- (Technique Ability, Pactmaker) Possessor may use 'Gluttony Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals 1/2 Damage and deals HP Drain instead of HP Damage.
Requires: Empowered By Gluttony
Cost: 200,000 Gold, 2 Weeks

Improved Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Requires: Binding Ritual Knowledge, Pactmaker, Devilish Negotiator, Ritualist
Cost: 500,000 Gold, 2 Weeks

Improved Devil Form-Binding- (Passive Ability, Pactmaker) Possessor may possess two Bound Devil Buffs instead of one.
Requires: Improved Binding Ritual Knowledge
Cost: 500,000 Gold, 2 Weeks

Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Requires: Basic Pactmaker Knowledge
Cost: 60,000 Gold, 2 Weeks

Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Requires: Bind Magic to Unwilling Lives
Cost: 300,000 Gold, 2 Weeks

Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Requires: Bind Magic to Unwilling Lives
Cost: 300,000 Gold, 2 Weeks

Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Requires: Bind Magic to Unwilling Lives
Cost: 300,000 Gold, 2 Weeks

Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Requires: Bind Magic to Unwilling Lives
Cost: 300,000 Gold, 2 Weeks

Lust Devil's Kiss- (Technique Ability, Pactmaker) Possessor may use 'Lust Devil's Kiss' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action if possessor is a Devil. Said action gains 60% inflicts Charm: Lust.
Requires: Devil of Lust
Cost: 100,000 Gold, 2 Weeks

Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Requires: Empowered By Lust
Cost: 200,000 Gold, 2 Weeks

Made a Deal With a Powerful Devil- (Passive Ability, Pactmaker) Possessor's base stats are increased by 1, Possessor may not be resurrected
Requires: Pactmaker
Cost: 1,000,000 Gold, 2 Weeks

~Mana Pattern Which Has Been Masterfully Augmented By Bregamol- (Passive Ability, Pactmaker) Possessor's base stats are increased by 2, possessor's unmodified stats are increased by 500, this ability may not be used in combos
Not for Sale

Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Requires: Perform Sacrifice
Cost: 70,000 Gold, 2 Weeks

Natural Devil Mind Vampire- (Passive Ability, Pactmaker) Possessor deals an additional 5,000 points of HP Drain or MP Drain whenever possessor would deal HP Drain or MP Drain, Possessor may transform into and out of transformations in possessor's Vampiric Form Transformation Record as though they were equipped
Not for Sale

Negotiate for Cheaper Summons- (Passive Ability, Pactmaker) Spells that summon Devils cost possessor 2,500 less MP to cast
Requires: Devilish Negotiator
Cost: 80,000 Gold, 2 Weeks

Numeral-Bearer- (Passive Ability, Pactmaker) If possessor is an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend, possessor's actions cannot be controlled by lower-Level Daemons, Devils, Demons, Arch-Daemons, Arch-Devils, or Arch-Demons, and possessor is Immune to sources below Level 60
Not for Sale

Offensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 50 points
Requires: Devil Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Devil Instruction I, Apprentice Pactmaker Knowledge
Cost: 100,000 Gold, 2 Weeks

Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Requires: Apprentice Pactmaker Knowledge, 10 other Pactmaker abilities
Cost: 125,000 Gold, 4 Weeks

Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Requires: Basic Pactmaker Knowledge
Cost: 80,000 Gold, 2 Weeks

Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks

Pointy Attack-Beard- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +500 Melee Attack and counts as wielding an additional Deadly Weapon
Requires: Devil Traits
Cost: 600,000 Gold, 2 Weeks

Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Requires: Empowered By Pride
Cost: 200,000 Gold, 2 Weeks

Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Requires: Mystic Sacrifice
Cost: 90,000 Gold, 2 Weeks

Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Requires: Mystic Sacrifice
Cost: 90,000 Gold, 2 Weeks

Self-Devil-Binding- (Active Ability, Pactmaker) At the start of each thread, possessor may bring a Devil pet that is Level 1 or lower into the thread attached to this ability. Possessor may spend an action to replicate any ability possessed by said Devil, doing so as though said Devil were performing said ability
Requires: Basic Binding Ritual Knowledge
Cost: 200,000 Gold, 2 Weeks

Sixfold-Sold Soul- (Passive Ability, Pactmaker) Possessor is afflicted with Cursed: Damned at the start of each thread; this instance of Cursed: Damned may not be cured by sources below Level 100, Possessor may post once per month to claim 36 Pactmaker bonus weeks, Has RP effects
Not for Sale

Sloth Strike- (Technique Ability, Pactmaker) Possessor may use 'Sloth Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Fatigued'.
Requires: Empowered By Sloth
Cost: 200,000 Gold, 2 Weeks

~Sold His Soul To The Dragon Bregamol- (Passive Ability, Pactmaker) Possessor's base stats are increased by 1, Possessor may not be resurrected, Possessor is Immune to Charm, Possessor's decisions are controlled by individuals whose name contains 'Bregamol' who possess the item '*Reyd's Soul', with said decision-controlling effect counting as if it came from a Level 100 source, this ability may not be replicated or transferred, this ability may not be used in combos, Has RP effects
Not for Sale

Sorrow Strike- (Technique Ability, Pactmaker) Possessor may use 'Sorrow Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Confusion: Depression'.
Requires: Empowered By Sorrow
Cost: 200,000 Gold, 2 Weeks

Speed-Focused Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Devil Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Devil Instruction I, Apprentice Pactmaker Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Devil Loyalty Instruction- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain 80% Charm Resistance
Requires: Advanced Devil Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Torment- (Active Ability, Pactmaker) Possessor, if a Devil and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 22,000 that it incorporates as though possessor were an Enemy, that incorporates the Melee Attack bonus of two equipped Deadly Item weapons, that deals 2,500 CON Damage, that possesses a 200% chance of inflicting Pain, that pierces 7,000 Defense, that is solely Darkness or Physical or Fire or Agony or Darkness & Agony or Fire & Physical or Darkness & Agony & Fire & Physical element, and costs 50,000 MP
Not for Sale

Tricked a Devil Into Giving Up Its Fiddle-Playing Skills- (Passive Ability, Pactmaker) Possessor gains +2,000 Magical Attack, +200,000 MP, and +2,000 SPI if possessor has an Instrument equipped, Possessor counts as possessing 2 additional Musician abilities and 5 additional Bard abilities
Not for Sale

Unfair Negotiator- (Passive Ability, Pactmaker) Whenever an individual transfers HP or MP to possessor, possessor may choose to have an additional 5,000 points be transferred
Requires: Devilish Negotiator
Cost: 100,000 Gold, 2 Weeks

Viceduke of Vice- (Passive Ability, Pactmaker) Possessor's infliction chances of Charm: Lust, Poison: Drunk, and Poison: High are increased by 30%, Possessor may prevent lower Level entities from inflicting Charm: Lust, Poison: Drunk, and Poison: High, Possessor may choose to sextuple the HP and MP costs of Dark Magic and Demon Magic for lower Level individuals
Not for Sale

Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Requires: Empowered By Wrath
Cost: 200,000 Gold, 2 Weeks

Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks


~Puppet Master (Daemon)~

Advanced Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 60% Charm Resistance
Requires: Daemon Loyalty Instruction, Puppet Master
Cost: 200,000 Gold, 2 Weeks

Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Puppet Master Knowledge, 3 other Puppet Master abilities
Cost: 125,000 Gold, 2 Weeks

Arch-Daemon's Immortal Superiority- (Passive Ability, Puppet Master) Possessor (is Immune to entities below Level 40, gains Fatigued Immunity, and gains an uncapped +20,000 to all stats) if possessor is Level 40 or greater and is an Arch-Daemon who is a deity
Requires: Level 40, Daemon Traits, Being a Deity
Cost: 200,000,000 Gold, 2 Weeks

Archdaemonic Domain: Agriculture- (Passive Ability, Puppet Master) Possessor may, for each Daemon or Golem summon possessor possessor, at the start of each round, to a max of 200 times per round, create a Temporary Food or Drink consumable or Plant, Animal, or Human pet from the Shop that is in stock and worth under 10,000,000 Gold, Possessor has RP powers connected to this divine domain
Not for Sale

Archdaemonic Domain: Contracts- (Passive Ability, Puppet Master) Possessor's summons that are lower Level than possessor may not be uncontrolled, Buffs and debuffs with possessor as a source may not be removed by sources more than 10 Levels below possessor, Possessor has RP powers connected to this divine domain
Not for Sale

Archdaemonic Domain: Control- (Passive Ability, Puppet Master) Possessor gains a (Possessor Level / 5, rounded up)% chance of inflicting Dominion on targets of lower Level, Possessor gains Dominion Immunity against lower-Level individuals, Possessor has RP powers connected to this divine domain
Not for Sale

Archdaemonic Domain: Clowns- (Passive Ability, Puppet Master) Possessor may choose to inflict Confusion: Overwhelmed by Laughter on any number of individuals at the start of each round, Possessor ignores the status effect Immunities of individuals of lower Level in regards to inflicting Confusion: Overwhelmed by Laughter, Possessor has RP powers connected to this divine domain
Not for Sale

Archdaemonic Domain: Foreknowledge- (Passive Ability, Puppet Master) Possessor's stat-scanning attempts are automatically successful against targets that are not 20 or more Levels greater than possessor, At the start of each round, each of possessor's opponents of lower Level must declare the name of the ability it will use for the first action of that round, and, if it does not use said action as its first action of said round, then said first action has a 35% chance of failing, Possessor has RP powers connected to this divine domain
Not for Sale

Archdaemonic Domain: Infestation- (Passive Ability, Puppet Master) Possessor gains +500 to all unmodified stats if an individual in the same battle as possessor who is not possessor possesses an Insect as a passenger, Possessor has RP powers connected to this divine domain
Not for Sale

Archdaemonic Domain: Puppet-Crafting- (Passive Ability, Puppet Master) Items created by possessor gain the Smithing Technique 'Divinely Crafted' in addition to other smithing techniques they might obtain, using possessor's Level as the listed Crafter Level, Possessor's Golem summons gain +(Possessor Level * 50) to all stats, Possessor's Rune Magic summons gain +(Possessor Level * 50) to all stats, Possessor's summons whose name includes 'Puppet' gain +(Possessor Level * 50) to all stats), Individuals below possessor's Level may not summon Golems whose name includes 'Puppet' without possessor's permission, Possessor has RP powers connected to this divine domain
Not for Sale

Assumption of the Essence of the Daemon- (Passive Ability, Puppet Master) Possessor may, at the beginning of a thread, choose to become the subtype Daemon
Requires: Formshift: Daemon, Apprentice Puppet Master Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 20% Charm Resistance
Requires: Daemon Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Cholkosh Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Cholkosh' stance when not in said stance
Requires: Form of Irrindil, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Daccheros-Syr Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Daccheros-Syr' stance when not in said stance
Requires: Form of Daccheros-Syr, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Requires: Daemon Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Requires: Daemon Calling I
Cost: 40,000 Gold, 2 Weeks

Daemon Calling III- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +500 MP
Requires: Daemon Calling II
Cost: 40,000 Gold, 2 Weeks

Daemon Calling IV- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +2,000 HP and +4,000 MP
Requires: Daemon Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Daemon Calling V- (Passive Ability, Puppet Master) Possessor's Daemon summons may not be unsummoned by sources below Level 5
Requires: Daemon Calling IV, Daemon Instruction II, Summoner, Puppet Master
Cost: 200,000 Gold, 2 Weeks

Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
Requires: Daemon Traits
Cost: 60,000 Gold, 2 Weeks

Daemonic Demigoddess- (Passive Ability, Puppet Master) Possessor is a deity and possesses a deity profile.
Not for Sale

Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Requires: Basic Puppet Master Knowledge
Cost: 60,000 Gold, 2 Weeks

Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Requires: Daemon Instruction I
Cost: 100,000 Gold, 2 Weeks

Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 40% Charm Resistance
Requires: Basic Daemon Loyalty Instruction, Apprentice Puppet Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Requires: Daemon Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Requires: Defensive Daemon Instruction I, Apprentice Puppet Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Form of Cholkosh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and Charm: Lust Immunity
Requires: Daemon Traits
Cost: 100,000 Gold, 2 Weeks

Form of Daccheros-Syr- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains 50% Dodge
Requires: Daemon Traits, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Form of Fulgerstahd- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and +100 Ranged Attack
Requires: Daemon Traits
Cost: 100,000 Gold, 2 Weeks

Form of Gilbezbran- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and 15% inflicts Disease
Requires: Daemon Traits
Cost: 200,000 Gold, 2 Weeks

Form of Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
Requires: Daemon Traits
Cost: 100,000 Gold, 2 Weeks

Form of Irrimachi- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +50 to all stats and Stat Drain: CON Drain Immunity
Requires: Daemon Traits
Cost: 100,000 Gold, 2 Weeks

Form of Irrumei- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +200 SPI
Requires: Daemon Traits
Cost: 200,000 Gold, 2 Weeks

Form of Lyshrekh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 MIN and Stat Drain: MIN Drain Immunity
Requires: Daemon Traits
Cost: 100,000 Gold, 2 Weeks

Form of Neithort- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and Poison Immunity
Requires: Daemon Traits
Cost: 100,000 Gold, 2 Weeks

Form of Tjourquoth- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +300 MIN and Confusion Immunity
Requires: Daemon Traits, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Formshift: Daemon- (Stance Ability, Puppet Master) Possessor's subtype becomes Daemon
Requires: Daemon Traits
Cost: 100,000 Gold, 4 Weeks

Fulgerstahd Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Fulgerstahd' stance when not in said stance
Requires: Form of Fulgerstahd, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Gilbezbran Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Gilbezbran' stance when not in said stance
Requires: Form of Gilbezbran, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Hear Prayers (Archdaemonic Variant)- (Passive Ability, Puppet Master) Possessor's allies who are devout worshippers of possessor gains +300 Defense, Possessor may, as an RP power, hear prayers from devout worshippers in the same general area as possessor and may also hear prayers relating to possessor's archdaemonic domains in said same area
Not for Sale

Irrimachi Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Irrimachi' stance when not in said stance
Requires: Form of Irrimachi, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Irrindil Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Irrindil' stance when not in said stance
Requires: Form of Irrindil, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Irrumei Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Irrumei' stance when not in said stance
Requires: Form of Irrumei, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Living Plague- (Passive Ability, Puppet Master) Possessor gains Diseased Immunity, Possessor's Diseased Immunity cannot be removed by individuals below Level 20, At the start of each round, possessor may attempt to inflict Diseased, Diseased: Immunodeficiency, or Diseased: Contagious Ailment on up to 30 targets with an 80% chance of success per target, Inflictions of Diseased and Diseased: Contagious Ailment reduce HP values by an additional amount equal to 100 HP times possessor level (to a max of Level 99), Possessor may choose, at the beginning of a thread, to add Bio-Horror to possessor's subtypes, Possessor's Ranged, Melee, and Magical Attacks gain a 90% chance of inflicting Diseased, Possessor ignores Diseased immunity on individuals below Level 20, Possessor regenerates 400 HP per round, Possessor counts as being 4 levels higher for purposes of Doctor's Beak's worshipper benefits if a devout worshipper of Doctor Beak
Not for Sale

Lyshrekh Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Lyshrekh' stance when not in said stance
Requires: Form of Lyshrekh, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Neithort Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Neithort' stance when not in said stance
Requires: Form of Irrindil, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Requires: Daemon Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Daemon Instruction I, Apprentice Puppet Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Plush Toy Affinity- (Passive Ability, Puppet Master) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic count as Daemons for purposes of Puppet Master abilities, ) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic gain +30 to all stats
Requires: Basic Puppet Master Knowledge, 4 Rune Mage abilities
Cost: 80,000 Gold, 2 Weeks

Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Requires: Apprentice Puppet Master Knowledge, 10 other Puppet Master abilities
Cost: 125,000 Gold, 4 Weeks

Speed-Focused Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Daemon Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Daemon Instruction I, Apprentice Puppet Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 80% Charm Resistance
Requires: Advanced Daemon Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Tjourquoth Essence- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor may choose to count as being in the 'Form of Tjourquoth' stance when not in said stance
Requires: Form of Tjourquoth, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Union-Busting Glare- (Active Ability, Puppet Master) Possessor may spend an action to delink all linked values possessed by up to (Possessor's Level) targets (with this effect only having to target one individual in a link in this manner to remove that link), This ability has RP powers against trade and labor unions
Not for Sale


~Roboticist (Robot)~

Advanced Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 60% Charm Resistance
Requires: Robot Loyalty Programming, Roboticist
Cost: 200,000 Gold, 2 Weeks

Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Roboticist Knowledge, 3 other Roboticist abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Robot- (Passive Ability, Roboticist) Possessor may, at the beginning of a thread, choose to become the subtype Robot
Requires: Formshift: Robot, Apprentice Roboticist Knowledge
Cost: 70,000 Gold, 2 Weeks

Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
Not for Sale

Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 20% Charm Resistance
Requires: Robot Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Can Call On Dorbel Heyr For Assistance- (Passive Ability, Roboticist) Possessor may, once per round, at an turn-order-determining count of 102,000, spend 3,210,000 MP to replicate an action of a Level 45 Aerial & Robot named 'Dorbel Heyr' with 102,000 AGI that performs an attack named 'Missile Rain' with Agility as its Prime Attribute that possesses '1 hit against 50,000'
Not for Sale

Cyborg- (Passive Ability, Roboticist) Possessor, if a Robot, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Robot, Possessor if a Robot and a Human, gains +100 to all stats
Requires: Formshift: Robot, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Defensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +50 Defense
Requires: Robot Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +250 Defense
Requires: Defensive Robot Programming I, Apprentice Roboticist Knowledge
Cost: 100,000 Gold, 2 Weeks

Destructolaser- (Passive Ability, Roboticist) If possessor is a Robot, possessor gains the ability:
Destructolaser- 20,000 Damage, 15% inflicts Antimatter, 15% applies a debuff that provides -300 to all stats that stacks 5 times, This action's Prime Attribute is Agility, Technology & Destruction, 23,000 MP
Not for Sale

Filled With High-Grade Oil- (Passive Ability, Roboticist) If possessor is a Robot, a Machine, a Clockwork, a Vehicle, a Vessel, a Mech, or in a Transformation, possessor gains +300 to all unmodified stats; if possessor is not a Robot, a Machine, a Clockwork, a Vehicle, a Vessel, a Mech, or in a Transformation, possessor is afflicted with Poison and Pain: Nauseous at the start of each round
Not for Sale

Form of Android- (Stance Ability, Roboticist) If possessor is a Robot, possessor gains +50 STR, AGI, CON, and MIN
Requires: Robot Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Mechhive- (Stance Ability, Roboticist) Possessor's subtype becomes Robot & Machine & Large Structure, Possessor gains +1 Base CON, Possessor may, at the start of each round, summon up to 30 Robots, Machines, and/or Mechs (to a max of 30 total per round and a max of 200 overall) that are below the possessor's Level, below Level 80, at least 5 Levels below possessor's Level if Level 60 or greater, and either normally fightable for drops on the Enemy List or for sale in the Shop
Not for Sale

Formshift: Robot- (Stance Ability, Roboticist) Possessor's subtype becomes Robot
Requires: Robot Traits
Cost: 100,000 Gold, 4 Weeks

Installed Mage-Circuitry- (Passive Ability, Roboticist) Possessor gains +400 Magical Attack, +400 SPI, and +4,000 MP if possessor is a Robot
Not for Sale

Iron Skin (Greater)- (Passive Ability, Roboticist) +5,000 HP, +600 Defense, 20% Resilience
Not for Sale

Launch Gun-Equipped Eye-Drone- (Active Ability, Roboticist) If possessor is a Robot or a Clockwork, possessor may spend an action to gain +5% To Hit and +5,000 Ranged Attack as a non-stacking buff
Not for Sale

Living Vending Machine- (Passive Ability, Roboticist) Possessor may purchase items from possessor's Vending List in the Shop
Not for Sale

Mechanical Self-Reconfiguration- (Passive Ability, Roboticist) Possessor may, at the start of a round, obtain a buff that replaces possessor's subtype with Robot
Not for Sale

Offensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 50 points
Requires: Robot Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Robot Programming I, Apprentice Roboticist Knowledge
Cost: 100,000 Gold, 2 Weeks

Quick Part Replacement: Meat for the Mech!- (Passive Ability, Roboticist) Up to (Possessor's Level) times per round, when possessor inflicts Wounded: Maimed on an opponent, possessor may heal up to one Mech or Robot ally (or one Mech transformation that possessor is not currently in but has equipped) for (said afflicted individual's Level * 1,000,000, to a max of (Possessor's Level *1,000,000)) HP; said Robot or Mech obtains a buff that gives it the subtype Bio-Horror if said afflicted individual was not a Mech, Robot, Clockwork, Machine, Golem, or Elemental.
Not for Sale

Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Not for Sale

Repair Destructobot- (Technique Ability, Roboticist) Possessor may use 'Repair Destructobot' in conjunction with a 'Melee Attack' action. Said action Heals Robots and increases the Damage values of the abilities of Robots it targets by 2,500 Points as a buff that stacks 4 times. Said action does not effect non-Robots.
Not for Sale

Robot Animal- (Passive Ability, Roboticist) Possessor, if a Robot, may choose at the beginning of a thread to gain the subtype Animal, Possessor, if an Animal, may choose at the beginning of a thread to gain the subtype Robot, Possessor if a Robot and an Animal, gains +100 to all stats
Requires: Formshift: Robot, Formshift: Animal
Cost: 200,000 Gold, 2 Weeks

Robot Calling I- (Passive Ability, Roboticist) Possessor's Robot summons gain +20 to all stats
Requires: Robot Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Robot Calling II- (Passive Ability, Roboticist) Possessor's Robot summons gain +200 HP
Requires: Robot Calling I
Cost: 40,000 Gold, 2 Weeks

Robot Calling III- (Passive Ability, Roboticist) Possessor's Robot summons gain +500 MP
Requires: Robot Calling II
Cost: 40,000 Gold, 2 Weeks

Robot Calling IV- (Passive Ability, Roboticist) Possessor's Robot summons gain +2,000 HP and +4,000 MP
Requires: Robot Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Robot Calling V- (Passive Ability, Roboticist) Possessor's Robot summons may not be unsummoned by sources below Level 5
Requires: Robot Calling IV, Robot Programming II, Summoner, Roboticist
Cost: 200,000 Gold, 2 Weeks

Robot Dragon Engineer- (Passive Ability, Roboticist) Whenever possessor summons or replicates an effect from a Dragon below Level 80 from the Enemy List that only naturally possesses the subtype Dragon, possessor may choose for said entity to naturally be named 'Robo-<Its name>', with said entity, in said case, naturally gaining the subtype Robot and naturally possessing the following Constant Effect:
Masterfully Mechanized- Possessor's turn-order-determining stat sum is increased by 20,000 for turn-order-determining purposes as a non-stacking effect, Constant Effect
Not for Sale

Robotic Animal Developer- (Passive Ability, Roboticist) Whenever possessor summons an Animal, possessor may summon an instance of that Animal that naturally has 'Robotic ' appended before its name that naturally also possesses the subtype Robot and naturally possesses Immunity to Fatigued, Poison, and Diseased
Not for Sale

Roboticist- (Passive Ability, Roboticist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Robot pet only, This ability provides +50 HP and +10 to all stats of possessor's Robot pets and summons per Level of possessor
Requires: Apprentice Roboticist Knowledge, 10 other Roboticist abilities
Cost: 125,000 Gold, 4 Weeks

Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 40% Charm Resistance
Requires: Basic Robot Loyalty Programming, Apprentice Roboticist Knowledge
Cost: 100,000 Gold, 2 Weeks

Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Requires: Basic Roboticist Knowledge
Cost: 60,000 Gold, 2 Weeks

Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Requires: Robot Programming I
Cost: 100,000 Gold, 2 Weeks

Robot Traits- (Passive Ability, Roboticist) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Robot
Requires: No Prerequisites
Cost: 1,500,000 Gold, 25 Weeks

Sometimes Mistaken For the Deific 'Mecha-Vashna'- (Passive Ability, Roboticist) Possessor gains +1 Fame if possessor is a Robot
Not for Sale

Speed-Focused Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Robot Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Robot Programming I, Apprentice Roboticist Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 80% Charm Resistance
Requires: Advanced Robot Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks


~Seakeeper (Aquatic)~

Abyss of the Mind- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Mind, has a base Damage value of 4,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of equipped Assault Matrix items, that inflicts Manablasted, Confusion, Pain, and Charm, that possesses '1 hit against 15', is solely Psychic element, and costs 210,000 MP
Not for Sale

Acclimation to the Pressure of the Ocean Depths- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor gains Drowning: Pressure of the Deep Immunity
Requires: Aquatic Traits, 5 Base CON
Cost: 5,000,000 Gold, 5 Weeks

Acid Sea Leviathan- (Passive Ability, Seakeeper) If possessor is an Aquatic, is Level 40 or greater, and is in a Zone of Acid, possessor gains +1,000,000 HP and possessor's 'Powerful Attack' may deal Drain
Not for Sale

Advanced Aquatic Loyalty Training- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain 60% Charm Resistance
Requires: Aquatic Loyalty Training, Seakeeper
Cost: 200,000 Gold, 2 Weeks

Alcohol-Swimming Fish- (Passive Ability, Seakeeper) Possessor suffers no negative effects for being afflicted with Poison: Drunk if possessor is an Aquatic
Requires: Aquatic Traits
Cost: 300,000 Gold, 2 Weeks

Alternate Costume: Pirate Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor's Vessel transformations have their stats raised by (250 * Possessor Level), Possessor counts as wearing an additional Water element Clothes and an additional Water element Hat, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 3, Possessor's Base Agility is increased by 2, Possessor's Base Constitution is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Not for Sale

Alternate Costume: Swim Trunks Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor gains 40% Water Resistance, Possessor's Charm infliction chances are increased by 30%, Possessor counts as wearing an additional Water element Clothes, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Not for Sale

Anemone Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Anemone' stance when not in said stance
Requires: Form of Anemone, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Seakeeper Knowledge, 3 other Seakeeper abilities
Cost: 125,000 Gold, 2 Weeks

Aquatic Calling I- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +20 to all stats
Requires: Aquatic Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Aquatic Calling II- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +200 HP
Requires: Aquatic Calling I
Cost: 40,000 Gold, 2 Weeks

Aquatic Calling III- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +500 MP
Requires: Aquatic Calling II
Cost: 40,000 Gold, 2 Weeks

Aquatic Calling IV- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +2,000 HP and +4,000 MP
Requires: Aquatic Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Aquatic Calling V- (Passive Ability, Seakeeper) Possessor's Aquatic summons may not be unsummoned by sources below Level 5
Requires: Aquatic Calling IV, Aquatic Training II, Summoner, Seakeeper
Cost: 200,000 Gold, 2 Weeks

Aquatic Loyalty Training- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain 40% Charm Resistance
Requires: Basic Aquatic Loyalty Training, Apprentice Seakeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Aquatic Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +20 to all stats
Requires: Basic Seakeeper Knowledge
Cost: 60,000 Gold, 2 Weeks

Aquatic Training II- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 to all stats
Requires: Aquatic Training I
Cost: 100,000 Gold, 2 Weeks

Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Arctic Swimming- (Passive Ability, Seakeeper) Possessor gains +5,000 Defense against Ice, +500 AGI while in both a Zone of Water and a Zone of Ice, and 15% Ice Resistance
Not for Sale

Assault Spout- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 8,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Gun items, that inlficts Fatigued: Stun, that possesses '1 hit against 15', is solely Water element, and costs 75,000 MP
Not for Sale

Assumption of the Essence of the Aquatic- (Passive Ability, Seakeeper) Possessor may, at the beginning of a thread, choose to become the subtype Aquatic
Requires: Formshift: Aquatic, Apprentice Seakeeper Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Aquatic Loyalty Training- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain 20% Charm Resistance
Requires: Aquatic Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blue-Ring Octopus Poison- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains 30% inflicts Posion and 30% inflicts Paralyzed
Requires: Form of Octopus
Cost: 500,000 Gold, 2 Weeks

Call the Aquatics of Thalmuratt Lake- (Active Ability, Seakeeper) Possessor may spend an action to summon (15 Boom Urchin, 2 Barrage Urchin, and 8 Assault Coral), 25 Wall Mussel, 9 Icthorimir, 18 Vicious Abragian Piranha, 17 Businessman Conch, 5 Starfish Gunner, 19 Fish Man, or 1 War Crab, Max 25 Summoned
Not for Sale

Can Sense The Nearest Sea- (Passive Ability, Seakeeper) Possessor obtains +1% To Hit if a Zone of Water is present in any battlespace in the same thread
Not for Sale

Can Swim- (Passive Ability, Seakeeper) Possessor gains +20 AGI and +10 STR while in a Zone of Water
Not for Sale

Chum Toss- (Active Ability, Seakeeper) Possessor may spend an action to give target individual a non-stacking debuff that increases the damage of all damaging attacks against target made by Aquatics by 500, with this effect only applying to the first hit of each multi-hit attack that is directed at the affected target
Requires: Basic Seakeeper Knowledge
Cost: 70,000 Gold, 2 Weeks

Clackity-Clackity Lobster Claws- (Active/Passive Ability, Seakeeper) Possessor gains +150 Melee Attack, Possessor's Pain infliction chances are increased by 15%, Possessor may spend an action to perform a Sonic element action that does nothing on its own
Not for Sale

Clam Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Clam' stance when not in said stance
Requires: Form of Clam, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Crab Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Crab' stance when not in said stance
Requires: Form of Crab, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Defensive Aquatic Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +50 Defense
Requires: Aquatic Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Aquatic Training II- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +250 Defense
Requires: Defensive Aquatic Training I, Apprentice Seakeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Dolphin Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Dolphin' stance when not in said stance
Requires: Form of Dolphin, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Drown in Gloom- (Active Ability, Seakeeper) Possessor, if in a Seakeeper stance, may spend an action to have a 100% chance of inflicting Drowning and Voidstruck on a target, with said action being solely Darkness & Water element and costing 2,400 MPelement and costing 2,400 MP
Requires: Gloom Fisher Stance
Cost: 3,000,000 Gold, 3 Weeks

Essence Algorithm: Great White Whale- (Passive Ability, Seakeeper) At the beginning of a thread, possessor may become the subtype Aquatic, gain the base stats: STR 40, CON 20, AGI 5, MIN 5, SPI 5, and to be able to choose, and if a monster on the enemy list exists named 'Great White Whale', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: National Crab- (Passive Ability, Seakeeper) At the beginning of a thread, possessor may choose to become the subtypes Aquatic and Large Structure, to gain the base stats: STR 15, CON 40, AGI 5, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'National Crab', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: Seafoam Paladin- (Passive Ability, Seakeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 15, CON 15, AGI 10, MIN 10, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Seafoam Paladin', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: Wraith Jelly- (Passive Ability, Seekeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Expert Swimmer- (Passive Ability, Seakeeper) 15% Drowning Resistance, +500 AGI while in a Zone of Water
Not for Sale

Fast Swimmer- (Passive Ability, Seakeeper) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Not for Sale

Fins- (Passive Ability, Seakeeper) Possessor gains +20 AGI while possessor is an Aquatic
Requires: Aquatic Traits
Cost: 20,000 Gold, 1 Week

Fish- (Passive Ability, Seakeeper) Possessor, if an Aquatic, may choose at the beginning of a thread to gain the subtype Animal, Possessor, if an Animal, may choose at the beginning of a thread to gain the subtype Aquatic, Possessor if an Aquatic and an Animal, gains +100 to all stats
Requires: Formshift: Aquatic, Formshift: Animal
Cost: 200,000 Gold, 2 Weeks

Fisherman of the Gloomsea- (Passive Ability, Seakeeper) Possessor gains +5% Dodge against Darkness-element Aquatics if in a Zone of Darkness
Requires: Basic Fish Training, Apprentice Polearm Training, Knowledge of Life that Lurks in the Dark Seas, Pole-Raft Captain, Pole-Fisherman, Skiff Captain, Sailor of the Gloomsea
Cost: 16,000,000 Gold, 2 Weeks

Fisher who Hunts the Gloom Beasts- (Passive Ability, Seakeeper) If possessor is in a Seakeeper stance and wielding at least one Polearm, possessor deals double Damage (to a max of 40,000,000 additional Damage) to Umbrals and Aquatics, possessor's Critical Chance is doubled (to a max of adding 50%) against Umbrals and Aquatics, and possessor gains 15% Umbral Resistance and 15% Aquatic Resistance
Requires: Gloom Fisher
Cost: 30,000,000 Gold, 30 Weeks

Fish Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Fish' stance when not in said stance
Requires: Form of Fish, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Fish-Scale-Covered Head- (Passive Ability, Seakeeper) Possessor gains +20 Defense
Not for Sale

Fishman- (Passive Ability, Seakeeper) Possessor, if an Aquatic, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Aquatic, Possessor if an Aquatic and a Humanoid, gains +100 to all stats
Requires: Formshift: Aquatic, Formshift: Humanoid
Cost: 200,000 Gold, 2 Weeks

Form of Anemone- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 CON and +100 Melee Attack
Requires: Aquatic Traits
Cost: 100,000 Gold, 2 Weeks

Form of Clam- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +200 Defense
Requires: Aquatic Traits
Cost: 100,000 Gold, 2 Weeks

Form of Crab- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 Defense and +100 Melee Attack
Requires: Aquatic Traits
Cost: 100,000 Gold, 2 Weeks

Form of Dolphin- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 AGI and +100 MIN
Requires: Aquatic Traits
Cost: 100,000 Gold, 2 Weeks

Form of Fish- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 AGI
Requires: Aquatic Traits
Cost: 50,000 Gold, 2 Weeks

Form of Jellyfish- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 AGI and +100 Melee Attack
Requires: Aquatic Traits
Cost: 100,000 Gold, 2 Weeks

Form of Octopus- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +20 STR, +30 AGI, +30 MIN, and 6% Dodge
Requires: Water Breathing
Cost: 60,000 Gold, 1 Week

Form of Sea Snake- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 AGI and +100 Melee Attack
Requires: Aquatic Traits
Cost: 100,000 Gold, 2 Weeks

Form of Sea Turtle- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 CON and +100 Defense
Requires: Aquatic Traits
Cost: 100,000 Gold, 2 Weeks

Form of Shark- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 STR
Requires: Aquatic Traits
Cost: 200,000 Gold, 2 Weeks

Form of Starfish- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 STR and +50 CON
Requires: Aquatic Traits
Cost: 50,000 Gold, 2 Weeks

Form of Submarine- (Stance Ability, Seakeeper) If possessor is an Aquatic or a Machine, possessor gains +200 AGI, +200 CON, +1% To Hit, counts as a Vessel, becomes an Aquatic, becomes a Machine, and counts as a Vehicle
Requires: Aquatic Traits, Machine Traits
Cost: 500,000 Gold, 2 Weeks

Form of Tube-Worm- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 CON and +1% Resilience
Requires: Aquatic Traits
Cost: 100,000 Gold, 2 Weeks

Form of Whale- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +200 STR, +200 CON, +200 SPI, +200 MIN, and +10,000 HP
Requires: Aquatic Traits, Level 10
Cost: 1,000,000 Gold, 2 Weeks

Formshift: Aquatic- (Stance Ability, Seakeeper) Possessor's subtype becomes Aquatic
Requires: Aquatic Traits
Cost: 100,000 Gold, 4 Weeks

Gloom Fisher- (Passive Ability, Seakeeper) Possessor's base stats are increased by 2 if possessor possesses no allies
Requires: Pole-Fisher of the Gloomsea, Gloom Fisher's Hook, Drown in Gloom, Gloom Fisher's Leap, Light-Sensitive Darkness-Dwelling Fisherman's Fighting Style
Cost: 10,000,000 Gold, 30 Weeks

Gloom Fisher Stance- (Stance Ability, Seakeeper) Possessor gains +502 Defense against Darkness, +502 Defense against Water, 35% Darkness Resistance, 35% Water Resistance, and 200% Light Weakness, This stance also counts as being an Ocean Prince Stance and an Ebon Chancellor Stance
Requires: Darkness Manipulation, Water Manipulation, Hook-and-Drag, Basic Fish Training, Seakeeper, Captain, Dragoon, Fisherman of the Gloomsea, Stealthy Rafting, Knowledge of Life that Lurks in Dark Seas, Telescopic Vision, Binocular Vision, Magical Nightvision, Filter-Out Sensory Overstimulation, Nomadic, Pale Denizen of the Night Realms, Fish-Slaying Stance, And With This, I Will Drown You!, And With This, I Will Cast You Into Void!, Fisherman's Hook, Meditative Assumption of Water, Meditative Assumption of Darkness
Cost: 12,000,000 Gold, 30 Weeks

Graceful Swimmer- (Passive Ability, Seakeeper) Possessor gains a 50% chance of inflicting Charm on any one target each time, up to 200 times per round, that possessor switches rows while in a Zone of Water
Not for Sale

Great Whale Body Slam- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 34,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Shield items, that inflicts Fatigued: Stun, that has a 25% chance of inflicting Fatigued: Knocked out, is solely Physical element, and costs 0 MP
Not for Sale

Great Whale Who Dwells Amidst The Waves- (Passive Ability, Seakeeper) If possessor is an Aquatic and is Level 20 or greater a Zone of Water is created when possessor enters battle, it may not be removed or altered by individuals of lower level than possessor without possessor's permission, All zones that are of base elements that are not Water are removed when possessor enters battle, Individuals of lower level than possessor may not create Zones of base elements other than Water while possessor is in battle, and possessor gains +3,000 to all stats, +350,000 HP, +350,000 MP, and +8,000 to all Damage values possessor's abilities possess while possessor is in a Zone of Water
Not for Sale

Great White Whale Resistances- (Passive Ability, Seakeeper) If possessor is an Aquatic and is Level 20 or greater, possessor obrtains 50% Water Resistance, 45% Physical Resistance, 75% Minor Status Effect Ressistance, 35% Moderate STatus Effect Resistance, 2% Major Status Effect REsistance, 50% Vessel Resistance, and 50% Spear Resistance
Not for Sale

Herd Torpedos- (Passive Ability, Seakeeper) If possessor is in a Zone of Water, possessor has a 50% chance of being able to change the targets of actions made by Machines, Robots, Vessels, and Aquatics that are below Level 40 and below possessor's Level to any valid targets that possessor desires
Not for Sale

Improved Sonar- (Passive Ability, Seakeeper) If possessor is an Aquatic or a Machine and is in the 'Form of Submarine' stance, possessor gains 135% To Hit and Impaired: Blind Immunity
Requires: Form of Submarine
Cost: 600,000 Gold, 2 Weeks

Inspired by Kelp- (Passive Ability, Seakeeper) Poessor is inflicted by Elevated: High Morale at the start of each round that possessor is in the same battlespace as an entity whose name includes 'Kelp'
Not for Sale

Jellyfish Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Jellyfish' stance when not in said stance
Requires: Form of Jellyfish, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Knowledge of Fish Types- (Passive Ability, Seakeeper) Possessor gains +30 MIN while at least one Aquatic is present in the same battlespace
Not for Sale

Knowledge of Life that Lurks in the Dark Seas- (Passive Ability, Seakeeper) Possessor's Darkness element Aquatic pets and summons gain +60 to all stats as a constantly-applied effect
Requires: Apprentice Seakeeper Knowledge
Cost: 80,000 Gold, 2 Weeks

Knowledge of Many Swimming Strokes- (Passive Ability, Seakeeper) Possessor gains +300 AGI, +200 CON, and 25% Dodge while in a Zone of Water
Not for Sale

Known as the Janitor of the Shellfish- (Passive Ability, Seakeeper) Possessor gains +1 Fame, Possessor may, once per round, after any entity's action, remove a debuff from a source below Level 50 from an Aquatic whose name includes 'Shrimp', 'Lobster', 'Crab', 'Crustacean', 'Clam', 'Mussel', 'Oyster', or 'Shell'.
Not for Sale

Lay Fish Eggs- (Passive Ability, Seakeeper) Possessor's 'Lay Eggs' ability may summon Aquatics
Not for Sale

Leg-Eater- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 38,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, that inflicts Wounded: Maimed, is solely Physical element, and costs 80,000 MP
Not for Sale

Legendary Whale- (Passive Ability, Seakeeper) If possessor is an Aquatic and is Level 20 or greater, possessor obtains +1,300,000 HP, May count as up to 20 individuals in its row for row-order determining purposes, is immune to individuals below Level 15, and cannot be afflicted with status effects by individuals below Level 40
Not for Sale

Loan Shark- (Passive Ability, Seakeeper) While possessor is in 'Form of Shark' stance, quantities of Gold Damage dealt by possessor are increased by 20,000 points
Requires: Merchant, Form of Shark
Cost: 400,000 Gold, 2 Weeks

Mandatory Essence Algorithm: Great White Whale- (Passive Ability, Seakeeper) At the beginning of a thread, possessor becomes the subtype Aquatic and gains the base stats: STR 40, CON 20, AGI 5, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Great White Whale', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Mercreature- (Passive Ability, Seakeeper) Possessor, if an Aquatic, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Aquatic, Possessor if an Aquatic and a Human, gains +100 to all stats
Requires: Formshift: Aquatic, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Nice Boat- (Passive Ability, Seakeeper) Possessor's allies in other battles in the same thread gain (Wounded Immunity and Confusion Immunity) against sources below Level 40
Requires: Seacraft
Cost: 3,000,000 Gold, 2 Weeks

Octopod Jar-Fitting Technique- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains 20% Dodge
Requires: Octopus's Dexterity, Octopus's Pliable Body
Cost: 200,000 Gold, 2 Weeks

Octopod Multiwielding- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor may, at the start of a thread, exchange up to 8 Accessory slots for Weapon slots, to a max of 8 total weapon slots
Requires: Octopus's Arms, Octopus's Dexterity
Cost: 60,000,000 Gold, 60 Weeks

Octopus Cameoflage- (Passive Ability, Seakeeper) If possessor is an Aquatic, is in the 'Form of Octopus' stance, is in a Zone of Water, and there is a Terrain or Phantom Terrain present, possessor gains 35% Dodge
Requires: Form of Octopus
Cost: 200,000 Gold, 2 Weeks

Octopus's Arms- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor's 'Melee Attack' actions have an 8% chance of inflicting 8 hits against 1 against targets below Level 10
Requires: Form of Octopus
Cost: 100,000 Gold, 2 Weeks

Octopus's Cunning- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +200 MIN
Requires: Form of Octopus
Cost: 100,000 Gold, 2 Weeks

Octopus's Dexterity- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +200 AGI and 110% To Hit
Requires: Form of Octopus
Cost: 100,000 Gold, 2 Weeks

Octopus Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Octopus' stance when not in said stance
Requires: Form of Octopus, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Octopus's Pliable Body- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +30 Defense and 5% Dodge
Requires: Form of Octopus
Cost: 100,000 Gold, 2 Weeks

Offensive Aquatic Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons have the Damage values of their abilities increased by 50 points
Requires: Aquatic Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Aquatic Training II- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Aquatic Training I, Apprentice Seakeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Oozy Seacreature- (Passive Ability, Seakeeper) Possessor, if an Ooze, may choose at the beginning of a thread to gain the subtype Aquatic, Possessor, if an Aquatic, may choose at the beginning of a thread to gain the subtype Ooze, Possessor if an Ooze and an Aquatic, gains +100 to all stats
Requires: Formshift: Ooze, Formshift: Aquatic
Cost: 200,000 Gold, 2 Weeks

Pole-Fisher of the Gloomsea- (Passive Ability, Seakeeper) Possessor counts as being in a Dragoon stance while in a Seakeeper or Captain stance
Requires: Gloom Fisher Stance
Cost: 12,000,000 gold, 30 Weeks

Princess of the Kingdom of the Sea Angels- (Passive Ability, Seakeeper) Whenever possessor would summon an Angel that is normally fightable for drops on the Enemy List, possessor may summon a version of it whose name naturally begins with 'Sea-Angel ', who naturally is Immune to Drowning, who naturally possesses 40% Water Resistance (provided that this value would not replace a higher value possessed by the entry on the enemy list), who naturally possesses 40% Electrical Resistance (provided that this value would not replace a higher value possessed by the entry on the enemy list), who naturally possesses 100% Electrocuted Resistance (provided that this value would not replace a higher value possessed by the entry on the enemy list), who naturally additionally possesses the subtype Aquatic, and whose name naturally counts as containing the word 'Jellyfish'
Not for Sale

Pulse that Weakens Prey- (Active Ability, Seakeeper) Possessor, if in a Seakeeper stance, may spend an action to place a debuff that stacks 4 times on every Aquatic and Umbral in the same battlespace that provides -500 to all stats, with said action being solely Darkness & Water element and costing 78,900 MP
Requires: Gloom Fisher Stance
Cost: 3,000,000 Gold, 3 Weeks

Reef Body- (Passive Ability, Seakeeper) Possessor, if a Large Structure, may choose at the beginning of a thread to gain the subtype Aquatic, Possessor, if an Aquatic, may choose at the beginning of a thread to gain the subtype Large Structure, Possessor if a Large Structure and an Aquatic, gains +500 CON
Requires: Formshift: Large Structure, Formshift: Aquatic, Subspace Architect, Seakeeper
Cost: 3,000,000 Gold, 2 Weeks

Ride Into Battle On a Surfboard- (Passive Ability, Seakeeper) Possessor may, at the start of battle, choose to create a Zone of Water that possessor does not count as being in
Not for Sale

Sea-Creature Researcher- (Passive Ability, Seakeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aquatics, to a max of Level 40, Possessor's Aquatics pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aquatics in this thread successfully
Requires: Analytical, Apprentice Seakeeper Knowledge
Cost: 160,000 Gold, 3 Weeks

Seakeeper- (Passive Ability, Seakeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aquatic pet only, This ability provides +50 HP and +10 to all stats of possessor's Aquatic pets and summons per Level of possessor
Requires: Apprentice Seakeeper Knowledge, 10 other Seakeeper abilities
Cost: 125,000 Gold, 4 Weeks

Sea Mother's Ink- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may, while in a Zone of Water, at the end of one of possessor's actions per round, choose to give every individual in the same Zone of Water who is not a Darkness-element Aquatic or one of possessor's Aquatic summons -5% To Hit as a debuff that stacks 4 times
Not for Sale

Sea Snake Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Sea Snake' stance when not in said stance
Requires: Form of Sea Snake, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Sea Turtle Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Sea Turtle' stance when not in said stance
Requires: Form of Sea Turtle, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Shark Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Shark' stance when not in said stance
Requires: Form of Shark, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Ship-Wrecker- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 30,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Shield items, that deals double Damage to Vessels, to a max of 1,000,000,000 additional Damage, is solely (Earth or Physical or Water) element, and costs 68,000 MP
Not for Sale

Speak to Fish- (Passive Ability, Seakeeper) Possessor's pet and summoned Aquatics gain +25 to all stats, Possessor's summoned Aquatics have a 5% lower chance of being uncontrolled
Requires: Basic Seakeeper Knowledge
Cost: 90,000 Gold, 2 Weeks

Speed-Focused Aquatic Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Aquatic Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Aquatic Training II- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Aquatic Training I, Apprentice Seakeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Starfish Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Starfish' stance when not in said stance
Requires: Form of Starfish, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Submarine Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic or a Machine, possessor may choose to count as being in the 'Form of Submarine' stance when not in said stance
Requires: Form of Submarine, Flux Baron, Basic Hypertech Attunement
Cost: 200,000 Gold, 2 Weeks

Submarine Sonar- (Passive Ability, Seakeeper) If possessor is an Aquatic or a Machine and is in the 'Form of Submarine' stance, possessor gains 130% To Hit
Requires: Form of Submarine
Cost: 200,000 Gold, 2 Weeks

Superior Aquatic Loyalty Training- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain 80% Charm Resistance
Requires: Advanced Aquatic Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Surly Bullet-Spitting Fish Stance- (Stance Ability, Seakeeper) Possessor gains +5,000 Ranged Attack and gains the subtype Aquatic, Possessor may reflect one 'Ranged Attack' action or action that involves a Gun weapon from an opponent of equal or lower Level that is below Level 99 per round
Not for Sale

Swim in Heavy Armor- (Passive Ability, Seakeeper) Possessor ignores effects attached to Zones of Water that specifically target individuals with Heavy Armor equipped in a negative manner, Can come in handy to avoid either sinking and drowning or being forced to lose items in quests
Requires: 1 Guardian Ability, Trained Swimmer
Cost: 200,000 Gold, 3 Weeks

Swimmer (2)- (Passive Ability, Seakeeper) Possessor gains +200 AGI while in a Zone of Water
Requires: No Prerequisites
Cost: 30,000 Gold, 2 Weeks

Swim Through Acid- (Passive Ability, Seakeeper) Possessor gains +5,000 Defense against Acid, +500 AGI while in both a Zone of Water and a Zone of Acid, and 15% Acid Resistance
Not for Sale

Swim Through Magma- (Passive Ability, Seakeeper) Possessor gains +5,000 Defense against Fire, +500 AGI while in both a Zone of Water and a Zone of Fire, and 15% Fire Resistance
Not for Sale

Synchronized Swimmer- (Passive Ability, Seakeeper) Possessor gains +100 AGI for each ally who also possesses this ability while in a Zone of Water
Requires: Trained Swimmer, 5 Base AGI
Cost: 80,000 Gold, 4 Weeks (This ability only takes 2 weeks if two or more individuals sign up to train for it simultaneously)

The Sharky Special- (Technique Ability, Seakeeper) Possessor may use 'The Sharky Special' in conjunction with a 'Trade' or 'Metacombine' action so long as possessor has a unqiue Aquatic named 'Benedict the Shark' equipped and no other technique is used. Said action inflicts Instant Death on all caster's equal-or-lower-Level allies.
Not for Sale

Torpedo Tubes- (Passive Ability, Seakeeper) If possessor is an Aquatic or a Machine and is in the 'Form of Submarine' stance, possessor gains +700 Ranged Attack
Requires: Form of Submarine
Cost: 200,000 Gold, 2 Weeks

Trained in Basic Fishing Techniques- (Passive Ability, Seakeeper) Possessor gains 115% To Hit against Aquatics, Possessor gains +15 Melee Attack and +15 Ranged Attack when equipped with a Water element weapon
Not for Sale

Trained Swimmer- (Passive Ability, Seakeeper) 5% Drowning Resistance, +30 AGI while in a Zone of Water
Requires: None
Cost: 30,000 Gold, 2 Weeks

Trained to Hold Breath- (Passive Ability, Seakeeper) Possessor takes 1% Max HP in damage instead of 5% per round when Suffocating
Requires: 5 Base CON
Cost: 60,000 Gold, 2 Weeks

Water Breathing- (Passive Ability, Seakeeper) If possessor is either Water element or an Aquatic, possessor becomes immune to Drowning from sources below level 40, though not its sub-status effects
Requires: Aquatic Traits
Cost: 120,000 Gold, 2 Weeks

Whale Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Whale' stance when not in said stance
Requires: Form of Whale, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Whale's Curse of Obsession- (Passive Ability, Seakeeper) If possessor is an Aquatic and is Level 20 or greater, Any individual defeated by possessor's side of battle or that flees from battle against possessor's side of battle is afflicted with the ability Curse of Obsession (Great White Whale) from the ability shop
Not for Sale

Wraith Jelly's Phantom Body- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor gains +25% Dodge, and individuals below Level 20 cannot deal stat damage to possessor
Not for Sale


~Skykeeper (Aerial)~

Advanced Aerial Loyalty Training- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain 60% Charm Resistance
Requires: Aerial Loyalty Training, Skykeeper
Cost: 200,000 Gold, 2 Weeks

Advanced Carrier Bird Training- (Passive Ability, Skykeeper) When possessor trades an item to another individual within the same thread with Carrier Bird Trainer, then the individual who possessor trades the item to may immediately choose to unequip up to one item of the same subtype and then equip the transferred item, Possessor's Aerial pets and summons gain +10 AGI and +10 STR
Requires: Carrier Bird Trainer
Cost: 70,000 Gold, 2 Weeks

Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI
Requires: Carrier Bird Trainer
Cost: 40,000 Gold, 2 Weeks

Aerial Calling I- (Passive Ability, Skykeeper) Possessor's Aerial summons gain +20 to all stats
Requires: Aerial Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Aerial Calling II- (Passive Ability, Skykeeper) Possessor's Aerial summons gain +200 HP
Requires: Aerial Calling I
Cost: 40,000 Gold, 2 Weeks

Aerial Calling III- (Passive Ability, Skykeeper) Possessor's Aerial summons gain +500 MP
Requires: Aerial Calling II
Cost: 40,000 Gold, 2 Weeks

Aerial Calling IV- (Passive Ability, Skykeeper) Possessor's Aerial summons gain +2,000 HP and +4,000 MP
Requires: Aerial Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Aerial Calling V- (Passive Ability, Skykeeper) Possessor's Aerial summons may not be unsummoned by sources below Level 5
Requires: Aerial Calling IV, Aerial Training II, Summoner, Skykeeper
Cost: 200,000 Gold, 2 Weeks

Aerial Loyalty Training- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain 40% Charm Resistance
Requires: Basic Aerial Loyalty Training, Apprentice Skykeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Aerial Training I- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +20 to all stats
Requires: Basic Skykeeper Knowledge
Cost: 60,000 Gold, 2 Weeks

Aerial Training II- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 to all stats
Requires: Aerial Training I
Cost: 100,000 Gold, 2 Weeks

Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Agile Greatness of the Colossus-Aerial- (Passive Ability, Skykeeper) Possessor's 'Large Aerial', 'Huge Aerial', 'Enormous Aerial', 'Massive Aerial', 'Gargantuan Aerial', and 'Colossal Aerial' abilites do not give possessor an Agility penalty
Requires: Colossal Aerial, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Skykeeper Knowledge, 3 other Skykeeper abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Aerial- (Passive Ability, Skykeeper) Possessor may, at the beginning of a thread, choose to become the subtype Aerial
Requires: Formshift: Aerial, Apprentice Skykeeper Knowledge
Cost: 70,000 Gold, 2 Weeks

Avian Propagandist- (Passive Ability, Skykeeper) Possessor gains '60% inflicts Charm' against Aerials
Not for Sale

Balloon Essence- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor may choose to count as being in the 'Form of Balloon' stance when not in said stance
Requires: Form of Balloon, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Basic Aerial Loyalty Training- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain 20% Charm Resistance
Requires: Aerial Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bird- (Passive Ability, Skykeeper) Possessor, if an Aerial, may choose at the beginning of a thread to gain the subtype Animal, Possessor, if an Animal, may choose at the beginning of a thread to gain the subtype Aerial, Possessor if an Aerial and an Animal, gains +100 to all stats
Requires: Formshift: Aerial, Formshift: Animal
Cost: 200,000 Gold, 2 Weeks

Bird Beak- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains +2 Melee Attack
Requires: Aerial Traits
Cost: 20,000 Gold, 1 Week

Bird Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Requires: Analytical, Apprentice Skykeeper Knowledge
Cost: 160,000 Gold, 3 Weeks

Can Teach Ducks To Breathe Powerful Lightning- (Passive Ability, Skykeeper) Possessor's allies whose name includes 'Duck' gain the ability-
Greater Lightning Breath- 105,000 Damage, 60% inflicts Electrocuted, 1 hit against 15, Electrical, 30,000 MP
Not for Sale

Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Requires: Aerial Traits
Cost: 120,000 Gold, 2 Weeks

Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Requires: Messenger Bird Trainer
Cost: 120,000 Gold, 2 Weeks

Caw in their Face- (Technique Ability, Skykeeper) Possessor may use 'Caw in their Face' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is an Aerial. Said action gains '15% inflicts Confusion: Berserk'
Requires: Loud Bird
Cost: 200,000 Gold, 2 Weeks

Colossal Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Aerial
Cost: 6,000,000 Gold, 2 Weeks

Dang This Thing Has Too Many Wings- (Passive Ability, Skykeeper) Possessor counts as being in all battlespaces if possessor is an Aerial with at least 5 Bioaugmentations equipped, Possessor's Confusion and Fatigued: Stun infliction chances are increased by 200% if possessor has at least 5 items equipped with 'Wings' in the name
Not for Sale

Dedicated Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor may use Messenger Bird Trainer up to 4 times per thread, Possessor's Aerial pets and summons gain +10 AGI
Requires: Carrier Bird Trainer
Cost: 60,000 Gold, 3 Weeks

Defensive Aerial Training I- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +50 Defense
Requires: Aerial Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Aerial Training II- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +250 Defense
Requires: Defensive Aerial Training I, Apprentice Skykeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Dined Upon the Flesh of the Song Phoenix- (Passive Ability, Skykeeper) Possessor may, once per thread, be resurrected when one of possessor's allies conducts a Sonic element action if possessor did not die to a source of Level 80 or above
Not for Sale

Duck Bill- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains '1% may inflict Confusion'
Requires: Aerial Traits
Cost: 60,000 Gold, 1 Week

Duck Feathers- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains +200 Defense against Water
Requires: Aerial Traits
Cost: 60,000 Gold, 2 Weeks

Egg Bomb- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains +600 Ranged Attack and possesor's 'Ranged Attack' actions may gain '1 hit against 5' and deal 1/2 Damage
Requires: Lay Bird Eggs, Assassin
Cost: 600,000 Gold, 2 Weeks

Enormous Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Aerial
Cost: 3,000,000 Gold, 2 Weeks

Exceptional Balloonist- (Passive Ability, Skykeeper) Possessor's Transformations whose name includes 'Balloon', 'Hot-Air', 'Blimp', 'Dirigible', or 'Zeppelin' gain +7,000 to all stats and +7,000 to their turn-order-determining stat sum for turn-order-determining purposes, Possessor gains +40% Dodge and +3 Move if possessor is in a Grid-Tracked Balloon Race
Not for Sale

Expert in Aerial Combat- (Passive Ability, Skykeeper) Possessor gains +5% Dodge, +500 Defense, and +500 to all stats while in a Zone of Air
Not for Sale

Eyes Filled With Magical Blackbirds- (Passive Ability, Skykeeper) +500 Ranged Attack, +500 Magical Attack, 135% To Hit, Possessor may, up to once per round, perform a 'Ranged Attack' or 'Magical Attack' action as a counterattack against an opponent who targetted possessor with an offensive attack that dealt Damage to possessor and reduced possessor's HP
Not for Sale

Floaty- (Passive Ability, Skykeeper) Possessor does not count as being in the back row for purposes of the number of people in each row, but may not use this ability to be in the back row when nothing is in the front row unless possessor could do so otherwise
Not For Sale

Flying- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance
Requires: Capable of Flight, Wind Duke OR Mentalist OR Enchanter OR Superhero
Cost: 500,000 Gold, 2 Weeks

Force You to Pay the Duck Bill- (Technique Ability, Skykeeper) Possessor may use 'Force You to Pay the Duck Bill' in conjunction with a 'Melee Attack' or 'Magical Attack' action if possessor is an Aerial. Said action deals 40,000 Flat Water element Gold Damage.
Requires: Duck Bill
Cost: 200,000 Gold, 3 Weeks

Form of Balloon- (Stance Ability, Skykeeper) If possessor is an Aerial, possessor gains +100 AGI and 10% Dodge
Requires: Aerial Traits
Cost: 100,000 Gold, 2 Weeks

Form of Landhawk- (Stance Ability, Skykeeper) Possessor gains +75 AGI, Possessor's Fatigued: Stun infliction chances are increased by 5%, Possessor's subtype solely becomes Aerial
Not for Sale

Form of Rooster- (Stance Ability, Skykeeper) If possessor is an Aerial, possessor gains +50 SPI
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Formshift: Aerial- (Stance Ability, Skykeeper) Possessor's subtype becomes Aerial
Requires: Aerial Traits
Cost: 100,000 Gold, 4 Weeks

Friendly Balloon- (Passive Ability, Skykeeper) While possessor is in 'Form of Balloon' stance and is Whimsy element, possessor may cure any one debuff or negative status effect from a source below Level 40 at the start of each round or may inflict any one minor positive status effect on any one target at the start of each round
Requires: Basic Whimsy Synchronization, Form of Balloon
Cost: 4,000,000 Gold, 2 Weeks

Gargantuan Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Aerial
Cost: 5,000,000 Gold, 2 Weeks

Good at Training Birds to Talk- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have their Abilities cost 50 less MP and cannot have their actions per-emptively countered by individuals below Level 10
Not for Sale

Greater Cockatrice Tamer- (Passive Ability, Skykeeper) All Greater Cockatrices gain double assigned XP, Greater Cockatrices controlled have double stats and do double damage
Not for sale

Hairstylist For Birds- (Passive Ability, Skykeeper) Possessor's Aerial allies are afflicted with Elevated at the start of every round
Not for Sale

Has a Cunning Eye that Spots Hidden Birds- (Passive Ability, Skykeeper) Possessor ignores the effects of Dodge buffs from sources below Level 60 that are present on Aerials
Not for Sale

Has Weird Salted Gummy Rings Around The Eyes While A Bird- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains the subtype Food and +2,000 MIN
Not for Sale

Huge Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Aerial
Cost: 2,000,000 Gold, 2 Weeks

Irate Avian- (Passive Ability, Skykeeper) If possessor is an Aerial and is afflicted with Confusion: Berserk, possessor gains +200 Melee Attack, +200 Ranged Attack, and +100 to all stats
Requires: Skykeeper, Aerial Traits, Ravager
Cost: 300,000 Gold, 2 Weeks

Knows Birds with Lips- (Passive Ability, Skykeeper) Whenever possessor summons an Aerial, possessor may choose for it to naturally have ' with Lips' appended to the end of its name, and, if possessor chooses to do so, possessor additionally causes its attack abilities to naturally gain a 50% chance of inflicting Confusion: Disconcerted and to have an optional chance of dealing HP Drain and/or having a 200% chance of inflicting Confusion: Chorm
Not for Sale

Large Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Aerial Traits
Cost: 1,000,000 Gold, 2 Weeks

Lay An Omelet- (Technique Ability, Skykeeper) Possessor may use 'Lay An Omelet' in conjunction with a 'Ranged Attack' action. Said action gains +300 Ranged Attack, Heals, and, unless its user is an Aerial or an Abstract, deals 1/10 Damage.
Not for Sale

Lay Eggs- (Active Ability, Skykeeper) Possessor may spend an action to summon any one Aerial below Level 20 that is either normally fightable for drops on
the Enemy List or that is in stock in the shop, Max 10 summoned
Not for Sale

Lay Large Eggs- (Passive Ability, Skykeeper) Possessor's 'Lay Eggs' ability has its Level restriction raised to summons below Level 40
Not for Sale

~Lay Sky Sapphires- (Active Ability, Skykeeper) Possessor may produce up to 8 Sky Sapphire Per Month by posting in the Shop thread
Not for Sale

Lick Landhawk- (Active Ability, Skykeeper) Caster performs an attack against target Aerial whose name includes 'Landhawk', with said action healing HP, incorporating the Melee Attack bonuses from equipped items whose name includes 'Tongue', and inflicting Invigorated on its performer if it hits
Not for Sale

Loud Bird- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains 40% Impaired: Mute Resistance
Requires: Aerial Traits
Cost: 60,000 Gold, 2 Weeks

Loud Caw- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor's actions involving possessor casting 'Bardic Music' spells may not be countered by individuals below Level 20
Not for Sale

^Manifest Minor Phoenix-Flame Aura- (Technique Ability, Skykeeper) If possessor possesses the ability ('Blazing Sultan' and the ability 'Skykeeper'), the ability 'Inhabited by the Phoenix Myselgleister', or the ability 'Bearer of the Phoenix Essence', possessor may spend an action to gain a non-stacking buff that may, at its possessor's discretion, deal 15,000 Flat Fire element Damage at the start of each round to each individual in the same battlespace as its possessor (with choices made on a per-individual-basis) and that deals 10,000 Flat Fire element Damage to an individual whenever said individual conducts an offensive action against possessor at the end of said action.
Not for Sale

Massive Aerial- (Passive Ability, Skykeeper) If possessor is a Aerial, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Aerial to being Aerial to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Aerial
Cost: 4,000,000 Gold, 2 Weeks

Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI
Requires: Basic Skykeeper Knowledge
Cost: 120,000 Gold, 2 Weeks

Natural Parakeet Natural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural Parakeet- (Passive Ability, Skykeeper) Possessor may, at the start of each round, choose up to 5 of its abilities, rearrange the letters in their name to spell 'Natural Parakeet' one or more times, and summon that many Natural Parakeet from the Enemy List, Max 20,000 summoned
Not for Sale

Natural Parakeet Natural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural Parakeet Parakeet Natural- (Passive Ability, Skykeeper) Possessor may, at the start of each round, choose up to 5 of its abilities, rearrange the letters in their name to spell 'Natural Parakeet' one or more times, and have a (that number x 5)% chance of inflicting Confusion: Annoyed on up to all opponents
Not for Sale

Offensive Aerial Training I- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have the Damage values of their abilities increased by 50 points
Requires: Aerial Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Aerial Training II- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Aerial Training I, Apprentice Skykeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

One Heck Of An Annoying Bird- (Passive Ability, Skykeeper) Whenever possessor may choose any minor status effect, if possessor is an Aerial, possessor may also choose Fatigued: Asleep, Fatigued: Stun, Fatigued: Stress, Confusion: Depression, Confusion: Fear, Stat Drain: STR Drain, Stat Drain: AGI Drain, Stat Drain: CON Drain, Stat Drain: MIN Drain, Stat Drain: SPI Drain, Stat Drain: ATK Drain, Stat Drain: DEF Drain, Hexed: Ill Fortune, Impaired: Blind, Impaired: Deaf, or Poison: High, Possessor's minor negative status effect infliction chances are increased by 30% if possessor is an Aerial, Possessor gains +15% Dodge if possessor is an Aerial, Whenever one of possessor's opponents conducts an offensive action that does not target possessor, if possessor is an Aerial, possessor may choose to have a 100% chance of inflicting any one minor negative status effect on said opponent
Not for Sale

Plastic Flamingo Appreciator- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons that are also Golems are afflicted with Invigorated: High Morale at the start of the first round of battle
Requires: Basic Evermason Knowledge, Basic Skykeeper Knowledge
Cost: 400,000 Gold, 2 Weeks

Radiant Dove Wings- (Passive Ability, Skykeeper) Possessor gains +500 AGI, 15% Light Resistance, and 35% Dodge, Possessor may choose to obtain a buff that makes its possessor the element Light at the start of any round
Not for Sale

Razor-Sharp Beak- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains +200 Melee Attack
Requires: Bird Beak
Cost: 200,000 Gold, 1 Week

Rooster Essence- (Passive Ability, Skykeeper) If possessor is an Animal, possessor may choose to count as being in the 'Form of Rooster' stance when not in said stance
Requires: Form of Rooster, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Rooster's Wake-Up Caw- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor may cure up to 2,000 allies of Fatigued at the start of each round
Requires: Aerial Traits, Basic Bardic Music Attunement
Cost: 200,000 Gold, 2 Weeks

Serrated Beak- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains +30 Melee Attack and '13% inflicts Wounded'
Requires: Bird Beak
Cost: 200,000 Gold, 1 Week

Short-Distance Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor's Messenger Bird Trainer and Carrier Bird Trainer abilities may be used to transfer Aerials and items, respectively, to individuals at the same location, Possessor's Aerial pets and summons gain +10 AGI
Requires: Carrier Bird Trainer
Cost: 10,000 Gold, 1 Week

Skydiver- (Passive Ability, Skykeeper) Possessor gains a 40% Resistance to Confusion: Fear coming from Air-element sources, Possessor gains +200 AGI while in a Zone of Air
Requires: Basic Skykeeper Knowledge
Cost: 90,000 Gold, 3 Weeks

Skykeeper- (Passive Ability, Skykeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aerial pet only, This ability provides +50 HP and +10 to all stats of possessor's Aerial pets and summons per Level of possessor
Requires: Apprentice Skykeeper Knowledge, 10 other Skykeeper abilities
Cost: 125,000 Gold, 4 Weeks

Speed-Focused Aerial Training I- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Aerial Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Aerial Training II- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Aerial Training I, Apprentice Skykeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Aerial Loyalty Training- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain 80% Charm Resistance
Requires: Advanced Aerial Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Trainer of Mystic Messenger Birds- (Passive Ability, Skykeeper) Possessor may transfer a buff that could have originally been applied to the individual it is being transferred to had the individual it is being transferred to been presented when the buff was first applied with Carrier Bird Trainer instead of an item, Possessor's Aerial pets and summons gain +25 SPI
Requires: Carrier Bird Trainer, Any Three Wizard, Healer, or Priest abilities
Cost: 190,000 Gold, 3 Weeks

Very Light Feet- (Passive Ability, Skykeeper) If possessor's entry in a battlespace would cause one or more effects present on Zones of Air to destroy the Zones that they are on, possessor may choose for said effects to not do so if possessor is Air element.
Not for Sale

Wakes Up At The Crack Of Dawn- (Passive Ability, Skykeeper) At the start of battle and every time a Chronogeomantic Zone of Dawn is created, possessor is cured of Fatigued and Fatigued: Asleep
Not for Sale

Zippity Mode- (Stance Ability, Skykeeper) Possessor's turn-order-determining stat sum is increased by 3,000 for turn-order-determining purposes
Not for Sale

~Starkeeper (Astral Being)~

Advanced Astral Being Loyalty Training- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain 60% Charm Resistance
Requires: Astral Being Loyalty Training, Starkeeper
Cost: 200,000 Gold, 2 Weeks

Apprentice Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Starkeeper Knowledge, 3 other Starkeeper abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Astral Being- (Passive Ability, Starkeeper) Possessor may, at the beginning of a thread, choose to become the subtype Astral Being
Requires: Formshift: Astral Being, Apprentice Starkeeper Knowledge
Cost: 350,000 Gold, 2 Weeks

Astral Being Calling I- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +20 to all stats
Requires: Astral Being Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Astral Being Calling II- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +200 HP
Requires: Astral Being Calling I
Cost: 40,000 Gold, 2 Weeks

Astral Being Calling III- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +500 MP
Requires: Astral Being Calling II
Cost: 40,000 Gold, 2 Weeks

Astral Being Calling IV- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +2,000 HP and +4,000 MP
Requires: Astral Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Astral Being Calling V- (Passive Ability, Starkeeper) Possessor's Astral Being summons may not be unsummoned by sources below Level 5
Requires: Astral Being Calling IV, Astral Being Training II, Summoner, Starkeeper
Cost: 200,000 Gold, 2 Weeks

Astral Being Loyalty Training- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain 40% Charm Resistance
Requires: Basic Astral Being Loyalty Training, Apprentice Starkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Astral Being Training I- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +20 to all stats
Requires: Basic Starkeeper Knowledge
Cost: 60,000 Gold, 2 Weeks

Astral Being Training II- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +100 to all stats
Requires: Astral Being Training I
Cost: 100,000 Gold, 2 Weeks

Astral Being Traits- (Passive Ability, Starkeeper) Possessor gains +1 to all stats so long as possessor is an Astral Being
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Basic Astral Being Loyalty Training- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain 20% Charm Resistance
Requires: Astral Being Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: No prerequisites
Cost: 100,000 Gold, 2 Weeks

Defensive Astral Being Training I- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +50 Defense
Requires: Astral Being Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Astral Being Training II- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +250 Defense
Requires: Defensive Astral Being Training I, Apprentice Starkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Form of Star-Fish- (Stance Ability, Starkeeper) If possessor is an Astral Being, possessor gains +100 CON and +100 AGI
Requires: Astral Being Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Astral Being- (Stance Ability, Starkeeper) Possessor's subtype becomes Astral Being
Requires: Astral Being Traits
Cost: 500,000 Gold, 4 Weeks

Offensive Astral Being Training I- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons have the Damage values of their abilities increased by 50 points
Requires: Astral Being Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Astral Being Training II- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Astral Being Training I, Apprentice Starkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Astral Being Training I- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Astral Being Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Astral Being Training II- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Astral Being Training I, Apprentice Starkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Star-Fish Essence- (Passive Ability, Starkeeper) If possessor is an Astral Being, possessor may choose to count as being in the 'Form of Star-Fish' stance when not in said stance
Requires: Form of Star-Fish, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Starkeeper- (Passive Ability, Starkeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Astral Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Astral Being pets and summons per Level of possessor
Requires: Apprentice Starkeeper Knowledge, 10 other Starkeeper abilities
Cost: 125,000 Gold, 4 Weeks

Superior Astral Being Loyalty Training- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain 80% Charm Resistance
Requires: Advanced Astral Being Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks


~Unfettered One (Prime)~

Adept Unfettered One Knowledge- (Passive Ability, Other: Unfettered One) Possessor's Prime pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Prime summon, Possessor's unmodified stats increase by 200 points if possessor is a Prime
Requires: Unfettered One, 50 other Unfettered One Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 60% Charm Resistance
Requires: Prime Loyalty Instruction, Unfettered One
Cost: 200,000 Gold, 2 Weeks

Apprentice Unfettered One Knowledge- (Passive Ability, Other: Unfettered One) Possessor's Prime pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Unfettered One Knowledge, 3 other Unfettered One abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Prime- (Passive Ability, Other: Unfettered One) Possessor may, at the beginning of a thread, choose to become the subtype Prime
Requires: Formshift: Prime, Apprentice Unfettered One Knowledge
Not For Sale

Basic Unfettered One Knowledge- (Passive Ability, Other: Unfettered One) Possessor's Prime pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Anarchomancer, Wanderer Knowledge of History, Apprentice Earth Synchronization, Apprentice Air Synchronization, Apprentice Fire Synchronization, Apprentice Water Synchronization, Apprentice Light Synchronization, Apprentice Darkness Synchronization, Apprentice Magic Synchronization, Apprentice Technology Synchronization
Cost: 5,000,000 Gold, 5 Weeks

Basic Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 20% Charm Resistance
Requires: Prime Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +50 Defense
Requires: Prime Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +250 Defense
Requires: Defensive Prime Instruction I, Apprentice Unfettered One Knowledge
Cost: 100,000 Gold, 2 Weeks

Element Roulette- (Active Ability, Unfettered One) Possessor may spend an action to have possessor's element become a single random Base Element
Not For Sale

Engage Games Room: Roulette Master- (Passive Ability, Other: Unfettered One) Possessor may, at the start of a standard arena match, set the terrain to 'Roulette Master's Courtyard', which counts as having 'Casino' in its name for purposes of effects that relate to terrains and phantom terrains. While the terrain is 'Roulette Master's Courtyard', possessor may, at the start of the round, choose to select a range of Levels, all of which must be below 80 and below possessor's Level, with 8 randomly chosen actions (with targets also being randomly chosen) performable by randomly selected entities on the Enemy List that are within the selected Level range and normally fightable for drops being selected; possessor then may choose up to three of these actions to perform as though they were being performed by replicated copies of the entites on the Enemy List. Possessor obtains +2,000 uncapped points to all stats if the terrain is 'Roulette Master's Courtyard'. As an RP effect, this ability (and related abilities) specifically function in the Roulette Master's courtyard.
Not For Sale

Fatal Roulette I- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette I Table
Not For Sale

Fatal Roulette II- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette II Table if possessor is Level 20 or greater
Not For Sale

Fatal Roulette III- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette III Table if possessor is Level 40 or greater
Not For Sale

Fatal Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette IV Table if possessor is Level 60 or greater, This roll may not be de-randomized, rerolled, or modified by sources below Level 99
Not For Sale

Formshift: Prime- (Stance Ability, Unfettered One) Possessor's subtype becomes Prime
Requires: Prime Traits
Cost: 100,000 Gold, 4 Weeks

Gate Roulette- (Active Ability, Unfettered One) Possessor may spend an action to randomly move each entity that is either a non-unique entity below Level 80, a unique entity below Level 60, or a willing entity that is present in any battlespace that is part of the current battle to a random existing battlespace that is part of said battle
Not for Sale

Glory Roulette I- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette I Table
Not For Sale

Glory Roulette II- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette II Table if possessor is Level 20 or greater
Not For Sale

Glory Roulette III- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette III Table if possessor is Level 40 or greater
Not For Sale

Glory Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette IV Table if possessor is Level 60 or greater, This roll may not be de-randomized, rerolled, or modified by sources below Level 99
Not For Sale

Heinous Roulette Casting- (Passive Ability, Unfettered One) If possessor is a Prime, performs a Magical Attack action that includes no Techniques and pays an amount of MP equal to 5% of possessor's Max MP, and said action has all of its hits be Criticals, possessor has a 50% chance of being able to make a second attack as part of the same action that may include a different spell than the first attack, with this additional attack being able to be made a max of once per round; if the cost mentioned in this ability is paid but this ability's activation chance does not activate, possessor has a 25% chance of losing possessor's first action of the next round, with everything that would occur before and after said action still occurring.
Not for Sale

Offensive Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have the Damage values of their abilities increased by 50 points
Requires: Prime Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Prime Instruction I, Apprentice Unfettered One Knowledge
Cost: 100,000 Gold, 2 Weeks

Primal Force of Nature- (Passive Ability, Other: Unfettered One) Possessor, if a Prime, may choose at the beginning of a thread to gain the subtype Plant, Possessor, if a Plant, may choose at the beginning of a thread to gain the subtype Prime, Possessor if a Prime and an Plant, gains +100 to all stats
Requires: Formshift: Prime, Formshift: Plant
Cost: 500,000 Gold, 2 Weeks

Prime Calling I- (Passive Ability, Unfettered One) Possessor's Prime summons gain +20 to all stats
Requires: Prime Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Prime Calling II- (Passive Ability, Unfettered One) Possessor's Prime summons gain +200 HP
Requires: Prime Calling I
Cost: 40,000 Gold, 2 Weeks

Prime Calling III- (Passive Ability, Unfettered One) Possessor's Prime summons gain +500 MP
Requires: Prime Calling II
Cost: 40,000 Gold, 2 Weeks

Prime Calling IV- (Passive Ability, Unfettered One) Possessor's Prime summons gain +2,000 HP and +4,000 MP
Requires: Prime Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Prime Calling V- (Passive Ability, Unfettered One) Possessor's Prime summons may not be unsummoned by sources below Level 5
Requires: Prime Calling IV, Prime Instruction II, Summoner, Unfettered One
Cost: 200,000 Gold, 2 Weeks

Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +20 to all stats
Requires: Basic Unfettered One Knowledge
Cost: 60,000 Gold, 2 Weeks

Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +100 to all stats
Requires: Prime Instruction I
Cost: 100,000 Gold, 2 Weeks

Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 40% Charm Resistance
Requires: Basic Prime Loyalty Instruction, Apprentice Unfettered One Knowledge
Cost: 100,000 Gold, 2 Weeks

Prime Traits- (Passive Ability, Other: Unfettered One) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Prime
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Primordial Unfettered Body- (Passive Ability, Unfettered One) Possessor is Immune to sources below Level 20 if possessor is Level 40 or greater and is a Prime
Not for Sale

Rotating Resistance- (Passive Ability, Unfettered One) At the start of each battle, possessor is randomly assigned a 40% Resistance to any one Base Element that lasts until the end of battle. At the start of each battle, possessor is randomly assigned an Immunity to any one Minor Negative Status Effect that lasts until the end of battle.
Not For Sale

Roulette Assault- (Passive Ability, Unfettered One) At the start of battle, possessor is randomly assigned a single stat as possessor's Prime Attribute. Possessor may use this stat in place of any single other stat for purposes of Attack abilities
Not For Sale

Roulette Master- (Passive Ability, Unfettered One) Five values are attached to this ability. Every month, possessor may choose to these values a single time. Possessor is forced to re-roll these values every 6 months. Each of these values is randomly determined to be a value between 1 and 20. This re-rolling may not be undone by effects that undo a round of battle (or multiple rounds of battle, or elements of a round of battle) that come from sources below Level 200. Possessor uses the first of these values as its Base STR, including for prerequisite purposes. Possessor uses the second of these values as its Base AGI, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points. Possessor uses the third of these values as its Base CON, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points. Possessor uses the fourth of these values as its Base MIN, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points. Possessor uses the fifth of these values as its Base SPI, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points.
Not For Sale

Roulette Master Plus- (Passive Ability, Unfettered One) Whenever possessor's values associated with possessor's 'Roulette Master' ability are re-determined by possessor's 'Roulette Master' ability, after the initial allotment of values, five additional points are randomly allocated to those values.
Not for Sale

Speed-Focused Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Prime Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Prime Instruction I, Apprentice Unfettered One Knowledge
Cost: 100,000 Gold, 2 Weeks

Stat Roulette I- (Active Ability, Unfettered One) A random target in the same battle as user gains +500 to a random stat as a buff or -500 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Not For Sale

Stat Roulette II- (Active Ability, Unfettered One) Possessor may spend an action if possessor is Level 20 or greater so that a random target in the same battle as user gains +1.000 to a random stat as a buff or -1,000 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Not For Sale

Stat Roulette III- (Active Ability, Unfettered One) Possessor may spend an action if possessor is Level 40 or greater so that a random target in the same battle as user gains +5,000 to a random stat as a buff or -5,000 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Not For Sale

Stat Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action if possessor is Level 60 or greater so that a random target in the same battle as user gains +10,000 to a random stat as a buff or -10,000 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Not For Sale

Subtype Roulette- (Active Ability, Unfettered One) Possessor may spend an action to have possessor's subtype become a single random Base Subtype
Not For Sale

Summon Roulette I- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 20 and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Not For Sale

Summon Roulette II- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 40, above Level 19, and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Not For Sale

Summon Roulette III- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 60, above Level 39, and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Not For Sale

Summon Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 80, above Level 59, and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Not For Sale

Superior Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 80% Charm Resistance
Requires: Advanced Prime Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

The Perfect Roulette Master (Passive Ability, Other: Unfettered One) Possessor's base stats are increased by 2
Not for Sale

Unfettered Motion- (Passive Ability, Other: Unfettered One) Individuals below Level 20 may not conduct counters against possessor, Possessor is immune to Paralysis from sources below Level 25
Not for Sale

Unfettered One- (Passive Ability, Other: Unfettered One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Prime pet only, This ability provides +50 HP and +10 to all stats of possessor's Prime pets and summons per Level of possessor
Requires: Apprentice Unfettered One Knowledge, 10 other Unfettered One abilities
Cost: 125,000 Gold, 4 Weeks


~Vermin Master (Insect)~

Advanced Insect Loyalty Training- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain 60% Charm Resistance
Requires: Insect Loyalty Training, Vermin Master
Cost: 200,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Insect- (Passive Ability, Vermin Master) Possessor's 'Large Insect', 'Huge Insect', 'Enormous Insect', 'Massive Insect', 'Gargantuan Insect', and 'Colossal Insect' abilites do not give possessor an Agility penalty
Requires: Colossal Insect, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Ant Strength- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains +300 STR
Requires: Insect Traits
Cost: 300,000 Gold, 2 Weeks

Arachne- (Passive Ability, Vermin Master) Possessor gains +5,000 to all stats if possessor is an Insect, Shoes, Boots, Hat, Scarf, Gloves, Cloak, and Belt items created or equipped by possessor provide an additional +2,000 to all stats they provide bonuses to and an additional +5,000 Defense if they possess a bonus to Defense if possessor is an Insect
Not for Sale

Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Vermin Master Knowledge, 3 other Vermin Master abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Insect- (Passive Ability, Vermin Master) Possessor may, at the beginning of a thread, choose to become the subtype Insect
Requires: Formshift: Insect, Apprentice Vermin Master Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Insect Loyalty Training- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain 20% Charm Resistance
Requires: Insect Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bee Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Bee' stance when not in said stance
Requires: Form of Bee, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Beekeeping Cowboy- (Passive Ability, Vermin Master) Possessor gains +100 Ranged Attack per Insect summon possessor possesses if possessor is wielding a Gun
Not for Sale

Bee Sting- (Technique Ability, Vermin Master) Possessor may use 'Bee Sting' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor is an Insect, possessor is not afflicted with Wounded: Maimed, and no other Technique is used. Said action gains +50 Melee Attack and a 30% chance of inflicting Poison and inflicts Wounded: Maimed on its performer.
Not for Sale

Bee Stinger- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Bee' stance, possessor may, once per thread as part of an action, gain +500 Melee Attack for purposes of said action as a non-stacking buff
Requires: Insect Traits
Cost: 80,000 Gold, 2 Weeks

Beetle Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Beetle' stance when not in said stance
Requires: Form of Beetle, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Bumblebee Stinger- (Passive Ability, Vermin Master) Possessor's 'Bee Sting' technique does not inflict Wounded: Maimed on possessor
Not for Sale

Butterfly Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Butterfly' stance when not in said stance
Requires: Form of Butterfly, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Butterfly Wings- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor gains +200 AGI
Requires: Form of Butterfly
Cost: 200,000 Gold, 2 Weeks

Carry Insects- (Passive Ability, Vermin Master) Possessor may carry up to 3 unequipped Insect pets into threads
Not for Sale

Chemical Beetle-Spray- (Technique Ability, Vermin Master) Possessor may use 'Chemical Beetle-Spray' in conjunction with a 'Ranged Attack' action if possessor is an Insect and is in 'Form of Beetle' stance. Said action gains +300 Ranged Attack and 30% inflicts Dissolving.
Requires: Form of Beetle
Cost: 200,000 Gold, 2 Weeks

Chrysalis Stance- (Stance Ability, Vermin Master) While in this stance, possessor may not take offensive actions, Possessor gains +100 to all stats and +200 Defense at the start of each round as a buff that stacks 20 times
Requires: Insect Traits
Cost: 500,000 Gold, 4 Weeks

Cockroach Armor- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains +400 Defense
Requires: Insect Traits
Cost: 800,000 Gold, 2 Weeks

Cockroach Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Cockroach' stance when not in said stance
Requires: Form of Cockroach, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Colossal Insect- (Passive Ability, Vermin Master) If possessor is a Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Insect
Cost: 6,000,000 Gold, 2 Weeks

Confusing Wing-Scales- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor may choose to gain a 30% chance of inflicting Confusion on up to 30 targets at the start of each round
Requires: Form of Butterfly
Cost: 200,000 Gold, 2 Weeks

Creepy Crawly- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains '20% inflicts Confusion: Fear'
Requires: Insect Traits
Cost: 60,000 Gold, 2 Weeks

Dazzling Wing-Scales- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor may choose to gain a 30% chance of inflicting Impaired: Blind on up to 30 targets at the start of each round
Requires: Form of Butterfly
Cost: 200,000 Gold, 2 Weeks

Defensive Insect Training I- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +50 Defense
Requires: Insect Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Insect Training II- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +250 Defense
Requires: Defensive Insect Training I, Apprentice Vermin Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Diminutive Insect- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Requires: Tiny Insect
Cost: 4,000,000 Gold, 2 Weeks

Dragonfly- (Passive Ability, Vermin Master) Possessor, if a Dragon, may choose at the beginning of a thread to gain the subtype Insect, Possessor, if an Insect, may choose at the beginning of a thread to gain the subtype Dragon, Possessor if a Dragon and an Insect, gains +500 AGI
Requires: Formshift: Dragon, Formshift: Insect, Dragon Lord, Vermin Master
Cost: 3,000,000 Gold, 2 Weeks

Dragonfly Firebreath- (Passive Ability, Vermin Master) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Fire element Damage
Requires: Dragonfly, Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Durant Insect- (Passive Ability, Vermin Master) Possessor ignores the natural negative effects of the ability 'Insect Traits'
Not for Sale

Enormous Insect- (Passive Ability, Vermin Master) If possessor is a Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Insect
Cost: 3,000,000 Gold, 2 Weeks

Essence Algorithm: Dreggson's Lesser Cricket- (Passive Ability, Vermin Master) At the beginning of a thread, possessor may choose to become the subtype Insect, to gain the base stats: STR 1, CON 1, AGI 2, MIN 1, SPI 1, and to be able to choose, if a monster on the enemy list exists named 'Dreggson's Lesser Cricket', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: Subtle Beemaster- (Passive Ability, Vermin Master) At the beginning of a thread, possessor may choose to become the subtype Insect, to gain the base stats: STR 5, CON 10, AGI 22, MIN 23, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Subtle Beemaster', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Fine Insect- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Requires: Minute Insect
Cost: 6,000,000 Gold, 2 Weeks

Firefly Rear- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may destroy one Zone of Darkness created by a source below Level 20 at the start of each round, and possessor gains 115% To Hit
Requires: Insect Traits
Cost: 200,000 Gold, 2 Weeks

Form of Ant- (Stance Ability, Vermin Master) If possessor is an Animal, possessor gains +100 STR and +100 CON
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Bee- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +100 Melee Attack
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Beetle- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +100 Defense
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Butterfly- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 SPI
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Cockroach- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +100 CON and +100 Defense
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Fly- (Stance Ability, Vermin Master) If possessor is an Animal, possessor gains +100 AGI and +1% Dodge
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Mosquito- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 Melee Attack
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Moth- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 SPI
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Scorpion- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +100 Melee Attack
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Spider- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains 5% inflicts Poison and +50 AGI
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Form of Weevil- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +1% Dodge
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Insect- (Stance Ability, Vermin Master) Possessor's subtype becomes Insect
Requires: Insect Traits
Cost: 100,000 Gold, 4 Weeks

Gargantuan Insect- (Passive Ability, Vermin Master) If possessor is a Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Insect
Cost: 5,000,000 Gold, 2 Weeks

Giant Spider- (Passive Ability, Vermin Master) If possessor is an Insect and is in 'Form of Spider Stance', possessor gains '30% inflicts Confusion: Fear'
Requires: Form of Spider, Giant Insect
Cost: 400,000 Gold, 2 Weeks

Grasshopper Legs- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains +200 AGI
Requires: Insect Traits
Cost: 200,000 Gold, 2 Weeks

Grasshopper Song- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's 'Magical Attack' actions may gain '20% inflicts Fatigued: Asleep' or '20% inflicts Invigorated: High Morale'
Requires: Grasshopper Legs, Bard
Cost: 400,000 Gold, 2 Weeks

Huge Insect- (Passive Ability, Vermin Master) If possessor is a Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Insect
Cost: 2,000,000 Gold, 2 Weeks

Insectoid Adaptation- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains +300 Defense against effects attached to Zones and +300 Defense against each base element individually
Requires: Resistant Shell, Basic Geomancy Attunement, Basic Abjuration Attunement
Cost: 200,000 Gold, 2 Weeks

Insect Calling I- (Passive Ability, Vermin Master) Possessor's Insect summons gain +20 to all stats
Requires: Insect Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Insect Calling II- (Passive Ability, Vermin Master) Possessor's Insect summons gain +200 HP
Requires: Insect Calling I
Cost: 40,000 Gold, 2 Weeks

Insect Calling III- (Passive Ability, Vermin Master) Possessor's Insect summons gain +500 MP
Requires: Insect Calling II
Cost: 40,000 Gold, 2 Weeks

Insect Calling IV- (Passive Ability, Vermin Master) Possessor's Insect summons gain +2,000 HP and +4,000 MP
Requires: Insect Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Insect Calling V- (Passive Ability, Vermin Master) Possessor's Insect summons may not be unsummoned by sources below Level 5
Requires: Insect Calling IV, Insect Training II, Summoner, Vermin Master
Cost: 200,000 Gold, 2 Weeks

Insect Loyalty Training- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain 40% Charm Resistance
Requires: Basic Insect Loyalty Training, Apprentice Vermin Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Insect Training I- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +20 to all stats
Requires: Basic Vermin Master Knowledge
Cost: 60,000 Gold, 2 Weeks

Insect Training II- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 to all stats
Requires: Insect Training I
Cost: 100,000 Gold, 2 Weeks

Insect Traits- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Intoxicating Pheromone-Breath- (Passive Ability, Vermin Master) Possessor gains +500 Ranged Attack, Possessor's 'Ranged Attack' actions may gain 'deals no Damage', 60% inflicts Charm, 55% inflicts Poison: Drunk
Not For Sale

Ironthread Cocoon Weaver- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Spider' stance, possessor gains '40% inflicts Paralyzed', and individuals below Level 20 cannot auto-recover from instances of Paralyzed inflicted by possessor
Requires: Spin Spider Webs, Level 20
Cost: 800,000 Gold, 2 Weeks

Large Insect- (Passive Ability, Vermin Master) If possessor is a Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Insect Traits
Cost: 1,000,000 Gold, 2 Weeks

Lightning-Bug Zap- (Technique Ability, Vermin Master) Possessor may use 'Lightning-Bug Zap' in conjunction with a 'Ranged Attack' action if possessor is an Insect. Said action gains +300 Ranged Attack and 30% inflicts Electrocuted.
Requires: Firefly Rear
Cost: 300,000 Gold, 2 Weeks

Little Insect- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Insect
Cost: 2,000,000 Gold, 2 Weeks

Locust Lord- (Passive Ability, Vermin Master) Possessor's Insect allies gain +300 to all stats and deal 5,000 additional points of HP Drain and MP Drain as a non-stacking effect
Requires: Vermin Master
Cost: 300,000 Gold, 2 Weeks

Locust Maw- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's first Damage-dealing attack to each Plant each round deals 2,500 additional Damage
Requires: Insect Traits
Cost: 60,000 Gold, 1 Week

Mandibles- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains +50 Melee Attack
Requires: Insect Traits
Cost: 60,000 Gold, 2 Weeks

Massive Insect- (Passive Ability, Vermin Master) If possessor is a Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Insect
Cost: 4,000,000 Gold, 2 Weeks

Minute Insect- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Requires: Diminutive Insect
Cost: 5,000,000 Gold, 2 Weeks

Moderately Loud Chirp- (Active Ability, Vermin Master) Possessor, if an Insect, may spend an action to have a 1% chance of inflicting Confusion: Surprised on a target below Level 5 with said instance of affliction having a max duration of 2 rounds, with said action having a 25% chance of failure, with said action being solely Air element and costing 0 MP
Not for Sale

Mosquito Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Mosquito' stance when not in said stance
Requires: Form of Mosquito, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Mosquito Needle- (Technique Ability, Vermin Master) Possessor may use 'Mosquito Needle' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action if possessor is an Insect. Said action gains +300 Melee Attack and deals HP Drain.
Requires: Firefly Rear
Cost: 300,000 Gold, 2 Weeks

Mosquito Nose- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains 160% To Hit against targets that are afflicted with Wounded: Bleeding
Requires: Mosquito Proboscis, Form of Mosquito, Mosquito Needle
Cost: 300,000 Gold, 2 Weeks

Mosquito Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's 'Attack with Finesse' actions gain 'Deals HP Drain'
Requirements: Insect Traits
Cost: 600,000 Gold, 2 Weeks

Mosquito's Thirst- (Passive Ability, Vermin Master) If possessor is an Insect, quantities of HP Drain and MP Drain dealt by possessor are increased by 5,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 200 points
Requirements: Mosquito Proboscis
Cost: 500,000 Gold, 2 Weeks

Moth Dust- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Moth' stance, possessor may choose to gain a 30% chance of inflicting Poison on up to 30 targets at the start of each round
Requires: Form of Moth
Cost: 200,000 Gold, 2 Weeks

Moth Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Moth' stance when not in said stance
Requires: Form of Moth, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Offensive Insect Training I- (Passive Ability, Vermin Master) Possessor's Insect pets and summons have the Damage values of their abilities increased by 50 points
Requires: Insect Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Insect Training II- (Passive Ability, Vermin Master) Possessor's Insect pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Insect Training I, Apprentice Vermin Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Produce Honey- (Passive Ability, Vermin Master) Possessor may create 50 'Honey' per month
Requires: Form of Bee
Cost: 500,000 Gold, 2 Weeks

Recluse Venom- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Spider' stance, possessor gains '50% inflicts Poison'
Requires: Form of Spider
Cost: 400,000 Gold, 2 Weeks

Resin Spit- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's Ranged Attack actions gain '20% inflicts Paralyzed'
Requires: Insect Traits
Cost: 80,000 Gold, 2 Weeks

Resistant Shell- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains 5% Physical Resistance and +200 Defense
Requires: Insect Traits, Guardian
Cost: 200,000 Gold, 2 Weeks

Reusable Bee Stinger- (Passive Ability, Vermin Master) Possessor's 'Bee Stinger' ability loses its 'once per thread' restriction
Requires: Bee Stinger
Cost: 800,000 Gold, 2 Weeks

Scorpion Carapace- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Scorpion' stance, possessor gains +200 Defense
Requires: Form of Scorpion
Cost: 200,000 Gold, 2 Weeks

Scorpion Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Scorpion' stance when not in said stance
Requires: Form of Scorpion, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Scorpion Pincers- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Scorpion' stance, possessor gains +400 Melee Attack
Requires: Form of Scorpion
Cost: 200,000 Gold, 2 Weeks

Scorpion Stinger- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Scorpion' stance, possessor gains +200 Melee Attack
Requires: Form of Scorpion
Cost: 200,000 Gold, 2 Weeks

Scorpion Venom- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Scorpion' stance, possessor gains '30% inflicts Poison'
Requires: Scorpion Stinger
Cost: 200,000 Gold, 2 Weeks

Small Insect- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Insect Traits
Cost: 1,000,000 Gold, 2 Weeks

Small-Yet-Mighty Insect- (Passive Ability, Vermin Master) Possessor's 'Small Insect', 'Little Insect', 'Tiny Insect', 'Diminutive Insect', 'Minute Insect', and 'Fine Insect' abilites do not give possessor an Strength or Constitution penalty
Requires: Fine Insect, 5 Base CON, 5 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Speed-Focused Insect Training I- (Passive Ability, Vermin Master) Possessor's Insect pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Insect Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Insect Training II- (Passive Ability, Vermin Master) Possessor's Insect pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Insect Training I, Apprentice Vermin Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Spider Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Spider' stance when not in said stance
Requires: Form of Spider, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Spider Venom- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Spider' stance, possessor gains '30% inflicts Poison'
Requires: Form of Spider
Cost: 200,000 Gold, 2 Weeks

Spin Spider Webs- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Spider' stance, possessor gains '30% inflicts Paralyzed'
Requires: Form of Spider
Cost: 200,000 Gold, 2 Weeks

Superior Insect Loyalty Training- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain 80% Charm Resistance
Requires: Advanced Insect Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Thirsty Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, quantities of HP Drain and MP Drain dealt by possessor are increased by 1,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 20 points
Requires: Mosquito's Thirst OR Form of Butterfly OR Form of Moth
Cost: 200,000 Gold, 2 Weeks

Tiny Insect- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Insect to being Insect to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Insect
Cost: 3,000,000 Gold, 2 Weeks

Venom Mind- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's MIN is considered to be 3,000 points higher for purposes of the cap on how much Stat Damage possessor can deal
Not for Sale

Vermin Master- (Passive Ability, Vermin Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor
Requires: Apprentice Vermin Master Knowledge, 10 other Vermin Master abilities
Cost: 125,000 Gold, 4 Weeks

Water Strider Legs- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains 5% Drowning Resistance and gains +100 AGI while in a Zone of Water
Requires: Insect Traits
Cost: 200,000 Gold, 2 Weeks

Web-Shot- (Technique Ability, Vermin Master) Possessor may use 'Web-Shot' in conjunction with a 'Ranged Attack' action if possessor is an Insect and is in 'Form of Spider' stance. Said action gains +300 Ranged Attack and 40% inflicts Paralyzed.
Requires: Spin Spider Webs
Cost: 300,000 Gold, 2 Weeks

Web-Walker- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Spider' stance, possessor gains Immunity to Paralyzed from effects attached to Zones
Requires: Spin Spider Webs
Cost: 200,000 Gold, 2 Weeks

Whip-Tailed Scorpion Tail- (Passive Ability, Vermin Master) If possessor is an Insect and is in 'Form of Scorpion' stance, possessor counts as having two additional Whips equipped
Requires: Form of Scorpion, Dominator
Cost: 400,000 Gold, 2 Weeks

Widow's Venom- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Spider' stance, possessor gains '70% inflicts Poison'
Requires: Recluse Venom
Cost: 5,000,000 Gold, 2 Weeks


~Viscous Lord (Ooze)~

Acid Explosion- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor may deal 50,000 Flat Acid element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Requires: Ooze Traits, Apprentice Acid Synchronization
Cost: 500,000 Gold, 2 Weeks

Acid Glob Breakoff Defense- (Passive Ability, Viscous Lord) If possessor is an Ooze, whenever possessor is the target of an offensive action, to a max of 20 times per round, possessor may deal 50,000 Flat Acid element Damage to the source of said action at the end of said action
Requires: Acid Explosion, Basic Weaponization of Acid
Cost: 500,000 Gold, 2 Weeks

Acidic Body- (Passive Ability, Viscous Lord) Possessor gains 10% Acid Resistance if possessor is an Ooze. Possessor gains +100 Melee Attack, +100 Ranged Attack, +150 CON, and 20% Acid Resistance if possessor is an Ooze and is Acid element
Requires: Oozy Body, 300 Unmodified CON, Level 12
Cost: 600,000 Gold, 3 Weeks

Acid Ichor- (Passive Ability, Viscous Lord) If possessor is an Insect, whenever possessor is the target of an offensive action, to a max of 20 times per round, possessor may deal 5,000 Flat Acid element Damage to the source of said action at the end of said action
Requires: Insect Traits, Basic Weaponization of Acid
Cost: 30,000 Gold, 2 Weeks

Adhesive Body- (Passive Ability, Viscous Lord) If possessor is an Ooze and hits a target with a Melee Attack, then possessor gains a non-stacking buff that gives possessor +20% To Hit against that target
Requires: Paralytic Body, Sticky Body
Cost: 150,000 Gold, 2 Weeks

Advanced Ooze Loyalty Training- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain 60% Charm Resistance
Requires: Ooze Loyalty Training, Viscous Lord
Cost: 200,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Ooze- (Passive Ability, Viscous Lord) Possessor's 'Large Ooze', 'Huge Ooze', 'Enormous Ooze', 'Massive Ooze', 'Gargantuan Ooze', and 'Colossal Ooze' abilites do not give possessor an Agility penalty
Requires: Colossal Ooze, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Alcoholic Ooze- (Passive Ability, Viscous Lord) Possessor gains '30% inflicts Poison: Drunk' if possessor is an Ooze
Requires: Ooze Traits
Cost: 20,000 Gold, 2 Weeks

Aphrodisiac Goo- (Passive Ability, Viscous Lord) Possessor's Charm and Charm: Lust infliction chances are increased by 30% if possessor is an Ooze
Not for Sale

Apprentice Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +3,000 HP, +3,000 MP, and +100 to all stats
Requires: Basic Viscous Lord Knowledge, 3 other Viscous Lord abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Ooze- (Passive Ability, Viscous Lord) Possessor may, at the beginning of a thread, choose to become the subtype Ooze
Requires: Formshift: Ooze, Apprentice Viscous Lord Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Ooze Loyalty Training- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain 20% Charm Resistance
Requires: Ooze Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Become a Base Substance- (Active Ability, Viscous Lord) If possessor is an Ooze, then possessor may choose to take an action to receive a buff that causes possessor's Acid Resistance to become an equivalent Acid Weakness if possessor is below level 40, possessor's Acid Weakness to become an equivalent Acid Resistance, with a max of 40% Resistance conferred, and possessor's Acid element Melee and Ranged attacks to ignore the Acid Resistance or Immunity of individuals below level 20, causing individuals below level 8 who possess Acid Resistance or immunity to respond to possessor's Melee and Ranged attacks as though they instead had a 200% Acid Weakness
Requires: Oozy Body, 2 Other Viscous Lord abilities
Cost: 150,000 Gold, 2 Weeks

Become an Acidic Substance- (Active Ability, Viscous Lord) Possessor may spend an action to cancel the natural effects of the ability 'Become a Base Substance' on possessor
Requires: Become a Base Substance
Cost: 5,000 Gold, 1 Week

Bouncy- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor gains +300 AGI
Requires: Rubbery Body
Cost: 300,000 Gold, 2 Weeks

City-Ooze- (Passive Ability, Viscous Lord) Possessor, if a Large Structure, may choose at the beginning of a thread to gain the subtype Ooze, Possessor, if an Ooze, may choose at the beginning of a thread to gain the subtype Large Structure, Possessor if a Large Structure and an Ooze, gains +100,000 HP
Requires: Formshift: Large Structure, Formshift: Clockwork, Subspace Architect, Viscous Lord, Colossal Ooze
Cost: 3,000,000 Gold, 2 Weeks

Coat Ally- (Active Ability, Viscous Lord) Possessor may spend an action that causes caster to begin treating a target ally as a Transformation that caster is in, with said target's actions being controlled by caster and caster being unable to be targeted as though caster were transformed into said target, with said action not working on unwilling targets above Level 20 or unwilling individuals who are immune to Charm, and with caster re-entering battle upon target's death or caster's de-transformation, and with caster dying if said target was killed by a source that is 20 or more Levels greater than caster while caster is transformed into said target
Requires: Gelatinous Body
Cost: 15,000,000 Gold, 3 Weeks

Colossal Ooze- (Passive Ability, Viscous Lord) If possessor is a Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Ooze
Cost: 6,000,000 Gold, 2 Weeks

Clear Ooze Body- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor gains 20% Dodge
Requires: Gelatinous Body
Cost: 200,000 Gold, 2 Weeks

Defensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +50 Defense
Requires: Ooze Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +250 Defense
Requires: Defensive Ooze Training I, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Diminutive Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Requires: Tiny Ooze
Cost: 4,000,000 Gold, 2 Weeks

Enormous Ooze- (Passive Ability, Viscous Lord) If possessor is a Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Ooze
Cost: 3,000,000 Gold, 2 Weeks

Fine Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Requires: Minute Ooze
Cost: 6,000,000 Gold, 2 Weeks

Form of Gelatinous Polygon- (Stance Ability, Viscous Lord) If possessor is an Ooze, possessor gains +200 CON and +100 MIN
Requires: Ooze Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Ooze- (Stance Ability, Viscous Lord) Possessor's subtype becomes Ooze
Requires: Ooze Traits
Cost: 100,000 Gold, 4 Weeks

Gargantuan Ooze- (Passive Ability, Viscous Lord) If possessor is a Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Ooze
Cost: 5,000,000 Gold, 2 Weeks

Gelatinous Body- (Passive Ability, Viscous Lord) Possessor gains 10% Physical Resistance if an Ooze
Requires: Ooze Traits
Cost: 80,000 Gold, 2 Weeks

Gelatinous Polygon Essence- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor may choose to count as being in the 'Form of Gelatinous Polygon' stance when not in said stance
Requires: Form of Gelatinous Polygon, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Goo Body- (Passive Ability, Viscous Lord) Possessor gains 20% Physical Resistance and the subtype Ooze
Not for Sale

Goo Girl- (Passive Ability, Viscous Lord) Possessor, if an Ooze, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Ooze, Possessor if an Ooze and a Humanoid, gains +100 to all stats
Requires: Formshift: Ooze, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Gummy Extendo-Hands- (Passive Ability, Viscous Lord) If possessor is a Human, Humanoid, Fae, or Ooze, possessor obtains +1% To Hit and deals full Damage to targets below Level 60 in the back row
Not for Sale

Huge Ooze- (Passive Ability, Viscous Lord) If possessor is a Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Ooze
Cost: 2,000,000 Gold, 2 Weeks

Hydroreplenishment- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor regenerates 20,000 HP at the start of each round that possessor is in a Zone of Water or that the Terrain or Phantom Terrain is Lake, River, or Ocean
Requires: Water Ooze
Cost: 200,000 Gold, 2 Weeks

Large Ooze- (Passive Ability, Viscous Lord) If possessor is a Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Ooze Traits
Cost: 1,000,000 Gold, 2 Weeks

Little Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Ooze
Cost: 2,000,000 Gold, 2 Weeks

Massive Ooze- (Passive Ability, Viscous Lord) If possessor is a Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Ooze
Cost: 4,000,000 Gold, 2 Weeks

Minute Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Requires: Diminutive Ooze
Cost: 5,000,000 Gold, 2 Weeks

Offensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 50 points
Requires: Ooze Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Ooze Training I, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Ooze Calling I- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +20 to all stats
Requires: Ooze Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Ooze Calling II- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +200 HP
Requires: Ooze Calling I
Cost: 40,000 Gold, 2 Weeks

Ooze Calling III- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +500 MP
Requires: Ooze Calling II
Cost: 40,000 Gold, 2 Weeks

Ooze Calling IV- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +2,000 HP and +4,000 MP
Requires: Ooze Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Ooze Calling V- (Passive Ability, Viscous Lord) Possessor's Ooze summons may not be unsummoned by sources below Level 5
Requires: Ooze Calling IV, Ooze Training II, Summoner, Viscous Lord
Cost: 200,000 Gold, 2 Weeks

Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +20 to all stats
Requires: Basic Viscous Lord Knowledge
Cost: 60,000 Gold, 2 Weeks

Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 to all stats
Requires: Ooze Training I
Cost: 100,000 Gold, 2 Weeks

Ooze Loyalty Training- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain 40% Charm Resistance
Requires: Basic Ooze Loyalty Training, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Ooze Researcher- (Passive Ability, Viscous Lord) Possessor counts as being 2 Levels higher for stat-scanning purposes against Oozes, to a max of Level 40, Possessor's Ooze pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Oozes in this thread successfully
Requires: Analytical, Apprentice Viscous Lord Knowledge
Cost: 160,000 Gold, 3 Weeks

Ooze Traits- (Passive Ability, Viscous Lord) If Possessor is an Ooze, possessor's HP is multiplied by 1.25 as an effect that does not stack with other HP multiplying effects, Possessor's Defense is multiplied by .75, and Possessor gains immunity to Impaired, Pain, Fatigue, and Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 1,250,000 Gold, 25 Weeks

Ooze Whips- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor may choose at the beginning of a round of battle to count as having an additional Whip equipped as a non-stacking buff
Requires: Ooze Traits, Dominator
Cost: 300,000 Gold, 2 Weeks

Oozy Body- (Passive Ability, Viscous Lord) Possessor gains 20% Wounded Resistance if an Ooze
Requires: Gelatinous Body
Cost: 90,000 Gold, 2 Weeks

Panmorphic Ooze-Body- (Passive Ability, Viscous Lord) Possessor may, at the start of a thread, obtain a non-stacking buff that moves up to 5 base stat points to other base stats of possessor's choice
Not for Sale

Rubbery Body- (Passive Ability, Viscous Lord) Possessor gains 15% Electricity Resistance if an Ooze
Requires: Gelatinous Body
Cost: 140,000 Gold, 2 Weeks

Phlegm-Like Body- (Passive Ability, Viscous Lord) Possessor's Melee Attacks and Ranged Attacks have a 10% chance of inflicting Pain: Discomfort and possessor gains 80% Pain: Discomfort Resistance if possessor is an Ooze
Requires: Oozy Body
Cost: 80,000 Gold, 1 Week

Paralytic Body- (Passive Ability, Viscous Lord) Possessor's Melee Attacks and Ranged Attacks have a 10% chance of inflicting Paralyzed and possessor gains 30% Paralyzed Resistance if possessor is an Ooze
Requires: Oozy Body
Cost: 140,000 Gold, 2 Weeks (Costs 70,000 Gold if possessor has Sticky Body)

Poisonous Body- (Passive Ability, Viscous Lord) Possessor's Melee Attacks and Ranged Attacks have a 10% chance of inflicting Poison and possessor gains 30% Poison Resistance if possessor is an Ooze
Requires: Oozy Body
Cost: 120,000 Gold, 2 Weeks

Small Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Ooze Traits
Cost: 1,000,000 Gold, 2 Weeks

Small-Yet-Mighty Ooze- (Passive Ability, Viscous Lord) Possessor's 'Small Ooze', 'Little Ooze', 'Tiny Ooze', 'Diminutive Ooze', 'Minute Ooze', and 'Fine Ooze' abilites do not give possessor an Strength or Constitution penalty
Requires: Fine Ooze, 5 Base CON, 5 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Speed-Focused Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Ooze Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Ooze Training I, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Sticky Body- (Passive Ability, Viscous Lord) Possessor's Melee Attacks and Ranged Attacks have a 10% chance of inflicting Paralysis: Sticky if possessor is an Ooze
Requires: Oozy Body
Cost: 120,000 Gold, 2 Weeks

Summon Tasty Oozes- (Passive Ability, Viscous Lord) Possessor may choose for Oozes that possessor summons to gain a non-stacking buff that causes entities that deal HP Drain to its possessor or kill its possessor to regenerate 50,000 HP (to a max of 10 times per round) and to have quantities of HP Healing its possessor deals increased by 50,000 points
Not for Sale

Superior Ooze Loyalty Training- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain 80% Charm Resistance
Requires: Advanced Ooze Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Tiny Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Ooze to being Ooze to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Ooze
Cost: 3,000,000 Gold, 2 Weeks

Toxic Body- (Passive Ability, Viscous Lord) Possessor's Melee Attacks and Ranged Attacks have a 20% chance of inflicting Poison and possessor gains Poison Immunity if possessor is an Ooze
Requires: Oozy Body
Cost: 900,000 Gold, 4 Weeks

Turn Acid Into Base- (Technique Ability, Viscous Lord) Possessor may use Turn Acid Into Base in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other Technique is used. Said attack ignores the Acid Resistance or Immunity of individuals below level 30, causing individuals below level 10 who possess Acid Resistance or Immunity to respond to said attack as though they instead had a 200% Acid Weakness
Requires: Become a Base Substance or 10 Alchemist abilities or 10 Transmuter abilities
Cost: 500,000 Gold, 5 Weeks (Costs 100,000 less Gold and 1 less Week for each of the three options for its prerequisites that the individual training for it possesses beyond the first)

Viscous Body- (Passive Ability, Viscous Lord) Possessor gains 20% Physical Resistance and +150 CON if an Ooze
Requires: Oozy Body, 5 Base CON, 200 Unmodified CON, Level 10
Cost: 400,000 Gold, 3 Weeks

Viscous Lord- (Passive Ability, Viscous Lord) User may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain an Ooze only, +250 HP and +50 to all stats of Ooze pets and summons per (possessor level / 2, rounded down)
Requires: Apprentice Viscous Lord Knowledge, 10 other Viscous Lord abilities
Cost: 125,000 Gold, 4 Weeks

Water Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor gains 40% Dodge while in a Zone of Water or while the Terrain or Phantom Terrain is Lake, River, or Ocean
Requires: Gelatinous Body, Apprentice Water Synchronization
Cost: 500,000 Gold, 2 Weeks


~Warlord (Humanoid)~

Adept Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Humanoid summon, Possessor's unmodified stats increase by 200 points if possessor is a Humanoid
Requires: Warlord, 50 other Warlord Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 60% Charm Resistance
Requires: Humanoid Loyalty Instruction, Warlord
Cost: 200,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Giant- (Passive Ability, Warlord) Possessor's 'Large Giant', 'Huge Giant', 'Enormous Giant', 'Massive Giant', 'Gargantuan Giant', and 'Colossal Giant' abilites do not give possessor an Agility penalty
Requires: Colossal Giant, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Warlord Knowledge, 3 other Warlord abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Humanoid- (Passive Ability, Warlord) Possessor may, at the beginning of a thread, choose to become the subtype Humanoid
Requires: Formshift: Humanoid, Apprentice Warlord Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 20% Charm Resistance
Requires: Humanoid Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Beastman- (Passive Ability, Warlord) Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Animal, Possessor, if an Animal, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor if a Humanoid and an Animal, gains +100 STR
Requires: Humaonid Traits, Warlord, Animal Traits, Beastmaster
Cost: 500,000 Gold, 2 Weeks

Beastman's Ferocity- (Passive Ability, Warlord) If possessor is an Animal and a Humanoid, possessor gains +200 Melee Attack, +200 STR, and +200 AGI
Requires: Beastman
Cost: 60,000 Gold, 2 Weeks

Boulder Throwing- (Passive Ability, Warlord) If possessor is Humanoid, is in 'Form of Giant' stance, and has been in a Zone of Earth of Physical at any point during the last 5 rounds, possessor gains +800 Ranged Attack and '30% inflicts Fatigued: Stun'
Requires: Form of Giant, Basic Throwing Weapon Training
Cost: 1,600,000 Gold, 2 Weeks

Catgirl- (Passive Ability, Warlord) Possessor, if a Humanoid, gains +200 AGI
Requires: Humanoid Traits
Cost: 200,000 Gold, 2 Weeks

Classy Ogre Clubbing- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Ogre' stance, possessor gains +500 Melee Attack, '30% inflicts Charm', and '30% may inflict Posion: Drunk'
Requires: Form of Ogre, Diplomat, Gentleman Assassin
Cost: 1,600,000 Gold, 2 Weeks

Colossal Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Giant
Cost: 6,000,000 Gold, 2 Weeks

Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Requires: Defensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Dwarf Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Dwarf' stance when not in said stance
Requires: Form of Dwarf, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Dwarven Sturdiness- (Passive Ability, Warlord) Possessor gains +200 CON while in 'Form of Dwarf' stance
Requires: Form of Dwarf
Cost: 300,000 Gold, 2 Weeks

Enormous Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Giant
Cost: 3,000,000 Gold, 2 Weeks

Essence Algorithm: Frogman Toxin Archer- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 10, AGI 25, MIN 20, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Frogman Toxin Archer', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: Terror Orc- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 30, CON 25, AGI 5, MIN 2, SPI 3, and to be able to choose, if a monster on the enemy list exists named 'Terror Orc', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Essence Algorithm: Wise Orc Shaman- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 5, AGI 5, MIN 23, SPI 22, and to be able to choose, if a monster on the enemy list exists named 'Wise Orc Shaman', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Form of Dwarf- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 CON
Requires: Humanoid Traits
Cost: 100,000 Gold, 2 Weeks

Form of Giant- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +500 STR and +500 CON
Requires: Large Giant
Cost: 500,000 Gold, 2 Weeks

Form of Goblin- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 AGI, -50 STR, and -50 MIN
Requires: Humanoid Traits
Cost: 50,000 Gold, 2 Weeks

Form of Halfling- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +200 AGI
Requires: Humanoid Traits
Cost: 100,000 Gold, 2 Weeks

Form of Kobold- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 AGI and -100 STR
Requires: Humanoid Traits
Cost: 50,000 Gold, 2 Weeks

Form of Lizardman- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 CON
Requires: Humanoid Traits
Cost: 100,000 Gold, 2 Weeks

Form of Ogre- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +200 STR, +200 CON, and -400 MIN
Requires: Humanoid Traits
Cost: 100,000 Gold, 2 Weeks

Form of Orc- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR, +100 CON, and -100 MIN
Requires: Humanoid Traits
Cost: 50,000 Gold, 2 Weeks

Form of Serpent Man- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 AGI
Requires: Humanoid Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Humanoid- (Stance Ability, Warlord) Possessor's subtype becomes Humanoid
Requires: Humanoid Traits
Cost: 100,000 Gold, 4 Weeks

Frequently Steps on People- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may, up to 5 times per round, whenever possessor switches row, deal (10,000 * Possessor Level) Flat Physical element Damage to up to 5 targets and have a 50% chance of inflicting Fatigued: Stun on said same targets
Requires: Huge Giant, Form of Giant
Cost: 3,000,000 Gold, 2 Weeks

Gargantuan Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Giant
Cost: 5,000,000 Gold, 2 Weeks

Giant Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Giant' stance when not in said stance
Requires: Form of Giant, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Gnomish Gadgeteer- (Passive Ability, Warlord) Possessor's Clockwork and Machine summons gain +40 to all stats if possessor is in 'Form of Gnome' Stance as a non-stacking bonus that is constantly applied
Requires: Form of Gnome, Basic Gearwright Knowledge
Cost: 70,000 Gold, 2 Weeks

Goblin Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Goblin' stance when not in said stance
Requires: Form of Goblin, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Hag- (Passive Ability, Warlord) Possessor gains +25,000 HP, +50,000 MP, +2,600 STR, +3,000 MIN, +5,000 SPI, and 15% Darkness Resistance
Not for Sale

Halfling Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Halfling' stance when not in said stance
Requires: Form of Halfling, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Huge Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Giant
Cost: 2,000,000 Gold, 2 Weeks

Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Requires: Humanoid Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Requires: Humanoid Calling I
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Requires: Humanoid Calling II
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Requires: Humanoid Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5
Requires: Humanoid Calling IV, Humanoid Instruction II, Summoner, Warlord
Cost: 200,000 Gold, 2 Weeks

Humanoid Elf- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Elf' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Elf' Stance
Requires: Form of Elf
Cost: 200,000 Gold, 2 Weeks

Humanoid Gnome- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Gnome' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Gnome' Stance
Requires: Form of Gnome
Cost: 200,000 Gold, 2 Weeks

Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Requires: Basic Warlord Knowledge
Cost: 60,000 Gold, 2 Weeks

Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Requires: Humanoid Instruction I
Cost: 100,000 Gold, 2 Weeks

Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 40% Charm Resistance
Requires: Basic Humanoid Loyalty Instruction, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Internal Essence Algorithm: Superior Self- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to gain the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15
Not for Sale

Is the Fainting One- (Passive Ability, Warlord) If possessor would be afflicted with Confusion: Surprised, possessor may choose to be afflicted with Fatigued: Asleep instead
Not for Sale

Janus Faces- (Passive Ability, Warlord) Possessor gains +5% To Hit against individuals in the front row of each opposing row-order formation and individuals in the back row of possessor's row-order formation
Not for Sale

Jolly Lobber- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor is afflicted with Invigorated: Zesty and cured of Confusion: Depression whenever possessor hits a target with a 'Ranged Attack' action
Requires: Boulder Throwing
Cost: 1,600,000 Gold, 2 Weeks

Knows About Common Dwarven Customs- (Passive Ability, Warlord) Possessor gains +20 MIN if any of possessor's allies' or opponents' names includes 'Dwarf' or 'Dwarven'
Not for Sale

Knows Some Smelly Goblins- (Passive Ability, Warlord) Humanoids and Fae summoned by possessor whose name includes 'Goblin' may natrually have their names gain the prefix 'Smelly ' and, if they do, naturally gain the effect 'Smells Vile- Entities in the same battlespace as possessor who do not possess the Constant Effect 'Smells Vile' have a 50% chance of being afflicted with Pain: Nauseous at the start of each round and when possessor enters their battlespace, Constant Effect'
Not for Sale

Knows Traditional Giant Songs- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may choose to have a 30% chance of inflicting Confusion: Fear on up to 30 targets at the start of each round
Requires: Form of Giant, Basic Bardic Music Attunement
Cost: 1,000,000 Gold, 2 Weeks

Kobold Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Kobold' stance when not in said stance
Requires: Form of Kobold, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Large Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Humanoid Traits
Cost: 1,000,000 Gold, 2 Weeks

Light-Sensitive Darkness-Dwelling Fisherman's Fighting Style- (Stance Ability, Warlord) Possessor, if in this stance, obtains -679 to all stats while either in a Zone of Light or afflicted with Awestruck; If possessor is in this stance, all zones created by possessor are removed whenever possessor enters a Zone of Light, is in a Zone of Light, or is afflicted with Awestruck; This stance counts as a Dragoon Stance, Seakeeper Stance, Captain Stance, Ebon Chancellor Stance, and Ocean Prince Stance; This stance does not count towards the maximum number of stances that possessor may be in unless any of possessor's other stances include 'Fighting Style' in their name
Requires: Gloom Fisher Stance
Cost: 10,000 Gold, 1 Week

Little Humanoid- (Passive Ability, Warlord) If possessor is an Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Humanoid
Cost: 2,000,000 Gold, 2 Weeks

Lizardman Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Lizardman' stance when not in said stance
Requires: Form of Lizardman, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Mandakarian Cat-Girl- (Passive Ability, Warlord) Possessor gains the subtypes Alien, Humanoid, and Animal. Possessor's Charm infliction chances are increased by 30% if possessor is a Humanoid and an Animal. Possessor gains +3,000 STR if possessor is an Alien and an Animal. Possessor gains +15% Dodge if possessor is an Alien and a Humanoid.
Not for Sale

Massive Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Giant
Cost: 4,000,000 Gold, 2 Weeks

Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Ogre Clubbing- (Passive Ability, Warlord) If possessor is Humanoid, is wielding a Mace or Hammer, and is in 'Form of Ogre' stance, possessor gains +800 Melee Attack and '30% inflicts Fatigued: Stun'
Requires: Form of Ogre, Crusher
Cost: 1,600,000 Gold, 2 Weeks

Ogre Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Ogre' stance when not in said stance
Requires: Form of Ogre, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Orc Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Orc' stance when not in said stance
Requires: Form of Orc, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

PC Skin: Kit With Lemon Wedge- (Stance Ability, Warlord) Possessor's element becomes solely Acid & Water, Possessor's actions count as involving an additional Food & Drink Consumable, Possessor gains +5 Fame if the Terrain or Phantom Terrain is 'Virtual Reality'
Not for Sale

Pig-Orc- (Passive Ability, Warlord) If possessor is a Humanoid and is in 'Form of Orc' stance, Food consumables that heal possessor's HP do so by an additional 500 points
Requires: Form of Orc
Cost: 150,000 Gold, 2 Weeks

Renegade Teeth- (Passive Ability, Warlord) If possessor is afflicted with Charm, possessor manages its repeating actions' decisions for actions that inflict HP Drain as though it were not inflicted with Charm provided it is not afflicted with Charm by an opposing source of Level 80 or greater
Not for Sale

Serpent Man Essence- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose to count as being in the 'Form of Serpent Man' stance when not in said stance
Requires: Form of Serpent Man, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Small Humanoid- (Passive Ability, Warlord) If possessor is an Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Humanoid Traits
Cost: 1,000,000 Gold, 2 Weeks

Small-Yet-Mighty Humanoid- (Passive Ability, Warlord) Possessor's 'Small Humanoid', 'Little Humanoid' and 'Tiny Humanoid' abilites do not give possessor an Strength or Constitution penalty
Requires: Tiny Humanoid, 5 Base CON, 5 Base STR
Cost: 2,500,000 Gold, 2 Weeks

Sometimes-Problematically Tall- (Passive Ability, Warlord) Possessor deals full Damage to targets in the back row and half Damage to targets in the front row
Not for Sale

Speaks Dwarven- (Passive Ability, Warlord) Possessor gains +30 MIN if any of possessor's allies' names include 'Dwarf' or 'Dwarven'
Not For Sale

Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 80% Charm Resistance
Requires: Advanced Humanoid Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Tiny Humanoid- (Passive Ability, Warlord) If possessor is an Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Humanoid
Cost: 3,000,000 Gold, 2 Weeks

Toxic Arrow- (Active Ability, Warlord) Possessor, if a Humanoid, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 1,415 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 1 equipped Bow weapon, that possesses a 60% chance of inflicting Poison, that is solely Physical & Acid element, and costs 0 MP
Not for Sale

Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Requires: Apprentice Warlord Knowledge, 10 other Warlord abilities
Cost: 125,000 Gold, 4 Weeks

Whistle for the (Inevitably Either Drunk or Hungover) Goblin Servants- (Active Ability, Warlord) Possessor may spend an action to summon 5 Goblin from the Enemy List that are afflicted with either (Confusion and Poison: Drunk) or (Fatigued and Pain), Max 200 summoned
Not for Sale


~Weirdworker (Magic Being)~

Advanced Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 60% Charm Resistance
Requires: Magic Being Loyalty Programming, Weirdworker
Cost: 200,000 Gold, 2 Weeks

Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Weirdworker Knowledge, 3 other Weirdworker abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Magic Being- (Passive Ability, Weirdworker) Possessor may, at the beginning of a thread, choose to become the subtype Magic Being
Requires: Formshift: Magic Being, Apprentice Weirdworker Knowledge
Cost: 70,000 Gold, 2 Weeks

Auto-Selfcast- (Passive Ability, Weirdworker) Possessor, if a Magic Being, may, if possessor has no actions repeat yet on a round as an effect that counts as possessor having an action repeat, possessor may, at the start of each round, perform a 'Cast a Spell' action that involves casting solely the spell attached to possessor's 'Living Spell' ability, with any individual that is 5 or more Levels greater than possessor or Level 60 or greater being able to choose for said action to not occur
Requires: Selfcast
Cost: 10,000,000 Gold, 2 Weeks

Basic Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 20% Charm Resistance
Requires: Magic Being Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Requires: Basic Weirdworker Knowledge
Cost: 200,000 Gold, 2 Weeks

Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Requires: Basic Magiconstruct Weaving
Cost: 70,000 Gold, 2 Weeks

Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Requires: Craft Luminous Magiconstructs, Wizard
Cost: 200,000 Gold, 2 Weeks

Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Requires: Defensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks

Disruptive Force- (Technique Ability, Weirdworker) Possessor may use Disruptive Force in conjunction with a Magical Attack action, so long as no other technique is used. Said Magical Attack action deals MP Damage instead of HP Damage to Magic Beings
Requires: Basic Weirdworker Knowledge, Basic Force Training
Cost: 80,000 Gold, 3 Weeks

Elemental Genie- (Passive Ability, Weirdworker) Possessor, if a Magic Being, may choose at the beginning of a thread to gain the subtype Elemental, Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Magic Being, Possessor, if a Magic Being and an Elemental, gains +20,000 to all stats
Requires: Form of Genie
Cost: 60,000,000 Gold, 2 Weeks

Emit Magic Particles- (Technique Ability, Weirdworker) Possessor may use 'Emit Magic Particles' in conjunction with any action so long as possessor is a Magic Being and no other technique is used as part of said action. Possessor's allies regenerate 50 MP as part of said action.
Requires: Magic Being Traits
Cost: 10,000 Gold, 2 Weeks

~Essence of the Air Freshener- (Passive Ability, Weirdworker) Possessor gains 15% Resistance to Pain: Discomfort, Possessor passively absorbs and dissipates unpleasant odors as an RP power
Not for Sale

Form of Coiling Mystic Text- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor's allies gain +500 MIN at the start of each round as a buff that stacks 5 times, and possessor's allies may choose to count as having an additional Book equipped.
Requires: Spell-Emitting Stance, Apprentice Book Training
Cost: 5,000,000 Gold, 2 Weeks

Form of Genie- (Passive Ability, Weirdworker) If possessor is a Magic Being or an Elemental, possessor gains +20,000 Magical Attack, +20,000 MIN, +20,000 SPI, and +200,000 MP as a non-stacking effect
Requires: Elemental Traits, Magic Being Traits, Adept Wizard Magic Attunement
Cost: 200,000,000 Gold, 2 Weeks

Form of Magic Patterns- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains +100 MIN and +100 SPI
Requires: Magic Being Traits
Cost: 100,000 Gold, 2 Weeks

Form of Solid Magic- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains +100 CON and +100 SPI
Requires: Magic Being Traits
Cost: 100,000 Gold, 2 Weeks

Form of University Professor- (Stance Ability, Weirdworker) If possessor is a Human, possessor gains +300 MIN and +5 Fame
Not For Sale

Formshift: Magic Being- (Stance Ability, Weirdworker) Possessor's subtype becomes Magic Being
Requires: Magic Being Traits
Cost: 100,000 Gold, 4 Weeks

Genie Essence- (Passive Ability, Weirdworker) If possessor is a Magic Being or an Elemental, possessor may choose to count as being in the 'Form of Genie' stance when not in said stance
Requires: Form of Genie, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Grant Wish- (Active Ability, Weirdworker) If possessor is in 'Form of Genie' stance and possesses at least one willing ally, possessor may spend an action to replicate the effect of any ability performable by an entity on the enemy list that is below Level 50, below possessor's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability
Requires: Form of Genie
Cost: 50,000,000 Gold, 2 Weeks

Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Not for Sale

Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Not for Sale

Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Not for Sale

Has Wished for Boundless Sanity- (Passive Ability, Weirdworker) +2,000 SAN
Not for Sale

Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Not for Sale

Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR
Not for Sale

Improved Mana Drain- (Active/Passive Ability, Weirdworker) 15% Magic Resistance, Whenever possessor would be the source of HP damage or drain, influding flat HP damage or drain, possessor may choose to convert said damage into MP damage (or, in the case of flat HP damage, flat MP damage) (or drain, in the case of drain), with an added amount of MP damage equal to (500* possessor level, to a max of level 80); this decision must be made when declaring an action or an effect before the damage calculations for said action or effect are carried out.
Not for sale

Improved Wish-Granting- (Passive Ability, Weirdworker) The stats of entities replicated by possessor's 'Grant Wish' ability are increased by 2,500 points
Requires: Grant Wish, Channeler, Enchanter, Weirdworker, Arcane Vizier
Cost: 40,000,000 Gold, 2 Weeks

Living Spell- (Passive Ability, Weirdworker) At the start of a thread, if possessor is a Magic Being, possessor may choose a non-unique Wizard Magic spell that is only base elements that is worth under 20,000,000 Gold and attach it to this ability; Possessor may, while a Magic Being cast said spell as though it were equipped, and possessor's name counts as additionally including said spell's name
Requires: Magic Being Traits, Wizard
Cost: 7,000,000 Gold, 2 Weeks

Magicae Ex Aurum- (Active Ability, Weirdworker) Caster may spend an action to purchase, obtain, and optionally equip a single In Stock spell from the Shop, paying its cost in Gold
Not for Sale

Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Requires: Magic Being Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Requires: Magic Being Calling I
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Requires: Magic Being Calling II
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling IV- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP and +4,000 MP
Requires: Magic Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling V- (Passive Ability, Weirdworker) Possessor's Magic Being summons may not be unsummoned by sources below Level 5
Requires: Magic Being Calling IV, Magic Being Programming II, Summoner, Weirdworker
Cost: 200,000 Gold, 2 Weeks

Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 40% Charm Resistance
Requires: Basic Magic Being Loyalty Programming, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks

Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Requires: Basic Weirdworker Knowledge
Cost: 60,000 Gold, 2 Weeks

Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Requires: Magic Being Programming I
Cost: 100,000 Gold, 2 Weeks

Magic Being Traits- (Passive Ability, Weirdworker) If Possessor is a Magic Being, Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to Fatigue and Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 750,000 Gold, 15 Weeks

Magiconstructionist- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +25,000 HP and +500 to all stats as a non-stacking buff when summoned
Requires: Magic Being Calling II, Advanced Magic Being Loyalty Programming, Defensive Magic Being Programming II, Magic Being Programming II, Weirdworker
Cost: 1,000,000 Gold, 2 Weeks

Magic Pattern's Essence- (Passive Ability, Weirdworker) If possessor is a Magic Being, possessor may choose to count as being in the 'Form of Magic Patterns' stance when not in said stance
Requires: Form of Magic Patters, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Magic-Radiating Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor's presence counts as the presence of an additional Zone of Magic.
Requires: Emit Magic Particles
Cost: 200,000 Gold, 2 Weeks

Magidemolitionist- (Passive Ability, Weirdworker) Possessor may add the element Fire to the elements of Damage dealt by the buff applied by possessor's 'Craft Volatile Magiconstructs' ability and have said ability deal an additional 15,000 points of Flat Damage upon its possessor's death
Requires: Craft Volatile Magiconstructs, Magiconstructionist, Basic Elemental Magic Synchronization
Cost: 500,000 Gold, 2 Weeks

Magiplasmic Moonform: Verdant- (Stance Ability, Weirdworker) Possessor obtains +1 base MIN and +2 base SPI, Possessor's minor negative status effect infliction chances are increased by 30%, possessor's moderate negative status effect infliction chances are increased by 20%, Possessor gains the elements Moon, Earth, and Wood, Possessor regenerates 200,000 HP at the start of each round if possessor possesses at least 5 Plant allies, Possessor's Plant and Spirit summons may gain the element Moon and, when summoned, may obtain a non-stacking buff that increases their minor negative status effect infliction chances by 25%
Not For Sale

Mana Drain- (Active/Passive Ability, Weirdworker) 5% Magic Resistance, Whenever possessor would be the source of HP damage, influding flat HP damage, possessor may choose to convert said damage into MP damage (or, in the case of flat HP damage, flat MP damage); this decision must be made when declaring an action or an effect before the damage calculations for said action or effect are carried out.
Not for sale

Minor Mystic Phase Shift- (Passive Ability, Weirdworker) Possessor has a 20% chance of ignoring non-Magic-element offensive actions from sources below Level 20, Possessor may, 5 times per thread, switch rows to any row that would normally be valid for possessor to move to as a pre-emptive counter
Not for sale

Mystic Regulatory Entity- (Passive Ability, Weirdworker) Possessor's opponents have the MP cost of spells they cast increased by (Possessor's Level * 10,000) MP, Possessor's allies (including possessor) have the MP cost of spells they cast reduced by (Possessor's Level * 10,000) MP
Not for Sale

Nifty Magical Reservoir- (Passive Ability, Weirdworker) Possessor may choose to pay the MP cost for any non-overcrash ability, action, or effect from a second pool of MP that contains 15,000 MP that cannot be replinished during a thread
Not for Sale

Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks

Selfcast- (Passive Ability, Weirdworker) Spells attached to possessor's 'Living Spell' ability cost possessor 50,000 less MP to cast
Requires: Living Spell
Cost: 5,000,000 Gold, 2 Weeks

Skilled Magidemolitionist- (Passive Ability, Weirdworker) The buff applied by possessor's 'Craft Volatile Magiconstructs' ability does not select targets allied to possessor as targets of Flat Damage dealt upon its possessor's death unless this ability's possessor permits such
Requires: Magidemolitionist, 5 Base MIN
Cost: 500,000 Gold, 2 Weeks

Solid Magic's Essence- (Passive Ability, Weirdworker) If possessor is a Fae, possessor may choose to count as being in the 'Form of Solid Magic' stance when not in said stance
Requires: Form of Solid Magic, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks

Spell-Emitting Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains a 5% chance before possessor's first action of each round to gain an additional action that may only be used for casting a spell that is on its possessor's Inherent Spell List.
Requires: Possesses an Inherent Spell List, Magic-Radiating Stance
Cost: 5,000,000 Gold, 2 Weeks

Superior Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 80% Charm Resistance
Requires: Advanced Magic Being Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks

Swollen Mana Reserves- (Passive Ability, Weirdworker) At the start of every round of battle, if possessor possesses more than 50% of possessor's Max MP, possessor takes an amount of magic element damage equal to possessor's Max MP, to a max of 50,000,000 damage, that cannot reduce possessor to below 50% of possessor's Max HP, Possessor gains +20,000 MP
Not for Sale

Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Requires: Apprentice Weirdworker Knowledge, 10 other Weirdworker abilities
Cost: 125,000 Gold, 4 Weeks

छWish Specialization: Mystic Architecture- (Passive Ability, Weirdworker) Large Structures summoned that possessor summons using a spell whose name includes 'Wish' obtain, at the time of their summoning, a non-stacking buff that provides +2,000,000 HP and +100,000 Defense and that lets its possessor inflict a random minor positive status effect on a chosen ally at the start of each round
Not for Sale

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:47 pm
by Administrator
Entity-Based Classes (Nonbase)

~Other: Adventurer (Dauntless)~

Advanced Dauntless Loyalty Instruction- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons gain 60% Charm Resistance
Requires: Dauntless Loyalty Instruction, Adventurer
Cost: 200,000 Gold, 2 Weeks

Basic Adventurer Knowledge- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Walker from Beyond, Warrior, Wanderer, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Dauntless Loyalty Instruction- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons gain 20% Charm Resistance
Requires: Dauntless Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Dauntless Calling I- (Passive Ability, Other: Adventurer) Possessor's Dauntless summons gain +20 to all stats
Requires: Dauntless Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Dauntless Calling II- (Passive Ability, Other: Adventurer) Possessor's Dauntless summons gain +200 HP
Requires: Dauntless Calling I
Cost: 40,000 Gold, 2 Weeks

Dauntless Calling III- (Passive Ability, Other: Adventurer) Possessor's Dauntless summons gain +500 MP
Requires: Dauntless Calling II
Cost: 40,000 Gold, 2 Weeks

Dauntless Calling IV- (Passive Ability, Other: Adventurer) Possessor's Dauntless summons gain +2,000 HP and +4,000 MP
Requires: Dauntless Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Dauntless Calling V- (Passive Ability, Other: Adventurer) Possessor's Dauntless summons may not be unsummoned by sources below Level 5
Requires: Dauntless Calling IV, Dauntless Instruction II, Summoner, Adventurer
Cost: 200,000 Gold, 2 Weeks

Dauntless Instruction I- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons gain +20 to all stats
Requires: Basic Adventurer Knowledge
Cost: 60,000 Gold, 2 Weeks

Dauntless Instruction II- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons gain +100 to all stats
Requires: Dauntless Instruction I
Cost: 100,000 Gold, 2 Weeks

Dauntless Loyalty Instruction- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons gain 40% Charm Resistance
Requires: Basic Dauntless Loyalty Instruction, Apprentice Adventurer Knowledge
Cost: 100,000 Gold, 2 Weeks

Defensive Dauntless Instruction I- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons gain +50 Defense
Requires: Dauntless Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Dauntless Instruction II- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons gain +250 Defense
Requires: Defensive Dauntless Instruction I, Apprentice Adventurer Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Dauntless Instruction I- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons have the Damage values of their abilities increased by 50 points
Requires: Dauntless Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Dauntless Instruction II- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Dauntless Instruction I, Apprentice Adventurer Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Dauntless Instruction I- (Passive Ability, Other: Adventurer ) Possessor's Dauntless pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Dauntless Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Dauntless Instruction II- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Dauntless Instruction I, Apprentice Adventurer Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Dauntless Loyalty Instruction- (Passive Ability, Other: Adventurer) Possessor's Dauntless pets and summons gain 80% Charm Resistance
Requires: Advanced Dauntless Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Adversary's Blade (Nemesauth)~

Basic Adversary's Blade Knowledge- (Passive Ability, Adversary's Blade) Possessor's Nemesauth pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Requires: Summoner of Beasts Unheard, Prophet of the Blackest Abysses, Master Channeling Attunement, Master Combat Arts Attunement, Master Unarmed Technique Attunement, Master Book Training, Master Sword Arts Attunement, Master Dark Magic Attunement, Master Glory Synchronization
Cost: 150,000,000 Gold, 90 Weeks


~Other: Anomaly (Anomalous)~

Basic Anomaly Knowledge- (Passive Ability, Other: Anomaly) Possessor's Anomalous pets and summons have their HP, MP, and stats increased by 50% of their Natural values
Not For Sale


~Other: Archetype Walker (Mindshadow)~

Advanced Mindshadow Loyalty Communing- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons gain 60% Charm Resistance
Requires: Mindshadow Loyalty Communing, Archetype Walker
Cost: 200,000 Gold, 2 Weeks

Basic Archetype-Walker Knowledge- (Passive Ability, Other: Archetype-Walker) Possessor's Mindshadow pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Mentalist, Mind Lord, Ebon Chancellor, Umbramancer, Illusionist, Enchanter, Diviner, Thief, Spy, Wanderer
Cost: 3,000,000 Gold, 2 Weeks

Basic Mindshadow Loyalty Communing- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons gain 20% Charm Resistance
Requires: Mindshadow Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Mindshadow Communing I- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons gain +50 Defense
Requires: Mindshadow Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Mindshadow Communing II- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons gain +250 Defense
Requires: Defensive Mindshadow Communing I, Apprentice Archetype Walker Knowledge
Cost: 100,000 Gold, 2 Weeks

Mindshadow Calling I- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow summons gain +20 to all stats
Requires: Mindshadow Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Mindshadow Calling II- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow summons gain +200 HP
Requires: Mindshadow Calling I
Cost: 40,000 Gold, 2 Weeks

Mindshadow Calling III- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow summons gain +500 MP
Requires: Mindshadow Calling II
Cost: 40,000 Gold, 2 Weeks

Mindshadow Calling IV- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow summons gain +2,000 HP and +4,000 MP
Requires: Mindshadow Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Mindshadow Calling V- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow summons may not be unsummoned by sources below Level 5
Requires: Mindshadow Calling IV, Mindshadow Communing II, Summoner, Archetype Walker
Cost: 200,000 Gold, 2 Weeks

Mindshadow Communing I- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons gain +20 to all stats
Requires: Basic Archetype Walker Knowledge
Cost: 60,000 Gold, 2 Weeks

Mindshadow Communing II- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons gain +100 to all stats
Requires: Mindshadow Communing I
Cost: 100,000 Gold, 2 Weeks

Mindshadow Loyalty Communing- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons gain 40% Charm Resistance
Requires: Basic Mindshadow Loyalty Communing, Apprentice Archetype Walker Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Mindshadow Communing I- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons have the Damage values of their abilities increased by 50 points
Requires: Mindshadow Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Mindshadow Communing II- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Mindshadow Communing I, Apprentice Archetype Walker Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Mindshadow Communing I- (Passive Ability, Other: Archetype Walker ) Possessor's Mindshadow pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Mindshadow Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Mindshadow Communing II- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Mindshadow Communing I, Apprentice Archetype Walker Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Mindshadow Loyalty Communing- (Passive Ability, Other: Archetype Walker) Possessor's Mindshadow pets and summons gain 80% Charm Resistance
Requires: Advanced Mindshadow Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Astrologer of the Grand Design (Asterismic)~

Advanced Asterismic Loyalty Programming- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons gain 60% Charm Resistance
Requires: Asterismic Loyalty Programming, Astrologer of the Grand Design
Cost: 200,000 Gold, 2 Weeks

Asterismic Calling I- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic summons gain +20 to all stats
Requires: Asterismic Programming I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Asterismic Calling II- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic summons gain +200 HP
Requires: Asterismic Calling I
Cost: 40,000 Gold, 2 Weeks

Asterismic Calling III- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic summons gain +500 MP
Requires: Asterismic Calling II
Cost: 40,000 Gold, 2 Weeks

Asterismic Calling IV- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic summons gain +2,000 HP and +4,000 MP
Requires: Asterismic Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Asterismic Calling V- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic summons may not be unsummoned by sources below Level 5
Requires: Asterismic Calling IV, Asterismic Programming II, Summoner, Astrologer of the Grand Design
Cost: 200,000 Gold, 2 Weeks

Asterismic Loyalty Programming- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons gain 40% Charm Resistance
Requires: Basic Asterismic Loyalty Programming, Apprentice Astrologer of the Grand Design Knowledge
Cost: 100,000 Gold, 2 Weeks

Asterismic Programming I- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons gain +20 to all stats
Requires: Basic Astrologer of the Grand Design Knowledge
Cost: 60,000 Gold, 2 Weeks

Asterismic Programming II- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons gain +100 to all stats
Requires: Asterismic Programming I
Cost: 100,000 Gold, 2 Weeks

Basic Asterismic Loyalty Programming- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons gain 20% Charm Resistance
Requires: Asterismic Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Astrologer of the Grand Design Knowledge- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Lightbearer, Wanderer, Diviner, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Defensive Asterismic Programming I- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons gain +50 Defense
Requires: Asterismic Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Asterismic Programming II- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons gain +250 Defense
Requires: Defensive Asterismic Programming I, Apprentice Astrologer of the Grand Design Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Asterismic Programming I- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons have the Damage values of their abilities increased by 50 points
Requires: Asterismic Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Asterismic Programming II- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Asterismic Programming I, Apprentice Astrologer of the Grand Design Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Asterismic Programming I- (Passive Ability, Other: Astrologer of the Grand Design ) Possessor's Asterismic pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Asterismic Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Asterismic Programming II- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Asterismic Programming I, Apprentice Astrologer of the Grand Design Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Asterismic Loyalty Programming- (Passive Ability, Other: Astrologer of the Grand Design) Possessor's Asterismic pets and summons gain 80% Charm Resistance
Requires: Advanced Asterismic Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Baleful Eminence (Fallen)~

Advanced Fallen Loyalty Instruction- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons gain 60% Charm Resistance
Requires: Fallen Loyalty Instruction, Baleful Eminence
Cost: 200,000 Gold, 2 Weeks

Basic Baleful Eminence Knowledge- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Pactmaker, Warlock, Transmuter, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Fallen Loyalty Instruction- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons gain 20% Charm Resistance
Requires: Fallen Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Fallen Instruction I- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons gain +50 Defense
Requires: Fallen Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Fallen Instruction II- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons gain +250 Defense
Requires: Defensive Fallen Instruction I, Apprentice Baleful Eminence Knowledge
Cost: 100,000 Gold, 2 Weeks

Fallen Calling I- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen summons gain +20 to all stats
Requires: Fallen Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Fallen Calling II- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen summons gain +200 HP
Requires: Fallen Calling I
Cost: 40,000 Gold, 2 Weeks

Fallen Calling III- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen summons gain +500 MP
Requires: Fallen Calling II
Cost: 40,000 Gold, 2 Weeks

Fallen Calling IV- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen summons gain +2,000 HP and +4,000 MP
Requires: Fallen Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Fallen Calling V- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen summons may not be unsummoned by sources below Level 5
Requires: Fallen Calling IV, Fallen Instruction II, Summoner, Baleful Eminence
Cost: 200,000 Gold, 2 Weeks

Fallen Instruction I- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons gain +20 to all stats
Requires: Basic Baleful Eminence Knowledge
Cost: 60,000 Gold, 2 Weeks

Fallen Instruction II- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons gain +100 to all stats
Requires: Fallen Instruction I
Cost: 100,000 Gold, 2 Weeks

Fallen Loyalty Instruction- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons gain 40% Charm Resistance
Requires: Basic Fallen Loyalty Instruction, Apprentice Baleful Eminence Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Fallen Instruction I- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons have the Damage values of their abilities increased by 50 points
Requires: Fallen Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Fallen Instruction II- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Fallen Instruction I, Apprentice Baleful Eminence Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Fallen Instruction I- (Passive Ability, Other: Baleful Eminence ) Possessor's Fallen pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Fallen Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Fallen Instruction II- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Fallen Instruction I, Apprentice Baleful Eminence Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Fallen Loyalty Instruction- (Passive Ability, Other: Baleful Eminence) Possessor's Fallen pets and summons gain 80% Charm Resistance
Requires: Advanced Fallen Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Great Beast (Legend Drover)~

Basic Legend Drover Knowledge- (Passive Ability, Other: Legend Drover) Possessor's Great Beast pets and summons gain (+1,000 HP, +1,000 MP, +100 to Damage dealt, and +100 to all stats) if possessor does not have more than three Great Beast pets or summons
Not for Sale


~Other: Chosen One (Chosen)~

Basic Chosen One Knowledge- (Passive Ability, Chosen One) Possessor's artifact aspect pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor's Chosen allies gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor gains +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats if possessor is a Chosen
Requires: Special approval from Gad (Having one of the Chosen artifacts is a good base point for asking)
Cost: 150,000,000 Gold, 5 Weeks


~Other: Chronicler of Eternity (Other: Immortal)~

Acklowledgement of the Endless Progress of the Iron Dream- (Passive Ability, Other: Chronicler of Eternity) Possessor's 'Elemental Attack' actions may become solely Innovation element at the cost of an amount of MP equal to 5% of possessor's Max MP
Not for Sale

Adept Chronicler of Eternity Knowledge- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain an Immortal summon, Possessor's unmodified stats increase by 2,000 points if possessor is an Immortal
Requires: Chronicler of Eternity, 50 other Chronicler of Eternity Abilities, Level 20
Cost: 50,000,000 Gold, 10 Weeks

Advanced Immortal Loyalty Instruction- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain 60% Charm Resistance
Requires: Immortal Loyalty Instruction, Chronicler of Eternity
Cost: 200,000 Gold, 2 Weeks

Ageless One- (Passive Ability, Other: Chronicler of Eternity) +80 Defense against CON damage, Possessor may choose to have a body of any age with no stat changes as an RP power
Not for sale

Apprentice Chronicler of Eternity Knowledge- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Chronicler of Eternity Knowledge, 3 other Chronicler of Eternity abilities
Cost: 1,250,000 Gold, 2 Weeks

Assumption of Iron's Edge- (Passive Ability, Other: Chronicler of Eternity) Possessor gains +5% Critical, This ability's text may not be modified by sources below Level 60, This ability may not be removed from its wielder by sources below Level 60
Requires: First Honing of the Iron Blade
Not for Sale

Assumption of Iron's Form- (Passive Ability, Other: Chronicler of Eternity) Possessor gains +5% Resilience, This ability's text may not be modified by sources below Level 60, This ability may not be removed from its wielder by sources below Level 60
Not for Sale

Assumption of the Essence of the Immortal- (Passive Ability, Other: Chronicler of Eternity) Possessor may, at the beginning of a thread, choose to become the subtype Immortal
Requires: Formshift: Immortal, Apprentice Chronicler of Eternity Knowledge
Cost: 700,000 Gold, 2 Weeks

Base Immortal Synchronicity- (Passive Ability, Other: Chronicler of Eternity) Possessor may treat Immortal as a base subtype
Not for Sale

Basic Chronicler of Eternity Knowledge- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Requires: No prerequisites
Not For Sale

Basic Chronomantic Timeshift- (Passive Ability, Other: Chronicler of Eternity) Possessor may, as an effect that does not stack with other effects that change what round number possessor considers the current round to be, choose to count the current round's number as being either 1 higher or 1 lower than it otherwise would be
Not For Sale

Basic Immortal Loyalty Instruction- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain 20% Charm Resistance
Requires: Immortal Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Body Collector- (Passive Ability, Other: Chronicler of Eternity) Possessor's Transformations have their stats, HP, MP, and Damage Values doubled, Whenever possessor defeats an individual of a Level no higher than double possessor's Level which is not above Level 99 in an arena-match-equivalent battle, possessor may add said individual to possessor's Collected Body Log, Possessor may equip monsters in possessor's Collected Body Log as Transformations, Whenever a monster from possessor's Collected Body Log is killed, it is removed from possessor's Collected Body Log, Summons that were not summoned by a BA member may not be added to possessor's Collected Body Log normally
Not for Sale

Body Hopping- (Passive Ability, Other: Chronicler of Eternity) If possessor is killed while in a Transformation, possessor does not die and may either de-transform, enter another transformation, or, if possessor is not afflicted with <Status Effect>, leave the thread
Not for Sale

Building Upon the Iron Self- (Passive Ability, Other: Chronicler of Eternity) Possessor may choose at the start of any round to gain +100 to all stats as a buff that stacks 200 times
Not for Sale

Chronicler of Eternity- (Passive Ability, Other: Chronicler of Eternity) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Immortal pet only, This ability provides +500 HP and +100 to all stats of possessor's Immortal pets and summons per Level of possessor
Requires: Apprentice Chronicler of Eternity Knowledge, 10 other Chronicler of Eternity abilities
Cost: 1,250,000 Gold, 4 Weeks

Chronomancer- (Passive Ability, Other: Chronicler of Eternity) Possessor may select any stat, out of STR, AGI, CON, MIN, and SPI, to use for determining possessor's turn order and number of extra actions, Possessor may delay the effects of Chronomancy spells that have a built-in or selectable delay as part of the spell for either one more round or one less round, and possessor's Chronomancy spells cost 50 less MP per level possessor possesses
Not for sale

Chronomantic Guile- (Passive Ability, Other: Chronicler of Eternity) Possessor's foes have a 5% chance at the start of each round of not being able to take actions said round provided they are below possessor's Level, below Level 80 if non-unique, below Level 40 if unique, and not immune to Time Stop
Not for Sale

Defensive Immortal Instruction I- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain +50 Defense
Requires: Immortal Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Immortal Instruction II- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain +250 Defense
Requires: Defensive Immortal Instruction I, Apprentice Chronicler of Eternity Knowledge
Cost: 100,000 Gold, 2 Weeks

Eternal Mind- (Passive Ability, Chronicler of Infinity) Possessor gains +5,000 MIN if possessor is an Immortal, Possessor's base MIN increases by 5 if possessor is an Immortal
Not for Sale

Formshift: Immortal- (Stance Ability, Other: Chronicler of Eternity) Possessor's subtype becomes Immortal
Requires: Immortal Traits
Cost: 300,000 Gold, 12 Weeks

First Assumption of the Perfected Iron Self- (Passive Ability, Other: Chronicler of Eternity) Possessor is Immune to individuals below Level 20
Not for Sale

First Honing of the Iron Blade- (Passive Ability, Other: Chronicler of Eternity) Combat Arts and Warrior buffs placed on possessor that have possessor as a source may not be removed from possessor without possessor's permission by sources below Level 60, This ability also counts as being a Warrior ability (including for prerequisite purposes)
Not for Sale

First Inhalation of the Iron Breath- (Passive Ability, Other: Chronicler of Eternity) Unarmed Technique and Monk buffs placed on possessor that have possessor as a source may not be removed from possessor without possessor's permission by sources below Level 60, This ability also counts as being a Monk ability (including for prerequisite purposes)
Not for Sale

First Moment of Realization of the Iron Dream's Eternal Nature- (Passive Ability, Other: Chronicler of Eternity) Possessor gains 5% Time Resistance
Not for Sale

First Thought of the Iron Dream- (Passive Ability, Other: Chronicler of Eternity) Possessor cannot take more than 50% of possessor's Max MP in MP Damage from one action that comes from a source or group of sources that are all below Level 50 (but still may lose more MP via other ways, such as spending it)
Not for Sale

First Verse of the Iron Song- (Passive Ability, Other: Chronicler of Eternity) Bardic Music and Bard buffs placed on possessor that have possessor as a source may not be removed from possessor without possessor's permission by sources below Level 60, This ability also counts as being a Bard ability (including for prerequisite purposes)
Not for Sale

Hands of Iron, Steady and Unfaltering- (Passive Ability, Other: Chronicler of Eternity) Possessor's weapons may not be unequipped without possessor's permission by sources below Level 60, This ability's text may not be modified by sources below Level 60, This ability may not be removed from its wielder by sources below Level 60
Not for Sale

Immortal Calling I- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal summons gain +20 to all stats
Requires: Immortal Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Immortal Calling II- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal summons gain +200 HP
Requires: Immortal Calling I
Cost: 40,000 Gold, 2 Weeks

Immortal Calling III- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal summons gain +500 MP
Requires: Immortal Calling II
Cost: 40,000 Gold, 2 Weeks

Immortal Calling IV- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal summons gain +2,000 HP and +4,000 MP
Requires: Immortal Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Immortal Calling V- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal summons may not be unsummoned by sources below Level 5
Requires: Immortal Calling IV, Immortal Instruction II, Summoner, Chronicler of Eternity
Cost: 200,000 Gold, 2 Weeks

Immortal Instruction I- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain +20 to all stats
Requires: Basic Chronicler of Eternity Knowledge
Cost: 60,000 Gold, 2 Weeks

Immortal Instruction II- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain +100 to all stats
Requires: Immortal Instruction I
Cost: 100,000 Gold, 2 Weeks

Immortal Loyalty Instruction- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain 40% Charm Resistance
Requires: Basic Immortal Loyalty Instruction, Apprentice Chronicler of Eternity Knowledge
Cost: 100,000 Gold, 2 Weeks

Legacy Immortal Traits- (Passive Ability, Other: Chronicler of Eternity) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Immortal. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Not for Sale

Immortal Traits- (Passive Ability, Other: Chronicler of Eternity) If possessor is an Immortal, possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 28,500,000 Gold, 570 Weeks

Irreducible Nature of Iron- (Passive Ability, Other: Chronicler of Eternity) Possessor gains Stat Drain: STR Drain Immunity, Stat Drain: AGI Drain Immunity, Stat Drain: CON Drain Immunity, Stat Drain: MIN Drain Immunity, and Stat Drain: SPI Drain Immunity
Not for Sale

Iron Boots to Traverse All Lands- (Passive Ability, Other: Chronicler of Eternity) Possessor gains +5,000 uncapped Defense against effects attached to Zones, Terrains, and Phantom Terrains and 30% Moderate Status Effect Resistance against status effects coming from effects attached to Zones, Terrains, and Phantom Terrains
Not for Sale

Iron Unbreakable Motion- (Passive Ability, Other: Chronicler of Eternity) Possessor's actions may not be preemptively countered by entities below Level 40
Not for Sale

Mind-Whip Projections- (Passive Ability, Other: Chronicler of Eternity) Possessor's Magical Attack actions may use MIN as their Prime Attribute
Not for Sale

Offensive Immortal Instruction I- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons have the Damage values of their abilities increased by 50 points
Requires: Immortal Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Immortal Instruction II- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Immortal Instruction I, Apprentice Chronicler of Eternity Knowledge
Cost: 100,000 Gold, 2 Weeks

Persuasive Force- (Passive Ability, Other: Chronicler of Eternity) Possessor's offensive actions gain a chance of inflicting Charm equal to 4x Possessor's Level, instances of Charm inflicted by possessor have only a 1% chance of wearing off instead of their normal chance if their normal chance is higher than 1%
Not for Sale

Second Moment of Realization of the Iron Dream's Eternal Nature- (Passive Ability, Other: Chronicler of Eternity) Possessor gains 10% Time Resistance
Not for Sale

Secret Weakness- (Boss Effect, Other: Chronicler of Eternity) Possessor cannot be Resistant or Immune to <Status Effect>, If possessor or any of possessor's Transformations are afflicted with <Status Effect>, said status effect persists between all of possessor's Transformations as well as possessor's untransformed form, Possessor may not add bodies to its Collected Body Log while afflicted with <Status Effect>
Not for Sale

Speed-Focused Immortal Instruction I- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Immortal Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Immortal Instruction II- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Immortal Instruction I, Apprentice Chronicler of Eternity Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Immortal Loyalty Instruction- (Passive Ability, Other: Chronicler of Eternity) Possessor's Immortal pets and summons gain 80% Charm Resistance
Requires: Advanced Immortal Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Time Rays!- (Active Ability, Other: Chronicler of Eternity) Possessor may skip an action to fire a time ray that deals 10 CON damage per level of possessor, to a max of level 200, this does not damage Celestials, Angels, Devas, Illuminated, Abstracts, Daemons, Devils, Demons, Holy Ones, Immortals, Fiends, or beings of nonstandard subtypes, Possessor may delay this action for up to 4 rounds
Not for sale


~Other: Concordant Artisan (Mechanichim)~

Advanced Mechanichim Loyalty Programming- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons gain 60% Charm Resistance
Requires: Mechanichim Loyalty Programming, Concordant Artisan
Cost: 200,000 Gold, 2 Weeks

Basic Concordant Artisan Knowledge- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Lightbearer, Mechanist, Golomancer, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Mechanichim Loyalty Programming- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons gain 20% Charm Resistance
Requires: Mechanichim Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Mechanichim Programming I- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons gain +50 Defense
Requires: Mechanichim Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Mechanichim Programming II- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons gain +250 Defense
Requires: Defensive Mechanichim Programming I, Apprentice Concordant Artisan Knowledge
Cost: 100,000 Gold, 2 Weeks

Mechanichim Calling I- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim summons gain +20 to all stats
Requires: Mechanichim Programming I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Mechanichim Calling II- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim summons gain +200 HP
Requires: Mechanichim Calling I
Cost: 40,000 Gold, 2 Weeks

Mechanichim Calling III- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim summons gain +500 MP
Requires: Mechanichim Calling II
Cost: 40,000 Gold, 2 Weeks

Mechanichim Calling IV- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim summons gain +2,000 HP and +4,000 MP
Requires: Mechanichim Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Mechanichim Calling V- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim summons may not be unsummoned by sources below Level 5
Requires: Mechanichim Calling IV, Mechanichim Programming II, Summoner, Concordant Artisan
Cost: 200,000 Gold, 2 Weeks

Mechanichim Loyalty Programming- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons gain 40% Charm Resistance
Requires: Basic Mechanichim Loyalty Programming, Apprentice Concordant Artisan Knowledge
Cost: 100,000 Gold, 2 Weeks

Mechanichim Programming I- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons gain +20 to all stats
Requires: Basic Concordant Artisan Knowledge
Cost: 60,000 Gold, 2 Weeks

Mechanichim Programming II- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons gain +100 to all stats
Requires: Mechanichim Programming I
Cost: 100,000 Gold, 2 Weeks

Offensive Mechanichim Programming I- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons have the Damage values of their abilities increased by 50 points
Requires: Mechanichim Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Mechanichim Programming II- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Mechanichim Programming I, Apprentice Concordant Artisan Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Mechanichim Programming I- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Mechanichim Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Mechanichim Programming II- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Mechanichim Programming I, Apprentice Concordant Artisan Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Mechanichim Loyalty Programming- (Passive Ability, Other: Concordant Artisan) Possessor's Mechanichim pets and summons gain 80% Charm Resistance
Requires: Advanced Mechanichim Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Dawn Emperor~

Apprentice Dawn Emperor Knowledge- (Passive Ability, Other: Dawn Emperor) Possessor's Arch-Solar pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Requires: Basic Dawn Emperor Knowledge, 3 other Dawn Emperor abilities
Cost: 625,000 Gold, 2 Weeks

Basic Dawn Emperor Knowledge- (Passive Ability, Other: Dawn Emperor) Possessor's Arch-Solar pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Adept Divine Magic Attunement, Adept Sun Duke Knowledge, Adept Light Synchronization
Cost: 30,000,000 Gold, 60 Weeks

Dawn Emperor- (Passive Ability, Other: Dawn Emperor) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Arch-Solar pet only, This ability provides +250 HP and +50 to all stats of possessor's Arch-Solar pets and summons per Level of possessor
Requires: Apprentice Dawn Emperor Knowledge, 10 other Dawn Emperor abilities
Cost: 625,000 Gold, 4 Weeks


~Other: Dementia Conductor (Demented)~

Basic Dementia Conductor Knowledge- (Passive Ability, Other: Dementia Conductor) Possessor's Demented pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Walker from Beyond, Anarchomancer, Mentalist, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks


~Other: Denizen of the Inferno (Infernal)~

Advanced Infernal Loyalty Instruction- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons gain 60% Charm Resistance
Requires: Infernal Loyalty Instruction, Denizen of the Inferno
Cost: 200,000 Gold, 2 Weeks

Basic Denizen of the Inferno Knowledge- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Puppet Master, Warlock, Necromancer, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Infernal Loyalty Instruction- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons gain 20% Charm Resistance
Requires: Infernal Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Infernal Instruction I- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons gain +50 Defense
Requires: Infernal Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Infernal Instruction II- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons gain +250 Defense
Requires: Defensive Infernal Instruction I, Apprentice Denizen of the Inferno Knowledge
Cost: 100,000 Gold, 2 Weeks

Infernal Calling I- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal summons gain +20 to all stats
Requires: Infernal Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Infernal Calling II- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal summons gain +200 HP
Requires: Infernal Calling I
Cost: 40,000 Gold, 2 Weeks

Infernal Calling III- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal summons gain +500 MP
Requires: Infernal Calling II
Cost: 40,000 Gold, 2 Weeks

Infernal Calling IV- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal summons gain +2,000 HP and +4,000 MP
Requires: Infernal Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Infernal Calling V- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal summons may not be unsummoned by sources below Level 5
Requires: Infernal Calling IV, Infernal Instruction II, Summoner, Denizen of the Inferno
Cost: 200,000 Gold, 2 Weeks

Infernal Instruction I- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons gain +20 to all stats
Requires: Basic Denizen of the Inferno Knowledge
Cost: 60,000 Gold, 2 Weeks

Infernal Instruction II- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons gain +100 to all stats
Requires: Infernal Instruction I
Cost: 100,000 Gold, 2 Weeks

Infernal Loyalty Instruction- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons gain 40% Charm Resistance
Requires: Basic Infernal Loyalty Instruction, Apprentice Denizen of the Inferno Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Infernal Instruction I- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons have the Damage values of their abilities increased by 50 points
Requires: Infernal Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Infernal Instruction II- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Infernal Instruction I, Apprentice Denizen of the Inferno Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Infernal Instruction I- (Passive Ability, Other: Denizen of the Inferno ) Possessor's Infernal pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Infernal Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Infernal Instruction II- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Infernal Instruction I, Apprentice Denizen of the Inferno Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Infernal Loyalty Instruction- (Passive Ability, Other: Denizen of the Inferno) Possessor's Infernal pets and summons gain 80% Charm Resistance
Requires: Advanced Infernal Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Domain-Warper (Abyssal)~

Abyssal Calling I- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal summons gain +20 to all stats
Requires: Abyssal Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Abyssal Calling II- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal summons gain +200 HP
Requires: Abyssal Calling I
Cost: 40,000 Gold, 2 Weeks

Abyssal Calling III- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal summons gain +500 MP
Requires: Abyssal Calling II
Cost: 40,000 Gold, 2 Weeks

Abyssal Calling IV- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal summons gain +2,000 HP and +4,000 MP
Requires: Abyssal Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Abyssal Calling V- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal summons may not be unsummoned by sources below Level 5
Requires: Abyssal Calling IV, Abyssal Communing II, Summoner, Domain-Warper
Cost: 200,000 Gold, 2 Weeks

Abyssal Communing I- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons gain +20 to all stats
Requires: Basic Domain-Warper Knowledge
Cost: 60,000 Gold, 2 Weeks

Abyssal Communing II- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons gain +100 to all stats
Requires: Abyssal Communing I
Cost: 100,000 Gold, 2 Weeks

Abyssal Loyalty Communing- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons gain 40% Charm Resistance
Requires: Basic Abyssal Loyalty Communing, Apprentice Domain-Warper Knowledge
Cost: 100,000 Gold, 2 Weeks

Advanced Abyssal Loyalty Communing- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons gain 60% Charm Resistance
Requires: Abyssal Loyalty Communing, Domain-Warper
Cost: 200,000 Gold, 2 Weeks

Basic Abyssal Loyalty Communing- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons gain 20% Charm Resistance
Requires: Abyssal Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Domain-Warper Knowledge- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Demonologist, Geomancer, Shrine Maiden, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Defensive Abyssal Communing I- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons gain +50 Defense
Requires: Abyssal Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Abyssal Communing II- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons gain +250 Defense
Requires: Defensive Abyssal Communing I, Apprentice Domain-Warper Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Abyssal Communing I- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons have the Damage values of their abilities increased by 50 points
Requires: Abyssal Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Abyssal Communing II- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Abyssal Communing I, Apprentice Domain-Warper Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Abyssal Communing I- (Passive Ability, Other: Domain-Warper ) Possessor's Abyssal pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Abyssal Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Abyssal Communing II- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Abyssal Communing I, Apprentice Domain-Warper Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Abyssal Loyalty Communing- (Passive Ability, Other: Domain-Warper) Possessor's Abyssal pets and summons gain 80% Charm Resistance
Requires: Advanced Abyssal Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Dragon Lord (Other: Dragon)~

Adept Dragon Lord Knowledge- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Dragon
Requires: Dragon Lord, 50 other Dragon Lord Abilities, Level 20
Cost: 25,000,000 Gold, 10 Weeks

Advanced Dragon Loyalty Training- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain 60% Charm Resistance
Requires: Dragon Loyalty Training, Dragon Lord
Cost: 200,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Dragon- (Passive Ability, Other: Dragon Lord) Possessor's 'Large Dragon', 'Huge Dragon', 'Enormous Dragon', 'Massive Dragon', 'Gargantuan Dragon', and 'Colossal Dragon' abilites do not give possessor an Agility penalty
Requires: Colossal Dragon, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Apprentice Dragon Lord Knowledge- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Requires: Basic Dragon Lord Knowledge, 3 other Dragon Lord abilities
Cost: 625,000 Gold, 2 Weeks

Arrow-Deflecting Scales- (Passive Ability, Other: Dragon Lord) Possessor gains 30% Bow Resistance
Requires: Reinforced Dragonhide, Deflective Scales
Cost: 15,000,000 Gold, 2 Weeks

Assumption of the Essence of the Dragon- (Passive Ability, Other: Dragon Lord) Possessor may, at the beginning of a thread, choose to become the subtype Dragon
Requires: Formshift: Dragon, Apprentice Dragon Lord Knowledge
Cost: 350,000 Gold, 2 Weeks

Atomic Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Atomic element Damage
Requires: Dragon's Breath, Basic atomic Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Banishing Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 50% chance of unsummoning targets below Level 40 that are lower Level than possessor.
Requires: Dragon's Breath, Ethereal Mage
Cost: 3,000,000 Gold, 2 Weeks

Base Dragon Synchronicity- (Passive Ability, Other: Dragon Lord) Possessor may treat Dragon as a base subtype
Not For Sale

Basic Dragon Lord Knowledge- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: No prerequisites
Not For Sale

Basic Dragon Loyalty Training- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain 20% Charm Resistance
Requires: Dragon Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basilisk Blood- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Requires: Dragon Traits, Level 40
Cost: 20,000,000 Gold, 2 Weeks

Basilisk Gaze- (Technique Ability, Other: Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Requires: Dragon Traits, Level 40
Cost: 20,000,000 Gold, 2 Weeks

Basilisk Tears- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Requires: Dragon Traits, Level 40
Cost: 20,000,000 Gold, 2 Weeks

Beheading Bite- (Technique Ability, Other: Dragon Lord) Possessor may use 'Beheading Bite' in conjunction with a 'Melee Attack' action against an opponent who just skipped an action. Said action gains +25,000 Melee Attack and a 15% chance of inflicting Instant Death against targets below level 60
Not for Sale

Benighted Breath- (Active Ability, Other: Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 66,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Force items, inflicts Voidstruck, possesses '1 hit against 30', is solely Darkness element, and costs 100,000 MP
Not for Sale

♢Birth Dragons from Shadow and Fire- (Passive Ability, Dragon Lord) At the start of each round, for each Zone of Fire or Zone of Darkness that possessor is in (with a Zone that is both counting once), possessor may summon a Dragon that is lower Level than possessor that is fightable for drops on the Enemy List, Max 2,000 summoned
Not for Sale

Blizzard Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 60% chance of inflicting Frozen
Requires: Elemental Breath: Ice, Snow Queen, Dragon Lord
Cost: 5,000,000 Gold, 2 Weeks

Boiling Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 60% chance of inflicting Pain
Requires: Elemental Breath: Fire, Elemental Breath: Water, Ocean Prince, Blazing Sultan
Cost: 2,000,000 Gold, 2 Weeks

Breather of Green Flames- (Passive Ability, Other: Dragon Lord) Possessor gains the the ability:
Green Flames- 400 damage per user level, 1 hit against 3, Magic & Fire, 30 MP
Not for Sale

~Breather of Flames (Wyrmling)- (Passive Ability, Other: Dragon Lord) Possessor gains the the ability while their subtype is dragon:
Wyrmling's Flames- 9,000 damage, this attack uses SPI or CON as the prime attribute, 5% inflicts burning, 1 hit against 5, Fire, 4,500 MP
Not for Sale

Bring the Night- (Active Ability, Other: Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to create a Zone of Darkness with an attached effect that gives all Darkness element indivdiuals inside said Zone +1,000 to all stats as an effect htat stacks 10 times per zone or across all zones, with said action being Darkness & Magic element and costing 100,000 MP
Not for Sale

~Capable of Flight (Draconic Variant)- (Passive Ability, Other: Dragon Lord) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or a Dragon
Not for Sale

Chameleon-Dragon's Tongue- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Melee Attack, gains +1,000 Ranged Attack, deals full Damage from the front row with 'Ranged Attack' actions, may use 'Melee Attack' actions in the back row, and gains 160% To Hit
Requires: Shifting Scale Colors, Level 20
Cost: 3,000,000 Gold, 2 Weeks

Chlorine Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 60% chance of inflicting Poison and a 30% chance of inflicting Suffocation
Requires: Cloud Breath, Elemental Breath: Acid, Level 40
Cost: 50,000,000 Gold, 2 Weeks

Clinging Breath- (Passive Ability, Other: Dragon Lord) Possessor may choose for possessor's 'Dragon's Breath' actions to repeat themselves the round after they are first used, with a max of one action being repeated per turn per individual by this ability
Requires: Dragon's Breath, Level 20
Cost: 80,000,000 Gold, 2 Weeks

Clinging Breath Effects- (Passive Ability, Other: Dragon Lord) Minor and moderate status effects applied by possessor's 'Dragon's Breath' actions possess no natural per-round recovery chance.
Requires: Cloud Breath, Glob-Breath
Cost: 60,000,000 Gold, 2 Weeks

Cloud Breath- (Technique Ability, Other: Dragon Lord) Possessor may use 'Cloud Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15'
Requires: Line Breath, Cone Breath, Wide Exhalation
Cost: 5,000,000 Gold, 2 Weeks

Coiling Wurm- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains 20% Dodge
Requires: Dragon Traits
Cost: 200,000 Gold, 2 Weeks

Coinsense- (Passive Ability, Other: Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Requires: Wyrm's Rest, Diviner
Cost: 5,000,000 Gold, 3 Weeks

Colored-Scale-Body- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Requires: Dragon-Scale Hide, Dragon's Breath
Cost: 2,000,000 Gold, 2 Weeks

Colossal Dragon- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Requires: Gargantuan Dragon
Cost: 6,000,000 Gold, 2 Weeks

Cone Breath- (Technique Ability, Other: Dragon Lord) Possessor may use 'Cone Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in the front row and 15 individuals in the back row'
Requires: Dragon's Breath
Cost: 5,000,000 Gold, 2 Weeks

Confusing Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' actions gain '80% may inflict Confusion'
Requires: Dragon's Breath, Fairy Dragon, Elemental Breath: Magic
Cost: 1,000,000 Gold, 2 Weeks

Confusing Roar- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Roar' actions may gain '30% inflicts Confusion'
Requires: Dragon's Roar, Fairy Dragon
Cost: 2,000,000 Gold, 3 Weeks

Constrict- (Technique Ability, Other: Dragon Lord) Possessor may use 'Constrict' in conjuction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '60% inflicts Paralyzed'
Requires: Coiling Wurm, Tail Sweep
Cost: 2,000,000 Gold, 2 Weeks

Consume- (Active Ability, Other: Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 66,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, Absorbs HP if dealing a killing blow, is solely Physical element, and costs 0 MP
Not for Sale

Contempt Towards Non-Dragons- (Passive Ability, Other: Dragon Lord) Possessor may not equip non-Dragon pets or summons, possessor gains -5,000 to all stats if possessor possesses any non-Dragon allies
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Couatl's Wisdom- (Passive Ability, Other: Dragon Lord) Possessor gains +12,000 MIN if possessor is a Dragon or an Aerial
Requires: Feathered Dragon, Draconic Wisdom, Level 20
Cost: 120,000,000 Gold, 2 Weeks

♢Crossplanar Draconic Immanence- (Passive Ability, Dragon Lord) Possessor's Dragon summons who are in different battlespaces may, should possessor choose such, obtain benefits from constantly applied effects originating from possessor as though they were in the same battlespace as possessor
Not for Sale

Crystal Shard Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 50,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 40% chance of inflicting Wounded and/or Wounded: Bleeding
Requires: Elemental Breath: Earth, Mountain King
Cost: 40,000,000 Gold, 2 Weeks

Dazzling Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' actions gain '80% may inflict Impaired: Blind'
Requires: Dragon's Breath, Fairy Dragon, Elemental Breath: Light
Cost: 1,000,000 Gold, 2 Weeks

Deep Inhalation- (Passive Ability, Other: Dragon Lord) Possessor may spend an action that causes possessor's next 'Dragon's Breath' action to deal double Damage, to a max of 2,000,000 additional Damage, with this effect not stacking
Requires: Dragon's Breath, Level 20
Cost: 15,000,000 Gold, 2 Weeks

Defensive Dragon Training I- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain +50 Defense
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Dragon Training II- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain +250 Defense
Requires: Defensive Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Deflective Scales- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor obtains +1,000 Defense, +2% Resilience, and +2% Dodge
Requires: Dragon-Scale Hide
Cost: 3,000,000 Gold, 1 Week

Destruction Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 20,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Destruction element Damage
Requires: Dragon's Breath, Basic Destruction Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Devour- (Active Ability, Other: Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Requires: Dragon Traits or Beastmaster or Level 20
Cost: 2,000,000 Gold, 6 Weeks

Diamondshear Teeth- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 60% Critical
Requires: Hypersharp Teeth, Mountain King, Level 20
Cost: 7,000,000 Gold, 2 Weeks

Directed Roar- (Passive Ability, Other: Dragon Lord) If possessor's 'Dragon's Roar' actions are targetting a single target, their chances of inflicting minor status effects are increased by 10%
Requires: Dragon's Roar, Bard
Cost: 2,000,000 Gold, 2 Weeks

Draconic Age Effect: Spellpower Boost- (Passive Ability, Other: Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)
Requires: Draconic Age Effect: Wisdom Boost
Cost: 3,000,000 Gold, 2 Weeks

Draconic Age Effect: Strength Boost- (Passive Ability, Other: Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)
Requires: Draconic Aging, Dragon Claws
Cost: 3,000,000 Gold, 2 Weeks

Draconic Age Effect: Wisdom Boost- (Passive Ability, Other: Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)
Requires: Draconic Aging, Draconic Wisdom
Cost: 3,000,000 Gold, 2 Weeks

Draconic Aging- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Draconic Camouflage- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon and Terrain or Phantom Terrain is present, possessor gains 20% Dodge
Requires: Dragon-Scale Hide, Hide in Shadows, Basic Geomancy Attunement, Basic Archery Attunement
Cost: 2,000,000 Gold, 2 Weeks

Draconic Fear Aura- (Stance Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains a 30% chance of inflicting Confusion: Fear on up to 30 opponents at the start of each round
Requires: Dragon's Roar
Cost: 2,000,000 Gold, 3 Weeks

Draconic Greed- (Passive Ability, Other: Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Draconic Magics- (Active Ability, Other: Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 43,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Dragon Magic items, inflicts Manablasted and up to 1 selected minor status effect, possesses '1 hit against 5', is solely Magic element, and costs 200,000 MP
Not for Sale

Draconic Scholar- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor and possessor's Dragon allies gain +200 MIN for each different spell possessor has equipped, to a max of (Possessor's Level)x20 spells
Not for Sale

Draconic Value-Assessment- (Active Ability, Other: Dragon Lord) Possessor may spend an action to scan the amount of Gold target possesses or would drop
Requires: Coinsense, Wyrm's Rest, Merchant, Basic Divination Attunement, Basic Wealth Attunement
Cost: 5,000,000 Gold, 2 Weeks

Draconic Weather Control- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may, as part of a 'Cast a Spell' or 'Magical Attack' action, create a Zone of any base element
Requires: Dragon Traits, Geomancer
Cost: 30,000,000 Gold, 3 Weeks

Draconic Wings- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Draconic Wisdom- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Requires: Dragon Traits
Cost: 5,000,000 Gold, 2 Weeks

Dragon Calling I- (Passive Ability, Other: Dragon Lord) Possessor's Dragon summons gain +20 to all stats
Requires: Dragon Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Dragon Calling II- (Passive Ability, Other: Dragon Lord) Possessor's Dragon summons gain +200 HP
Requires: Dragon Calling I
Cost: 40,000 Gold, 2 Weeks

Dragon Calling III- (Passive Ability, Other: Dragon Lord) Possessor's Dragon summons gain +500 MP
Requires: Dragon Calling II
Cost: 40,000 Gold, 2 Weeks

Dragon Calling IV- (Passive Ability, Other: Dragon Lord) Possessor's Dragon summons gain +2,000 HP and +4,000 MP
Requires: Dragon Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Dragon Calling V- (Passive Ability, Other: Dragon Lord) Possessor's Dragon summons may not be unsummoned by sources below Level 5
Requires: Dragon Calling IV, Dragon Training II, Summoner, Dragon Lord
Cost: 200,000 Gold, 2 Weeks

Dragon Claws- (Passive Ability, Other: Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Requires: Dragon Traits, Basic Unarmed Technique Attunement
Cost: 1,000,000 Gold, 2 Weeks

Dragon Essence- (Passive Ability, Other: Dragon Lord)) If possessor is a Dragon, possessor may choose to count as being in the 'Form of Dragon' stance when not in said stance
Requires: Form of Dragon, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Dragon Fangs- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Dragon Fury- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, possessor's Damage-dealing actions deal 10,000 additional Damage, and possessor gains a 1% chance per round of gaining an additional action
Requires: Dragon Wrath, Warrior, Ravager, Level 20
Cost: 15,000,000 Gold, 2 Weeks

Dragon Lord- (Passive Ability, Other: Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Requires: Apprentice Dragon Lord Knowledge, 10 other Dragon Lord abilities
Cost: 625,000 Gold, 4 Weeks

Dragon Loyalty Training- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain 40% Charm Resistance
Requires: Basic Dragon Loyalty Training, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Dragon's Blood- (Passive Ability, Other: Dragon Lord) Possessor gains +200 HP, When possessor uses a Defend action, possessor deals 5 Fire element damage to any opponent who conducts an attack that targets possessor while possessor is in possession of a buff created by said Defend action as a non-stacking effect
Not for sale

Dragon's Breath- (Active Ability, Other: Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Dragon's Pride- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +1,000 to all stats and -20% Dodge against non-Dragons
Requires: Dragon Traits
Cost: 2,000,000 Gold, 2 Weeks

Dragon's Roar- (Active Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Requires: Dragon Traits
Cost: 200,000 Gold, 2 Weeks

Dragon-Scale Hide- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Dragon Tamer- (Passive Ability, Other: Dragon Lord) Possessor's Charm infliction chances are increased by 15% against Dragons
Not for Sale

Dragon Training I- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain +20 to all stats
Requires: Basic Dragon Lord Knowledge
Cost: 60,000 Gold, 2 Weeks

Dragon Training II- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain +100 to all stats
Requires: Dragon Training I
Cost: 100,000 Gold, 2 Weeks

Legacy Dragon Traits- (Passive Ability, Other: Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Not For Sale

Dragon Traits- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 2,000,000 Gold, 40 Weeks

Dragon Wrath- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, and possessor's Damage-dealing actions deal 5,000 additional Damage
Requires: Dragon Traits, Basic Combat Arts Attunement
Cost: 2,000,000 Gold, 2 Weeks

Egg-Guardian- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's Dragon summons gain +2,000 Defense as a non-stacking buff for the first 5 rounds after they are summoned
Requires: Lay Dragon Eggs, Guardian
Cost: 5,000,000 Gold, 2 Weeks

Elemental Breath: Acid- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Air- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Air element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Darkness- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Darkness element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Earth- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Earth element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Electrical- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Electrical element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Energy- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Energy element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Fire- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Fire element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Hope- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Hope element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Ice- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Ice element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Light- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Light element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Magic (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Magic element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Physical- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Physcial element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Psychic- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Psychic element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Technology- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Technology element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Elemental Breath: Water- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Water element Damage
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Enormous Dragon- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Dragon
Cost: 3,000,000 Gold, 2 Weeks

Esoteric Breath Weapon: Coins- (Passive Ability, Other: Dragon Lord) Possessor gains +500 Ranged Attack, Possessor's 'Ranged Attack' actions may gain the element Wealth, Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' action to gain the element Wealth and/or to deal Gold Healing
Requires: Draconic Value-Assessment
Cost: 200,000,000 Gold, 2 Weeks

Esoteric Breath Weapon: Data- (Passive Ability, Other: Dragon Lord) Possessor gains +500 Ranged Attack, Possessor's 'Ranged Attack' actions may gain the element Technology, Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' action to gain the element Technology, to gain '100% inflicts Diseased: Computer Virus', to deal HP Healing or MP Healing to Coded Beings, and/or to gain +40% Critical against Coded Beings
Requires: Elemental Breath: Technology, Coded Being Traits
Cost: 40,000,000 Gold, 2 Weeks

Esoteric Breath Weapon: Molten Taffy- (Passive Ability, Other: Dragon Lord) Possessor gains +7,500 Ranged Attack, Possessor's 'Ranged Attack' and 'Ranged Overdrive' actions may gain both a 50% chance of inflicting Burning: Igneous and a 100% chance of inflicting Paralysis: Sticky, Possessor's 'Ranged Attack' actions may gain the elements Fire & Candy, Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 75,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' action to gain the elements Fire & Candy and/or to gain a 100% chance of inflicting Burning: Igneous and/or a 200% chance of inflicting Paralysis: Sticky
Not for Sale

Essence Algorithm: Night Dragon- (Passive Ability, Other: Dragon Lord) At the beginning of a thread, possessor may choose to become the subtype Dragon and gains the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Night Dragon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Not for Sale

Expert Dragon Lord Knowledge- (Passive Ability, Other: Dragon Lord) Possessor's Dragon summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Dragon pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Dragon
Requires: Dragon Lord, 100 other Dragon Lord Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fairy Dragon- (Passive Ability, Other: Dragon Lord) Possessor, if a Dragon, may choose at the beginning of a thread to gain the subtype Fae, Possessor, if a Fae, may choose at the beginning of a thread to gain the subtype Dragon, Possessor if a Dragon and a Fae, gains 40% Dodge
Requires: Formshift: Dragon, Formshift: Fae, Counselor of Faerie
Cost: 3,000,000 Gold, 2 Weeks

Feathered Dragon- (Passive Ability, Other: Dragon Lord) Possessor, if an Aerial, may choose at the beginning of a thread to gain the subtype Dragon, Possessor, if an Dragon, may choose at the beginning of a thread to gain the subtype Aerial, Possessor if an Aerial and a Dragon, gains +100 to all stats
Requires: Formshift: Aerial, Formshift: Dragon
Cost: 200,000 Gold, 2 Weeks

Flawless Scale Coat- (Passive Ability, Other: Dragon Lord) Possessor's 'Single-Scale Weak Point' ability loses its text
Requires: Single-Scale Weak Point
Cost: 5,000,000 Gold, 2 Weeks

Forestback Dragon- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +50,000 HP, and possessor's presence counts as a Terrain of Forest being present
Requires: Colossal Dragon, Geomancer, Landsense, Attuned to Terrain: Forest, (Basic Wood Synchronization OR Botanist), Level 40
Cost: 50,000,000 Gold, 2 Weeks

Form of Dragon- (Stance Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +2,000 to all stats
Requires: Dragon Traits
Cost: 2,000,000 Gold, 2 Weeks

Form of Hydra- (Stance Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +5,000 STR, gains +5,000 CON, and regenerates 50,000 HP at the start of each round
Not for Sale

Form of Serpent-Drake- (Stance Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +200 AGI, +200 STR, +2% Dodge, and +2% To Hit
Requires: Dragon Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Dragon- (Stance Ability, Other: Dragon Lord) Possessor's subtype becomes Dragon
Requires: Dragon Traits
Cost: 500,000 Gold, 4 Weeks

Furnace Belly- (Passive Ability, Other: Dragon Lord) If possessor is Dragon, possessor may deal 50,000 Flat Fire element Damage to each individual possessor is considered to have eaten at the start of each round, with said effect being able to target individuls that possessor has eatern who are considered Vanished by the same effect that causes them to count as possessor having eaten them
Requires: Elemental Breath: Fire, Devour, Blazing Sultan
Cost: 3,000,000 Gold, 2 Weeks

Furnace-Stoked Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 50,000 points if it is not the first round of battle and possessor has not performed a 'Dragon's Breath' action within the last 5 rounds
Requires: Elemental Breath: Fire, 10 Base CON
Cost: 5,000,000 Gold, 2 Weeks

Gargantuan Dragon- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Dragon
Cost: 5,000,000 Gold, 2 Weeks

Ghost-Slapping Tail Strike- (Technique Ability, Other: Dragon Lord) Possessor may use 'Ghost-Slapping Tail Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is a Dragon. Said action ignores Dodge bonuses granted by Constant Effects named 'Incorporeal', moves its target to the back row if its target possesses a lower CON than its user's STR, and gains a 60% chance of inflicting Fatigued: Stun on Undead.
Not for Sale

Glacierback Dragon- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +50,000 HP, and possessor's presence counts as a Terrain of Glacier being present
Requires: Colossal Dragon, Geomancer, Landsense, Attuned to Terrain: Forest, Snow Queen, Ocean Prince, Level 40
Cost: 50,000,000 Gold, 2 Weeks

Glob-Breath- (Technique Ability, Other: Dragon Lord) Possessor may use 'Glob-Breath' in conjunction with a 'Dragon's Breath' action. Said action repeats at the start of each round (so long as none of possessor's other actions have repeated on said round) against each target that does not spend an action to cancel said repetition targeting it.
Requires: Dragon's Breath, Level 40
Cost: 20,000,000 Gold, 2 Weeks

Greater Meltdown Breath- (Passive Ability, Other: Dragon Lord) If possessor is Level 40 or greater, possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 100,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to inflict a debuff that stacks 5 times that provies its possesssor with -100,000 MP and -1,000 CON at the start of each round that stacks 200 times
Requires: Meltdown Breath, Heir of Dust, Theromonuclear Disciple, Destruction Breath, Atomic Breath
Cost: 100,000,000 Gold, 2 Weeks

Heart of the True Dragons- (Passive Ability, Other: Dragon Lord) Possessor may equip Dragon pets as Transformations
Not for Sale

Hoardmaster- (Passive Ability, Other: Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Requires: Draconic Greed
Cost: 10,000,000 Gold, 2 Weeks

Horned Dragon- (Passive Ability, Other: Dragon Lord) Possessor gains +200 Melee Attack if possessor is a Dragon
Requires: Dragon Traits
Cost: 200,000 Gold, 1 Week

Huge Dragon- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Dragon
Cost: 2,000,000 Gold, 2 Weeks

Hungering Dragon's Maw- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain 'Deals HP Drain' against Humans, Humanoids, Animals, Aerials, Aquatics, Cthonians, Monsters, and Dragons
Requires: Dragon Fangs
Cost: 5,000,000 Gold, 2 Weeks

Hydra Heads- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain '12 hits against 1' and deal 1/3 Damage against targets that are not more than 19 Levels greater than possessor or that are willing
Requires: Twinhead Dragon Form, Hydra Regeneration, Level 40
Cost: 12,000,000 Gold, 2 Weeks

Hydra Regeneration- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor regenerates 200,000 HP per round
Requires: Dragon Traits, Level 40
Cost: 3,000,000 Gold, 2 Weeks

Hypersharp Teeth- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 40% Critical
Requires: Draconic Fangs
Cost: 5,000,000 Gold, 2 Weeks

Impenetrable Dragon Scales- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor is Immune to individuals below Level 20 and gains +200,000 HP as a non-stacking bonus
Requires: Flawless Scale Coat, Level 20
Cost: 40,000,000 Gold, 2 Weeks

Imperial Dragon- (Passive Ability, Other: Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Requires: Dragon Traits
Cost: 50,000,000 Gold, 2 Weeks

Imperial Dragon's Whiskers- (Passive Ability, Other: Dragon Lord) Possessor gains +5,000 MP and +50,000 MP as a non-stacking bonus while possessor is a Dragon
Requires: Draconic Age Effect: Wisdom Boost, Imperial Dragon
Cost: 5,000,000 Gold, 2 Weeks

Improved Spined Dragon-Body- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +300 Melee Attack and may choose to deal 30,000 Flat Physical element damage to any individual who conducts an offensive action that targets possessor at the end of said action
Requires: Spined Dragon-Body
Cost: 5,000,000 Gold, 2 Weeks

Inferno Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 60% chance of inflicting Burning
Requires: Elemental Breath: Ice, Blazing Sultan, Dragon Lord
Cost: 5,000,000 Gold, 2 Weeks

Large Dragon- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Lay Dragon Eggs- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may, once per round, as an effect that is suspended for 6 rounds, choose to summon a Dragon from the Enemy List that is 20 or more Levels below possessor and is below Level 60
Requires: Dragon Traits, Summoner
Cost: 4,000,000 Gold, 2 Weeks

Lay Dragon Eggs (2)- (Passive Ability, Other: Dragon Lord) Possessor's 'Lay Eggs' ability may summon Dragons
Not for Sale

Lightning Whiskers- (Passive Ability, Other: Dragon Lord) Possessor gains +50,000 Magical Attack if possessor is a Dragon, If possessor is a Dragon may choose to deal 500,000 Flat Electrical element damage to any individual who conducts an offensive action that targets possessor at the end of said action
Requires: Imperial Dragon's Whiskers, Thunder Czar, Level 40
Cost: 50,000,000 Gold, 2 Weeks

Line Breath- (Technique Ability, Other: Dragon Lord) Possessor may use 'Line Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in each of 2 rows' and said action deals full Damage to individuals below Level 80 in the back row
Requires: Dragon's Breath
Cost: 5,000,000 Gold, 2 Weeks

Little Dragon- (Passive Ability, Other: Dragon Lord) If possessor is an Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Dragon
Cost: 2,000,000 Gold, 2 Weeks

Lord of a Solitary Domain- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Requires: Dragon Traits, Level 40
Cost: 30,000,000 Gold, 4 Weeks

Loud Dragon Roar- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Roar' actions may target 30 individuals
Requires: Dragon's Roar, Bard
Cost: 2,000,000 Gold, 2 Weeks

Magma Breath- (Passive Ability, Other: Dragon Lord) Possessor gains +10,000 Ranged Attack, Possessor's Ranged Attack actions gain 35% inflicts Burning, 15% inflicts Entombed, and 5% inflicts Burning: Igneous
Requires: Elemental Breath: Fire, Elemental Breath: Earth, Level 40
Cost: 50,000,000 Gold, 4 Weeks

Mass Dispell- (Active Ability, Other: Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to remove up to 30 selected buffs, debuffs, or summons (as an unsummoning effect), with said action being unable to effect targets that are over Level 80 or effects that come from sources above Level 80, with said action being Magic element and costing 200,000 MP
Not for Sale

Massive Dragon- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Dragon
Cost: 4,000,000 Gold, 2 Weeks

Master Dragon Lord Knowledge- (Passive Ability, Other: Dragon Lord) Possessor gains control of the Dragon summons of lower Level individuals, provided both said Dragons and said individuals are non-unique and below Level 99, Possessor gains control of the non-unique Dragon summons of individuals below Level 80 that are lower Level than possessor provided said Dragon summons are lower Level than possessor, Possessor controls the actions of Dragons below Level 80 that are 10 or more Levels below possessor's Level that are non-unique, Possessor's unmodified stats increase by 2,500 points if possessor is an Dragon
Requires: Expert Dragon Lord Knowledge, 250 other Dragon Lord Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

♢Master of the Great Wyrms- (Passive Ability, Dragon Lord) Possessor's Dragon summons, at the time of their summoning, obtain a non-stacking buff that provides +(500 * Possessor's Level) to all stats
Not for Sale

Meltdown Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to inflict a debuff that stacks 5 times that provies its possesssor with -50,000 MP and -100 CON at the start of each round that stacks 200 times
Requires: Elemental Breath: Fire, Elemental Breath: Energy, Elemental Breath: Technology, Countess of Power, Blazing Sultan, Heir to the Future
Cost: 5,000,000 Gold, 2 Weeks

♢Mind-Nexus of Draconic Ferocity- (Passive Ability, Dragon Lord) Possessor may, for purposes of an attack, choose to use both the To Hit and Critical value of any one Dragon that is not both higher Level and an opponent
Not for Sale

Mirrored Scales- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, Physical or Light element Damage that comes from attacks or actions that possessor has reflected is increased by 60,000 points as a non-stacking effect
Requires: Deflective Scales, Reflect Physical, Reflect Light
Cost: 3,000,000 Gold, 2 Weeks

Miser's Eyes- (Passive Ability, Other: Dragon Lord) Possessor gains +80% To Hit against individuals below Level 80 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread, and possessor may choose to not be able to miss said individuals if said individuals are below Level 40
Requires: Coinsense, Coinlord, Level 40
Cost: 50,000,000 Gold, 2 Weeks

Mountainback Dragon- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +50,000 HP, and possessor's presence counts as a Terrain of Mountains being present
Requires: Colossal Dragon, Geomancer, Landsense, Attuned to Terrain: Forest, Mountain King, Level 40
Cost: 50,000,000 Gold, 2 Weeks

Night Dragon's Glory- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor is immune to individuals below Level 20, and possessor takes half damage from sources below Level 40
Not for Sale

Night Dragon's Large Size- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor may choose to count as 5 individuals in the front row while in the front row, and possessor gains +1,800,000 HP
Not for Sale

Night Dragon Resistances- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor gains 50% Darkness Resistance, 40% Ice REsistance, 35% Air REsistance, Voidstruck Immunity, 50% Minor Status Effect Resistance, 27% Moderate Status Effect Resistance, and 7% Major Status Effect Resistance
Not for Sale

Night Dragon's Shadow-Striking- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor gains +45% To Hit
Not for Sale

Night Dragon's Swift Healing- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor regenerates 100,000 HP per round
Not for Sale

Offensive Dragon Training I- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 50 points
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Dragon Training II- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

♢Overcharge Breath Weapon- (Passive Ability, Other: Dragon Lord) Whenever possessor would perform a 'Dragon's Breath' action, possessor may tally together the total post-Defense Damage it would deal to all of its targets it it had occurred (not including Damage added to it via this ability), bank that value into this ability (stacking up to 200 times), and skip the action, counting as having not used it for purposes of when the next Dragon's Breath action could be used; this banked Damage is cannot be retained across different battles
Not for Sale

Polar Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 100,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 40% chance of inflicting Frozen: Cubed
Requires: Blizzard Breath, Level 40
Cost: 50,000,000 Gold, 2 Weeks

Radiant Tokamak-Heart- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' actions have the Flat Damage they deal increased by 250,000 points, have their Burning and Overload infliction chances (not counting sub-status effects) increased by 30%, and may gain a 75% chance of inflicting Poison: Irradiated
Requires: Furnace Belly, Waveform Breath, Thermonuclear Disciple, Level 40
Cost: 200,000,000 Gold, 2 Weeks

Reinforced Dragonhide- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
Requires: Dragon-Scale Hide, Dragon Lord
Cost: 5,000,000 Gold, 2 Weeks

See Through All Dragons' Eyes- (Passive Ability, Other: Dragon Lord) Possessor may choose to have successfully scanned the stats of any individual an equal or lower Level Dragon below Level 100 scanned the stats of (including in other battlespaces within the same battle)
Not for Sale

Shadow Buffet- (Technique Ability, Other: Dragon Lord) Possessor's 'Wing Buffet' technique may make actions it is used in solely Darkness element
Requires: Wing Buffet, Ebon Chancellor
Cost: 2,000,000 Gold, 2 Weeks

Shifting Scale Colors- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may, at the start of any round, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Requires: Draconic Camouflage, Colored-Scale-Body
Cost: 2,000,000 Gold, 2 Weeks

Single-Scale Weak Point- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor obtains -30% Resilience
Requires: Dragon-Scale Hide
Cost: 1,000,000 Gold, 1 Week

Small Dragon- (Passive Ability, Other: Dragon Lord) If possessor is an Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Small-Yet-Mighty Dragon- (Passive Ability, Other: Dragon Lord) Possessor's 'Small Dragon', 'Little Dragon' and 'Tiny Dragon' abilites do not give possessor an Strength or Constitution penalty
Requires: Tiny Dragon, 5 Base CON, 5 Base STR
Cost: 2,500,000 Gold, 2 Weeks

Sonic Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Sonic element Damage
Requires: Dragon's Breath, Basic Sonic Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Spawn Half-Dragon Animals- (Passive Ability, Other: Dragon Lord) Possessor may choose for possessor's non-unique Animal summons to gain the subtype Dragon
Requires: Dragon, Summoner, Transmuter, Beastmaster
Cost: 2,000,000 Gold, 2 Weeks

Spawn Half-Dragon Humanoid- (Passive Ability, Other: Dragon Lord) Possessor may choose for possessor's non-unique Humanoid summons to gain the subtype Dragon, Possessor may choose for possessor's non-unique Human summons to have their subtype changed to Humanoid & Dragon
Requires: Dragon, Summoner, Transmuter, Warlord, General
Cost: 5,000,000 Gold, 2 Weeks

Spawn Half-Dragon Monsters- (Passive Ability, Other: Dragon Lord) Possessor may choose for possessor's non-unique Monster summons to gain the subtype Dragon
Requires: Dragon, Summoner, Transmuter, Master of Monsters
Cost: 2,000,000 Gold, 2 Weeks

Speed-Focused Dragon Training I- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Dragon Training II- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Spined Dragon-Body- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor deals 15,000 Flat Physical element Damage to each individual who conducts an offensive action that targets possessor at the end of each such action
Requires: Dragon Traits
Cost: 2,000,000 Gold, 2 Weeks

Strafing Breath- (Technique Ability, Other: Dragon Lord) Possessor may use 'Strafing Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the same row' and said action deals full Damage to individuals below Level 60 in the back row
Requires: Cloud Breath, Draconic Wings
Cost: 5,000,000 Gold, 2 Weeks

Stifle Light- (Active Ability, Other: Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to remove all Zones of Light from battle, to causes all Light element individuals in battle to obtain -1,000 to all stats, and to cause all individuals in battle to have all of their Light element spells and abilities to cost 25,000 extra MP, with said debuffs stacking 5 times each, with said action being Darkness element and costing 200,000 MP
Not for Sale

Stunning Roar- (Passive Ability, Other: Dragon Lord) Possessor's Dragon's Roar actions may gain a 30% chance of inflicting Fatigued: Stun
Requires: Dragon's Roar
Cost: 2,000,000 Gold, 2 Weeks

Superior Dragon Loyalty Training- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain 80% Charm Resistance
Requires: Advanced Dragon Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Supreme Ruler of Dragonkind- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon controls the decisions of all lower Level Dragons below Level 99
Not for Sale

Sweet Powdered-Candy-Gas Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain 'Heals' and apply a buff that stacks 3 times that provides +300 to all stats and causes its possessor to regenerate 3,000 HP and MP at the start of each round
Not for Sale

Sword Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 20,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions count as including a Sword weapon
Requires: Dragon's Breath, Kinetic Emperor, Swordsman, Kensei, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Swift Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability loses the text 'and possessor has not used this ability within the last four rounds'
Requires: Dragon's Breath
Cost: 1,000,000 Gold, 2 Weeks

Sword-Deflecting Scales- (Passive Ability, Other: Dragon Lord) Possessor gains 30% Sword Resistance
Requires: Reinforced Dragonhide, Deflective Scales
Cost: 15,000,000 Gold, 2 Weeks

Tail Slam Shockwave- (Technique Ability, Other: Dragon Lord) Possessor's actions that include the 'Tail Sweep' technique may deal 60,000 Flat Physical or Earth or Physical & Earth element Damage to up to 60 targets (who need not be targets of other parts of said action)
Requires: Tail Sweep, Improved Weaponization of Earth, Improved Weaponization of Physical
Cost: 2,000,000 Gold, 2 Weeks

Tail Sweep- (Technique Ability, Other: Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Requires: Dragon Traits
Cost: 5,000,000 Gold, 2 Weeks

Thrash- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, whenever a minor or moderate negative status effect that is not Charm prevents possessor from taking an action, possessor may choose to deal 100,000 Flat Damage of any base element to any one target, to a max of 10 times per round
Requires: Dragon Fury
Cost: 3,000,000 Gold, 2 Weeks

Tiny Dragon- (Passive Ability, Other: Dragon Lord) If possessor is an Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Dragon
Cost: 3,000,000 Gold, 2 Weeks

Twinhead Dragon Form- (Stance Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains a 5% chance of gaining an additional action per round
Requires: Form of Dragon, Level 40
Cost: 12,000,000 Gold, 4 Weeks

¬Utility Breath: CPR- (Dragon Lord, Active Ability) Possessor, if an Air-element Dragon, may spend an action to resurrect a target brought to exactly 0 HP by an individual under level 60 dealing Water-Element Damage
Not for Sale

Village-Razing Art- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor deals double Damage to Large Structures below Level 60 as an effect that does not stack with other effects that specifically multiply Damage against Large Structures
Requires: Strafing Breath
Cost: 5,000,000 Gold, 2 Weeks

Vulture Dragon- (Passive Ability, Dragon) If possessor is a Dragon, possessor may regenerate 20,000 HP whenever a Human, Humanoid, Aerial, Animal, or Aquatic is killed in the same battle as possessor, to a max of 20 times per round; If possessor is a Dragon, possessor's 'Melee Attack' actions may deal HP Drain
Requires: Draconic Wings, Skykeeper, Aerial Traits, Devour, Level 20
Cost: 5,000,000 Gold, 3 Weeks

Waveform Breath- (Technique Ability, Other: Dragon Lord) Possessor may use 'Waveform Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 5,000', deals full Damage to individuals below Level 80 who are in the back row, and pierces all Defense of individuals below Level 60
Requires: Cloud Breath, Theoretical Mage-Scientist, Level 40
Cost: 15,000,000 Gold, 2 Weeks

Wide Exhalation- (Technique Ability, Other: Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the front row'
Requires: Dragon's Breath
Cost: 5,000,000 Gold, 2 Weeks

Will Not Submit to Non-Dragons- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains Charm Immunity against non-Dragons
Requires: Contempt Towards Non-Dragons
Cost: 1,000,000 Gold, 2 Weeks

Wing Buffet- (Technique Ability, Other: Dragon Lord) Possessor may use 'Wing Buffet' in conjunction with a 'Ranged Attack' action. Said action gains '1 hit against 5' and deals 1/2 Damage
Requires: Draconic Wings
Cost: 2,000,000 Gold, 2 Weeks

Wingless Dragonflight- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, and possessor may choose at the beginning of a round to use MIN as possessor's row-order-determining stat for the round
Requires: Dragon Lord, Wind Duke, Arcane Vizier
Cost: 5,000,000 Gold, 2 Weeks

Wyrm's Rest- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
Requires: Dragon Lord, Hoardmaster
Cost: 10,000,000 Gold, 2 Weeks

Wyvern Stinger- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Requires: Dragon Traits, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Wyvern Venom- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains '120% may inflict Poison' and 'instances of Poison with possessor as a source may not be cured by or auto-recovered-from by individuals below Level 20'
Requires: Wyvern Stinger, Assassin
Cost: 15,000,000 Gold, 2 Weeks


~Other: Drifter Within Fantasy (Fantasmic)~

Advanced Fantasmic Loyalty Instruction- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons gain 60% Charm Resistance
Requires: Fantasmic Loyalty Instruction, Drifter Within Fantasy
Cost: 200,000 Gold, 2 Weeks

Basic Drifter Within Fantasy Knowledge- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Champion of the Upper Realms, Transmuter, Wizard, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Fantasmic Loyalty Instruction- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons gain 20% Charm Resistance
Requires: Fantasmic Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Fantasmic Instruction I- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons gain +50 Defense
Requires: Fantasmic Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Fantasmic Instruction II- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons gain +250 Defense
Requires: Defensive Fantasmic Instruction I, Apprentice Drifter Within Fantasy Knowledge
Cost: 100,000 Gold, 2 Weeks

Fantasmic Calling I- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic summons gain +20 to all stats
Requires: Fantasmic Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Fantasmic Calling II- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic summons gain +200 HP
Requires: Fantasmic Calling I
Cost: 40,000 Gold, 2 Weeks

Fantasmic Calling III- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic summons gain +500 MP
Requires: Fantasmic Calling II
Cost: 40,000 Gold, 2 Weeks

Fantasmic Calling IV- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic summons gain +2,000 HP and +4,000 MP
Requires: Fantasmic Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Fantasmic Calling V- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic summons may not be unsummoned by sources below Level 5
Requires: Fantasmic Calling IV, Fantasmic Instruction II, Summoner, Drifter Within Fantasy
Cost: 200,000 Gold, 2 Weeks

Fantasmic Instruction I- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons gain +20 to all stats
Requires: Basic Drifter Within Fantasy Knowledge
Cost: 60,000 Gold, 2 Weeks

Fantasmic Instruction II- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons gain +100 to all stats
Requires: Fantasmic Instruction I
Cost: 100,000 Gold, 2 Weeks

Fantasmic Loyalty Instruction- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons gain 40% Charm Resistance
Requires: Basic Fantasmic Loyalty Instruction, Apprentice Drifter Within Fantasy Knowledge
Cost: 100,000 Gold, 2 Weeks

Joy-Chanter's Chorus Leader Stance- (Stance Ability, Drifter Within Fantasy) At the start of each round, possessor's Fantasmic allies each regenerate (the total number of minor positive status effects, including duplicates, possessed by allies of possessor (including possessor) * 1,000) HP
Not for Sale

Offensive Fantasmic Instruction I- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons have the Damage values of their abilities increased by 50 points
Requires: Fantasmic Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Fantasmic Instruction II- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Fantasmic Instruction I, Apprentice Drifter Within Fantasy Knowledge
Cost: 100,000 Gold, 2 Weeks

Prone to Becoming Imaginary While Underwater- (Passive Ability, Other: Drifter Within Fantasy) Possessor gains +50% Dodge while in a Zone of Water, Possessor has a 2% chance of being afflicted with an instance of Vanished that lasts 20 rounds at the start of each round while in a Zone of Water
Not for Sale

Speed-Focused Fantasmic Instruction I- (Passive Ability, Other: Drifter Within Fantasy ) Possessor's Fantasmic pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Fantasmic Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Fantasmic Instruction II- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Fantasmic Instruction I, Apprentice Drifter Within Fantasy Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Fantasmic Loyalty Instruction- (Passive Ability, Other: Drifter Within Fantasy) Possessor's Fantasmic pets and summons gain 80% Charm Resistance
Requires: Advanced Fantasmic Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Empty Vessel (Hollow-Soul)~

Advanced Hollow-Soul Loyalty Programming- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons gain 60% Charm Resistance
Requires: Hollow-Soul Loyalty Programming, Empty Vessel
Cost: 200,000 Gold, 2 Weeks

Basic Hollow-Soul Loyalty Programming- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons gain 20% Charm Resistance
Requires: Hollow-Soul Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Hollow-Soul Programming I- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons gain +50 Defense
Requires: Hollow-Soul Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Hollow-Soul Programming II- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons gain +250 Defense
Requires: Defensive Hollow-Soul Programming I, Apprentice Empty Vessel Knowledge
Cost: 100,000 Gold, 2 Weeks

Empty Idol- (Passive Ability, Other: Empty Vessel) Possessor, if an Golem, may choose at the beginning of a thread to gain the subtype Hollow Soul, Possessor, if a Hollow-Soul, may choose at the beginning of a thread to gain the subtype Golem, Possessor if a Golem and an Hollow-Soul, gains +100 to all stats
Requires: Formshift: Golem, Formshift: Hollow-Soul
Cost: 200,000 Gold, 2 Weeks

Hollow-Soul Calling I- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul summons gain +20 to all stats
Requires: Hollow-Soul Programming I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Hollow-Soul Calling II- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul summons gain +200 HP
Requires: Hollow-Soul Calling I
Cost: 40,000 Gold, 2 Weeks

Hollow-Soul Calling III- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul summons gain +500 MP
Requires: Hollow-Soul Calling II
Cost: 40,000 Gold, 2 Weeks

Hollow-Soul Calling IV- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul summons gain +2,000 HP and +4,000 MP
Requires: Hollow-Soul Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Hollow-Soul Calling V- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul summons may not be unsummoned by sources below Level 5
Requires: Hollow-Soul Calling IV, Hollow-Soul Programming II, Summoner, Empty Vessel
Cost: 200,000 Gold, 2 Weeks

Hollow-Soul Traits- (Passive Ability, Other: Empty Vessel) Possessor gains Hexed Immunity, Disease Immunity, Fatigued Immunity, Pain Immunity, Confusion Immunity, and Charm Immunity so long as possessor is a Hollow-Soul. Possessor, while a Hollow-Soul dies when possessor reaches 0 MP instead of 0 HP. If possessor has been a Hollow-Soul at any point in the thread, whenever possessor's HP is 0 or less, instances of HP Damage that are dealt to possessor may (should their sources choose to do such) be converted into instances of MP Damage of amounts equal to half their prior value.

Hollow-Soul Loyalty Programming- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons gain 40% Charm Resistance
Requires: Basic Hollow-Soul Loyalty Programming, Apprentice Empty Vessel Knowledge
Cost: 100,000 Gold, 2 Weeks

Hollow-Soul Programming I- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons gain +20 to all stats
Requires: Basic Empty Vessel Knowledge
Cost: 60,000 Gold, 2 Weeks

Hollow-Soul Programming II- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons gain +100 to all stats
Requires: Hollow-Soul Programming I
Cost: 100,000 Gold, 2 Weeks

Offensive Hollow-Soul Programming I- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons have the Damage values of their abilities increased by 50 points
Requires: Hollow-Soul Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Hollow-Soul Programming II- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Hollow-Soul Programming I, Apprentice Empty Vessel Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Hollow-Soul Programming I- (Passive Ability, Other: Empty Vessel ) Possessor's Hollow-Soul pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Hollow-Soul Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Hollow-Soul Programming II- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Hollow-Soul Programming I, Apprentice Empty Vessel Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Hollow-Soul Loyalty Programming- (Passive Ability, Other: Empty Vessel) Possessor's Hollow-Soul pets and summons gain 80% Charm Resistance
Requires: Advanced Hollow-Soul Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Existence Eater (Time Devourer)~

Basic Existence Eater Knowledge- (Passive Ability, Existence Eater) Possessor's Time Devourer pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Requires: Summoner of Beasts Unheard, Master Time Synchronization, Master Destruction Synchronization, Master Devastation Synchronization, Master Master of Monsters Knowledge, Master Gate Magic Attunement, Master Ethereal Magic Attunement, Master Dark Magic Attunement
Cost: 150,000,000 Gold, 90 Weeks


~Other: Existence Thief (Faceless)~

Advanced Faceless Loyalty Instruction- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons gain 60% Charm Resistance
Requires: Faceless Loyalty Instruction, Existence Thief
Cost: 200,000 Gold, 2 Weeks

Basic Existence Thief Knowledge- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Pactmaker, Thief, Mentalist, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Faceless Loyalty Instruction- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons gain 20% Charm Resistance
Requires: Faceless Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Faceless Instruction I- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons gain +50 Defense
Requires: Faceless Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Faceless Instruction II- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons gain +250 Defense
Requires: Defensive Faceless Instruction I, Apprentice Existence Thief Knowledge
Cost: 100,000 Gold, 2 Weeks

Faceless Calling I- (Passive Ability, Other: Existence Thief) Possessor's Faceless summons gain +20 to all stats
Requires: Faceless Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Faceless Calling II- (Passive Ability, Other: Existence Thief) Possessor's Faceless summons gain +200 HP
Requires: Faceless Calling I
Cost: 40,000 Gold, 2 Weeks

Faceless Calling III- (Passive Ability, Other: Existence Thief) Possessor's Faceless summons gain +500 MP
Requires: Faceless Calling II
Cost: 40,000 Gold, 2 Weeks

Faceless Calling IV- (Passive Ability, Other: Existence Thief) Possessor's Faceless summons gain +2,000 HP and +4,000 MP
Requires: Faceless Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Faceless Calling V- (Passive Ability, Other: Existence Thief) Possessor's Faceless summons may not be unsummoned by sources below Level 5
Requires: Faceless Calling IV, Faceless Instruction II, Summoner, Existence Thief
Cost: 200,000 Gold, 2 Weeks

Faceless Instruction I- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons gain +20 to all stats
Requires: Basic Existence Thief Knowledge
Cost: 60,000 Gold, 2 Weeks

Faceless Instruction II- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons gain +100 to all stats
Requires: Faceless Instruction I
Cost: 100,000 Gold, 2 Weeks

Faceless Loyalty Instruction- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons gain 40% Charm Resistance
Requires: Basic Faceless Loyalty Instruction, Apprentice Existence Thief Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Faceless Instruction I- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons have the Damage values of their abilities increased by 50 points
Requires: Faceless Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Faceless Instruction II- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Faceless Instruction I, Apprentice Existence Thief Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Faceless Instruction I- (Passive Ability, Other: Existence Thief ) Possessor's Faceless pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Faceless Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Faceless Instruction II- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Faceless Instruction I, Apprentice Existence Thief Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Faceless Loyalty Instruction- (Passive Ability, Other: Existence Thief) Possessor's Faceless pets and summons gain 80% Charm Resistance
Requires: Advanced Faceless Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Eye of Heaven (Spireguide)~

Adept Eye of Heaven Knowledge- (Passive Ability, Eye of Heaven) Possessor's Spireguide pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Spireguide summon, Possessor's unmodified stats increase by 200 points if possessor is a Spireguide.
Requires: Eye of Heaven, 50 other Eye of Heaven Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Spireguide Loyalty Communing- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain 60% Charm Resistance
Requires: Spireguide Loyalty Communing, Eye of Heaven
Cost: 200,000 Gold, 2 Weeks

Apprentice Eye of Heaven Knowledge- (Passive Ability, Eye of Heaven) Possessor's Spireguide pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Eye of Heaven Knowledge, 3 other Eye of Heaven abilities
Cost: 125,000 Gold, 2 Weeks

Basic Eye of Heaven Knowledge- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Justicar, Geomancer, Diviner, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Spireguide Loyalty Communing- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain 20% Charm Resistance
Requires: Spireguide Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Spireguide Communing I- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain +50 Defense
Requires: Spireguide Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Spireguide Communing II- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain +250 Defense
Requires: Defensive Spireguide Communing I, Apprentice Eye of Heaven Knowledge
Cost: 100,000 Gold, 2 Weeks

Eye of Heaven- (Passive Ability, Eye of Heaven) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spireguide pet only, This ability provides +50 HP and +10 to all stats of possessor's Spireguide pets and summons per Level of possessor
Requires: Apprentice Eye of Heaven Knowledge, 10 other Eye of Heaven abilities
Cost: 125,000 Gold, 4 Weeks

Offensive Spireguide Communing I- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons have the Damage values of their abilities increased by 50 points
Requires: Spireguide Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Spireguide Communing II- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Spireguide Communing I, Apprentice Eye of Heaven Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Spireguide Communing I- (Passive Ability, Other: Eye of Heaven ) Possessor's Spireguide pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Spireguide Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Spireguide Communing II- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Spireguide Communing I, Apprentice Eye of Heaven Knowledge
Cost: 100,000 Gold, 2 Weeks

Spireguide Calling I- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide summons gain +20 to all stats
Requires: Spireguide Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Spireguide Calling II- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide summons gain +200 HP
Requires: Spireguide Calling I
Cost: 40,000 Gold, 2 Weeks

Spireguide Calling III- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide summons gain +500 MP
Requires: Spireguide Calling II
Cost: 40,000 Gold, 2 Weeks

Spireguide Calling IV- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide summons gain +2,000 HP and +4,000 MP
Requires: Spireguide Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Spireguide Calling V- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide summons may not be unsummoned by sources below Level 5
Requires: Spireguide Calling IV, Spireguide Communing II, Summoner, Eye of Heaven
Cost: 200,000 Gold, 2 Weeks

Spireguide Communing I- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain +20 to all stats
Requires: Basic Eye of Heaven Knowledge
Cost: 60,000 Gold, 2 Weeks

Spireguide Communing II- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain +100 to all stats
Requires: Spireguide Communing I
Cost: 100,000 Gold, 2 Weeks

Spireguide Loyalty Communing- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain 40% Charm Resistance
Requires: Basic Spireguide Loyalty Communing, Apprentice Eye of Heaven Knowledge
Cost: 100,000 Gold, 2 Weeks

Spireguide Traits- (Passive Ability, Other: Eye of Heaven) If Possessor is a Spireguide, Possessor gains Poison Immunity, Impaired Immunity and Diseased Immunity, Possessor's STR and AGI are multiplied by .75, and Possessor's MIN and SPI are multiplied by 1.25 as an effect that does not stack with other MIN and/or SPI multiplying effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: Basic Eye of Heaven Knowledge
Cost: 2,000,000 Gold, 60 Weeks

Superior Spireguide Loyalty Communing- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain 80% Charm Resistance
Requires: Advanced Spireguide Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Gatekeeper (Other: Outsider)~

100,000 Ambulatory Devourer-Mouths- (Passive Ability, Other: Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may deal HP Drain, gains +100,000 Ranged Attack, gains +100,000 Melee Attack, and may have its 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', and 'Ranged Overdrive' actions gain '1 hit against 100,000'
Not for Sale

Adept Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Outsider summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Outsider
Requires: Gatekeeper, 50 other Gatekeeper Abilities, Level 20
Cost: 25,000,000 Gold, 10 Weeks

Advanced Outsider Loyalty Communing- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain 60% Charm Resistance
Requires: Outsider Loyalty Communing, Gatekeeper
Cost: 200,000 Gold, 2 Weeks

Apprentice Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Requires: Basic Gatekeeper Knowledge, 3 other Gatekeeper abilities
Cost: 625,000 Gold, 2 Weeks

Assumption of the Essence of the Outsider- (Passive Ability, Other: Gatekeeper) Possessor may, at the beginning of a thread, choose to become the subtype Outsider
Requires: Formshift:Outsider, Apprentice Gatekeeper Knowledge
Cost: 350,000 Gold, 2 Weeks

Aurora-Crowned Domain-Ruler- (Passive Ability, Other: Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor gains 40% Ice Resistance, gains 40% Nobility Resistance, and terrains and phantom terrains with possessor as a source cannot be destroyed or altered without possessor's permission by sources below Level 80
Not for Sale

Base Outsider Synchronicity- (Passive Ability, Other: Other: Gatekeeper) Possessor may treat Outsider as a base subtype
Not for Sale

Basic Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: No prerequisites
Not for Sale

Basic Outsider Loyalty Communing- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain 20% Charm Resistance
Requires: Outsider Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Bilocational Combat-Blur- (Passive Ability, Other: Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor gains +50% uncapped Dodge against attacks; entities may negate this bonus for the duration of an attack if they are performing said attack by reducing the 'X' component of that attack's '1 hit against X' by 1
Not for Sale

Clocklike Apocalypse-Eyes- (Passive Ability, Other: Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor may, once per round, before one of its actions, deal 2,000,000 Flat Destruction & Fire & Glory & Time & Fate element Damage to up to 100,000,000 entities
Not for Sale

Corpsesmith's Hand-Wings- (Passive/Active Ability, Other: Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may spend an action to create up to 20 corpses or to summon up to 20 Undead below Level 80 from the Enemy List that are normally fightable for drops, Possessor counts as possessing two additonal Weapon slots, gains +50,000 Melee Attack, and gains +50% Critical against Undead
Not for Sale

Cross-Dimensional Keening Call- (Passive Ability, Other: Gatekeeper) Possessor's actions targetting possessor's summons may not be countred by sources below Level 40 unless possessor allows such, Possessor may target possessor's summons that are in other battles if no individual of Level 60 or greater is present in either the battle possessor is in or the battle said summons are in
Requires: Opener of Doorways, Otherworldly Soul
Cost: 10,000,000 Gold, 3 Weeks

Defensive Outsider Communing I- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +50 Defense
Requires: Outsider Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Outsider Communing II- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +250 Defense
Requires: Defensive Outsider Communing I, Apprentice Gatekeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Disease of Decaying Hours- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider and is Level 40 or greater, instances of Diseased with possessor as a source may gain 'Possessor takes an amount of Time element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Time' and may not be cured or automatically recovered from by sources below Level 60
Not for Sale

Dodge Between Dimensions- (Passive Ability, Other: Gatekeeper) Possessor gains +5% Dodge if another battle other than the one possessor is in currently exists within the same thread and if possessor is an Outsider
Requires: Otherworldly Grace, Opener of Doorways, Eyes of the Multispace Predator
Cost: 5,000,000 Gold, 2 Weeks

Dodge through Space- (Passive Ability, Other: Gatekeeper) Possessor gains +5% Dodge if possessor is Spatial element
Requires: Defenses that Utilize Spatial
Cost: 500,000 Gold, 2 Weeks

Dusk-Bodied Twilight Colossus- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may create a Chronogeomantic Zone of Dusk at the start of end of any round and, while in a Chronogeomantic Zone of Dusk, gains +1,000,000 HP, +100,000 SPI, +100,000 CON, 100% Dodge, 100% Resilience, and may count as up to 60 individuals for row-order purposes
Not for Sale

Emerald-Soul Kaiju- (Passive Ability, Other: Gatekeeper) If possessor is an Atomic-element Outsider, possessor may, when killed, deal 1,000,000 Flat Atomic element Damage to all opponents and apply a buff to itself that resurrects its possessor at the start of the round 3 rounds after it is acquired if possessor was killed by a source that is not greater Level than possessor and that is not greater than Level 79
Requires: Thermonuclear Disciple, Outsider Traits, Monster Traits, Master of Monsters, Level 20
Cost: 20,000,000 Gold, 2 Weeks

♢Etheric Phantomcrash- (Passive Ability, Gatekeeper) When one of possessor's Eidolons performs a Phantom Overcrash, all opponents are unsummoned
Not for Sale

Eyes of the Multispace-Predator- (Passive Ability, Other: Gatekeeper) Possessor gains 150% To Hit and may target individuals in other battles in the same thread that do not contain opponents of Level 60 or greater; possessor may be targeted until the end of the round after the round possessor targets an individual in another battle through this ability by said targeted individual
Not for Sale

Forged of the Crucible of Universes: Metacosmic Tokamak-Heart- (Passive Ability, Other: Gatekeeper) Possessor's base stats are increased by 3, Possessor ignores the Resistances, Immunities, Absorptions, and Reflections of lower-Level entities, Has RP effects when obtained
Requires: Outsider Traits, Gatekeeper, Infinity Designer, Thermonuclear Disciple, Wonderworker, Reality Arranger, Unbound Guru, High Judge, Hazmat Suit Proficiency
Cost: 2,000,000,000 Gold, 60 Weeks

Formshift: Outsider- (Stance Ability, Other: Gatekeeper) Possessor's subtype becomes Outsider
Requires: Outsider Traits
Cost: 500,000 Gold, 4 Weeks

Fractal Butterfly-Being- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor gains +50% Dodge, gets two Dodge chances when attacked, and has a 200% chance of inflicting Confusion, Mindblasted, Awestruck, or Awestruck: Wonderstruck on entities whose attacks are Dodged by possessor at the time of said Dodging.
Requires: Wonderworker, Outsider Traits, Vermin Master
Cost: 30,000,000 Gold, 2 Weeks

Gatekeeper- (Passive Ability, Other: Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Requires: Apprentice Gatekeeper Knowledge, 10 other Gatekeeper abilities
Cost: 625,000 Gold, 4 Weeks

Gatekeeper of Unbreached Veils- (Passive Ability, Gatekeeper) Possessor cannot be hit by attacks coming from sources below Level 99 that have not scanned possessor's stats, Possessor can dodge Flat Damage attacks, Possessor counts as having a pact with an additional Eidolon, This ability has no effect if possessor is below Level 60, Has RP effects
Not for Sale

Halo of Etched Diagram-Eyes- (Passive Ability, Other: Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor gains +50,000 MIN, gains +500,000 MP, gains +5,000 Defense against MIN Damage, and may scan the stats of up to 20 entities at the start of each round
Not for Sale

Inferno Gate Body- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider, is Spatial element or is Fire element, and is Level 40 or greater, possessor may deal 600,000 Flat Fire element Damage to any individual who conducts an offensive action against possessor at the end of said action
Requires: Space-Bending Beast, Blazing Sultan, Improved Weaponization of Fire, Fire Control, Absorb Fire, Reflect Fire
Cost: 200,000,000 Gold, 4 Weeks

Living Miracle- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor may, at the start of each round, cure each ally of up to 1 minor or moderate negative status effect, possessor may, at the start of each round, cure each ally of up to 1 major negative status effect that comes from a source below Level 60 that is 10 or more Levels below possessor, possessor may, at the start of each round, resurrect up to (possessor's Level) individuals who were killed by sources below Level 80 that are lower Level than possessor, and possessor may, once per round, before possessor's first action of the round, replicate the effect of any ability performable by a Celestial, Angel, or Deva on the enemy list that is below Level 60, below possessor's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability
Requires: Wonderworker, Gatekeeper, Outsider Traits, Adept Divine Magic Attunement, Adept Healer Magic Attunement
Cost: 60,000,000 Gold, 3 Weeks

Luminous, Ooze-Spawning Footprints- (Passive Ability, Other: Gatekeeper) If possessor is Level 40 or greater and an Outsider, whenever possessor switches rows, possessor may create a Zone of Energy and attach an effect to it that stacks 200 times per zone and across zones, that summons an Ooze below Level 80 at the start of each round, with a max of 200 summoned across all such effects per summoner
Not for Sale

♢Manifest Guardian Force- (Active Ability, Gatekeeper) Possessor may, up to once per thread, spend an action to summon a lower-Level Eidolon from the boss list that possessor has a corresponding Variable Fading Call spell equipped for or on possessor's Inherent Spell List
Not for Sale

Mech-Frame-Contained Space-Distorting Storm-Self- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor gains a buff at the start of battle that gives its possessor the subtypes Robot and Mech, and, if possessor possessors the subtype Robot or Mech, possessor gains +50,000 Defense and +500,000 HP, whereas if possessor does not possess the subtype Robot or Mech, possessor deals 200,000 additional Electrical element Damage
Not for Sale

Mind-Breaking Kaleidoscope Body- (Passive Ability, Other: Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may gain or lose any combination of base elements at the start of each round, may deal 10,000 Flat MIN Damage of any combination of base elements to any number of opponents, and may have a 200% chance of inflicting Confusion and a 10% chance of inflicting Insanity on all such opponents
Not for Sale

Murmering, Mind-Slaving Void-Ink Blood- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider and is Level 40 or greater, whenever an individual deals Damage to possessor, possessor gains a 15% chance of inflicting Dominion on that individual and possessor's Blood or Void element actions gain '15% inflicts Dominion'
Not for Sale

Muse of Art- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor obtains +4,000 uncapped SPI and possessor's allies who possesses the ability 'Crafter' may, at the start of any round or before any action, choose, up to once per thread per ally, to obtain up to 5 Weeks worth of Temporary for-sale abilities from the ability shop that said ally qualifies for prerequisite-wise that are in the 'Crafter', 'Smith', or 'Chromatic Conductor' class at no Gold cost.
Requires: Wonderworker, Gatekeeper, Outsider Traits, Adept Crafter Proficiency
Cost: 30,000,000 Gold, 3 Weeks

Muse of Blades- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor obtains +4,000 uncapped STR, AGI, CON, and SPI and possessor's allies who possesses the ability 'Swordsman' may, at the start of any round or before any action, choose, up to once per thread per ally, to obtain up to 5 Weeks worth of Temporary for-sale abilities from the ability shop that said ally qualifies for prerequisite-wise that are in the 'Swordsman', 'Kensei', or 'Warrior' class at no Gold cost.
Requires: Wonderworker, Gatekeeper, Outsider Traits, Adept Sword Arts Attunement, Adept Sword Wielding
Cost: 30,000,000 Gold, 3 Weeks

Muse of Miracles- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor obtains +400 unmodified SPI, possessor may choose for possessor's allies to count as deities, and possessor's allies who possess the ability 'Priest' may, at the start of any round or before any action, choose, up to once per thread per ally, to obtain up to 10 Weeks worth of Temporary for-sale abilities from the ability shop that said ally qualifies for prerequisite-wise at no Gold cost.
Requires: Wonderworker, Living Miracle, Muse of Art, Muse of Song, Muse of Science, Muse of Blades
Cost: 200,000,000 Gold, 10 Base SPI, 5 Weeks

Muse of Science- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor obtains +4,000 uncapped MIN and SPI and possessor's allies who possesses the ability 'Scientist' may, at the start of any round or before any action, choose, up to once per thread per ally, to obtain up to 5 Weeks worth of Temporary for-sale abilities from the ability shop that said ally qualifies for prerequisite-wise that are in the 'Scientist', 'Engineer', or 'Heir to the Future' class at no Gold cost.
Requires: Wonderworker, Gatekeeper, Outsider Traits, Adept Hypertech Attunement, Analyst
Cost: 30,000,000 Gold, 3 Weeks

Muse of Song- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor obtains +4,000 uncapped SPI and possessor's allies who possesses the ability 'Musician' may, at the start of any round or before any action, choose, up to once per thread per ally, to obtain up to 5 Weeks worth of Temporary for-sale abilities from the ability shop that said ally qualifies for prerequisite-wise that are in the 'Musician', 'Bard', or 'Noise Master' class at no Gold cost.
Requires: Wonderworker, Gatekeeper, Outsider Traits, Adept Bardic Music Attunement, Adept Instrument Wielding
Cost: 30,000,000 Gold, 3 Weeks

Offensive Outsider Communing I- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons have the Damage values of their abilities increased by 50 points
Requires: Outsider Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Outsider Communing II- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Outsider Communing I, Apprentice Gatekeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Opener of Doorways- (Passive Ability, Other: Gatekeeper) Possessor's summons gain +500 to all stats, Possessor may not be prevented from summoning by sources below Level 40, Possessor's summons may not be unsummoned by sources below Level 40
Requires: Summoner, Scholar of Dimensions, Scholar of Monsters, Gatekeeper
Cost: 10,000,000 Gold, 3 Weeks

Otherworldly Body- (Passive Ability, Other: Gatekeeper) Possessor may choose any three minor and one moderate status effect at the beginning of a thread and gain immunity to these effects from sources below Level 50
Not for Sale

Otherworldly Endurance- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Requires: Formshift: Outsider, Apprentice Gatekeeper Knowledge
Cost: 600,000 Gold, 3 Weeks

Otherworldly Glory- (Passive Ability, Other: Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Requires: Otherworldly Endurance, Otherworldly Grace, Otherworldly Intellect, Otherworldly Power, Otherworldly Soul
Cost: 5,000,000 Gold, 4 Weeks

Otherworldly Grace- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Requires: Formshift: Outsider, Apprentice Gatekeeper Knowledge
Cost: 600,000 Gold, 3 Weeks

Otherworldly Intellect- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Requires: Formshift: Outsider, Apprentice Gatekeeper Knowledge
Cost: 600,000 Gold, 3 Weeks

Otherworldly Power- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Requires: Formshift: Outsider, Apprentice Gatekeeper Knowledge
Cost: 600,000 Gold, 3 Weeks

Otherworldly Soul- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Requires: Formshift: Outsider, Apprentice Gatekeeper Knowledge
Cost: 600,000 Gold, 3 Weeks

Outsider Calling I- (Passive Ability, Other: Gatekeeper) Possessor's Outsider summons gain +20 to all stats
Requires: Outsider Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Outsider Calling II- (Passive Ability, Other: Gatekeeper) Possessor's Outsider summons gain +200 HP
Requires: Outsider Calling I
Cost: 40,000 Gold, 2 Weeks

Outsider Calling III- (Passive Ability, Other: Gatekeeper) Possessor's Outsider summons gain +500 MP
Requires: Outsider Calling II
Cost: 40,000 Gold, 2 Weeks

Outsider Calling IV- (Passive Ability, Other: Gatekeeper) Possessor's Outsider summons gain +2,000 HP and +4,000 MP
Requires: Outsider Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Outsider Calling V- (Passive Ability, Other: Gatekeeper) Possessor's Outsider summons may not be unsummoned by sources below Level 5
Requires: Outsider Calling IV, Outsider Communing II, Summoner, Gatekeeper
Cost: 200,000 Gold, 2 Weeks

Outsider Communing I- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +20 to all stats
Requires: Basic Gatekeeper Knowledge
Cost: 60,000 Gold, 2 Weeks

Outsider Communing II- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +100 to all stats
Requires: Outsider Communing I
Cost: 100,000 Gold, 2 Weeks

Outsider Loyalty Communing- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain 40% Charm Resistance
Requires: Basic Outsider Loyalty Communing, Apprentice Gatekeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Legacy Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Not for Sale

Outsider Traits- If possessor is an Outsider, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 5,500,000 Gold, 110 Weeks

Outwardly-Unfolding Flame-Wing Soul- (Passive Ability, Other: Gatekeeper) If possessor is Level 40 or greater and an Outsider, at the start of each round, possessor may choose to gain a buff that stacks 200 times that provides +2,000 SPI and +20,000 MP that gives its possessor the element Fire
Not for Sale

Pernicious Mirror-Existance- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider, is Spatial, Mystic, or Light element, and is Level 40 or greater, possessor has a 50% chance of being able to Reflect any action of an individual below Level 60
Requires: Reflexive Mirror-Dodge, Dodge Between Dimensions, Space-Bending Beast, Light Control, Absorb Light, Reflect Light
Cost: 150,000,000 Gold, 2 Weeks

Portal Body- (Passive Ability, Other: Gatekeeper) If possessor is Spatial element, is an Outsider, and is Level 40 or greater, Possessor allies (not including possessor) may leave random quests they are in at the start of any round, Has RP effects
Requires: Space-Bending Beast, Establish Dimensional Portal
Cost: 5,000,000 Gold, 2 Weeks

Reality-Dredging Hands Which Grasp the Lost- (Active Ability, Other: Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may spend an action to replicate a buff or debuff that was previously on an entity in the same battlespace at an earlier point in the same battle that came from a source that is Level 80 or lower and equal Level to or lower Level than possessor, placing said replicated copy onto the entity that formerly possessed
Not for Sale

Reflexive Mirror-Dodge- (Passive Ability, Other: Gatekeeper) If possessor possesses the capability to Reflect any element or subtype, possessor may, as a pre-emptive counter to an individual below Level 40 or any willing individual have a (100 - said individual's Level)% chance of being able to leave the current battle to enter a new battle, with any individual of Level 40 or greater being able to cancel said counter and/or leaving of the battle
Requires: Fast Mirror-Realm Egress, Reflect Spatial, Improved Reflection, Defensive Combat Teleportation
Cost: 7,000,000 Gold, 2 Weeks

Scholar of Doorways- (Passive Ability, Other: Gatekeeper) Possessor gains +1,000 MIN and +1,000 SPI, Individuals below Level 40 may not leave battle without possessor's permission, Individuals below Level 40 may not prevent possessor from leaving battle
Requires: Scholar of Dimensions, Wanderer, Veilwalker, Knowledge of Ethereal Pathways, Gatekeeper
Cost: 10,000,000 Gold, 3 Weeks

Shadow-Babylon Master Key Essence- (Passive Ability, Other: Gatekeeper) Has no effect yet, because it references a place that does not yet exist
Not for Sale

Strike Between Dimensions- (Passive Ability, Other: Gatekeeper) Possessor gains +5% To Hit if another battle other than the one possessor is in currently exists within the same thread and if possessor is an Outsider
Requires: Otherworldly Grace, Opener of Doorways, Eyes of the Multispace Predator
Cost: 5,000,000 Gold, 2 Weeks

Space-Bending Beast- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider, is Spatial element, and is Level 40 or greater, possessor gains 120% Dodge and has a 50% chance of being able to change the target of any action of an individual below Level 60 from possessor to any other valid target or to no target
Requires: Dodge through Space, Space-Bending Reach, Space Hopping, Absorb Spatial, Reflect Spatial, Otherworldly Glory, Opener of Doorways, Scholar of Doorways, Watcher of Doorways, Level 40
Cost: 200,000,000 Gold, 4 Weeks

Speed-Focused Outsider Communing I- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Outsider Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Outsider Communing II- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Outsider Communing I, Apprentice Gatekeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Sun Doorway Body- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider or a Solar Being, is Spatial element or is Light element, and is Level 40 or greater, possessor may deal 2,000,000 Flat Light element Damage to any individual who conducts an offensive action against possessor at the end of said action
Requires: Space-Bending Beast, Adept Sun Duke Knowledge, Inferno Gate Body, Radiant Hierophant, Greater Weaponization of Light, Light Control, Absorb Light, Reflect Light
Cost: 400,000,000 Gold, 4 Weeks

Superior Outsider Loyalty Communing- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain 80% Charm Resistance
Requires: Advanced Outsider Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

Tester of Realities- (Passive Ability, Other: Gatekeeper) If possessor is a Progress-element Outsider, possessor is Immune to entities below Level 40, If possessor is a Progress-element Outsider, when possessor is attacked, possessor gains +5% Resistance to each individual Base Element or Tier 1 or 2 Nonbase element in that attack, to a max of 30% Resistance to nonbase elements and a max of 50% Resistance to base elements, and, when possessor is a Progress-element Outsider, Possessor is Immune to elements that possessor has previously been attacked with when those elements are coming from sources that are 20 or more Levels below possessor
Requires: Gatekeeper, Outsider Traits, Infinity Designer, Level 40
Cost: 100,000,000 Gold, 2 Weeks

Time Walker- (Passive Ability, Other: Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time
Not for Sale

Unfathomable Power- (Passive Ability, Gatekeeper) Possessor's base stats are increased by 2 each, Possessor's stats cannot be scanned by entities below Level 80
Not for Sale

Unsealable- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider or an Angel, possessor gains Awestruck: Sealed Immunity; If possessor is an Outsider or an Angel, possessor may not unwillingly (have its abilities text altered or removed or have its abilities removed) by sources of lower Level that are below Level 60
Not for Sale

Watcher of Doorways- (Passive Ability, Other: Gatekeeper) Individuals that are below possessor's Level that are below Level 40 may, should possessor choose such, fail to summon anything that is below possessor's Level that they would otherwise summon
Requires: Summoner, Otherwordly Glory
Cost: 3,000,000 Gold, 2 Weeks

♢Warden of Fair Erileyem- (Passive Ability, Gatekeeper) Once per thread, when possessor summons a Fae, possessor may choose to have its natural stats doubled, for it to gain a natural Minor Negative Status Effect Immunity, for it to gain the natural subtype Outsider, and for its name to naturally become 'Erileyin <Its Former Name>'
Not for Sale

Wings of Light and Thought- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider, possessor gains +8% Dodge, and, whenever possessor Dodges a hit from an attack, possessor may choose to either deal 1,000 Flat Psychic element MIN Damage to the source of the attack or to inflict Impaired: Blind on the source of the attack
Requires: Otherworldly Grace, Radiant Hierophant, Either 'Mind Lord' OR 'Apprentice Psychic Arts Attunement'
Cost: 5,000,000 Gold, 2 Weeks

World-Swimming Dimensional-Parasite Locus-Self- (Passive Ability, Other: Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor may gain or solely become the Tier 1 and 2 elements corresponding to any Zone in the same battlespace or to the square mile of any terrain or phantom terrain that is in the same battlespace that exists in the shop, If possessor possesses all elements possessed by Zones, square-mile-correspondants of Terrains, and square-mile-correspondants of Phantom Terrains in the same battlespace, possessor obtains +10,000 to all stats as an uncapped bonus, +1,000,000 HP, 80% Dodge, and 80% Resilience
Not for Sale

Zodiac Beast Body- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider, possessor may choose at the beginning of each round to gain or lose any base subtype that is not Holy One, Immortal, Serpent Blessed, or Fiend, If possessor is an outsider, possessor gains +1 to all base stats
Requires: Rat Essence, Ox Essence, Water Buffalo Essence, Tiger Essence, Rabbit Essence, Dragon Essence, Snake Essence, Horse Essence, Goat Essence, Ram Essence, Sheep Essence, Monkey Essence, Rooster Essence, Dog Essence, Pig Essence, Blazing Sultan, Ocean Prince, Mountain King, Lord of Trees, Archsmith of Metal, Astromancer, Starkeeper, Outsider Traits
Cost: 50,000,000 Gold, 2 Weeks


~Other: Great Terror (Abomination)~

Basic Great Terror Knowledge- (Passive Ability, Great Terror) Possessor's Abomination pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Requires: Master Doombringer Knowledge, Master Demonologist Knowledge, Master Pactmaker Knowledge, Master Puppet Master Knowledge, Master Geomancy Attunement, Adept Herald of Lunacy Knowledge, Adept Forbidden Magic Attunement
Cost: 150,000,000 Gold, 90 Weeks


~Other: Hand of Valcont (Other: Serpent Blessed)~

Apprentice Hand of Valcont Knowledge- (Passive Ability, Other: Hand of Valcont) Possessor's Serpent Blessed pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Not for Sale

Assumption of the Essence of the Serpent Blessed- (Passive Ability, Other: Hand of Valcont) Possessor may, at the beginning of a thread, choose to become the subtype Serpent Blessed
Requires: Formshift: Serpent Blessed, Apprentice Hand of Valcont Knowledge
Not For Sale

Base Serpent Blessed Synchronicity- (Passive Ability, Other: Hand of Valcont) Possessor may treat Serpent Blessed as a base subtype
Not for Sale

Basic Hand of Valcont Knowledge- (Passive Ability, Other: Hand of Valcont) Possessor's Serpent Blessed pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Not for Sale

Formshift: Serpent Blessed- (Stance Ability, Other: Hand of Valcont) Possessor's subtype becomes Serpent Blessed
Requires: Serpent Blessed Traits
Not For Sale

Hand of Valcont- (Passive Ability, Other: Hand of Valcont) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Serpent Blessed pet only, This ability provides +500 HP and +100 to all stats of possessor's Serpent Blessed pets and summons per Level of possessor
Not for Sale

Maestro of Mayhem- (Ability, Other: Hand of Valcont) Whenever possessor kills a foe with a Melee Attack, possessor may immediately make another Melee Attack against another foe
Not for sale

Seething Hatred: Humanoids- (Ability, Other: Hand of Valcont) User does 4x damage to humanoids while Berserk
Not for sale

Legacy Serpent Blessed Traits- (Passive Ability, Other: Hand of Valcont) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Serpent Blessed. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1. Has RP Effects.
Not for Sale

Serpent Blessed Traits- (Passive Ability, Other: Hand of Valcont) If possessor is a Serpent Blessed, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1. Has RP Effects.
Not for Sale

~Other: Highest One (Radiant)~

Advanced Radiant Loyalty Communing- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons gain 60% Charm Resistance
Requires: Radiant Loyalty Communing, Highest One
Cost: 200,000 Gold, 2 Weeks

Basic Highest One Knowledge- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Radiant Templar, Sun Duke, Weirdworder
Cost: 5,000,000 Gold, 5 Weeks

Basic Radiant Loyalty Communing- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons gain 20% Charm Resistance
Requires: Radiant Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Radiant Communing I- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons gain +50 Defense
Requires: Radiant Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Radiant Communing II- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons gain +250 Defense
Requires: Defensive Radiant Communing I, Apprentice Highest One Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Radiant Communing I- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons have the Damage values of their abilities increased by 50 points
Requires: Radiant Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Radiant Communing II- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Radiant Communing I, Apprentice Highest One Knowledge
Cost: 100,000 Gold, 2 Weeks

Radiant Calling I- (Passive Ability, Other: Highest One) Possessor's Radiant summons gain +20 to all stats
Requires: Radiant Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Radiant Calling II- (Passive Ability, Other: Highest One) Possessor's Radiant summons gain +200 HP
Requires: Radiant Calling I
Cost: 40,000 Gold, 2 Weeks

Radiant Calling III- (Passive Ability, Other: Highest One) Possessor's Radiant summons gain +500 MP
Requires: Radiant Calling II
Cost: 40,000 Gold, 2 Weeks

Radiant Calling IV- (Passive Ability, Other: Highest One) Possessor's Radiant summons gain +2,000 HP and +4,000 MP
Requires: Radiant Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Radiant Calling V- (Passive Ability, Other: Highest One) Possessor's Radiant summons may not be unsummoned by sources below Level 5
Requires: Radiant Calling IV, Radiant Communing II, Summoner, Highest One
Cost: 200,000 Gold, 2 Weeks

Radiant Communing I- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons gain +20 to all stats
Requires: Basic Highest One Knowledge
Cost: 60,000 Gold, 2 Weeks

Radiant Communing II- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons gain +100 to all stats
Requires: Radiant Communing I
Cost: 100,000 Gold, 2 Weeks

Radiant Loyalty Communing- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons gain 40% Charm Resistance
Requires: Basic Radiant Loyalty Communing, Apprentice Highest One Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Radiant Communing I- (Passive Ability, Other: Highest One ) Possessor's Radiant pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Radiant Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Radiant Communing II- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Radiant Communing I, Apprentice Highest One Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Radiant Loyalty Communing- (Passive Ability, Other: Highest One) Possessor's Radiant pets and summons gain 80% Charm Resistance
Requires: Advanced Radiant Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Honed One (Paragon)~

Advanced Paragon Loyalty Instruction- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons gain 60% Charm Resistance
Requires: Paragon Loyalty Instruction, Honed One
Cost: 200,000 Gold, 2 Weeks

Basic Honed One Knowledge- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Justicar, Warrior, Scholar, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Paragon Loyalty Instruction- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons gain 20% Charm Resistance
Requires: Paragon Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Paragon Instruction I- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons gain +50 Defense
Requires: Paragon Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Paragon Instruction II- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons gain +250 Defense
Requires: Defensive Paragon Instruction I, Apprentice Honed One Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Paragon Instruction I- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons have the Damage values of their abilities increased by 50 points
Requires: Paragon Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Paragon Instruction II- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Paragon Instruction I, Apprentice Honed One Knowledge
Cost: 100,000 Gold, 2 Weeks

Paragon Calling I- (Passive Ability, Other: Honed One) Possessor's Paragon summons gain +20 to all stats
Requires: Paragon Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Paragon Calling II- (Passive Ability, Other: Honed One) Possessor's Paragon summons gain +200 HP
Requires: Paragon Calling I
Cost: 40,000 Gold, 2 Weeks

Paragon Calling III- (Passive Ability, Other: Honed One) Possessor's Paragon summons gain +500 MP
Requires: Paragon Calling II
Cost: 40,000 Gold, 2 Weeks

Paragon Calling IV- (Passive Ability, Other: Honed One) Possessor's Paragon summons gain +2,000 HP and +4,000 MP
Requires: Paragon Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Paragon Calling V- (Passive Ability, Other: Honed One) Possessor's Paragon summons may not be unsummoned by sources below Level 5
Requires: Paragon Calling IV, Paragon Instruction II, Summoner, Honed One
Cost: 200,000 Gold, 2 Weeks

Paragon Instruction I- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons gain +20 to all stats
Requires: Basic Honed One Knowledge
Cost: 60,000 Gold, 2 Weeks

Paragon Instruction II- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons gain +100 to all stats
Requires: Paragon Instruction I
Cost: 100,000 Gold, 2 Weeks

Paragon Loyalty Instruction- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons gain 40% Charm Resistance
Requires: Basic Paragon Loyalty Instruction, Apprentice Honed One Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Paragon Instruction I- (Passive Ability, Other: Honed One ) Possessor's Paragon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Paragon Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Paragon Instruction II- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Paragon Instruction I, Apprentice Honed One Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Paragon Loyalty Instruction- (Passive Ability, Other: Honed One) Possessor's Paragon pets and summons gain 80% Charm Resistance
Requires: Advanced Paragon Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Immaculate Mind (Brilliant)~

Advanced Brilliant Loyalty Instruction- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons gain 60% Charm Resistance
Requires: Brilliant Loyalty Instruction, Immaculate Mind
Cost: 200,000 Gold, 2 Weeks

Basic Brilliant Loyalty Instruction- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons gain 20% Charm Resistance
Requires: Brilliant Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Immaculate Mind Knowledge- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Justicar, Mentalist, Force Mage, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Brilliant Calling I- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant summons gain +20 to all stats
Requires: Brilliant Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Brilliant Calling II- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant summons gain +200 HP
Requires: Brilliant Calling I
Cost: 40,000 Gold, 2 Weeks

Brilliant Calling III- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant summons gain +500 MP
Requires: Brilliant Calling II
Cost: 40,000 Gold, 2 Weeks

Brilliant Calling IV- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant summons gain +2,000 HP and +4,000 MP
Requires: Brilliant Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Brilliant Calling V- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant summons may not be unsummoned by sources below Level 5
Requires: Brilliant Calling IV, Brilliant Instruction II, Summoner, Immaculate Mind
Cost: 200,000 Gold, 2 Weeks

Brilliant Instruction I- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons gain +20 to all stats
Requires: Basic Immaculate Mind Knowledge
Cost: 60,000 Gold, 2 Weeks

Brilliant Instruction II- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons gain +100 to all stats
Requires: Brilliant Instruction I
Cost: 100,000 Gold, 2 Weeks

Brilliant Loyalty Instruction- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons gain 40% Charm Resistance
Requires: Basic Brilliant Loyalty Instruction, Apprentice Immaculate Mind Knowledge
Cost: 100,000 Gold, 2 Weeks

Defensive Brilliant Instruction I- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons gain +50 Defense
Requires: Brilliant Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Brilliant Instruction II- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons gain +250 Defense
Requires: Defensive Brilliant Instruction I, Apprentice Immaculate Mind Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Brilliant Instruction I- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons have the Damage values of their abilities increased by 50 points
Requires: Brilliant Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Brilliant Instruction II- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Brilliant Instruction I, Apprentice Immaculate Mind Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Brilliant Instruction I- (Passive Ability, Other: Immaculate Mind ) Possessor's Brilliant pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Brilliant Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Brilliant Instruction II- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Brilliant Instruction I, Apprentice Immaculate Mind Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Brilliant Loyalty Instruction- (Passive Ability, Other: Immaculate Mind) Possessor's Brilliant pets and summons gain 80% Charm Resistance
Requires: Advanced Brilliant Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Instrument of Retribution (Aisurii)~

Advanced Aisurii Loyalty Instruction- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain 60% Charm Resistance
Requires: Aisurii Loyalty Instruction, Instrument of Retribution
Cost: 200,000 Gold, 2 Weeks

Aisurii Calling I- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii summons gain +20 to all stats
Requires: Aisurii Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Aisurii Calling II- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii summons gain +200 HP
Requires: Aisurii Calling I
Cost: 40,000 Gold, 2 Weeks

Aisurii Calling III- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii summons gain +500 MP
Requires: Aisurii Calling II
Cost: 40,000 Gold, 2 Weeks

Aisurii Calling IV- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii summons gain +2,000 HP and +4,000 MP
Requires: Aisurii Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Aisurii Calling V- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii summons may not be unsummoned by sources below Level 5
Requires: Aisurii Calling IV, Aisurii Instruction II, Summoner, Instrument of Retribution
Cost: 200,000 Gold, 2 Weeks

Aisurii Traits- (Passive Ability, Instrument of Retribution) If Possessor is an Aisuirii, Possessor gains Hexed Immunity, Possessor gains Diseased Immunity, Possessor cannot be resurrected, Possessor's turn-order-determining stat sum for turn-order-determining purposes is multiplied by 1.15 as an effect that does not stack with other turn-order-determining-stat-sum multiplying effects that do so for turn-order-determining purposes, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.15 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Not for Sale

Aisurii Instruction I- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain +20 to all stats
Requires: Basic Instrument of Retribution Knowledge
Cost: 60,000 Gold, 2 Weeks

Aisurii Instruction II- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain +100 to all stats
Requires: Aisurii Instruction I
Cost: 100,000 Gold, 2 Weeks

Aisurii Loyalty Instruction- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain 40% Charm Resistance
Requires: Basic Aisurii Loyalty Instruction, Apprentice Instrument of Retribution Knowledge
Cost: 100,000 Gold, 2 Weeks

Basic Aisurii Loyalty Instruction- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain 20% Charm Resistance
Requires: Aisurii Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Instrument of Retribution Knowledge- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Champion of the Upper Realms, Monk, Warrior, (Summoner of Beasts Unheard OR Temporal Primarch OR Historian)
Cost: 5,000,000 Gold, 30 Weeks

Defensive Aisurii Instruction I- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain +50 Defense
Requires: Aisurii Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Aisurii Instruction II- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain +250 Defense
Requires: Defensive Aisurii Instruction I, Apprentice Instrument of Retribution Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Aisurii Instruction I- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons have the Damage values of their abilities increased by 50 points
Requires: Aisurii Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Aisurii Instruction II- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Aisurii Instruction I, Apprentice Instrument of Retribution Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Aisurii Instruction I- (Passive Ability, Other: Instrument of Retribution ) Possessor's Aisurii pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Aisurii Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Aisurii Instruction II- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Aisurii Instruction I, Apprentice Instrument of Retribution Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Aisurii Loyalty Instruction- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain 80% Charm Resistance
Requires: Advanced Aisurii Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Joyous One (Innocent)~

Advanced Innocent Loyalty Instruction- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons gain 60% Charm Resistance
Requires: Innocent Loyalty Instruction, Joyous One
Cost: 200,000 Gold, 2 Weeks

Basic Innocent Loyalty Instruction- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons gain 20% Charm Resistance
Requires: Innocent Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Joyous One Knowledge- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Heavenly Protector, Healer, Abjurer, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Defensive Innocent Instruction I- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons gain +50 Defense
Requires: Innocent Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Innocent Instruction II- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons gain +250 Defense
Requires: Defensive Innocent Instruction I, Apprentice Joyous One Knowledge
Cost: 100,000 Gold, 2 Weeks

Innocent Calling I- (Passive Ability, Other: Joyous One) Possessor's Innocent summons gain +20 to all stats
Requires: Innocent Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Innocent Calling II- (Passive Ability, Other: Joyous One) Possessor's Innocent summons gain +200 HP
Requires: Innocent Calling I
Cost: 40,000 Gold, 2 Weeks

Innocent Calling III- (Passive Ability, Other: Joyous One) Possessor's Innocent summons gain +500 MP
Requires: Innocent Calling II
Cost: 40,000 Gold, 2 Weeks

Innocent Calling IV- (Passive Ability, Other: Joyous One) Possessor's Innocent summons gain +2,000 HP and +4,000 MP
Requires: Innocent Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Innocent Calling V- (Passive Ability, Other: Joyous One) Possessor's Innocent summons may not be unsummoned by sources below Level 5
Requires: Innocent Calling IV, Innocent Instruction II, Summoner, Joyous One
Cost: 200,000 Gold, 2 Weeks

Innocent Instruction I- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons gain +20 to all stats
Requires: Basic Joyous One Knowledge
Cost: 60,000 Gold, 2 Weeks

Innocent Instruction II- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons gain +100 to all stats
Requires: Innocent Instruction I
Cost: 100,000 Gold, 2 Weeks

Innocent Loyalty Instruction- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons gain 40% Charm Resistance
Requires: Basic Innocent Loyalty Instruction, Apprentice Joyous One Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Innocent Instruction I- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons have the Damage values of their abilities increased by 50 points
Requires: Innocent Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Innocent Instruction II- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Innocent Instruction I, Apprentice Joyous One Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Innocent Instruction I- (Passive Ability, Other: Joyous One ) Possessor's Innocent pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Innocent Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Innocent Instruction II- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Innocent Instruction I, Apprentice Joyous One Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Innocent Loyalty Instruction- (Passive Ability, Other: Joyous One) Possessor's Innocent pets and summons gain 80% Charm Resistance
Requires: Advanced Innocent Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Keeper of the Promise (Oathbound)~

Advanced Oathbound Loyalty Instruction- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons gain 60% Charm Resistance
Requires: Oathbound Loyalty Instruction, Keeper of the Promise
Cost: 200,000 Gold, 2 Weeks

Basic Keeper of the Promise Knowledge- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Lightbearer, Enchanter, Mentalist, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Oathbound Loyalty Instruction- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons gain 20% Charm Resistance
Requires: Oathbound Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Oathbound Instruction I- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons gain +50 Defense
Requires: Oathbound Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Oathbound Instruction II- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons gain +250 Defense
Requires: Defensive Oathbound Instruction I, Apprentice Keeper of the Promise Knowledge
Cost: 100,000 Gold, 2 Weeks

Oathbound Calling I- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound summons gain +20 to all stats
Requires: Oathbound Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Oathbound Calling II- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound summons gain +200 HP
Requires: Oathbound Calling I
Cost: 40,000 Gold, 2 Weeks

Oathbound Calling III- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound summons gain +500 MP
Requires: Oathbound Calling II
Cost: 40,000 Gold, 2 Weeks

Oathbound Calling IV- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound summons gain +2,000 HP and +4,000 MP
Requires: Oathbound Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Oathbound Calling V- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound summons may not be unsummoned by sources below Level 5
Requires: Oathbound Calling IV, Oathbound Instruction II, Summoner, Keeper of the Promise
Cost: 200,000 Gold, 2 Weeks

Oathbound Instruction I- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons gain +20 to all stats
Requires: Basic Keeper of the Promise Knowledge
Cost: 60,000 Gold, 2 Weeks

Oathbound Instruction II- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons gain +100 to all stats
Requires: Oathbound Instruction I
Cost: 100,000 Gold, 2 Weeks

Oathbound Loyalty Instruction- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons gain 40% Charm Resistance
Requires: Basic Oathbound Loyalty Instruction, Apprentice Keeper of the Promise Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Oathbound Instruction I- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons have the Damage values of their abilities increased by 50 points
Requires: Oathbound Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Oathbound Instruction II- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Oathbound Instruction I, Apprentice Keeper of the Promise Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Oathbound Instruction I- (Passive Ability, Other: Keeper of the Promise ) Possessor's Oathbound pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Oathbound Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Oathbound Instruction II- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Oathbound Instruction I, Apprentice Keeper of the Promise Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Oathbound Loyalty Instruction- (Passive Ability, Other: Keeper of the Promise) Possessor's Oathbound pets and summons gain 80% Charm Resistance
Requires: Advanced Oathbound Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Kringlemaster (Santa)~

Adept Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain a Santa summon, Possessor's unmodified stats increase by 2,000 points if possessor is a Santa
Requires: Kringlemaster, 50 other Kringlemaster abilities, Level 20
Cost: 50,000,000 Gold, 10 Weeks

Advanced Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 60% Charm Resistance
Requires: Santa Loyalty Instruction, Kringlemaster
Cost: 200,000 Gold, 2 Weeks

A Gift for You!- (Active Ability, Other: Kringlemaster) Possessor, if a Santa, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of (1,000 * Possessor Level) that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack, Melee Attack, or Magical Attack (choosing one type across all items for said action) bonuses of equipped Box items, that possesses 'May Heal', that possesses '100% inflicts any one minor or moderate status effect', that is solely any combination of base elements, and costs 0 MP
Requires: Santa Traits
Cost: 200,000,000 Gold, 2 Weeks

Apprentice Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Santa Knowledge, 3 other Kringlemaster abilities
Cost: 1,250,000 Gold, 2 Weeks

Basic Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Requires: 15 Base SPI, Gatekeeper, Master Wanderer, Master Ice Synchronization, Master Hope Synchronization, Adept Magewright, Adept Toymaker, Adept Driver, Adept Elemental Magic Attunement
Cost: 200,000,000 Gold, 30 Weeks

Basic Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 20% Charm Resistance
Requires: Santa Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Bearer of Yearly Gifts- (Passive Ability, Other: Kringlemaster) Once per thread per individual, possessor may increase the value of a stat buff that possessor places on an individual by 15,000 points as a non-stacking effect across all applications
Not for Sale

Defensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +50 Defense
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +250 Defense
Requires: Defensive Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Explosive Gifts- (Passive Ability, Other: Kringlemaster) If possessor is a Santa, possessor's offensive 'A Gift for You!' actions may gain '1 hit against (5 * Possessor Level)' and may gain the element Fire
Requires: A Gift for You!
Cost: 60,000,000 Gold, 2 Weeks

Formshift: Santa- (Stance Ability, Other: Kringlemaster) Possessor's subtype becomes Santa
Requires: Santa Traits
Cost: 100,000 Gold, 4 Weeks

Kringlemaster- (Passive Ability, Other: Kringlemaster) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Santa pet only, This ability provides +500 HP and +100 to all stats of possessor's Santa pets and summons per Level of possessor
Requires: Apprentice Santa Knowledge, 10 other Kringlemaster abilities
Cost: 1,250,000 Gold, 4 Weeks

Offensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 50 points
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Santa Calling I- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +20 to all stats
Requires: Santa Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Santa Calling II- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +200 HP
Requires: Santa Calling I
Cost: 40,000 Gold, 2 Weeks

Santa Calling III- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +500 MP
Requires: Santa Calling II
Cost: 40,000 Gold, 2 Weeks

Santa Calling IV- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +2,000 HP and +4,000 MP
Requires: Santa Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Santa Calling V- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons may not be unsummoned by sources below Level 5
Requires: Santa Calling IV, Santa Instruction II, Summoner, Kringlemaster
Cost: 200,000 Gold, 2 Weeks

Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +20 to all stats
Requires: Basic Kringlemaster Knowledge
Cost: 60,000 Gold, 2 Weeks

Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +100 to all stats
Requires: Santa Instruction I
Cost: 100,000 Gold, 2 Weeks

Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 40% Charm Resistance
Requires: Basic Santa Loyalty Instruction, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Santa's Sleighmastery- (Passive Ability, Other: Kringlemaster) If possessor is a Santa, possessor's Vehicle transformations whose name includes 'Sleigh' gain +3,000 to all stats and +15% Dodge
Requires: Basic Vehicle User, Santa Traits
Cost: 300,000 Gold, 2 Weeks

Speed-Focused Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Sun Rage Hohohodoken- (Technique Ability, Other: Kringlemaster) Possessor may use 'Sun Rage Santa Hohohodoken' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Ultimate Attack' action. Said action gains +60,000 Ranged Attack or Magical Attack, becomes solely the elements Fire & Energy & Light & Hope & Atomic & Glory, deals double Damage to targets below Level 80 (to a max of 30,000,000 additional Damage), and gains a 300% chance of inflicting Burning.
Not for Sale

Superior Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 80% Charm Resistance
Requires: Advanced Santa Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Land's Guardian (Verdant)~

Advanced Verdant Loyalty Communing- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons gain 60% Charm Resistance
Requires: Verdant Loyalty Communing, Land’s Guardian
Cost: 200,000 Gold, 2 Weeks

Basic Land's Guardian Knowledge- (Passive Ability, Other: Land's Guardian) Possessor's Verdant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Heavenly Protector, Druid, Geomancer, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Verdant Loyalty Communing- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons gain 20% Charm Resistance
Requires: Verdant Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Verdant Communing I- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons gain +50 Defense
Requires: Verdant Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Verdant Communing II- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons gain +250 Defense
Requires: Defensive Verdant Communing I, Apprentice Land’s Guardian Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Verdant Communing I- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons have the Damage values of their abilities increased by 50 points
Requires: Verdant Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Verdant Communing II- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Verdant Communing I, Apprentice Land’s Guardian Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Verdant Communing I- (Passive Ability, Other: Land’s Guardian ) Possessor's Verdant pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Verdant Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Verdant Communing II- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Verdant Communing I, Apprentice Land’s Guardian Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Verdant Loyalty Communing- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons gain 80% Charm Resistance
Requires: Advanced Verdant Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

Verdant Calling I- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant summons gain +20 to all stats
Requires: Verdant Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Verdant Calling II- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant summons gain +200 HP
Requires: Verdant Calling I
Cost: 40,000 Gold, 2 Weeks

Verdant Calling III- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant summons gain +500 MP
Requires: Verdant Calling II
Cost: 40,000 Gold, 2 Weeks

Verdant Calling IV- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant summons gain +2,000 HP and +4,000 MP
Requires: Verdant Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Verdant Calling V- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant summons may not be unsummoned by sources below Level 5
Requires: Verdant Calling IV, Verdant Communing II, Summoner, Land’s Guardian
Cost: 200,000 Gold, 2 Weeks

Verdant Communing I- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons gain +20 to all stats
Requires: Basic Land’s Guardian Knowledge
Cost: 60,000 Gold, 2 Weeks

Verdant Communing II- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons gain +100 to all stats
Requires: Verdant Communing I
Cost: 100,000 Gold, 2 Weeks

Verdant Loyalty Communing- (Passive Ability, Other: Land’s Guardian) Possessor's Verdant pets and summons gain 40% Charm Resistance
Requires: Basic Verdant Loyalty Communing, Apprentice Land’s Guardian Knowledge
Cost: 100,000 Gold, 2 Weeks

~Other: Mahou Shojou (Familiar)~

Advanced Familiar Loyalty Training- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons gain 60% Charm Resistance
Requires: Familiar Loyalty Training, Mahou Shojou
Cost: 200,000 Gold, 2 Weeks

Apprentice Mahou Shoujou Knowledge- (Passive Ability, Other: Mahou Shoujou) Possessor's Familiar pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats; Possessor gains +500 Magical Attack if possessor has a Wand equipped
Requires: Basic Mahou Shoujou, 3 other Mahou Shojou abilities
Cost: 125,000 Gold, 2 Weeks

Basic Familiar Loyalty Training- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons gain 20% Charm Resistance
Requires: Familiar Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Mahou Shoujou Knowledge- (Passive Ability, Other: Mahou Shoujou) Possessor's Familiar pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Sorceress, Weirdworker, Enchanter, Arcane Vizier, Apprentice Light Synchronization, Apprentice Air Synchronization
Cost: 5,000,000 Gold, 5 Weeks

Defensive Familiar Training I- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons gain +50 Defense
Requires: Familiar Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Familiar Training II- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons gain +250 Defense
Requires: Defensive Familiar Training I, Apprentice Mahou Shojou Knowledge
Cost: 100,000 Gold, 2 Weeks

Familiar Calling I- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar summons gain +20 to all stats
Requires: Familiar Training I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Familiar Calling II- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar summons gain +200 HP
Requires: Familiar Calling I
Cost: 40,000 Gold, 2 Weeks

Familiar Calling III- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar summons gain +500 MP
Requires: Familiar Calling II
Cost: 40,000 Gold, 2 Weeks

Familiar Calling IV- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar summons gain +2,000 HP and +4,000 MP
Requires: Familiar Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Familiar Calling V- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar summons may not be unsummoned by sources below Level 5
Requires: Familiar Calling IV, Familiar Training II, Summoner, Mahou Shojou
Cost: 200,000 Gold, 2 Weeks

Familiar Loyalty Training- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons gain 40% Charm Resistance
Requires: Basic Familiar Loyalty Training, Apprentice Mahou Shojou Knowledge
Cost: 100,000 Gold, 2 Weeks

Familiar Training I- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons gain +20 to all stats
Requires: Basic Mahou Shojou Knowledge
Cost: 60,000 Gold, 2 Weeks

Familiar Training II- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons gain +100 to all stats
Requires: Familiar Training I
Cost: 100,000 Gold, 2 Weeks

Love and Justice Ray!- (Active Ability, Other: Mahou Shoujou) Possessor may spend an action to deal (1,000,000 * the number of of minor positive status effects possessor is afflicted with, to a max of 30 such effects) Flat Energy & Hope element Damage to up to 30 opponents.
Not for Sale

Mahou Shoujou- (Passive Ability, Other: Mahou Shoujou) Possessor's Familiar pets and summons gain +5,000 HP, +5,000 MP, +500 to damage dealt, and +500 to all stats; Possessor gains +5,000 Magical Attack, +5,000 SPI, and +50,000 MP
Requires: Apprentice Mahou Shoujou Knowledge, 10 other Mahou Shoujou abilities
Cost: 125,000 Gold, 4 Weeks

Offensive Familiar Training I- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons have the Damage values of their abilities increased by 50 points
Requires: Familiar Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Familiar Training II- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Familiar Training I, Apprentice Mahou Shojou Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Familiar Training I- (Passive Ability, Other: Mahou Shojou ) Possessor's Familiar pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Familiar Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Familiar Training II- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Familiar Training I, Apprentice Mahou Shojou Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Familiar Loyalty Training- (Passive Ability, Other: Mahou Shojou) Possessor's Familiar pets and summons gain 80% Charm Resistance
Requires: Advanced Familiar Loyalty Training, Commander
Cost: 400,000 Gold, 2 Weeks

Was The Subject Of A Magical Girl Battle Documentary That Inadvetantly Revealed All Of Her Fighting Tricks- (Passive Ability, Other: Mahou Shoujo) Possessor's stats are considered scanned by all of possessor's opponents, Possessor gains +3 Fame
Not for Sale

~Other: Notion-Crafter (Conceptual)~

Advanced Conceptual Loyalty Communing- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons gain 60% Charm Resistance
Requires: Conceptual Loyalty Communing, Notion-Crafter
Cost: 200,000 Gold, 2 Weeks

Basic Conceptual Loyalty Communing- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons gain 20% Charm Resistance
Requires: Conceptual Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Notion-Crafter Knowledge- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Theoretical Mage-Scientist, Adept Book Training, Enchanter, Weirdworker, Conjurer, Mentalist, Veilwalker, 20 in at least one Base Stat
Cost: 60,000,000 Gold, 60 Weeks

Conceptual Calling I- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual summons gain +20 to all stats
Requires: Conceptual Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Conceptual Calling II- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual summons gain +200 HP
Requires: Conceptual Calling I
Cost: 40,000 Gold, 2 Weeks

Conceptual Calling III- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual summons gain +500 MP
Requires: Conceptual Calling II
Cost: 40,000 Gold, 2 Weeks

Conceptual Calling IV- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual summons gain +2,000 HP and +4,000 MP
Requires: Conceptual Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Conceptual Calling V- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual summons may not be unsummoned by sources below Level 5
Requires: Conceptual Calling IV, Conceptual Communing II, Summoner, Notion-Crafter
Cost: 200,000 Gold, 2 Weeks

Conceptual Communing I- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons gain +20 to all stats
Requires: Basic Notion-Crafter Knowledge
Cost: 60,000 Gold, 2 Weeks

Conceptual Communing II- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons gain +100 to all stats
Requires: Conceptual Communing I
Cost: 100,000 Gold, 2 Weeks

Conceptual Loyalty Communing- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons gain 40% Charm Resistance
Requires: Basic Conceptual Loyalty Communing, Apprentice Notion-Crafter Knowledge
Cost: 100,000 Gold, 2 Weeks

Defensive Conceptual Communing I- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons gain +50 Defense
Requires: Conceptual Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Conceptual Communing II- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons gain +250 Defense
Requires: Defensive Conceptual Communing I, Apprentice Notion-Crafter Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Conceptual Communing I- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons have the Damage values of their abilities increased by 50 points
Requires: Conceptual Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Conceptual Communing II- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Conceptual Communing I, Apprentice Notion-Crafter Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Conceptual Communing I- (Passive Ability, Other: Notion-Crafter ) Possessor's Conceptual pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Conceptual Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Conceptual Communing II- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Conceptual Communing I, Apprentice Notion-Crafter Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Conceptual Loyalty Communing- (Passive Ability, Other: Notion-Crafter) Possessor's Conceptual pets and summons gain 80% Charm Resistance
Requires: Advanced Conceptual Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Nullifier (Voidstalker)~

Advanced Voidstalker Loyalty Instruction- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons gain 60% Charm Resistance
Requires: Voidstalker Loyalty Instruction, Nullifier
Cost: 200,000 Gold, 2 Weeks

Basic Nullifier Knowledge- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Pactmaker, Ethereal Mage, Slayer, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Voidstalker Loyalty Instruction- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons gain 20% Charm Resistance
Requires: Voidstalker Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Voidstalker Instruction I- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons gain +50 Defense
Requires: Voidstalker Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Voidstalker Instruction II- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons gain +250 Defense
Requires: Defensive Voidstalker Instruction I, Apprentice Nullifier Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Voidstalker Instruction I- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons have the Damage values of their abilities increased by 50 points
Requires: Voidstalker Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Voidstalker Instruction II- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Voidstalker Instruction I, Apprentice Nullifier Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Voidstalker Instruction I- (Passive Ability, Other: Nullifier ) Possessor's Voidstalker pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Voidstalker Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Voidstalker Instruction II- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Voidstalker Instruction I, Apprentice Nullifier Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Voidstalker Loyalty Instruction- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons gain 80% Charm Resistance
Requires: Advanced Voidstalker Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Voidstalker Calling I- (Passive Ability, Other: Nullifier) Possessor's Voidstalker summons gain +20 to all stats
Requires: Voidstalker Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Voidstalker Calling II- (Passive Ability, Other: Nullifier) Possessor's Voidstalker summons gain +200 HP
Requires: Voidstalker Calling I
Cost: 40,000 Gold, 2 Weeks

Voidstalker Calling III- (Passive Ability, Other: Nullifier) Possessor's Voidstalker summons gain +500 MP
Requires: Voidstalker Calling II
Cost: 40,000 Gold, 2 Weeks

Voidstalker Calling IV- (Passive Ability, Other: Nullifier) Possessor's Voidstalker summons gain +2,000 HP and +4,000 MP
Requires: Voidstalker Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Voidstalker Calling V- (Passive Ability, Other: Nullifier) Possessor's Voidstalker summons may not be unsummoned by sources below Level 5
Requires: Voidstalker Calling IV, Voidstalker Instruction II, Summoner, Nullifier
Cost: 200,000 Gold, 2 Weeks

Voidstalker Instruction I- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons gain +20 to all stats
Requires: Basic Nullifier Knowledge
Cost: 60,000 Gold, 2 Weeks

Voidstalker Instruction II- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons gain +100 to all stats
Requires: Voidstalker Instruction I
Cost: 100,000 Gold, 2 Weeks

Voidstalker Loyalty Instruction- (Passive Ability, Other: Nullifier) Possessor's Voidstalker pets and summons gain 40% Charm Resistance
Requires: Basic Voidstalker Loyalty Instruction, Apprentice Nullifier Knowledge
Cost: 100,000 Gold, 2 Weeks

~Other: Occultist (Memento of Ruin)~

Advanced Memento of Ruin Loyalty Communing- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons gain 60% Charm Resistance
Requires: Memento of Ruin Loyalty Communing, Occultist
Cost: 200,000 Gold, 2 Weeks

Basic Memento of Ruin Loyalty Communing- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons gain 20% Charm Resistance
Requires: Memento of Ruin Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Occultist Knowledge- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Demonologist, Enchanter, Golomancer, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Defensive Memento of Ruin Communing I- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons gain +50 Defense
Requires: Memento of Ruin Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Memento of Ruin Communing II- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons gain +250 Defense
Requires: Defensive Memento of Ruin Communing I, Apprentice Occultist Knowledge
Cost: 100,000 Gold, 2 Weeks

Memento of Ruin Calling I- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin summons gain +20 to all stats
Requires: Memento of Ruin Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Memento of Ruin Calling II- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin summons gain +200 HP
Requires: Memento of Ruin Calling I
Cost: 40,000 Gold, 2 Weeks

Memento of Ruin Calling III- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin summons gain +500 MP
Requires: Memento of Ruin Calling II
Cost: 40,000 Gold, 2 Weeks

Memento of Ruin Calling IV- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin summons gain +2,000 HP and +4,000 MP
Requires: Memento of Ruin Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Memento of Ruin Calling V- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin summons may not be unsummoned by sources below Level 5
Requires: Memento of Ruin Calling IV, Memento of Ruin Communing II, Summoner, Occultist
Cost: 200,000 Gold, 2 Weeks

Memento of Ruin Communing I- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons gain +20 to all stats
Requires: Basic Occultist Knowledge
Cost: 60,000 Gold, 2 Weeks

Memento of Ruin Communing II- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons gain +100 to all stats
Requires: Memento of Ruin Communing I
Cost: 100,000 Gold, 2 Weeks

Memento of Ruin Loyalty Communing- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons gain 40% Charm Resistance
Requires: Basic Memento of Ruin Loyalty Communing, Apprentice Occultist Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Memento of Ruin Communing I- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons have the Damage values of their abilities increased by 50 points
Requires: Memento of Ruin Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Memento of Ruin Communing II- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Memento of Ruin Communing I, Apprentice Occultist Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Memento of Ruin Communing I- (Passive Ability, Other: Occultist ) Possessor's Memento of Ruin pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Memento of Ruin Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Memento of Ruin Communing II- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Memento of Ruin Communing I, Apprentice Occultist Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Memento of Ruin Loyalty Communing- (Passive Ability, Other: Occultist) Possessor's Memento of Ruin pets and summons gain 80% Charm Resistance
Requires: Advanced Memento of Ruin Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Planefolder (Vastness)~

Basic Planefolder Knowledge- (Passive Ability, Other: Planefolder) Possessor's Vastness pets and summons gain +200 HP, +200 MP, +20 Damage dealt, +20 to all stats, and +20% Dodge
Not for Sale


~Other: Precursor (Ancient)~

Advanced Ancient Loyalty Instruction- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain 60% Charm Resistance
Requires: Ancient Loyalty Instruction, Precursor
Cost: 200,000 Gold, 2 Weeks

Ancient Calling I- (Passive Ability, Other: Precursor) Possessor's Ancient summons gain +20 to all stats
Requires: Ancient Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Ancient Calling II- (Passive Ability, Other: Precursor) Possessor's Ancient summons gain +200 HP
Requires: Ancient Calling I
Cost: 40,000 Gold, 2 Weeks

Ancient Calling III- (Passive Ability, Other: Precursor) Possessor's Ancient summons gain +500 MP
Requires: Ancient Calling II
Cost: 40,000 Gold, 2 Weeks

Ancient Calling IV- (Passive Ability, Other: Precursor) Possessor's Ancient summons gain +2,000 HP and +4,000 MP
Requires: Ancient Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Ancient Calling V- (Passive Ability, Other: Precursor) Possessor's Ancient summons may not be unsummoned by sources below Level 5
Requires: Ancient Calling IV, Ancient Instruction II, Summoner, Precursor
Cost: 200,000 Gold, 2 Weeks

Ancient Instruction I- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain +20 to all stats
Requires: Basic Precursor Knowledge
Cost: 60,000 Gold, 2 Weeks

Ancient Instruction II- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain +100 to all stats
Requires: Ancient Instruction I
Cost: 100,000 Gold, 2 Weeks

Ancient Loyalty Instruction- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain 40% Charm Resistance
Requires: Basic Ancient Loyalty Instruction, Apprentice Precursor Knowledge
Cost: 100,000 Gold, 2 Weeks

Basic Ancient Loyalty Instruction- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain 20% Charm Resistance
Requires: Ancient Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Precursor Knowledge- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Theoretical Mage-Scientist, Historian, Archmage of the Ancients
Cost: 60,000,000 Gold, 30 Weeks

Defensive Ancient Instruction I- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain +50 Defense
Requires: Ancient Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Ancient Instruction II- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain +250 Defense
Requires: Defensive Ancient Instruction I, Apprentice Precursor Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Ancient Instruction I- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons have the Damage values of their abilities increased by 50 points
Requires: Ancient Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Ancient Instruction II- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Ancient Instruction I, Apprentice Precursor Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Ancient Instruction I- (Passive Ability, Other: Precursor ) Possessor's Ancient pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Ancient Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Ancient Instruction II- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Ancient Instruction I, Apprentice Precursor Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Ancient Loyalty Instruction- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain 80% Charm Resistance
Requires: Advanced Ancient Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Prophet of the Brightest Heavens (Other: Holy One)~

Adept Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain an Holy One summon, Possessor's unmodified stats increase by 2,000 points if possessor is an Holy One
Requires: Prophet of the Brightest Heavens, 50 other Prophet of the Brightest Heavens Abilities, Level 20
Cost: 50,000,000 Gold, 10 Weeks

Apprentice Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Prophet of the Brightest Heavens Knowledge, 3 other Prophet of the Brightest Heavens abilities
Cost: 1,250,000 Gold, 2 Weeks

Assumption of the Essence of the Holy One- (Passive Ability, Prophet of the Brightest Heavens) Possessor may, at the beginning of a thread, choose to become the subtype Holy One
Requires: Formshift: Holy One, Apprentice Prophet of the Brightest Heavens Knowledge
Cost: 700,000 Gold, 2 Weeks

Base Holy One Synchronicity- (Passive Ability, Other: Prophet of the Brightest Heavens) Possessor may treat Holy One as a base subtype
Not For Sale

Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Not For Sale

Formshift: Holy One- (Stance Ability, Prophet of the Brightest Heavens) Possessor's subtype becomes Holy One
Requires: Holy One Traits
Cost: 300,000 Gold, 12 Weeks

Legacy Holy One Traits- (Passive Ability, Other: Prophet of the Brightest Heavens) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Holy One. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Not for Sale

Holy One Traits- (Passive Ability, Other: Prophet of the Brightest Heavens) If possessor is a Holy One, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 28,500,000 Gold, 570 Weeks

Holy Vitality- (Passive Ability, Prophet of the Brightest Heavens) Possessor, if a Holy One, gains +200,000 HP
Not for Sale

Hymn of the Divine Knight: Severance from Self- (Technique Ability, Prophet of the Brightest Heavens) Possessor may use 'Hymn of the Divine Knight: Severance from Self' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as no other Technique is used, either said action targets only one opponent of possessor or is the first action of the thread to involve said technique, and possessor has '*Vreskenventrach, the Severing Wind' equipped. Said action gains +50,125,000 Ranged Attack and removes all Constant Effects and Passive Abilities from its non-caster targets who are either (below Level 99 and 10 or more Levels below caster) or are non-unique and non-Elite.
Not for Sale

Prophet of the Brightest Heavens- (Passive Ability, Prophet of the Brightest Heavens) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Holy One pet only, This ability provides +500 HP and +100 to all stats of possessor's Holy One pets and summons per Level of possessor
Requires: Apprentice Prophet of the Brightest Heavens Knowledge, 10 other Prophet of the Brightest Heavens abilities
Cost: 1,250,000 Gold, 4 Weeks

Sin-Eater- (Passive Ability, Prophet of the Brightest Heavens) If possessor is a Holy One, whenever possessor kills a target possessor gains a number of Sin Points (to a max of 240 Sin Points) (which do not count as a buff and cannot be removed by sources below Level 100) equal to (1 * the number of Warlock, Pactmaker, Torment Master, and Dominator abilities possessed by said target) + (1, if target's subtype is Daemon, Illuminated, or Hollow-Soul) + (5 * the number of Villian, Prophet of the Blackest Abysses, Puppet Master, Enslaver, Puppeteer, and Vile One abilities possessed by said target) + (5, if target's subtype is Fiend) + (1/5 * the number of High Judge, Lawbringer, Litigamancer, Diplomat, Noble, Conjurer, Binder, Lightbearer, Necromancer, Rune Mage, or Mentalist abilities possessed by target, rounded up) + (1/25 the number of Summoner abilities possessed by target, rounded down) + (1, if target's element is Agony or Psychic) + (5, if target's element is Corruption or Evil) - (1, if target's subtype is Deva) - (1 * the number of Hero, Prophet of the Brightest Heavens, Champion of the Upper Realms, Healer, and Genesis Archiect abilities possessed by target) - (1/25 * the number of Chef and Cook abilities possessed by target) - (5, if target's subtype is Holy One) - (5, if target's element is Good or Life), Possessor may obtain a max of 240 Sin Points, Possessor, if a Holy One, obtains + (5,000 * the number of Sin Points (to a max of 240 Sin Points) possessor possesses) to all stats, Possessor's Level, if possessor is a Holy One is reduced by (the number of Sin Points (to a max of 240 Sin Points) possessor possesses / 10, rounded down) less Levels by the ability 'Holy One Traits'
Not for Sale

Wings of Melek Taus- (Passive Ability, Prophet of the Brightest Heavens) Possessor, if a Holy One, obtains +999,999 Magical Attack, +999,999 AGI, +999,999 SPI, Charm Immunity, 40% Dominion Resistance, +90,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, 40% Light Resitance, 40% Darkness Resistance, 30% Human Resistance, Possessor's 'Overdrive' actions cost 5% of their user's Max MP instead of 25%, possessor may deal 900,000 Flat Fire & Light & Glory element Damage to the first individual each round to conduct an offensive action that targets their wielder each round, Possessor is Immune to row-shifting effects from sources below Level 80, Possessor's actions are unable to be skipped by minor or moderate status effects, Paralysis Immunity, possessor's turn-order-determining stat sum is not be able to be unwillingly changed by sources below Level 80, possessor's actions are unable to be unwillingly controlled by sources below Level 60
Not for Sale


~Other: Prophet of the Darkest Abysses (Other: Fiend)~

Apprentice Prophet of the Darkest Abysses Knowledge- (Passive Ability, Other: Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Prophet of the Darkest Abysses Knowledge, 3 other Prophet of the Darkest Abysses abilities
Cost: 1,250,000 Gold, 2 Weeks

Assumption of the Essence of the Fiend- (Passive Ability, Other: Prophet of the Darkest Abysses) Possessor may, at the beginning of a thread, choose to become the subtype Fiend
Requires: Formshift: Fiend, Apprentice Prophet of the Darkest Abysses Knowledge
Cost: 700,000 Gold, 2 Weeks

Base Fiend Synchronicity- (Passive Ability, Other: Prophet of the Darkest Abysses) Possessor may treat Fiend as a base subtype
Not For Sale

Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Other: Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Not For Sale

Legacy Fiend Traits- (Passive Ability, Other: Prophet of the Darkest Abysses) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Fiend. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Not for Sale

Fiend Traits- (Passive Ability, Other: Prophet of the Darkest Abysses) If possessor is a Fiend, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 28,500,000 Gold, 570 Weeks

Formshift: Fiend- (Stance Ability, Other: Prophet of the Darkest Abysses) Possessor's subtype becomes Fiend
Requires: Fiend Traits
Cost: 300,000 Gold, 12 Weeks

Prophet of the Darkest Abysses- (Passive Ability, Other: Prophet of the Darkest Abysses) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Fiend pet only, This ability provides +500 HP and +100 to all stats of possessor's Fiend pets and summons per Level of possessor
Requires: Apprentice Prophet of the Darkest Abysses Knowledge, 10 other Prophet of the Darkest Abysses abilities
Cost: 1,250,000 Gold, 4 Weeks


~Other: Reality Coder (Coded Being)~

Advanced Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 60% Charm Resistance
Requires: Coded Being Loyalty Programming, Reality Coder
Cost: 200,000 Gold, 2 Weeks

Apprentice Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Reality Coder Knowledge, 3 other Reality Coder abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Coded Being- (Passive Ability, Other: Reality Coder) Possessor may, at the beginning of a thread, choose to become the subtype Coded Being
Requires: Formshift: Coded Being, Apprentice Reality Coder Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 20% Charm Resistance
Requires: Coded Being Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Artifical Intelligence Programmer, Scientist, Theoretical Scientist
Cost: 5,000,000 Gold, 5 Weeks

Coded Being Calling I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +20 to all stats
Requires: Coded Being Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Coded Being Calling II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +200 HP
Requires: Coded Being Calling I
Cost: 40,000 Gold, 2 Weeks

Coded Being Calling III- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +500 MP
Requires: Coded Being Calling II
Cost: 40,000 Gold, 2 Weeks

Coded Being Calling IV- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +2,000 HP and +4,000 MP
Requires: Coded Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Coded Being Calling V- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons may not be unsummoned by sources below Level 5
Requires: Coded Being Calling IV, Coded Being Programming II, Summoner, Reality Coder
Cost: 200,000 Gold, 2 Weeks

Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 40% Charm Resistance
Requires: Basic Coded Being Loyalty Programming, Apprentice Reality Coder Knowledge
Cost: 100,000 Gold, 2 Weeks

Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +20 to all stats
Requires: Basic Reality Coder Knowledge
Cost: 60,000 Gold, 2 Weeks

Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 to all stats
Requires: Coded Being Programming I
Cost: 100,000 Gold, 2 Weeks

Coded Being Traits- (Passive Ability, Other: Reality Coder) If Possessor is a Coded Being, Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to Pain, Confusion (Exception- Confusion: System Overload), Impaired, Poison, and Diseased (Exception- Diseased: Computer Virus). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Cost: 1,750,000 Gold, 30 Weeks

Defensive Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +50 Defense
Requires: Coded Being Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +250 Defense
Requires: Defensive Coded Being Programming I, Apprentice Reality Coder Knowledge
Cost: 100,000 Gold, 2 Weeks

Digital Singularity- (Passive Ability, Other: Reality Coder) Possessor gains +5,000 MIN if possessor is a Coded Being, Possessor's base MIN increases by 5 if possessor is a Coded Being
Not for Sale

Digitization of Nondigital Diseases- (Passive Ability, Other: Reality Coder) Possessor ignores the Disease Immunity of lower-Level Robots, Machines, Clockworks, and Mechs that are below Level 60
Requires: Reality Coder, Blight Druid
Cost: 500,000 Gold, 2 Weeks

~Error Which Baffles The Designer- (Passive Ability, Other: Reality Coder) Possessor cannot be identified as wearing a Disguise by Technology element actions performed by entities below level 60
Not for Sale

~Exploits Old Design Flaws To Bypass Defenses- (Passive Ability, Other: Reality Coder) Possessor may Pierce (Possessor's Level * 5,000) Defense possessed by sources no more than five Levels greater than possessor (to a max of Level 80), possessor may not be prevented from travelling from one battlespace to another or changing rows by sources below level 80, possessor may ignore Defense-increasing buffs from Ancient Magic or Ancient sources (provided their source is not above Level 80)
Not for Sale

Fast Typing- (Passive Ability, Other: Reality Coder) +15 AGI, Possessor gains +60 to possessor's turn-order-determining-stat-sum if MIN is one of possessor's turn-order-determining stats
Not for Sale

Formshift: Coded Being- (Stance Ability, Other: Reality Coder) Possessor's subtype becomes Coded Being
Requires: Coded Being Traits
Cost: 100,000 Gold, 4 Weeks

Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Not for Sale

Inherent Sorrow-Core Containment System- (Passive Ability, Reality Coder) Poessessor gains +500 Defense and +500 to all stats if possessor has an item named 'XEVNON-MORTEIYORI: Sorrow Core' equipped
Not for Sale

Inventory System- (Passive Ability, Reality Coder) Possessor may bring up to 99 of up to 99 different items into threads unequipped
Not for Sale

Offensive Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have the Damage values of their abilities increased by 50 points
Requires: Coded Being Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Coded Being Programming I, Apprentice Reality Coder Knowledge
Cost: 100,000 Gold, 2 Weeks

Personal Firewall- (Passive Ability, Other: Reality Coder) Possessor gains 30% Minor Status Effect Resistance against Coded Beings, Possessor gains Diseased: Computer Virus Immunity
Requires: Apprentice Reality Coder Knowledge, Technomancer
Cost: 300,000 Gold, 2 Weeks

Reality Coder- (Passive Ability, Other: Reality Coder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Coded Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Coded Being pets and summons per Level of possessor
Requires: Apprentice Reality Coder Knowledge, 10 other Reality Coder abilities
Cost: 125,000 Gold, 4 Weeks

Realization of Virtual Virii- (Passive Ability, Other: Reality Coder) Instances of Diseased: Computer Virus with possessor as a source may afflict entities regardless of subtype.
Requires: Reality Coder
Cost: 500,000 Gold, 2 Weeks

Santa Hacker- (Passive Ability, Other: Reality Coder) Possessor's Santa summons may gain a non-stacking buff that provides its possessor with +10,000 to all stats, the additional element Null, and the additional subtype Coded Being
Not for Sale

Search-Engine Optimized- (Passive Ability, Other: Reality Coder) Whenever an individual would randomly select an individual to scan its stats, said individual has a 50% chance of selecting possessor automatically before the normal roll is made
Not for Sale

Slayer of Digital Santas- (Passive Ability, Other: Reality Coder) Possessor gets +50% uncapped Critical against entities that possess both the subtype Santa and the subtype Coded Being
Not for Sale

Speed-Focused Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Coded Being Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Coded Being Programming I, Apprentice Reality Coder Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 80% Charm Resistance
Requires: Advanced Coded Being Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks

♢Surpassing the Impossible!- (Passive Ability, Eternal Champion) Each of possessor's actions has a 5% chance to ignore the Resistances of entities
Not for Sale

Virtual Hazard Shielding- (Passive Ability, Other: Reality Coder) Possessor gains +30% Minor Status Effect Resistance against Coded Beings
Requires: Reality Coder, Abjurer
Cost: 400,000 Gold, 2 Weeks

~Other: Servant to Higher Powers (Emissary)~

Basic Servant to Higher Powers Knowledge- (Passive Ability, Servant to Higher Powers) Possessor's Emissary pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Requires: Be a Tier 5 or greater subtype
Cost: 150,000,000 Gold, 90 Weeks


~Other: Shadow Duke (Umbral)~

Adept Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Umbral summon, Possessor's unmodified stats increase by 200 points if possessor is an Umbral
Requires: Shadow Duke, 50 other Shadow Duke Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 60% Charm Resistance
Requires: Umbral Loyalty Communing, Shadow Duke
Cost: 200,000 Gold, 2 Weeks

Apprentice Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Shadow Duke Knowledge, 3 other Shadow Duke abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Umbral- (Passive Ability, Other: Shadow Duke) Possessor may, at the beginning of a thread, choose to become the subtype Umbral
Requires: Formshift: Umbral, Apprentice Shadow Duke Knowledge
Cost: 70,000 Gold, 2 Weeks

Basic Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Adept Darkness Synchronization
Cost: 5,000,000 Gold, 5 Weeks

Basic Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 20% Charm Resistance
Requires: Umbral Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Umbral Communing I- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +50 Defense
Requires: Umbral Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Umbral Communing II- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +250 Defense
Requires: Defensive Umbral Communing I, Apprentice Shadow Duke Knowledge
Cost: 100,000 Gold, 2 Weeks

Formshift: Umbral- (Stance Ability, Other: Shadow Duke) Possessor's subtype becomes Umbral
Requires: Umbral Traits
Cost: 100,000 Gold, 4 Weeks

Offensive Umbral Communing I- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons have the Damage values of their abilities increased by 50 points
Requires: Umbral Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Umbral Communing II- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Umbral Communing I, Apprentice Shadow Duke Knowledge
Cost: 100,000 Gold, 2 Weeks

Shadow Duke- (Passive Ability, Other: Shadow Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Umbral pet only, This ability provides +50 HP and +10 to all stats of possessor's Umbral pets and summons per Level of possessor
Requires: Apprentice Shadow Duke Knowledge, 10 Other Shadow Duke Abilities
Cost: 125,000 Gold, 4 Weeks

Speed-Focused Umbral Communing I- (Passive Ability, Other: Shadow Duke ) Possessor's Umbral pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Umbral Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Umbral Communing II- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Umbral Communing I, Apprentice Shadow Duke Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 80% Charm Resistance
Requires: Advanced Umbral Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

Umbral Calling I- (Passive Ability, Other: Shadow Duke) Possessor's Umbral summons gain +20 to all stats
Requires: Umbral Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Umbral Calling II- (Passive Ability, Other: Shadow Duke) Possessor's Umbral summons gain +200 HP
Requires: Umbral Calling I
Cost: 40,000 Gold, 2 Weeks

Umbral Calling III- (Passive Ability, Other: Shadow Duke) Possessor's Umbral summons gain +500 MP
Requires: Umbral Calling II
Cost: 40,000 Gold, 2 Weeks

Umbral Calling IV- (Passive Ability, Other: Shadow Duke) Possessor's Umbral summons gain +2,000 HP and +4,000 MP
Requires: Umbral Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Umbral Calling V- (Passive Ability, Other: Shadow Duke) Possessor's Umbral summons may not be unsummoned by sources below Level 5
Requires: Umbral Calling IV, Umbral Communing II, Summoner, Shadow Duke
Cost: 200,000 Gold, 2 Weeks

Umbral Traits- (Passive Ability, Other: Shadow Duke) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Umbral. Possessor gains 50% Resistance to Darkness against sources that are below Level 100 and are no more than 10 Levels or more above possessor and 300% Light Weakness so long as possessor is an Umbral.
Requires: No Prerequisites
Cost: 1,500,000 Gold, 30 Weeks

Umbral Communing I- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +20 to all stats
Requires: Basic Shadow Duke Knowledge
Cost: 60,000 Gold, 2 Weeks

Umbral Communing II- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +100 to all stats
Requires: Umbral Communing I
Cost: 100,000 Gold, 2 Weeks

Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 40% Charm Resistance
Requires: Basic Umbral Loyalty Communing, Apprentice Shadow Duke Knowledge
Cost: 100,000 Gold, 2 Weeks

Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Wisdom
Cost: 5,000,000 Gold, 2 Weeks

~Other: Sifter of Unmade Places (Eroded)~

Advanced Eroded Loyalty Communing- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons gain 60% Charm Resistance
Requires: Eroded Loyalty Communing, Sifter of Unmade Places
Cost: 200,000 Gold, 2 Weeks

Basic Eroded Loyalty Communing- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons gain 20% Charm Resistance
Requires: Eroded Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Sifter of Unmade Places Knowledge- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Demonologist, Geomancer, Slayer, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Defensive Eroded Communing I- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons gain +50 Defense
Requires: Eroded Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Eroded Communing II- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons gain +250 Defense
Requires: Defensive Eroded Communing I, Apprentice Sifter of Unmade Places Knowledge
Cost: 100,000 Gold, 2 Weeks

Eroded Calling I- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded summons gain +20 to all stats
Requires: Eroded Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Eroded Calling II- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded summons gain +200 HP
Requires: Eroded Calling I
Cost: 40,000 Gold, 2 Weeks

Eroded Calling III- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded summons gain +500 MP
Requires: Eroded Calling II
Cost: 40,000 Gold, 2 Weeks

Eroded Calling IV- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded summons gain +2,000 HP and +4,000 MP
Requires: Eroded Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Eroded Calling V- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded summons may not be unsummoned by sources below Level 5
Requires: Eroded Calling IV, Eroded Communing II, Summoner, Sifter of Unmade Places
Cost: 200,000 Gold, 2 Weeks

Eroded Communing I- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons gain +20 to all stats
Requires: Basic Sifter of Unmade Places Knowledge
Cost: 60,000 Gold, 2 Weeks

Eroded Communing II- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons gain +100 to all stats
Requires: Eroded Communing I
Cost: 100,000 Gold, 2 Weeks

Eroded Loyalty Communing- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons gain 40% Charm Resistance
Requires: Basic Eroded Loyalty Communing, Apprentice Sifter of Unmade Places Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Eroded Communing I- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons have the Damage values of their abilities increased by 50 points
Requires: Eroded Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Eroded Communing II- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Eroded Communing I, Apprentice Sifter of Unmade Places Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Eroded Communing I- (Passive Ability, Other: Sifter of Unmade Places ) Possessor's Eroded pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Eroded Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Eroded Communing II- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Eroded Communing I, Apprentice Sifter of Unmade Places Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Eroded Loyalty Communing- (Passive Ability, Other: Sifter of Unmade Places) Possessor's Eroded pets and summons gain 80% Charm Resistance
Requires: Advanced Eroded Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

~Other: Sublime Presence (Divinity)~

Basic Sublime Presence Knowledge- (Passive Ability, Sublime Presence) Possessor's Divinity pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Requires: Master Worldbound God Knowledge, Master Divine Magic Attunement, Master Geomancy Attunement, Master Gate Magic Attunement, Master Faith Synchronization
Cost: 150,000,000 Gold, 90 Weeks

Lesser Divine Domain: War - (Passive Ability, Other: Sublime Presence) Possessor's allies gain +(Possessor Level * 5,000) Melee Attack, Ranged Attack, and Magical Attack, Possessor gains 60% War Resistance and 15% Resistance to each base weapon subtype, Possessor has RP powers connected to this divine domain
Not for Sale

Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes- (Technique Ability, Sublime Presence) Possessor may use 'Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes' in conjunction with an 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor is a Divinity. Said action gives its performer a buff that is unremovable until the end of battle that ends at the end of battle that cannot be prevented from ending at that time and that cannot be extended or replicated that triples its possessor's stats, gives its possessor up to 300 Weeks worth of in-stock Priest and/or Worldbound God abilities (with the count of 300 Weeks being one pool across both), allows its possessor, at the start or end of any action to remove any Worshipper Benefits from any individual in any battlespace, return any such removed Worshipper Benefit to any individual it was removed from, alter any Worshipper Benefit so that bonuses it provides to values are instead equivalent penalties, alter any Worshipper Benefit so that static values of values that it provides are instead equivalent penalties, undo any such alteration this effect made to any Worshipper Benefit, or grant any ally of possessor any Worshipper benefit that could be granted by any PC deity in the same thread at any point during said thread; this action, at the end of battle as an unpreventable effect, even if possessor is not in battle, sets its user's MP to 0 for the remainder of the thread.
Not for Sale


~Other: Subspace Architect (Large Structure)~
Adept Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Large Structure summon, Possessor's unmodified stats increase by 200 points if possessor is a Large Structure
Requires: Subspace Architect, 50 other Subspace Architect Abilities, Level 20
Cost: 25,000,000 Gold, 10 Weeks

Advanced Large Structure Loyalty Programming- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain 60% Charm Resistance
Requires: Large Structure Loyalty Programming, Subspace Architect
Cost: 200,000 Gold, 2 Weeks

Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Requires: Basic Subspace Architect Knowledge, 3 other Subspace Architect abilities
Cost: 12,500,000 Gold, 2 Weeks

Assumption of the Essence of the Large Structure- (Passive Ability, Other: Subspace Architect) Possessor may, at the beginning of a thread, choose to become the subtype Large Structure
Requires: Formshift: Large Structure, Apprentice Subspace Architect Knowledge
Not For Sale

Basic Appreciation of Feng Shui- (Passive Ability, Other: Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

Basic Large Structure Loyalty Programming- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain 20% Charm Resistance
Requires: Large Structure Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Requires: Knowledge of Space-Folding
Cost: 1,000,000 Gold, 2 Weeks

Basic Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Requires: Basic Appreciation of Feng Shui, Basic Subspace Architect Knowledge, Basic Spatial Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Requires: Basic Spatial Feng Shui Control, Basic Understanding of Entity Mana Patterns, Basic Understanding of Item Mana Patterns
Cost: 100,000 Gold, 1 Week

Basic Spawn Table Pruning- (Passive Ability, Other: Subspace Architect) When first entering a random dungeon, possessor may name an entity below Level 20 that is normally fightable for drops on the Enemy List; whenever that enemy would be encountered as a result of an encounter roll for the random dungeon, it instead is not present
Requires: Basic Spawn Table Design, Geomancer, Summoner, Basic Ambient Mana Rerouting
Cost: 15,000,000 Gold, 2 Weeks

Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Basic Spatial Magic Attunement, Architect
Cost: 5,000,000 Gold, 2 Weeks

Biostructure- (Passive Ability, Other: Subspace Architect) Possessor, if a Large Structure, may choose at the beginning of a thread to gain the subtype Bio-Horror, Possessor, if a Bio-Horror, may choose at the beginning of a thread to gain the subtype Large Structure, Possessor if a Large Structure and a Bio-Horror, gains +500 CON
Requires: Formshift: Large Structure, Formshift: Bio-Horror, Subspace Architect, Mad Scientist
Cost: 3,000,000 Gold, 2 Weeks

Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Not for Sale

Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Not for Sale

Clockwork Complex- (Passive Ability, Other: Subspace Architect) Possessor, if a Large Structure, may choose at the beginning of a thread to gain the subtype Clockwork, Possessor, if a Clockwork, may choose at the beginning of a thread to gain the subtype Large Structure, Possessor if a Large Structure and a Clockwork, gains +500 AGI
Requires: Formshift: Large Structure, Formshift: Clockwork, Subspace Architect, Gearwright
Cost: 3,000,000 Gold, 2 Weeks

Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Not for Sale

Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Not for Sale

Contains a Doomzoo- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may summon any individual from the Enemy List that is normally fightable for drops, is below Level 40, and is below possessor's Level at the start of each round, Entities summoned through this ability have the Damage values of their abilities increased by 50,000 points, Max 5 summoned
Not for Sale

Defensive Large Structure Programming I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +50 Defense
Requires: Large Structure Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Large Structure Programming II- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +250 Defense
Requires: Defensive Large Structure Programming I, Apprentice Subspace Architect Knowledge
Cost: 100,000 Gold, 2 Weeks

Dwarven Fortress-Planner- (Passive Ability, Other: Subspace Architect) Possessor's Earth-element Large Structure pets and summons obtain +2,000 Defense, +500 MIN, +500 CON, +5% Resilience, and +500,000 HP as a non-stacking bonus
Not for Sale

Filled with Trapped Chandaliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure
Not for Sale

Force Respawn- (Passive Ability, Other: Subspace Architect) Up to once per room, up to (possessor's Level) times per dungeon run, if possessor is in a Random Dungeon, possessor may choose, upon entering a room and learning its contents, assuming no enemy in said room is of greater Level than possessor, reroll all enemy spawn rolls for the room, replacing the encountered enemies with the newly rolled ones
Requires: Zonal Summoner, Basic Spatial Feng Shui Control, Basic Spawn Table Design, Basic Syphoning, Basic Spawn Table Pruning
Cost: 20,000,000 Gold, 2 Weeks

Form of Hut- (Stance Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor gains +50 CON
Requires: Large Structure Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Large Structure- (Stance Ability, Other: Subspace Architect) Possessor's subtype becomes Large Structure
Requires: Large Structure Traits
Not For Sale

Furniture-Powered- (Passive Ability, Other: Subspace Architect) Possessor's unmodified stats are increased by 50 if possessor is carrying at least 5 Antiquities worth at least 5,000,000 Gold each
Requires: Artisan, Basic Spatial Feng Shui Control, Basic Zonal Element Channeling Linkup, Ritualist
Cost: 15,000,000 Gold, 2 Weeks

Greenspear's Geomantically Pattern-Induced Dungeon-Flooding Presence- (Passive Ability, Other: Subspace Architect) If possessor is wielding a Spear, is a Water-element Undead, and is higher Level than all individuals presesnt on all encounter tables (including special encounters such as bosses or Phantom Challenges) for a random dungeon that possessor is in, Possessor may, after having been present at the start of at least 30 different rounds of battle, may, at the start of each round, inflict Drowning on each opponent and deal 500 Flat Water element Damage to each opponent
Not for Sale

Harmonious Arrangement- (Passive Ability, Other: Subspace Architect) If possessor is carrying at least 15 Antiquities worth at least 20,000,000 Gold and is at least Level 40, possessor is Immune to entities below Level 20 and possessor's Antiquities cannot be stolen or destroyed by entities below Level 60
Requires: Improved Spatial Feng Shui Control
Cost: 60,000,000 Gold, 2 Weeks

Haunted House- (Passive Ability, Other: Subspace Architect) Possessor, if a Large Structure, may choose at the beginning of a thread to gain the subtype Undead, Possessor, if an Undead, may choose at the beginning of a thread to gain the subtype Large Structure, Possessor if a Large Structure and an Undead, gains +500 SPI
Requires: Formshift: Large Structure, Formshift: Undead, Subspace Architect, Deathless One
Cost: 3,000,000 Gold, 2 Weeks

Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Requires: Basic Spatial Feng Shui Control, Apprentice Subspace Architect Knowledge, Perception of Space-Folding, Basic Space-Folding Technique
Cost: 5,000,000 Gold, 2 Weeks

Improved Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever an individual below Level 40 that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 60 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Requires: Spatial Feng Shui Control, Subspace Architect, Establish Planar Phantom Terrain Links, Improved Space-Folding Technique, Greater Stat Scanning, Excellent at Counting Large Numbers of Things Quickly, Wanderer, Short-Distance Item Teleportation, General Knowledge of the Main Universe within the Second Holy Empire, Resummon, Terrain Mastery, Arrange Decor, Install Zonal Properties
Cost: 60,000,000 Gold, 2 Weeks

Improved Spawned Entities- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor's summons gain +400 to all stats
Not for Sale

Install Asbestos- (Technique Ability, Other: Subspace Architect) Possessor may use 'Install Asbestos' in conjunction with a 'Repair Large Structure' action. Said action gives all Large Structures that it targets a buff that causes them to deal 400 CON Damage to each non-'Large Structure' in battle at the start of each round (including allies) and has a 30% chance of inflicting Diseased on each such target, with said buff stacking 3 times, with the stat damage it deals stacking together as part of a single application instance
Not for Sale

Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Requires: Basic Understanding of Area Mana Patterns, Basic Understanding of Entity Mana Patterns, Basic Subspace Architect Knowledge
Cost: 1,000,000 Gold, 2 Weeks

Large Structure Calling I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +20 to all stats
Requires: Large Structure Programming I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Large Structure Calling II- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +200 HP
Requires: Large Structure Calling I
Cost: 40,000 Gold, 2 Weeks

Large Structure Calling III- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +500 MP
Requires: Large Structure Calling II
Cost: 40,000 Gold, 2 Weeks

Large Structure Calling IV- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +2,000 HP and +4,000 MP
Requires: Large Structure Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Large Structure Calling V- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons may not be unsummoned by sources below Level 5
Requires: Large Structure Calling IV, Large Structure Programming II, Summoner, Subspace Architect
Cost: 200,000 Gold, 2 Weeks

Legacy Large Structure Traits- (Passive Ability, Other: Subspace Architect) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 10, possessor's Resilience is multiplied by 4, possessor's Defense is multiplied by 1.5, possessor's Defense Against Stat Damage is multiplied by 1.5, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. This ability only takes effect if possessor is a Large Structure. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Not for Sale

Large Structure Traits- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Resilience is multiplied by 4 as an effect that doesn't stack with other Resilience multiplying effects, possessor's Defense is multiplied by 1.5 as an effect that does not stack with other Defense multiplying effects, possessor's Defense Against Stat Damage is multiplied by 1.5 as an effect that doesn't stack with other Defense Against Stat Damage multiplying effects, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 2,750,000 Gold, 55 Weeks

Large Structure Loyalty Programming- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain 40% Charm Resistance
Requires: Basic Large Structure Loyalty Programming, Apprentice Subspace Architect Knowledge
Cost: 100,000 Gold, 2 Weeks

Large Structure Programming I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +20 to all stats
Requires: Basic Subspace Architect Knowledge
Cost: 60,000 Gold, 2 Weeks

Large Structure Programming II- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +100 to all stats
Requires: Large Structure Programming I
Cost: 100,000 Gold, 2 Weeks

Manifold Domain-Based Realm Connectivity- (Passive Ability, Other: Subspace Architect) Possessor gains 12 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Not For Sale

Mechanized Complex- (Passive Ability, Other: Subspace Architect) Possessor, if a Large Structure, may choose at the beginning of a thread to gain the subtype Machine, Possessor, if a Machine, may choose at the beginning of a thread to gain the subtype Large Structure, Possessor if a Large Structure and a Machine, gains +500 MIN
Requires: Formshift: Large Structure, Formshift: Machine, Subspace Architect, Mechanist
Cost: 3,000,000 Gold, 2 Weeks

Multidimensional Blueprint-Drafting- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +10% Dodge
Requires: Apprentice Subspace Architect Knowledge, Diviner, Geomancer, Architect, Scholar
Cost: 3,000,000 Gold, 2 Weeks

Offensive Large Structure Programming I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons have the Damage values of their abilities increased by 50 points
Requires: Large Structure Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Large Structure Programming II- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Large Structure Programming I, Apprentice Subspace Architect Knowledge
Cost: 100,000 Gold, 2 Weeks

Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Requires: Knowledge of Space-Folding, Diviner
Cost: 1,000,000 Gold, 2 Weeks

Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Requires: Apprentice Subspace Architect Knowledge, Architect
Cost: 5,000,000 Gold, 4 Weeks

Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Requires: Apprentice Subspace Architect Knowledge, Summoner
Cost: 15,000,000 Gold, 4 Weeks

Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever an individual below Level 20 that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 40 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Requires: Theoretical Spellcaster, Force Respawn, Zonal Summoner, Furniture-Powered
Cost: 20,000,000 Gold, 2 Weeks

Spawn Table Alteration: Greenspear's Presence- (Passive Ability, Other: Subspace Architect) If possessor is wielding a Spear, is a Water-element Undead, and is higher Level than all individuals presesnt on all encounter tables (including special encounters such as bosses or Phantom Challenges) for a random dungeon that possessor is in, Possessor may choose to replace non-unique, non-elite encountered opponents below Level 20 with entities from the following list: Boom Urchin, Barrage Urchin, Assault Coral, Wall Mussel, Icthorimir, Vicious Abragian Piranha, Businessman Conch, Starfish Gunner, Fish Man, and War Crab (with said replacement entities being on the side of battle that the entities they were replacing were on and not counting as summons)
Not for Sale

Speed-Focused Large Structure Programming I- (Passive Ability, Other: Subspace Architect ) Possessor's Large Structure pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Large Structure Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Large Structure Programming II- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Large Structure Programming I, Apprentice Subspace Architect Knowledge
Cost: 100,000 Gold, 2 Weeks

Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Requires: Apprentice Subspace Architect Knowledge, 10 other Subspace Architect abilities
Cost: 12,500,000 Gold, 4 Weeks

Subspatial Structural Integrity Induction- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +10,000 HP, +10,000 MP, +50 to Defense, and +25 to all stats
Not For Sale

Superior Large Structure Loyalty Programming- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain 80% Charm Resistance
Requires: Advanced Large Structure Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks


~Other: Sun Duke (Solar Being)~

Acclimation to Suns- (Passive Ability, Other: Sun Duke) Possessor gains 10% Light Resistance, 10% Fire Resistance, 40% Burning Resistance, 40% Awestruck Resistance, and 40% Impaired: Blind Resistance, Has RP Effects
Not for Sale

Adept Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Solar Being summon, Possessor's unmodified stats increase by 200 points if possessor is a Solar Being
Requires: Sun Duke, 50 other Sun Duke Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Solar Being Loyalty Communing- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain 60% Charm Resistance
Requires: Solar Being Loyalty Communing, Sun Duke
Cost: 200,000 Gold, 2 Weeks

Apprentice Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Sun Duke Knowledge, 3 other Sun Duke abilities
Cost: 125,000 Gold, 2 Weeks

As a Sun Hangs Unharmed Within the Void- (Passive Ability, Other: Sun Duke) Possessor's 'Solar Being Traits' ability does not provide possessor with a Darkness Weakness
Not for Sale

Assumption of the Essence of the Solar Being- (Passive Ability, Other: Sun Duke) Possessor may, at the beginning of a thread, choose to become the subtype Solar Being
Requires: Formshift: Solar Being, Apprentice Sun Duke Knowledge
Cost: 70,000 Gold, 2 Weeks

Aura of the Soothing Sun- (Passive Ability, Sun Duke) Possessor's Solar Being allies Regenerate 50,000 HP per round
Not for Sale

Aura of the Wrathful Sun- (Passive Ability, Sun Duke) Possessor' may deal 50,000 Flat Fire & Light element damage to each opponent who is not a Solar Being at the start of each round
Not for Sale

Basic Solar Being Loyalty Communing- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain 20% Charm Resistance
Requires: Solar Being Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor Solar Being pets and summons gain +200 to all stats
Requires: Adept Light Synchronization
Cost: 5,000,000 Gold, 5 Weeks

Blinding Blood- (Passive Ability, Other: Sun Duke) Possessor has a 30% chance of inflicting Impaired: Blind on any individual who inflicts damage on possessor
Not for Sale

Blood of Controlled Sunfire- (Passive Ability, Sun Duke) Possessor may have a 50% chance of inflicting Impaired: Blind on any individual who Damages possessor, Possessor may have a 40% chance of inflicting Burning on any individual who Damages possessor, Possessor may have a 40% chance of inflicting Awestruck on any individual who Damages possessor, Possessor may have a 50% chance of being able to deal 1,000,000 Flat Fire & Light element Damage to any individual who Damages possessor
Not for Sale

Defensive Solar Being Communing I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +50 Defense
Requires: Solar Being Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +250 Defense
Requires: Defensive Solar Being Communing I, Apprentice Sun Duke Knowledge
Cost: 100,000 Gold, 2 Weeks

Empowered by Suns- (Passive Ability, Sun Duke) Possessor gains +1,000 to all stats if the Terrain or Phantom Terrain is Sun
Not for Sale

Eyes of Pure Light- (Passive Ability, Sun Duke) Possessor, if a Solar Being, may gain a 30% chance of inflicting Charm: Impressed, Awestruck, Impaired: Blind, or Hexed: Outlined on any one target at the start of any round, Possessor's stat-scanning attempts are automatically successful against targets below Level 40 if possessor is a Solar Being, Possessor, if a Solar Being, may, once per target per thread, inflict Awestruck upon any individual whose stats are successfully scanned by possessor
Not for Sale

Formshift: Solar Being- (Stance Ability, Other: Sun Duke) Possessor's subtype becomes Solar Being
Requires: Solar Being Traits
Cost: 100,000 Gold, 4 Weeks

Improved Ultraviolet Sunbeam Gaze- (Passive Ability, Other: Sun Duke) If possessor possesses a Sun Duke ability called 'Improved Ultraviolet Sunbeam Gaze', then any ability called 'Improved Ultraviolet Sunbeam Gaze' that it grants its possessor gains '30% may inflict Burning', '30% may inflict Pain', and 'May deal 2,500 CON Damage'
Not for Sale

Light-Absorbing Form- (Passive Ability, Sun Duke) Possessor, if Level 20 or greater and Light element, Absorbs Light from sources that are below Level 20
Not for Sale

Mastery of Suns- (Passive Ability, Sun Duke) Possessor gains +1,000 to all stats if the Terrain or Phantom Terrain is Sun, Possessor's Solar Being pets and summons gain +200 to all stats if the Terrain or Phantom Terrain is Sun, Possessor cannot be negatively affected by effects attached to Terrains or Phantom Terrains that are Sun, provided said effects come from sources below Level 40
Not for Sale

Offensive Solar Being Communing I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons have the Damage values of their abilities increased by 50 points
Requires: Solar Being Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Solar Being Communing I, Apprentice Sun Duke Knowledge
Cost: 100,000 Gold, 2 Weeks

Radiant Aura- (Passive Ability, Sun Duke) Possessor's Solar Being allies gain +400 to all stats
Not for Sale

Radiant Grace- (Passive Ability, Sun Duke) If possessor is a Solar Being, possessor gains +2,500 AGI and 35% Dodge, and +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Whenever possessor is a Solar Being and performs a 'Switch Rows' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed on up to 3 targets
Not for Sale

Shining Sunbeast Shadow- (Passive Ability, Other: Sun Duke) Possessor may summon 1 Solar Being below Level 60 who is below possessor's Level that is normally fightable for drops on the Enemy List at the start of every round, Max 15 summoned
Not for Sale

Solar Acclimation- (Passive Ability, Other: Sun Duke) Possessor gains 5% Light Resistance
Not for Sale

Solar Being Calling I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +20 to all stats
Requires: Solar Being Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Solar Being Calling II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +200 HP
Requires: Solar Being Calling I
Cost: 40,000 Gold, 2 Weeks

Solar Being Calling III- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +500 MP
Requires: Solar Being Calling II
Cost: 40,000 Gold, 2 Weeks

Solar Being Calling IV- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +2,000 HP and +4,000 MP
Requires: Solar Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Solar Being Calling V- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons may not be unsummoned by sources below Level 5
Requires: Solar Being Calling IV, Solar Being Communing II, Summoner, Sun Duke
Cost: 200,000 Gold, 2 Weeks

Solar Being Traits- (Passive Ability, Other: Sun Duke) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Solar Being. Possessor gains 50% Resistance to Light against sources that are below Level 100 and are no more than 10 Levels or more above possessor and 300% Darkness Weakness so long as possessor is an Solar Being.
Requires: No Prerequisites
Cost: 1,500,000 Gold, 30 Weeks

Solar Being Communing I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +20 to all stats
Requires: Basic Sun Duke Knowledge
Cost: 60,000 Gold, 2 Weeks

Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +100 to all stats
Requires: Solar Being Communing I
Cost: 100,000 Gold, 2 Weeks

Solar Being Loyalty Communing- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain 40% Charm Resistance
Requires: Basic Solar Being Loyalty Communing, Apprentice Sun Duke Knowledge
Cost: 100,000 Gold, 2 Weeks

Solar Phoenix Essence- (Passive Ability, Other: Sun Duke) Once per thread, when killed by a source below Level 85 (excluding instances where possessor is killed by Darkness element Damage, Stat Damage, or actions), possessor may resurrect, regenerate 5,000,000 HP, regenerate 5,000,000 MP, and gain the subtype Solar Being as a buff
Not for Sale

Speed-Focused Solar Being Communing I- (Passive Ability, Other: Sun Duke ) Possessor's Solar Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Solar Being Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Solar Being Communing I, Apprentice Sun Duke Knowledge
Cost: 100,000 Gold, 2 Weeks

Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
Requires: Apprentice Sun Duke Knowledge, 10 Other Sun Duke Abilities
Cost: 125,000 Gold, 4 Weeks

Sun-Eyed Titan- (Passive Ability, Other: Sun Duke) If possessor is a Solar Being, (Possessor gains 200,000,000 HP and 180,000,000 MP as a non-stacking effect, Possessor is Immune to Light and Fire from sources below Level 99 that are below possessor's Level, 40% Light Resistance, 40% Fire Resistance, 30% Astral Resistance, 30% Astral Being Resistance, Suffocation Immunity, Frozen Immunity, Burning Immunity, Awestruck Immunity, Impaired Immunity, Possessor may count as up to 200,000,000,000,000 entities for row-order-determining purposes, Possessor gains +160% To Hit, Possessor's actions may gain '300% inflicts Burning' and/or '300% inflicts Awestruck', Possessor may deal HP Drain or MP Drain to entities that are Light or Fire element, Possessor may summon up to 200 entities that are Solar Beings or (Light or Fire element Elementals) that are below possessor's Level that are below Level 99 at the start of each round, Max 20,000 summoned, and Possessor is Immune to sources that are below Level 60)
Not for Sale

Superior Solar Being Loyalty Communing- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain 80% Charm Resistance
Requires: Advanced Solar Being Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks

Ultraviolet Sunbeam Gaze- (Passive Ability, Other: Sun Duke) Possessor gains the ability:
Ultraviolet Sunbeam Gaze- 20,000 Damage, 30% inflicts Poison: Irradiated, This action's Prime Attribute is Spirit, Atomic & Light, 30,000 MP
Not for Sale

~Other: Thrallkeeper (Thrallspawn)~

Advanced Thrallspawn Loyalty Enslavement- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons gain 60% Charm Resistance
Requires: Thrallspawn Loyalty Enslavement, Thrallkeeper
Cost: 200,000 Gold, 2 Weeks

Basic Thrallkeeper Knowledge- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Puppet Master, Enchanter, Dominator, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Thrallspawn Loyalty Enslavement- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons gain 20% Charm Resistance
Requires: Thrallspawn Enslavement II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Thrallspawn Enslavement I- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons gain +50 Defense
Requires: Thrallspawn Enslavement II
Cost: 40,000 Gold, 2 Weeks

Defensive Thrallspawn Enslavement II- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons gain +250 Defense
Requires: Defensive Thrallspawn Enslavement I, Apprentice Thrallkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Thrallspawn Enslavement I- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons have the Damage values of their abilities increased by 50 points
Requires: Thrallspawn Enslavement II
Cost: 40,000 Gold, 2 Weeks

Offensive Thrallspawn Enslavement II- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Thrallspawn Enslavement I, Apprentice Thrallkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Thrallspawn Enslavement I- (Passive Ability, Other: Thrallkeeper ) Possessor's Thrallspawn pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Thrallspawn Enslavement II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Thrallspawn Enslavement II- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Thrallspawn Enslavement I, Apprentice Thrallkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Thrallspawn Loyalty Enslavement- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons gain 80% Charm Resistance
Requires: Advanced Thrallspawn Loyalty Enslavement, Commander
Cost: 400,000 Gold, 2 Weeks

Thrallspawn Calling I- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn summons gain +20 to all stats
Requires: Thrallspawn Enslavement I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Thrallspawn Calling II- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn summons gain +200 HP
Requires: Thrallspawn Calling I
Cost: 40,000 Gold, 2 Weeks

Thrallspawn Calling III- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn summons gain +500 MP
Requires: Thrallspawn Calling II
Cost: 40,000 Gold, 2 Weeks

Thrallspawn Calling IV- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn summons gain +2,000 HP and +4,000 MP
Requires: Thrallspawn Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Thrallspawn Calling V- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn summons may not be unsummoned by sources below Level 5
Requires: Thrallspawn Calling IV, Thrallspawn Enslavement II, Summoner, Thrallkeeper
Cost: 200,000 Gold, 2 Weeks

Thrallspawn Enslavement I- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons gain +20 to all stats
Requires: Basic Thrallkeeper Knowledge
Cost: 60,000 Gold, 2 Weeks

Thrallspawn Enslavement II- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons gain +100 to all stats
Requires: Thrallspawn Enslavement I
Cost: 100,000 Gold, 2 Weeks

Thrallspawn Loyalty Enslavement- (Passive Ability, Other: Thrallkeeper) Possessor's Thrallspawn pets and summons gain 40% Charm Resistance
Requires: Basic Thrallspawn Loyalty Enslavement, Apprentice Thrallkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks

~Other: Tyranny's Instrument (Warshard)~

Advanced Warshard Loyalty Instruction- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons gain 60% Charm Resistance
Requires: Warshard Loyalty Instruction, Tyranny’s Instrument
Cost: 200,000 Gold, 2 Weeks

Basic Tyranny's Instrument Knowledge- (Passive Ability, Other: Tyranny's Instrument) Possessor's Warshard pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Puppet Master, Warrior, Commander, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Basic Warshard Loyalty Instruction- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons gain 20% Charm Resistance
Requires: Warshard Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Warshard Instruction I- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons gain +50 Defense
Requires: Warshard Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Warshard Instruction II- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons gain +250 Defense
Requires: Defensive Warshard Instruction I, Apprentice Tyranny’s Instrument Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Warshard Instruction I- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons have the Damage values of their abilities increased by 50 points
Requires: Warshard Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Warshard Instruction II- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Warshard Instruction I, Apprentice Tyranny’s Instrument Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Warshard Instruction I- (Passive Ability, Other: Tyranny’s Instrument ) Possessor's Warshard pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Warshard Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Warshard Instruction II- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Warshard Instruction I, Apprentice Tyranny’s Instrument Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Warshard Loyalty Instruction- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons gain 80% Charm Resistance
Requires: Advanced Warshard Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Warshard Calling I- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard summons gain +20 to all stats
Requires: Warshard Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Warshard Calling II- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard summons gain +200 HP
Requires: Warshard Calling I
Cost: 40,000 Gold, 2 Weeks

Warshard Calling III- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard summons gain +500 MP
Requires: Warshard Calling II
Cost: 40,000 Gold, 2 Weeks

Warshard Calling IV- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard summons gain +2,000 HP and +4,000 MP
Requires: Warshard Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Warshard Calling V- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard summons may not be unsummoned by sources below Level 5
Requires: Warshard Calling IV, Warshard Instruction II, Summoner, Tyranny’s Instrument
Cost: 200,000 Gold, 2 Weeks

Warshard Instruction I- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons gain +20 to all stats
Requires: Basic Tyranny’s Instrument Knowledge
Cost: 60,000 Gold, 2 Weeks

Warshard Instruction II- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons gain +100 to all stats
Requires: Warshard Instruction I
Cost: 100,000 Gold, 2 Weeks

Warshard Loyalty Instruction- (Passive Ability, Other: Tyranny’s Instrument) Possessor's Warshard pets and summons gain 40% Charm Resistance
Requires: Basic Warshard Loyalty Instruction, Apprentice Tyranny’s Instrument Knowledge
Cost: 100,000 Gold, 2 Weeks


~Other: Unseen Master (Invisible)~

Advanced Invisible Loyalty Communing- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain 60% Charm Resistance
Requires: Invisible Loyalty Communing, Unseen Master
Cost: 200,000 Gold, 2 Weeks

Basic Invisible Loyalty Communing- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain 20% Charm Resistance
Requires: Invisible Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Unseen Master Knowledge- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Knowledge of Invisibles
Cost: 60,000,000 Gold, 60 Weeks

Defensive Invisible Communing I- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain +50 Defense
Requires: Invisible Communing II
Cost: 40,000 Gold, 2 Weeks

Defensive Invisible Communing II- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain +250 Defense
Requires: Defensive Invisible Communing I, Apprentice Unseen Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Invisible Calling I- (Passive Ability, Other: Unseen Master) Possessor's Invisible summons gain +20 to all stats
Requires: Invisible Communing I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Invisible Calling II- (Passive Ability, Other: Unseen Master) Possessor's Invisible summons gain +200 HP
Requires: Invisible Calling I
Cost: 40,000 Gold, 2 Weeks

Invisible Calling III- (Passive Ability, Other: Unseen Master) Possessor's Invisible summons gain +500 MP
Requires: Invisible Calling II
Cost: 40,000 Gold, 2 Weeks

Invisible Calling IV- (Passive Ability, Other: Unseen Master) Possessor's Invisible summons gain +2,000 HP and +4,000 MP
Requires: Invisible Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Invisible Calling V- (Passive Ability, Other: Unseen Master) Possessor's Invisible summons may not be unsummoned by sources below Level 5
Requires: Invisible Calling IV, Invisible Communing II, Summoner, Unseen Master
Cost: 200,000 Gold, 2 Weeks

Invisible Communing I- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain +20 to all stats
Requires: Basic Unseen Master Knowledge
Cost: 60,000 Gold, 2 Weeks

Invisible Communing II- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain +100 to all stats
Requires: Invisible Communing I
Cost: 100,000 Gold, 2 Weeks

Invisible Loyalty Communing- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain 40% Charm Resistance
Requires: Basic Invisible Loyalty Communing, Apprentice Unseen Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Knowledge of Invisibles- (Passive Ability, Other: Unseen Master) Possessor may choose to summon Invisibles from the Enemy List that are normally fightable for drops, Possessor may scan the stats of Invisibles
Requires: Expert Book Training, Expert Ethereal Magic Attunement, Expert Divination Attunement
Cost: 300,000,000 Gold, 5 Weeks

Offensive Invisible Communing I- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons have the Damage values of their abilities increased by 50 points
Requires: Invisible Communing II
Cost: 40,000 Gold, 2 Weeks

Offensive Invisible Communing II- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Invisible Communing I, Apprentice Unseen Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Invisible Communing I- (Passive Ability, Other: Unseen Master ) Possessor's Invisible pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Invisible Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Invisible Communing II- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Invisible Communing I, Apprentice Unseen Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Invisible Loyalty Communing- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain 80% Charm Resistance
Requires: Advanced Invisible Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks


~Walker from Beyond (Abstract)~

Abstract Calling I- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +20 to all stats
Requires: Abstract Jivein' I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Abstract Calling II- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +200 HP
Requires: Abstract Calling I
Cost: 40,000 Gold, 2 Weeks

Abstract Calling III- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +500 MP
Requires: Abstract Calling II
Cost: 40,000 Gold, 2 Weeks

Abstract Calling IV- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +2,000 HP and +4,000 MP
Requires: Abstract Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Abstract Calling V- (Passive Ability, Walker from Beyond) Possessor's Abstract summons may not be unsummoned by sources below Level 5
Requires: Abstract Calling IV, Abstract Jivein' II, Summoner, Walker from Beyond
Cost: 200,000 Gold, 2 Weeks

Abstract Jivein' I- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +20 to all stats
Requires: Basic Walker from Beyond Knowledge
Cost: 60,000 Gold, 2 Weeks

Abstract Jivein' II- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +100 to all stats
Requires: Abstract Jivein' I
Cost: 100,000 Gold, 2 Weeks

Abstract Loyalty Jivein'- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain 40% Charm Resistance
Requires: Basic Abstract Loyalty Jivein', Apprentice Walker from Beyond Knowledge
Cost: 100,000 Gold, 2 Weeks

Abstract Parade Leader- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +2,000 to all stats and +200,000 HP, these bonuses are increased to +4,000 and +400,000, respectively, for purposes of Abstracts that are units
Not for Sale

Legacy Abstract Traits- (Passive Ability, Walker from Beyond) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 10, possessor's Defense Against Stat Damage is multiplied by 10, possessor's attack bonuses are multiplied by .5, and possessor's listed Damage values are multiplied by .5, with possessor also gaining Immunity to 3 randomly chosen minor or moderate status effects. This ability only takes effect if possessor is an Abstract. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Not For Sale

Abstract Traits- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Defense Against Stat Damage is multiplied by 10 as an effect that does not stack with other Defense Against Stat Damage multiplying effects, possessor's attack bonuses are multiplied by .5, and possessor's listed Damage values are multiplied by .5, with possessor also gaining Immunity to 3 randomly chosen minor or moderate status effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 2,500,000 Gold, 50 Weeks

Adept Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Abstract summon, Possessor's unmodified stats increase by 200 points if possessor is a Abstract
Requires: Walker from Beyond, 50 other Walker from Beyond Abilities, Level 20
Cost: 25,000,000 Gold, 10 Weeks

Advanced Abstract Loyalty Jivein'- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain 60% Charm Resistance
Requires: Abstract Loyalty Jivein', Walker from Beyond
Cost: 200,000 Gold, 2 Weeks

Apprentice Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Requires: Basic Walker from Beyond Knowledge, 3 other Walker from Beyond abilities
Cost: 625,000 Gold, 2 Weeks

Assumption of the Essence of the Abstract- (Passive Ability, Walker from Beyond) Possessor may, at the beginning of a thread, choose to become the subtype Abstract
Requires: Formshift: Abstract, Apprentice Walker from Beyond Knowledge
Cost: 350,000 Gold, 2 Weeks

Base Abstract Synchronicity- (Passive Ability, Walker from Beyond) Possessor may treat Abstract as a base subtype
Not for Sale

Basic Abstract Loyalty Jivein'- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain 20% Charm Resistance
Requires: Abstract Jivein' II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: No prerequisites
Not For Sale

Candy Umbrella Creation- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor gains 20% Water Resistance, 20% Whimsy Resistance, and +10,000 HP
Requires: Abstract Traits
Cost: 600,000 Gold, 2 Weeks

Confetti Makes Me Secretly Careful- (Passive Ability, Walker from Beyond) Possessor gains +2% Dodge, to a max of 80%, if possessor is carrying an item named 'Confetti'
Not for Sale

Cubist Body- (Passive Ability, Walker from Beyond) Possessor gains +15,000 HP and 5% Psychic Resistance if possessor is an Abstract
Not for Sale

Dead Duck Rain Stance- (Stance Ability, Walker from Beyond) If possessor is an Abstract, possessor may deal 5,000 Flat Darkness & Water & Physical element Damage to each opponent at the start of each round and gains +5,000 HP
Requires: Abstract Traits
Cost: 500,000 Gold, 2 Weeks

Defensive Abstract Jivein' I- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +50 Defense
Requires: Abstract Jivein' II
Cost: 40,000 Gold, 2 Weeks

Defensive Abstract Jivein' II- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +250 Defense
Requires: Defensive Abstract Jivein' I, Apprentice Walker from Beyond Knowledge
Cost: 100,000 Gold, 2 Weeks

Escherstruct- (Passive Ability, Walker from Beyond) Possessor, if a Large Structure, may choose at the beginning of a thread to gain the subtype Abstract, Possessor, if an Abstract, may choose at the beginning of a thread to gain the subtype Large Structure, Possessor if a Large Structure and an Abstract, gains +500 to all stats and +500,000 HP
Requires: Formshift: Large Structure, Formshift: Abstract, Subspace Architect, Walker from Beyond
Cost: 30,000,000 Gold, 2 Weeks

Essence of the Dead Walrus- (Passive Ability, Walker from Beyond) Possessor gains +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, and +70 to all stats if possessor is an Abstract
Not for Sale

Feet Replaced With Laser-Shooting Fish- (Passive Ability, Walker from Beyond) Possessor gains +2,000 Ranged Attack, Possessor's 'Ranged Attack' actions may become solely Energy element or solely Energy & Water element
Not for Sale

Fires Clouds of Orange Letter 'J's as an Attack- (Passive Ability, Walker from Beyond) Possessor gains +2,000 Ranged Attack, Possessor's 'Ranged Attack' actions may use CON as their Prime Attribute
Not for Sale

Flamingo Mind-Defenses- (Passive Ability, Walker from Beyond) Possessor may not take MIN Damage from sources below Level 60, 35% Psychic Resistance, 15% Chaos Resistance
Not for Sale

Form of Giant Octagon- (Stance Ability, Walker from Beyond) If possessor is an Abstract, possessor has a non-stacking 5% chance of cancelling the actions of lower-Level opponents that are below Level 80 and non-unique
Not for Sale

Form of Lamp- (Stance Ability, Walker from Beyond) If possessor is an Abstract, possessor gains +400 CON and +200 SPI
Requires: Abstract Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Abstract- (Stance Ability, Walker from Beyond) Possessor's subtype becomes Abstract
Requires: Abstract Traits
Cost: 500,000 Gold, 4 Weeks

Funky Personal Soundtrack- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor is afflicted with Invigorated: High Morale at the start of each round, and gains +10,000 HP
Requires: Abstract Traits, Bard
Cost: 600,000 Gold, 2 Weeks

Gold-Streaked Essence of the Dead Walrus- (Passive Ability, Walker from Beyond) Possessor gains +7,000 Melee Attack, +7,000 Ranged Attack, +7,000 Magical Attack, and +7,000 to all stats if possessor is an Abstract
Not for Sale

Has Incorporated a Portion of the Flamingo Problem Into His Mana Pattern- (Passive Ability, Walker from Beyond) If possessor is Level 79 or greater, possessor may, once per round, immediately after possessor's first action of the round, replicates the effect of any ability performable by 'The Flamingo Problem' from the Enemy List (even if it is marked as not normally being fightable for drops) as though said enemy were performing said ability
Not for Sale

Modern Art Body- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor gains a 30% chance of inflicting Confusion on each opponent at the start of each round and gains +5,000 HP
Requires: Abstract Traits
Cost: 500,000 Gold, 2 Weeks

Offensive Abstract Jivein' I- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons have the Damage values of their abilities increased by 50 points
Requires: Abstract Jivein' II
Cost: 40,000 Gold, 2 Weeks

Offensive Abstract Jivein' II- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Abstract Jivein' I, Apprentice Walker from Beyond Knowledge
Cost: 100,000 Gold, 2 Weeks

One Weird Dude- (Passive Ability, Walker From Beyond) Possessor may treat Abstract as a Tier 2 subtype
Not For Sale

Patently Strange- (Passive Ability, Walker from Beyond) Possessor gains 20% Confusion Resistance if possessor is an Abstract, Possessor's actions may gain 30% inflicts Confusion if possessor is an Abstract
Requires: Abstract Traits
Cost: 20,000 Gold, 2 Weeks

Platinum-Streaked Essence of the Dead Walrus- (Passive Ability, Walker from Beyond) Possessor gains +17,000 Melee Attack, +17,000 Ranged Attack, +17,000 Magical Attack, and +17,000 to all stats if possessor is an Abstract
Not for Sale

Randomness-Eliminating Method Core Spoofer- (Passive Ability, Walker from Beyond) Possessor may, at the beginning of a thread, choose to set possessor's randomized damage multiplier variable to its average value, provided said value is below 10
Not for Sale

Silver-Streaked Essence of the Dead Walrus- (Passive Ability, Walker from Beyond) Possessor gains +700 Melee Attack, +700 Ranged Attack, +700 Magical Attack, and +700 to all stats if possessor is an Abstract
Not for Sale

Speaker of the Flame's Message- (Passive Ability, Walker from Beyond) If possessor is an Outsider or an Elemental and is Fire element, possessor gains the ability:
Message of the Flame- 70,000 Damage, 7,000 SPI Damage, this action pierces all Defense and Defense against Stat Damage of targets below Level 60 that is not specifically Defense against Fire or Defense against Destruction, This action's Prime Attribute is SPI, Fire or Fire & Destruction, 100,000 MP
Not for Sale

Speed-Focused Abstract Jivein' I- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Abstract Jivein' II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Abstract Jivein' II- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Abstract Jivein' I, Apprentice Walker from Beyond Knowledge
Cost: 100,000 Gold, 2 Weeks

Squiggly Legs- (Passive Ability, Walker from Beyond) Possessor obtains +500 AGI if in a Zone of Chaos
Not for Sale

Subliminally Suggest Armadillos- (Passive Ability, Walker from Beyond) If possessor is an Abstract, whenever one of possessor's would possess the option to summon either a Fun Armadillo or something else, said opponents, if below Level 60 and if not 20 Levels or more greater than possessor, must select to summon the Fun Armadillo
Requires: Abstract Traits, Mentalist, Psychologist
Cost: 600,000 Gold, 2 Weeks

Superior Abstract Loyalty Jivein'- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain 80% Charm Resistance
Requires: Advanced Abstract Loyalty Jivein', Commander
Cost: 400,000 Gold, 2 Weeks

Superior Problematic Flamingo Synchronization- (Passive Ability, Walker from Beyond) If possessor is Level 59 or greater, possessor may, once per thread, immediately after possessor's first action of a round, replicates the effect of any ability performable by 'The Flamingo Problem' from the Enemy List (even if it is marked as not normally being fightable for drops) as though said enemy were performing said ability
Not for Sale

Surreal Reality Sculpting- (Passive Ability, Walker from Beyond) Whenever possessor creates a Zone or Phantom Terrain, possesor may choose to attach an effect to said Zone or Phantom Terrain that provides +500 to all stats of all Abstracts within said Zone or Phantom Terrain as a buff that does not stack on the same Zone or Phantom Terrain and stacks 4 times across different Zones and Phantom Terrains, Has RP effects
Not for Sale

Terrain-Deployed Photographic-Llama War-Turret Assault- (Passive Ability, Walker from Beyond) Possessor gains +25,000 Ranged Attack, Possessor's 'Ranged Attack' actions may count as coming from a source whose subtypes additionally include Animal and/or Golem, Possessor gains +5% To Hit
Not for Sale

Very Blessing- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor obtains +250,000 HP and +2,000 to all stats
Not for Sale

Wacky Hit- (Technique Ability, Walker from Beyond) Possessor may use 'Wacky Hit' in conjunction with a 'Melee Attack', 'Ranged Attack' or 'Magical Attack' action. Said action causes a roll to be made on the Uncle Steve's Wacky Sword table.
Not for Sale

Walker from Beyond- (Passive Ability, Walker from Beyond) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Abstract pet only, This ability provides +250 HP and +60 to all stats of possessor's Abstract pets and summons per Level of possessor
Requires: Apprentice Walker from Beyond Knowledge, 10 other Walker from Beyond abilities
Cost: 625,000 Gold, 4 Weeks

Walrusy- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor gains +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, and +70 to all stats
Not for Sale


~Other: Wishmaker (Wishkin)~

Advanced Wishkin Loyalty Instruction- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain 60% Charm Resistance
Requires: Wishkin Loyalty Instruction, Wishmaker
Cost: 200,000 Gold, 2 Weeks

Apprentice Wishmaker Knowledge- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Wishmaker Knowledge, 3 other Wishmaker abilities
Cost: 125,000 Gold, 2 Weeks

Basic Wishkin Loyalty Instruction- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain 20% Charm Resistance
Requires: Wishkin Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Wishmaker Knowledge- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Heavenly Protector, Wizard, Eternal Champion, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 30 Weeks

Defensive Wishkin Instruction I- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain +50 Defense
Requires: Wishkin Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Wishkin Instruction II- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain +250 Defense
Requires: Defensive Wishkin Instruction I, Apprentice Wishmaker Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Wishkin Instruction I- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons have the Damage values of their abilities increased by 50 points
Requires: Wishkin Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Wishkin Instruction II- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Wishkin Instruction I, Apprentice Wishmaker Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Wishkin Instruction I- (Passive Ability, Other: Wishmaker ) Possessor's Wishkin pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Wishkin Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Wishkin Instruction II- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Wishkin Instruction I, Apprentice Wishmaker Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Wishkin Loyalty Instruction- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain 80% Charm Resistance
Requires: Advanced Wishkin Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Wishkin Calling I- (Passive Ability, Other: Wishmaker) Possessor's Wishkin summons gain +20 to all stats
Requires: Wishkin Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Wishkin Calling II- (Passive Ability, Other: Wishmaker) Possessor's Wishkin summons gain +200 HP
Requires: Wishkin Calling I
Cost: 40,000 Gold, 2 Weeks

Wishkin Calling III- (Passive Ability, Other: Wishmaker) Possessor's Wishkin summons gain +500 MP
Requires: Wishkin Calling II
Cost: 40,000 Gold, 2 Weeks

Wishkin Calling IV- (Passive Ability, Other: Wishmaker) Possessor's Wishkin summons gain +2,000 HP and +4,000 MP
Requires: Wishkin Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Wishkin Calling V- (Passive Ability, Other: Wishmaker) Possessor's Wishkin summons may not be unsummoned by sources below Level 5
Requires: Wishkin Calling IV, Wishkin Instruction II, Summoner, Wishmaker
Cost: 200,000 Gold, 2 Weeks

Wishkin Instruction I- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain +20 to all stats
Requires: Basic Wishmaker Knowledge
Cost: 60,000 Gold, 2 Weeks

Wishkin Instruction II- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain +100 to all stats
Requires: Wishkin Instruction I
Cost: 100,000 Gold, 2 Weeks

Wishkin Loyalty Instruction- (Passive Ability, Other: Wishmaker) Possessor's Wishkin pets and summons gain 40% Charm Resistance
Requires: Basic Wishkin Loyalty Instruction, Apprentice Wishmaker Knowledge
Cost: 100,000 Gold, 2 Weeks

Wishmaker- (Passive Ability, Other: Wishmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Wishkin pet only, This ability provides +50 HP and +10 to all stats of possessor's Wishkin pets and summons per Level of possessor
Requires: Apprentice Wishmaker Knowledge, 10 other Wishmaker abilities
Cost: 125,000 Gold, 4 Weeks


~Other: Wishmaster (Exalted Wishkin)~

Basic Wishmaster Knowledge- (Passive Ability, Other: Wishmaster) Possessor's Exalted-Wishkin pets and summons gain +1,000 HP, +1,000 MP, +100 to Damage dealt, and +100 to all stats
Requires: Expert Wishmaker, (Being a deity) or (Level 80 or greater)
Cost: 50,000,000 Gold, 60 Weeks

Exalted Domain: Things that are Cute but Dangerous- (Passive Ability, Wishmaster) Possessor's Charm infliction chances are increased by 50%, Possessor's first hit of possessor's first attack of each battle deals 50,000 additional Damage, Possessor has RP powers connected to this divine domain
Not for Sale

Wishborn Demigod- (Passive Ability, Wishmaster) Possessor is a deity and possesses a deity profile.
Not for Sale


~Other: Worldbound God (Planetary)~

Adept Worldbound God Knowledge- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Planetary summon, Possessor's unmodified stats increase by 200 points if possessor is a Planetary
Requires: Worldbound God, 50 other Worldbound God Abilities, Level 20
Cost: 25,000,000 Gold, 10 Weeks

Advanced Planetary Loyalty Instruction- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain 60% Charm Resistance
Requires: Planetary Loyalty Instruction, Worldbound God
Cost: 200,000 Gold, 2 Weeks

All Clad In My Glory- (Passive Ability, Other: Worldbound God) Possessor may choose in RP threads or Guild Threads to give its worshippers the following worshipper benefit:
Garb Rewoven Through the Divine Glory of <Deity Name>- This is a Worshipper Benefit; Possessor's Robe Armor, Clothing Armor, Hat Accessories, Shoe Accessories, Glove Accessories, and Cloak accessories that do not possess a 'Smithing Technique' Enhancement gain the following Temporary Enhancement while possessor is a Devout Worshipper of the deity providing this worshipper benefit (provided that said entity remains a deity) with said deity's deity-status and Level being tracked at the point of this Worshipper Benefit possessor's entry into a thread if said deity is not also present in said thread:
Rewoven Through the Divine Glory of <Deity Name>- This item is worth an additional ((Wearer Level, to a max of the relevant deity's Level - 10) * 10,000 Gold), this item cannot be destroyed by individuals below (Wearer Level, to a max of the relevant deity's Level - 10), this item provides an additional ((Wearer Level, to a max of the relevant deity's Level - 10) * 100) to all stats they provide a bonus to, and this item may gain the element Glory at the start of any round as a non-stacking buff, Smithing Technique
Not for Sale

And I Shall Hear Their Prayers- (Passive Ability, Other: Worldbound God) Possessor may choose in RP threads or Guild Threads to give its worshippers the following worshipper benefit:
Prayers Heard by <Deity Name>- Possessor may target the deity relevant to this ability in other battlspaces so long as no entity of a Level greater than said deity in either the battlespace possessor is in or the battlespace said deity is in objects, Possessor may be targeted by the deity relevant to this ability in other battlespaces so long as no entity of a Level greater than said deity in either the battlespace possessor is in or the battlespace said deity is in objects, Has RP effects, Worshipper Benefit
Not for Sale

Apprentice Worldbound God Knowledge- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Not for Sale

Archangel's Standard Deific Domain Compatibility- (Passive Ability, Other: Worldbound God) Possessor gains +10 to all stats if possessor is a Planetary, Possessor may gain Worldbound-God-related domains despite being an Archangel as an RP power
Not for Sale

Archdaemon's Standard Deific Domain Compatibility- (Passive Ability, Other: Worldbound God) Possessor gains +10 to all stats if possessor is a Planetary, Possessor may gain Worldbound-God-related domains despite being an Archdaemon as an RP power
Not for Sale

Assumption of the Essence of the Planetary- (Passive Ability, Other: Worldbound God) Possessor may, at the beginning of a thread, choose to become the subtype Planetary
Requires: Formshift: Planetary, Apprentice Worldbound God Knowledge
Not For Sale

Basic Planetary Loyalty Instruction- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain 20% Charm Resistance
Requires: Planetary Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Worldbound God Knowledge- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Adept Divine Magic Attunement, Adept Geomancy Attunement, Be a Deity or a Planetary
Cost: 60,000,000 Gold, 60 Weeks

Bestow Divine Relic- (Passive Ability, Other: Worldbound God) Possessor may, in the Ability Shop, give a target PC that is a devout worshiper a customized Worshiper Benefit, selecting a unique item that requires that its wielder be a deity with this ability's possessor's name; The Worshiper Benefit's text follows the following format: Worshipper Benefit: Bearer of the [Item Name], as Ordained By [Possessor Name]- Possessor may equip and use the unique item [Item Name] as though possessor were a deity named '[PC Deity's Name]', Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Always Wakes Up at the Right Time- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Always Wakes Up at the Right Time- If possessor is attacked while afflicted with Fatigued: Asleep, possessor is cured of Fatigued: Asleep and gains a +((Possessor Level, to a max of possessor's granting Patron Deity's Level) / 4, rounded up)% Dodge against the attack, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Attendant Animal Host- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Attendant Animal Host- At the start of each round, possessor may summon up to (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) Animals below Level (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) - 5, to a minimum of 1) that are normally fightable for drops on the Enemy List, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Battle Tenacity- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Battle Tenacity- Possessor may, at the start of a round, up to (Possessor's Level, to a max of Possessor's Patron Deity's Level) times per thread, if opposed by either a greater number of opponents than possessor possesses allies (not counting possessor), or opposed by at least one opponent of greater Level, choose to ignore instances of the status effect Wounded and its sub-status effects during the round (not counting instances of Wounded that reference elements other than Physical, Psychic, and Universe in their text), Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Blessed Brilliance- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Blessed Brilliance- If possessor is in a Zone of Light, possessor obtains (Possessor's Level (to a max of Possessor's granting Patron Deity's Level-1))*200 MIN
Not for Sale

Bestow Worshipper Benefit: Blessed Crop Growth- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Blessed Crop Growth- Possessor's Plant summons deal +(Possessor's Level (to a max of Possessor's granting Patron Deity's Level))*100) additional HP Healing, gain a buff that stacks 20 times that provides +(Worshiper Benefit's Possessor's Level (to a max of Worshiper Benefit's Possessor's granting Patron Deity's Level))*100) HP, and Regenerate (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))*100) HP at the start of each round, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Can Get a Good Night's Sleep in Under a Second- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Can Get a Good Night's Sleep in Under a Second- Possessor may, at the start of any of possessor's actions, choose to be cured of Fatigued and gain Invigorated: Zesty, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Defensively Empowered by Divine Energy- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Defensively Empowered by Divine Energy- Possessor gains +(100 * (Possessor's Level, to a max of Possessor's granting Patron Deity's Level)) Defense, with this bonus becoming uncapped if possessor is benefitting from 12 or more different Divine Magic buffs, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Destined for Lasting Romance- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Destined for Lasting Romance- Possessor's stat values may not be delinked by sources below (Possessor's Level, to a max of possessor's granting Patron Deity's Level) without possessor's permission, Worshipper Benefit
Not For Sale

Bestow Worshipper Benefit: Disjoined From Time- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Disjoined From Time- Possessor gains Petrified: Time Stop Immunity, Dissolving: No Future Immunity, and 40% Time Resistance, Worshipper Benefit
Not For Sale

Bestow Worshipper Benefit: Divinely-Boosted Creativity - (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divinely-Boosted Creativity- Possessor gains +(50 x (Possessor Level, to a max of possessor's Patron Deity's Level)) MIN and SPI, 50% Stat Drain: MIN Drain Resistance, and 50% Stat Drain: SPI Drain Resistance, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Divinely-Long-Lived Poison- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divinely-Long-Lived Poison- Instances of Poison with possessor as a source gain the text 'The first ((Inflictor's Level, to a max of possessor's Inflictor's Patron Deity's Level -1)/20, rounded up) times this status effect would be naturally recovered from by a source that is not above (Inflictor's Level, to a max of possessor's Inflictor's Patron Deity's Level -1) or cured by a source that is not above (Inflictor's Level, to a max of possessor's Inflictor's Patron Deity's Level -1), the status effect is instead not recovered from or cured', Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Divine Rewind- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divine Rewind- Up to ((Possessor Level, (to a max of Possessor's granting Patron Deity's Level)/2, rounded up) / 20, rounded down) times per thread, at the end of an action that possessor performed, possessor may immediately choose to have the action re-processed, with rolls and decisions that are part of it (aside from the initial choice to use that particular action as opposed to a different action or skipping the action) being processed again unless an opponent of Level equal to or greater than either 95 or Possessor's granting Patron Deity's Level objects, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Divine Swiftness- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divine Swiftness- Possessor may gains +((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*100) uncapped points to possessor's turn-order-determining stat sum for turn-order-determining purposes, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Divinely-Enhanced Poison- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divinely-Enhanced Poison- Instances of Poison with possessor as a source cause ((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*1,000) additional points of HP Reduction, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Drug-Fueled Revelry- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Drug-Fueled Revelry- Possessor, for purposes of possessor's Patron Deity's abilities whose name includes 'Empowered by', counts as an additional ((Possessor's Level, to a max of possessor's Patron Deity's Level) x the number of non-Withdrawal/Addiction Drug-granted abilities Possessor possesses), Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Embrace Lunacy- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Embrace Lunacy- Possessor may spend an action to afflict itself with Confusion or Insanity, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Excellent Lover- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Excellent Lover- At the start of each round, possessor may select a willing target to cause to regenerate (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) * 1,000) HP and have a (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) *4)% chance of inflicting Charm, Charm: Lovestruck, and Charm: Lust, Worshipper Benefit
Not For Sale

Bestow Worshipper Benefit: Fortified Bodily Structure- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Fortified Bodily Structure- Possessor gains (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))% Resilience, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Glows With Inner Light- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Glows With Inner Light- Possessor's presence counts as the presence of (Possessor's Level (to a max of Possessor's granting Patron Deity's Level)/10, rounded up) Zones of Light
Not For Sale

Bestow Worshipper Benefit: Harmonious Madness- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Harmonious Madness- Instances of Confusion that would cause possessor to act randomly instead have a (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))% chance of not doing so each time they otherwise would, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Hex-Banishing Luminescence - (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Hex-Banishing Luminescence- Possessor gains ((Possessor's Level, to a max of possessor's Patron Deity's Level) x 5)% Hexed Resistance, Possessor is cured of Hexed at the start of each round if in a Zone of Light, Possessor's allies have a ((Possessor's Level, to a max of possessor's Patron Deity's Level) x2)% chance of being cured of Hexed at the start of each round
Not for Sale

Bestow Worshipper Benefit: Inspires Love Upon Being Examined - (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Inspires Love Upon Being Examined- If possessor's stats are scanned, possessor has a ((Possessor Level, to the max of possessor's granting Patron Deity's Level)x4)% chance of inflicting Charm: Lovestruck on the scanner, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Jabbering Sermon- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Jabbering Sermon- If possessor is afflicted with Confusion or Insanity, possessor has a ((Possessor's Level, to a max of Possessor's granting Patron Deity's Level) x 4)% chance of inflicting Confusion on up to ((Possessor's Level, to a max of Possessor's granting Patron Deity's Level) x 25) entities of possessor's choice at the start of each round, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Long-Lived Pets- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Long-Lived Pets- Possessor's Animal, Aquatic, Aerial, Cthonian, Insect, Reptile, and Plant summons that have a duration that is 5 rounds or greater have that duration increased by ((Possessor's Level, to a max of possessor's Patron Deity's Level)x2) rounds, Possessor's Animal, Aquatic, Aerial, Cthonian, Insect, Reptile, and Plant (pets and summons) have a ((Possessor's Level, to a max of possessor's Patron Deity's Level)x2)% chance of being cured of Diseased at the start of each round, Possessor's Possessor's Animal, Aquatic, Aerial, Cthonian, Insect, Reptile, and Plant (pets and summons) regenerate (Possessor's Level, to a max of possessor's Patron Deity's Level)x1,000 HP at the start of each round, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Mad Magic- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Mad Magic- Possessor's 'Magical Attack', 'Overdrive' and 'Grand Spell' actions may gain a ((Possessor's Level, to a max of possessor's Patron Deity's Level) x 4)% Chance of inflicting Confusion or a ((Possessor's Level, to a max of possessor's Patron Deity's Level) / 5, rounded down)% chance of inflicting Insanity, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Plant Harmonization- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Plant Harmonization- Possessor gains (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))/2, rounded down)% Plant Resistance, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Prayer-Gardening- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Prayer-Gardening- Whenever possessor casts a Divine Magic spell, possessor may choose to attach an effect to a Zone of Earth or Wood that does not stack on the same Zone with the same creator, but does stack across 200 different Zones with the same creator, as well as 4 times on the same Zone with different creators, that allows its creator, at the start of each round, if within the same battlespace as the Zone, even if not in the Zone, to summon 1 Plant that is normally fightable for drops on the Enemy List whose Level is below ((Possessor's Level, to a max of possessor's granting Patron Deity's Level)-10), with a max of 400 summoned per summoner, and with the summons able to perform the Cast a Spell action and coming with an Inherent Replicated Temporary copy of the spell that was cast to produce the Zone that summoned them, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Protection from Base Elements- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Protection from Base Elements- Possessor gains 5% Base Element Resistance, Worshipper Benefit
Not For Sale

Bestow Worshipper Benefit: Rapid Prayer- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Rapid Prayer- Possessor may declare at the start of a round that possessor is praying rapidly; if possessor does so, possessor broadcasts the message '<Possessor> is praying rapidly!', gains +((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*100) to possessor's turn-order-determining stat sum for turn-order-determining purposes, may only conduct one action during the round, and may only perform 'Cast a Spell' actions that involve the casting of a Divine Magic spell during the round, Worshipper Benefit
Not For Sale

Bestow Worshipper Benefit: Sacred High- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Sacred High - Possessor, instead of suffering negative effects from Confusion: High or Poison: High, instead obtains a 1% increase to SPI (to a max of ((Possessor's Level, to a Max of possessor's Patron Deity's Level)*5,000) additional SPI) while afflicted with at least one of those negative status effects, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Sea-Bearer - (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Sea-Bearer- Possessor may choose to begin battle with a Phantom Terrain of Ocean and or Zone of Water present and containing solely possessor, Possessor may choose at the end of any round that at least one Phantom Terrain of Ocean or Zone of Water created by possessor was destroyed, to create a single Phantom Terrain of Ocean or Zone of Water that contains solely possessor, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Served by Singing Plants- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Served by Singing Plants- Possessor may, at the start of a round, summon a Plant that is below (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))*.75, rounded down) that is normally fightable for drops on the Enemy List, Max 5 summoned, Each of these summons counts as casting a Bardic Music or (Bardic Music & Divine Magic) spell at the start of each round, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Sheltered by Divine Light- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Sheltered by Divine Light- If possessor is in a Zone of Light, possessor obtains (Possessor's Level (to a max of Possessor's granting Patron Deity's Level)/2, rounded up)% Base Element Resistance
Not for Sale

Bestow Worshipper Benefit: Surrounded by Plant-Vivifying Energies- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Surrounded by Plant-Vivifying Energies- Possessor's Plant allies regenerate ((Possessor's Level), to a max of Possessor's Patron Deity's Level)x10,000 HP at the start of each round and are cured of one chosen minor or moderate negative status effect at the start of each round, Possessor may choose to count as additionally being the element Life or the element Wood, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Surrounded by the Ethereal Disconcerting Laughter of Deceased Fellow Worshippers- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Surrounded by the Ethereal Disconcerting Laughter of Deceased Fellow Worshippers- Possessor gains a (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))% chance of inflicting Confusion, Confusion: Fear, and Confusion: Fear: Disconcerted, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Temporally Hasted- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Temporally Hasted- Possessor is afflicted with Augmented: Haste at the start of each round and gains the element Time, Worshipper Benefit
Not For Sale

Bestow Worshipper Benefit: Unaging- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unaging- Possessor gains Fatigued: Elderly Immunity and 15% Time Resistance, Worshipper Benefit
Not For Sale

Bestow Worshipper Benefit: Unbreakable Familial Bonds- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unbreakable Familial Bonds- Instances of Charm from sources below (Possessor's Level, to a max of possessor's granting Patron Deity's Level) cannot force possessor to conduct offensive actions against other entities within its summon-generation-tree, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Unearthly Fear- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unearthly Fear- Instances of Confusion: Fear with possessor as a source, whenever they cause an action to be skipped, deal their possessor ((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*2,000) Flat Darkness & Psychic element Damage, Worshipper Benefit
Not for Sale

Bestow Worshipper Benefit: Unharmed By Overwhelming Light- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unharmed By Overwhelming Light- Possessor obtains ((Possessor's Level (to a max of Possessor's granting Patron Deity's Level)/2, rounded up)x2)% Awestruck Resistance that does not apply against its sub-status effects
Not for Sale

Bestow Worshipper Benefit: Water-Breathing- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Water-Breathing- Possessor gains Immunity to Drowning, but not its sub-status effects, Worshipper Benefit
Not for Sale

Bolstered By Worship- (Passive Ability, Other: Worldbound God) Possessor is afflicted with Stat Boost at the start of each round when possessor possesses at least 5 Devout Worshippers in the same battlespace
Not for Sale

Can Link to Multiple Planets- (Passive Ability, Other: Worldbound God) Possessor suffers no negative effects from failing to meet requirements of Worldbound God abilities regarding what Zones, Terrains, or Phantom Terrains possessor must be in (but does not count as being in them for other purposes when not in them)
Not For Sale

Declare Anathema- (Passive Ability, Other: Worldbound God) Possessor may, in the Shop, spend 2 weeks to declare a specific, known entity subtype that is either a base subtype or a subtype that possessor possesses a Basic Knowledge ability for; One may be declared at a time; Possessor's Devout Worshipers deal 1% additional Damage to entities of said subtype and take 1% less Damage from entities of said subtype
Not for Sale

Declare Holy Weapon- (Passive Ability, Other: Worldbound God) Possessor may, in the Shop, spend 2 weeks to declare a specific, known weapon subtype that is either a base subtype or a subtype that possessor possesses a Basic Knowledge ability for; One may be declared at a time; Possessor's Devout Worshipers deal 1% additional Damage when conducting attacks that incorporate an attack bonus provided by a weapon of that subtype, Bonuses to stats, as well as attack bonuses, provided by weapons of said subtype are increased by 1% for possessor's Devout Worshippers
Not for Sale

Defensive Planetary Instruction I- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain +50 Defense
Requires: Planetary Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Planetary Instruction II- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain +250 Defense
Requires: Defensive Planetary Instruction I, Apprentice Worldbound God Knowledge
Cost: 100,000 Gold, 2 Weeks

Dweller of the Consecrated Temple- (Passive Ability, Other: Worldbound God) Possessor gains +(100 x Possessor Level) to all stats if possessor is a Deity and possessor is inside a Terrain, Phantom Terrain, or Zone that is Consecrated to possessor; If one of possessor's Devout Worshippers is in the same thread as possessor, whenever said Devout Worshipper creates a Terrain or Phantom Terrain, said Devout Worshipper may, provided said Terrain or Phantom Terrain is not Consecrated to another Deity, choose to Consecrate said Terrain or Phantom Terrain to possessor as a non-stacking buff on said Terrain or Phantom Terrain
Not for Sale

Empowered by a Tradition of Having Children Named After Oneself- (Passive Ability, Other: Worldbound God) Whenever possessor, one of possessor's summons, or a successive summon of ojne of said summons, summons a non-unique entity, that entity has a 5% chance of obtaining a non-stacking buff that makes it count as possessing possessor's name in addition to its own name, and possessor gains +(1,000 * the number of individuals with said buff in the same battlespace) to all stats
Not for Sale

Empowered by Prayer-Engines- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Machine Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats
Not for Sale

Empowered by the Chants and Drums of the Horde- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Humanoid Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats
Not for Sale

Empowered by the Chorus of Beasts- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Animal Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats
Not for Sale

Empowered by the Dances of Sea Life- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Aquatic Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Paralyzed) to all stats
Not for Sale

Empowered by the Praise of Mankind- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Human Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats
Not for Sale

Enjoys Being Worshipped- (Passive Ability, Other: Worldbound God) Possessor is afflicted with Elevated or Invigorated at the start of each round when possessor possesses at least 5 Devout Worshippers in the same battlespace
Not For Sale

Focus of Worship- (Passive Ability, Other: Worldbound God) Possessor's pets and summons may choose, when summoned, when equipped, or at the start of a round, if they possess no Patron Deity, for possessor to become their Patron Deity
Not For Sale

Formshift: Planetary- (Stance Ability, Other: Worldbound God) Possessor's subtype becomes Planetary
Requires: Planetary Traits
Not For Sale

Half-Divine- (Deity Effect, Other: Worldbound God) Possessor gains +500 to all unmodified stats
Not for Sale

Improved Divine Relic Bestowment- (Passive Ability, Other: Worldbound God) Entities granted customized Worshiper Benefits by possessor's 'Bestow Divine Relic' ability may, at possessor's discretion, as part of said ability's benefit creation, elect to cause the granted benefit to cause its possessor to count as having possessor's devout worshippers as its own devout worshippers
Not for Sale

Improved Worshipper Benefit Bestowment- (Passive Ability, Other: Worldbound God) Worshiper Benefits by possessor, in addition to their other effects, provide +100 to all stats each
Not for Sale

Intermediate Deific Domain: Time- (Passive Ability, Other: Worldbound God) Possessor's chances of inflict Petrified: Time Stop are increased by 15%, Possessor may act as a Shop to train individuals who possess at least one Domain some abilities connected to this Domain, Possessor may suppress the RP powers connected to this divine domain of equal or lower-Level individuals who only possess the Lesser version
Not for Sale

Lesser Deific Domain: Animals- (Passive Ability, Other: Worldbound God) Possessor's Animal allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Animal Resistance, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Art- (Passive Ability, Other: Worldbound God) Possessor's Abstract and Fae allies gain +(Possessor Level * 200) to all stats, Possessor's summons may gain Abstract as an additional subtype, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Cats- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies obtain a +(Possessor's Level)% bonus to preexisting Charm infliction chances (including sub-status effects) against Animals whose name includes 'Cat', 'Feline', 'Lion', 'Tiger', 'Cheetah', 'Jaguar', 'Leopard', or 'Panther', Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Drugs- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 4)% Inflicts Confusion: High, Possessor gains 40% Acid Resistance, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Fear- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies gain a +(Possessor's Level)% bonus to their Confusion: Fear infliction chances, Possessor gains Confusion: Fear Immunity, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Illusion- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies obtain (Possessor's Level)% Dodge and may, at the start of each round, obtain a non-stacking buff that makes its possessor solely any one base element or Illusion, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Light- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 2)% Inflicts Awestruck, Possessor gains 40% Light Resistance, Possessor has RP powers connected to this divine domain
Not For Sale

Lesser Deific Domain: Love- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 3)% Inflicts Charm: Lovestruck, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Madness- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 3)% Inflicts Confusion, Possessor has RP powers connected to this divine domain
Not For Sale

Lesser Deific Domain: Nature- (Passive Ability, Other: Worldbound God) Possessor's Aerial, Animal, Aquatic, Astral Being, Cthonian, Insect, Plant, and Reptile allies gain +(Possessor Level * 150) to all stats, Possessor gains 5% Aerial Resistance, 5% Animal Resistance, 5% Aquatic Resistance, 5% Astral Being Resistance, 5% Cthonian Resistance, 15% Druid Magic Resistance, 5% Insect Resistance, 5% Plant Resistance, and 5% Reptile Resistance, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Oceans- (Passive Ability, Other: Worldbound God) Possessor's Aquatic allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Water Resistance, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Plants- (Passive Ability, Other: Worldbound God) Possessor's Plant allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Plant Resistance, Possessor has RP powers connected to this divine domain
Not For Sale

Lesser Deific Domain: Poison- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies gain a +(Possessor's Level)% bonus to their Poison infliction chances, Possessor gains Poison Immunity, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Time- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies are afflicted with Augmented: Haste at the start of each round, Possessor has RP powers connected to this divine domain
Not For Sale

Lesser Deific Domain: War- (Passive Ability, Other: Worldbound God) Possessor's War-element allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% War Resistance, Possessor has RP powers connected to this divine domain
Not for Sale

Lesser Deific Domain: Wards- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies gain +(200* Possessor's Level) Defense, Possessor gains 40% Warding Resistance, Possessor has RP powers connected to this divine domain
Not For Sale

Mad God's Breath- (Passive Ability, Other: Worldbound God) When possessor summons an entity, if that entity chooses when summoned to become a Devout Worshipper of possessor or otherwise a Devout Worshipper of possessor at the time of its summoning, possessor may choose to afflict that entity with an instance of Insanity that gives its possessor Immunity to Major Negative Status Effects from sources that are below possessor's Level in addition to its other effects
Not For Sale

Manifest Avatar- (Passive Ability, Other: Worldbound God) Possessor obtains a +1 bonus to all base stats. Possessor obtains an uncapped 25% bonus to possessor's Max HP. Possessor may, up to once per thread, at the start of a thread, at the start of a battle, or at the start of a round. create a replicated copy of itself that counts as unique but is allowed to exist alongside possessor, which does not possess this ability, transfer any number of its equipped and/or carried items to that copy, allow that copy to equip whatever subset of those it choses that it would be allowed to equip, then remove itself from being directly present in battle, entering a Numinous State. This copy does not have to travel in a summon slot and may persist between battles without being in one. This copy cannot be unsummoned by entities that are not either 20 or more Levels greater than possessor or are Level 99. This copy counts as being an additional owner, creator, and controller of any effects, entities, or items that possessor is owner, creator, or controller of if possessor desires such, and possessor may count as being an additional owner, creator, or controller of any effects, entities, or items that said copy is, respectively, an owner, creator, or controller of. If this replicated copy is killed, as an effect that blocks the checking of battle victory/loss conditions (but stops doing so if a 200-cycle loop is achieved or the following effect fails to resolve), possessor exits the Numinous State, obtains any number of its equipped and/or carried items from that copy, is allowed to equip whatever subset of those it choses that it would be allowed to equip, and then blocks the resurrection of the copy or undoing of its death. While this ability's possessor is in a Numinous State, it may act in turn order, but may only perform Worldbound God Active Abilities and 'Cast a Spell' actions as actions. While in a Numinous State, possessor may count as being in any battlespace that at least one of possessor's Devout Worshippers is in. Possessor may not be targeted while in a Numinous State by things that could not target either specifically things that are in Numinous States or that could target Haunting or Possessing entities. The replicated copy of possessor counts as being a Devout Worshipper of possessor even if possessor is normally not; this is in addition to any other deity or pantheon that possessor is a devout worshipper of. This ability may not be replicated, transferred, copied, or shared.
Not for Sale

Offensive Planetary Instruction I- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons have the Damage values of their abilities increased by 50 points
Requires: Planetary Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Planetary Instruction II- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Planetary Instruction I, Apprentice Worldbound God Knowledge
Cost: 100,000 Gold, 2 Weeks

Planetary Calling I- (Passive Ability, Other: Worldbound God) Possessor's Planetary summons gain +20 to all stats
Requires: Planetary Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Planetary Calling II- (Passive Ability, Other: Worldbound God) Possessor's Planetary summons gain +200 HP
Requires: Planetary Calling I
Cost: 40,000 Gold, 2 Weeks

Planetary Calling III- (Passive Ability, Other: Worldbound God) Possessor's Planetary summons gain +500 MP
Requires: Planetary Calling II
Cost: 40,000 Gold, 2 Weeks

Planetary Calling IV- (Passive Ability, Other: Worldbound God) Possessor's Planetary summons gain +2,000 HP and +4,000 MP
Requires: Planetary Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Planetary Calling V- (Passive Ability, Other: Worldbound God) Possessor's Planetary summons may not be unsummoned by sources below Level 5
Requires: Planetary Calling IV, Planetary Instruction II, Summoner, Worldbound God
Cost: 200,000 Gold, 2 Weeks

Planetary Domain: Blood- (Passive Ability, Other: Worldbound God) Quantities of Drain possessor deals are increased by 100,000 points, Possessor has RP powers connected to this divine domain
Not for Sale

Planetary Domain: Civilization- (Passive Ability, Other: Worldbound God) Possessor's Large Structure allies gain (Possessor's Level * 2.5)% Minor Negative Status Effect Resistance, Possessor has RP powers connected to this divine domain
Not for Sale

Planetary Domain: Horses- (Passive Ability, Other: Worldbound God) Possessor's actions may gain 15% Inflicts Dominion against Steeds, Possessor's Steed allies and Steed transformations gain +40,000 to all stats as a non-stacking bonus, Possessor has RP powers connected to this divine domain
Not for Sale

Planetary Domain: Undeath- (Passive Ability, Other: Worldbound God) Possessor may, up to (Possessor Level/4, rounded up) times per thread, choose at the beginning of a round to resurrect up to 20 Undead allies, Possessor has RP powers connected to this divine domain
Not for Sale

Planetary Instruction I- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain +20 to all stats
Requires: Basic Worldbound God Knowledge
Cost: 60,000 Gold, 2 Weeks

Planetary Instruction II- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain +100 to all stats
Requires: Planetary Instruction I
Cost: 100,000 Gold, 2 Weeks

Planetary Loyalty Instruction- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain 40% Charm Resistance
Requires: Basic Planetary Loyalty Instruction, Apprentice Worldbound God Knowledge
Cost: 100,000 Gold, 2 Weeks

Legacy Planetary Traits- (Passive Ability, Other: Worldbound God) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 2, possessor's Critical Chance is multiplied by 2, possessor's Dodge is multiplied by 2, possessor's (To Hit - 100, Minimum 100) is multiplied by 2, possessor's Resilience is multiplied by 2, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Possessor also gains the Deity Effect:
Bestow Worshipper Benefits- Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include +50 to all stats per level of worshipper, to a max of possessor's Level, Deity Effect
Has RP effects including potentially getting a Deity entry in the Cathedral of a Thousand Pantheons, the ability to control the worshipper benefit status of a list of worshippers, and being partially bound to a world.
Requires: No Prerequisites
Not For Sale

Planetary Traits- (Passive Ability, Other: Worldbound God) If possessor is a Planetary, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 2 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 2 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 2 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 2 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 2 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Possessor also gains the Deity Effect:
Bestow Worshipper Benefits- Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include +50 to all stats per level of worshipper, to a max of possessor's Level, Deity Effect
Has RP effects including potentially getting a Deity entry in the Cathedral of a Thousand Pantheons, the ability to control the worshipper benefit status of a list of worshippers, and being partially bound to a world.
Requires: No Prerequisites
Cost: 19,500,000 Gold, 390 Weeks

Relaxed By Worship- (Passive Ability, Other: Worldbound God) Possessor is cured of Fatigued: Stress at the start of each round when possessor possesses at least 5 Devout Worshippers in the same battlespace
Not for Sale

Speed-Focused Planetary Instruction I- (Passive Ability, Other: Worldbound God ) Possessor's Planetary pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Planetary Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Planetary Instruction II- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Planetary Instruction I, Apprentice Worldbound God Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Planetary Loyalty Instruction- (Passive Ability, Other: Worldbound God) Possessor's Planetary pets and summons gain 80% Charm Resistance
Requires: Advanced Planetary Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks

Worldbound God- (Passive Ability, Other: Worldbound God) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Planetary pet only, This ability provides +250 HP and +50 to all stats of possessor's Planetary pets and summons per Level of possessor
Not for Sale

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:48 pm
by Administrator
Element-Based Classes (Base Elements)

~Analyst of the Absolute (Truth)~
Absorb Truth- (Passive Ability, Analyst of the Absolute) Possessor Absorbs Truth against sources below Level 20 if Level 20 or greater
Requires: Truth Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Analyst of the Absolute, 50 other Analyst of the Absolute Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Truth Synchronization, 10 other Analyst of the Absolute abilities
Cost: 125,000 Gold, 4 Weeks

Apprentice Affinity to Healing Via Truth- (Passive Ability, Analyst of the Absolute) Whenever possessor obtains Truth element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Truth
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Truth- (Passive Ability, Analyst of the Absolute) Possessor's Truth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Truth
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +500 Defense against Truth
Requires: Basic Defenses Against Truth
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Truth- (Passive Ability, Analyst of the Absolute) Possessor's Truth element allies gain +100 to all stats
Requires: Apprentice Command of Truth, Basic Understanding of the Heart of Truth
Cost: 100,000 Gold, 2 Weeks

Apprentice Truth Resistance- (Passive Ability, Analyst of the Absolute) Possessor gains 5% Truth Resistance
Requires: Basic Truth Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Requires: Basic Truth Synchronization, 3 other Analyst of the Absolute abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Truth
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +500 to all stats while in a Zone of Truth
Requires: Basic Zonal Acclimation of Truth
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Truth's Dominion- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Truth
Requires: Basic Zonal Acclimation of Truth
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Truth- (Passive Ability, Analyst of the Absolute) Whenever possessor obtains Truth element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Truth Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Truth- (Passive Ability, Analyst of the Absolute) Possessor's Truth element pets and summons gain +50 to all stats
Requires: Basic Truth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 Defense against Truth
Requires: Basic Truth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Truth- (Passive Ability, Analyst of the Absolute) Possessor's Truth element allies gain +10 to all stats
Requires: Basic Command of Truth
Cost: 40,000 Gold, 2 Weeks

Basic Truth Resistance- (Passive Ability, Analyst of the Absolute) Possessor gains 1% Truth Resistance
Requires: Basic Truth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Requires: Basic Truth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Requires: Basic Truth Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Truth- (Active Ability, Analyst of the Absolute) Possessor may spend an action to summon 5 Elementals that are Truth element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Truth, Emanate Truth
Cost: 300,000 Gold, 2 Weeks

Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Truth Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +500 Defense if possessor has any Truth-element items equipped that provide a Defense bonus
Requires: Basic Truth Synchronization, Basic Defenses against Truth, Basic Weaponization of Truth
Cost: 200,000 Gold, 2 Weeks

Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Requires: Apprentice Divining Attunement, Basic Truth Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Truth- (Technique Ability, Analyst of the Absolute) Possessor may use 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Truth element and no other technique is used. Said action becomes solely the element Truth.
Requires: Improved Weaponization of Truth
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Truth- (Technique Ability, Analyst of the Absolute) Possessor may use 'Elemental Invocation of Truth' in conjunction with an 'Elemental Attack' action so long as possessor is Truth element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Truth
Cost: 200,000 Gold, 2 Week

Emanate Truth- (Passive Ability, Analyst of the Absolute) Whenever possessor absorbs Damage that is Truth element Damage, Possessor may choose to deal 10,000 Flat Truth element Damage to up to 10 targets
Requires: Absorb Truth, Truth Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Truth- (Passive Ability, Analyst of the Absolute) If possessor is Truth element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Truth
Requires: Basic Understanding of the Heart of Truth
Requires: 200,000 Gold, 2 Weeks

Expert Truth Synchronization- (Passive Ability, Analyst of the Absolute) Truth element Damage dealt to possessor (not including healing) is halved, Truth element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Truth element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Truth Synchronization, 100 other Analyst of the Absolute Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Truth, Analyst of the Absolute
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Truth- (Passive Ability, Analyst of the Absolute) Whenever possessor obtains Truth element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Truth
Cost: 500,000 Gold, 2 Weeks

Improved Command of Truth- (Passive Ability, Analyst of the Absolute) Possessor's Truth element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Truth, Basic Understanding of the Heart of Truth
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +5,000 Defense against Truth
Requires: Apprentice Defenses Against Truth, Basic Truth Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +2,000 Defense if possessor has any Truth-element items equipped that provide a Defense bonus
Requires: Apprentice Truth Synchronization, Improved Defenses against Truth, Improved Weaponization of Truth
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Truth- (Passive Ability, Analyst of the Absolute) Possessor's Truth element allies gain +250 to all stats
Requires: Improved Command of Truth, Apprentice Understanding of the Heart of Truth
Cost: 500,000 Gold, 2 Weeks

Improved Truth Elemental Emanation- (Passive Ability, Analyst of the Absolute) Possessor's 'Call Forth the Living Truth' ability may summon entities up to Level 20
Requires: Call Forth the Living Truth
Cost: 200,000 Gold, 2 Weeks

Improved Truth Resistance- (Passive Ability, Analyst of the Absolute) Possessor gains 10% Truth Resistance
Requires: Apprentice Truth Resistance, Basic Defenses against Truth
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Truth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1,000 to all stats while in a Zone of Truth
Requires: Apprentice Zonal Acclimation of Truth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Truth Empowerment- (Passive Ability, Analyst of the Absolute) Possessor gains +500 to all stats while in a Zone of Truth, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Truth
Requires: Empowered by Truth, Nourished by Truth, Improved Zonal Acclimation of Truth
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains the element Truth while in Analyst of the Absolute stances
Requires: Meditative Assumption of Truth, Adept Truth Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Truth- (Passive Ability, Analyst of the Absolute) Possessor may choose, at the beginning of a thread, to become solely Truth element
Requires: Basic Truth Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Truth- (Passive Ability, Analyst of the Absolute) Possessor may use the Technique 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Truth element.
Requires: Elemental Attack-Conversion: Truth
Cost: 500,000 Gold, 2 Weeks

Nourish Truth- (Passive Ability, Analyst of the Absolute) Whenever possessor deals HP or MP healing to an Truth element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Truth, Nourished by Truth
Cost: 200,000 Gold, 2 Weeks

Nourished By Truth- (Passive Ability, Analyst of the Absolute) If possessor is Truth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Truth
Requires: Basic Understanding of the Heart of Truth
Requires: 200,000 Gold, 2 Weeks

Nullify Truth- (Passive Ability, Analyst of the Absolute) Possessor may remove the element Truth from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Truth-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Truth-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Truth from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Truth Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Truth- (Passive Ability, Analyst of the Absolute) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Rectified
Requires: Basic Truth Resistance, Basic Weaponization of Truth
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains 5% Rectified Resistance
Requires: Basic Truth Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +5% Dodge against Truth element individuals
Requires: Improved Defenses Against Truth, Improved Understanding of the Heart of Truth, Defenses that Utilize Truth
Cost: 200,000 Gold, 2 Weeks

Project Truth- (Passive Ability, Analyst of the Absolute) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Truth
Requires: Improved Weaponization of Truth
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Truth- (Passive Ability, Analyst of the Absolute) If possessor is Truth element and performs an 'Elemental Attack' action that is solely Truth element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Truth
Cost: 500,000 Gold, 2 Weeks

Reconsume Truth Elemental Spawn- (Passive Ability, Analyst of the Absolute) Possessor may, at the start of any round, unsummon one of possessor's Truth element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Truth Elemental Emanation, Improved Affinity to Healing Via Truth
Cost: 200,000 Gold, 2 Weeks

Reflect Truth- (Passive Ability, Analyst of the Absolute) Possessor Reflects Truth against sources below Level 20 if Level 20 or greater
Requires: Truth Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Truth- (Passive Ability, Analyst of the Absolute) If possessor's last action was solely Truth element either due to this ability or the technique 'Elemental Attack-Conversion: Truth', possessor may make any of possessor's offensive actions solely Truth element.
Requires: Nonsynchronous Elemental Attack-Conversion: Truth, Adept Truth Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Truth Emanation- (Passive Ability, Analyst of the Absolute) Whenever possessor absorbs Damage that is Truth element Damage, Possessor may choose to deal 10,000 Flat Truth element HP Healing to up to 10 targets that are Truth element
Requires: Emanate Truth, Nourish Truth
Cost: 300,000 Gold, 1 Week

Stability Within Truth- (Passive Ability, Analyst of the Absolute) Possessor gains 25% minor negative status effect resistance while in a Zone of Truth
Requires: Basic Understanding of the Heart of Truth, Defenses that Utilize Truth
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Truth element individual
Requires: Improved Understanding of the Heart of Truth
Cost: 200,000 Gold, 2 Weeks

Uplifted By Truth- (Passive Ability, Analyst of the Absolute) If possessor is Truth element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Truth
Requires: Basic Understanding of the Heart of Truth
Requires: 200,000 Gold, 2 Weeks

Truth Battle-Aura- (Stance Ability, Analyst of the Absolute) Possessor deals 10,000 Flat Truth element Damage to each opponent at the start of each round
Requires: Emanate Truth, Improved Weaponization of Truth
Cost: 200,000 Gold, 3 Weeks

Truth Body Form- (Stance Ability, Analyst of the Absolute) Possessor gains +200 Defense against Truth, Possessor gains 15% Truth Resistance, Possessor may deal 5,000 Flat Truth element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Truth, Analyst of the Absolute, Basic Truth Resistance, Apprentice Understanding of the Heart of Truth, Apprentice Defenses Against Truth
Cost: 300,000 Gold, 3 Weeks

Truth Immunity- (Passive Ability, Analyst of the Absolute) Possessor gains Truth Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Truth Resistance, Analyst of the Absolute, Level 20
Cost: 500,000 Gold, 2 Weeks

Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Truth Synchronization, 5 other Analyst of the Absolute abilities
Cost: 400,000 Gold, 3 Weeks

Zonal Truth Control- (Passive Ability, Analyst of the Absolute) Possessor may, at the start of each round, choose one Zone of Truth that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Truth, Improved Zonal Acclimation of Truth
Cost: 1,000,000 Gold, 2 Weeks


~Arcane Vizier (Magic)~

Absorb Magic- (Passive Ability, Arcane Vizier) Possessor Absorbs Magic against sources below Level 20 if Level 20 or greater
Requires: Magic Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Magic Synchronization- (Passive Ability, Arcane Vizier) Amounts of Magic element Damage possessor deals are increased by 10,000 points, Magic element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Magic element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Arcane Vizier, 50 other Arcane Vizier Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Magic- (Passive Ability, Arcane Vizier) Whenever possessor obtains Magic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Magic
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Magic
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Requires: Basic Defenses Against Magic
Cost: 100,000 Gold, 2 Weeks

Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
Requires: Basic Magic Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Requires: Basic Magic Synchronization, 3 other Arcane Vizier abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +100 to all stats
Requires: Apprentice Command of Magic, Basic Understanding of the Heart of Magic
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Magic
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 to all stats while in a Zone of Magic
Requires: Basic Zonal Acclimation of Magic
Cost: 100,000 Gold, 2 Weeks

Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Magic Synchronization, 10 other Arcane Vizier abilities
Cost: 125,000 Gold, 4 Weeks

Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Requires: Basic Zonal Acclimation of Magic
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Magic- (Passive Ability, Arcane Vizier) Whenever possessor obtains Magic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Magic Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Requires: Basic Command of Magic
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Magic- (Active Ability, Arcane Vizier) Possessor may spend an action to summon 5 Elementals that are Magic element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Magic, Emanate Magic
Cost: 300,000 Gold, 2 Weeks

Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Magic Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense if possessor has any Magic-element items equipped that provide a Defense bonus
Requires: Basic Magic Synchronization, Basic Defenses against Magic, Basic Weaponization of Magic
Cost: 200,000 Gold, 2 Weeks

Detect Magic- (Passive Ability, Arcane Vizier) Possessor gains +1% To Hit against Magic element targets
Requires: Apprentice Divining Attunement, Basic Magic Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Magic element and no other technique is used. Said action becomes solely the element Magic.
Requires: Improved Weaponization of Magic
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Elemental Invocation of Magic' in conjunction with an 'Elemental Attack' action so long as possessor is Magic element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Magic
Cost: 200,000 Gold, 2 Weeks

Emanate Magic- (Passive Ability, Arcane Vizier) Whenever possessor absorbs Damage that is Magic element Damage, Possessor may choose to deal 10,000 Flat Magic element Damage to up to 10 targets
Requires: Absorb Magic, Magic Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Magic- (Passive Ability, Arcane Vizier) If possessor is Magic element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Magic
Requires: Basic Understanding of the Heart of Magic
Requires: 200,000 Gold, 2 Weeks

Expert Magic Synchronization- (Passive Ability, Arcane Vizier) Magic element Damage dealt to possessor (not including healing) is halved, Magic element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Magic element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Magic Synchronization, 100 other Arcane Vizier Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fold Magic- (Active Ability, Arcane Vizier) Possessor may spend an action to destroy a Zone of Magic, and, if said destruction is successful, create, gain, and (optionally) equip a Temporary Wizard Magic spell that is worth under (the Zone's creator's Level) * 1,000,000 Gold and for sale in the Shop
Not for Sale

Greater Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Magic, Arcane Vizier
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Magic- (Passive Ability, Arcane Vizier) Whenever possessor obtains Magic element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Magic
Cost: 500,000 Gold, 2 Weeks

Improved Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Magic, Basic Understanding of the Heart of Magic
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +5,000 Defense against Magic
Requires: Apprentice Defenses Against Magic, Basic Magic Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Magic- (Passive Ability, Arcane Vizier) Possessor gains +2,000 Defense if possessor has any Magic-element items equipped that provide a Defense bonus
Requires: Apprentice Magic Synchronization, Improved Defenses against Magic, Improved Weaponization of Magic
Cost: 500,000 Gold, 2 Weeks

Improved Magic Elemental Emanation- (Passive Ability, Arcane Vizier) Possessor's 'Call Forth the Living Magic' ability may summon entities up to Level 20
Requires: Call Forth the Living Magic
Cost: 200,000 Gold, 2 Weeks

Improved Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 10% Magic Resistance
Requires: Apprentice Magic Resistance, Basic Defenses against Magic
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +250 to all stats
Requires: Improved Command of Magic, Apprentice Understanding of the Heart of Magic
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Magic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +1,000 to all stats while in a Zone of Magic
Requires: Apprentice Zonal Acclimation of Magic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Magic Empowerment- (Passive Ability, Arcane Vizier) Possessor gains +500 to all stats while in a Zone of Magic, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Magic
Requires: Empowered by Magic, Nourished by Magic, Improved Zonal Acclimation of Magic
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Magic- (Passive Ability, Arcane Vizier) Possessor gains the element Magic while in Arcane Vizier stances
Requires: Meditative Assumption of Magic, Adept Arcane Vizier Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Magical-Spells Casting-Form- (Stance Ability, Arcane Vizier) Spells cast by possessor gain the element Magic
Requires: Magic-Saturated Form
Cost: 1,000,000 Gold, 2 Weeks

Magic Battle-Aura- (Stance Ability, Arcane Vizier) Possessor deals 10,000 Flat Magic element Damage to each opponent at the start of each round
Requires: Emanate Magic, Improved Weaponization of Magic
Cost: 200,000 Gold, 3 Weeks

Magic Body Form- (Stance Ability, Arcane Vizier) Possessor gains +200 Defense against Magic, Possessor gains 15% Magic Resistance, Possessor may deal 5,000 Flat Magic element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Magic, Arcane Vizier, Basic Magic Resistance, Apprentice Understanding of the Heart of Magic, Apprentice Defenses Against Magic
Cost: 300,000 Gold, 3 Weeks

Magic-Boosted Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Magic-Boosted Magic' in conjunction with a 'Magical Attack' action so long as possessor is Magic element and no other technique is used. Said action gains +15 Magical Attack.
Requires: Basic Magic Synchronization
Cost: 10,000 Gold, 2 Weeks

Magic Immunity- (Passive Ability, Arcane Vizier) Possessor gains Magic Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Magic Resistance, Arcane Vizier, Level 20
Cost: 500,000 Gold, 2 Weeks

Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Magic Synchronization, 5 other Arcane Vizier abilities
Cost: 400,000 Gold, 3 Weeks

Magic-Saturated Form- (Stance Ability, Arcane Vizier) Possessor, if possessor is Magic element and has at least 5 spells equipped, gains the subtype Magic Being.
Requires: Basic Magic Synchronization, Basic Wyrdworker Knowledge
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Magic- (Passive Ability, Arcane Vizier) Possessor may choose, at the beginning of a thread, to become solely Magic element
Requires: Basic Magic Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Magic- (Passive Ability, Arcane Vizier) Possessor may use the Technique 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Magic element.
Requires: Elemental Attack-Conversion: Magic
Cost: 500,000 Gold, 2 Weeks

Nourish Magic- (Passive Ability, Arcane Vizier) Whenever possessor deals HP or MP healing to an Magic element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Magic, Nourished by Magic
Cost: 200,000 Gold, 2 Weeks

Nourished By Magic- (Passive Ability, Arcane Vizier) If possessor is Magic element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Magic
Requires: Basic Understanding of the Heart of Magic
Requires: 200,000 Gold, 2 Weeks

Nullify Magic- (Passive Ability, Arcane Vizier) Possessor may remove the element Magic from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Magic-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Magic-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Magic from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Magic Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Magic- (Passive Ability, Arcane Vizier) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Manablasted
Requires: Basic Magic Resistance, Basic Weaponization of Magic
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Magic- (Passive Ability, Arcane Vizier) Possessor gains 5% Manablasted Resistance
Requires: Basic Magic Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Magic- (Passive Ability, Arcane Vizier) Possessor gains +5% Dodge against Magic element individuals
Requires: Improved Defenses Against Magic, Improved Understanding of the Heart of Magic, Defenses that Utilize Magic
Cost: 200,000 Gold, 2 Weeks

Project Magic- (Passive Ability, Arcane Vizier) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Magic
Requires: Improved Weaponization of Magic
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Magic- (Passive Ability, Arcane Vizier) If possessor is Magic element and performs an 'Elemental Attack' action that is solely Magic element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Magic
Cost: 500,000 Gold, 2 Weeks

Reconsume Magic Elemental Spawn- (Passive Ability, Arcane Vizier) Possessor may, at the start of any round, unsummon one of possessor's Magic element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Magic Elemental Emanation, Improved Affinity to Healing Via Magic
Cost: 200,000 Gold, 2 Weeks

Reflect Magic- (Passive Ability, Arcane Vizier) Possessor Reflects Magic against sources below Level 20 if Level 20 or greater
Requires: Magic Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Magic- (Passive Ability, Arcane Vizier) If possessor's last action was solely Magic element either due to this ability or the technique 'Elemental Attack-Conversion: Magic', possessor may make any of possessor's offensive actions solely Magic element.
Requires: Nonsynchronous Elemental Attack-Conversion: Magic, Adept Magic Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Magic Emanation- (Passive Ability, Arcane Vizier) Whenever possessor absorbs Damage that is Magic element Damage, Possessor may choose to deal 10,000 Flat Magic element HP Healing to up to 10 targets that are Magic element
Requires: Emanate Magic, Nourish Magic
Cost: 300,000 Gold, 1 Week

Stability Within Magic- (Passive Ability, Arcane Vizier) Possessor gains 25% minor negative status effect resistance while in a Zone of Magic
Requires: Basic Understanding of the Heart of Magic, Defenses that Utilize Magic
Requires: 500,000 Gold, 2 Weeks

This Fire is MAGIC FIRE!- (Technique Ability, Arcane Vizier) Possessor may use 'This Fire is MAGIC FIRE!' in conjunction with a 'Magical Attack' action so long as possessor is Magic element and no other technique is used. Said action treats the Resistances to non-Magic elements of targets of said action, provided that said targets do not possess Magic Resistance, do not possess Magic Immunity, do not Absorb Magic, do not Reflect Magic, and are not Level 40 or greater, as being half their value, rounded up.
Requires: Apprentice Magic Synchronization, Magic-Boosted Magic
Cost: 10,000,000 Gold, 2 Weeks

Understanding of the Bonds of Magic- (Passive Ability, Arcane Vizier) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Magic element individual
Requires: Improved Understanding of the Heart of Magic
Cost: 200,000 Gold, 2 Weeks

Unified Knowledge of Ice and Magic- (Passive Ability, Arcane Vizier) Possessor may count Arcane Vizier abilities possessor possesses as Snow Queen abilities (including for prerequisite purposes), Possessor may count Snow Queen abilities possessor possesses as Arcane Vizier abilities (including for prerequisite purposes)
Not for Sale

Uplifted By Magic- (Passive Ability, Arcane Vizier) If possessor is Magic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Magic
Requires: Basic Understanding of the Heart of Magic
Requires: 200,000 Gold, 2 Weeks

Zonal Magic Control- (Passive Ability, Arcane Vizier) Possessor may, at the start of each round, choose one Zone of Magic that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Magic, Improved Zonal Acclimation of Magic
Cost: 1,000,000 Gold, 2 Weeks


~ Archsmith of Metal (Metal)~

Absorb Metal- (Passive Ability, Archsmith of Metal) Possessor Absorbs Metal against sources below Level 20 if Level 20 or greater
Requires: Metal Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Metal Synchronization- (Passive Ability, Archsmith of Metal) Amounts of Metal element Damage possessor deals are increased by 10,000 points, Metal element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Metal element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Archsmith of Metal, 50 other Archsmith of Metal Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Metal- (Passive Ability, Archsmith of Metal) Whenever possessor obtains Metal element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Metal
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Metal
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Metal- (Passive Ability, Archsmith of Metal) Possessor gains +500 Defense against Metal
Requires: Basic Defenses Against Metal
Cost: 100,000 Gold, 2 Weeks

Apprentice Metal Resistance- (Passive Ability, Archsmith of Metal) Possessor gains 5% Metal Resistance
Requires: Basic Metal Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Requires: Basic Metal Synchronization, 3 other Archsmith of Metal abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element allies gain +100 to all stats
Requires: Apprentice Command of Metal, Basic Understanding of the Heart of Metal
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Metal
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Metal- (Passive Ability, Archsmith of Metal) Possessor gains +500 to all stats while in a Zone of Metal
Requires: Basic Zonal Acclimation of Metal
Cost: 100,000 Gold, 2 Weeks

Archsmith of Metal- (Passive Ability, Archsmith of Metal) Possessor ignores (1 * (Possessor Level/5), rounded down)% Metal Resistance, Possessor ignores Metal Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Metal Synchronization, 10 other Archsmith of Metal abilities
Cost: 125,000 Gold, 4 Weeks

Basic Acceleration Within Metal's Dominion- (Passive Ability, Archsmith of Metal) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Metal
Requires: Basic Zonal Acclimation of Metal
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Metal- (Passive Ability, Archsmith of Metal) Whenever possessor obtains Metal element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Metal Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element pets and summons gain +50 to all stats
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Metal- (Passive Ability, Archsmith of Metal) Possessor gains +50 Defense against Metal
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Metal Resistance- (Passive Ability, Archsmith of Metal) Possessor gains 1% Metal Resistance
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(Previous Nonbase Requirements/Cost:
Requires: Knowledge of Esoteric Elements, Elemental Esoterica: Metal
Cost: 50,000,000 Gold, 2 Weeks)

Basic Understanding of the Heart of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element allies gain +10 to all stats
Requires: Basic Command of Metal
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 50 points
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Metal- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats while in a Zone of Metal
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Metal- (Active Ability, Archsmith of Metal) Possessor may spend an action to summon 5 Elementals that are Metal element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Metal, Emanate Metal
Cost: 300,000 Gold, 2 Weeks

Coat Armor- (Passive Ability, Archsmith of Metal) Possessor's 'Metal Coat' ability may affect Armor items in addition to weapons
Requires: Defenses that Utilize Metal
Cost: 300,000 Gold, 2 Weeks

Control of Metal- (Passive Ability, Archsmith of Metal) Possessor has a 20% chance of being able to cancel the actions of Metal element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Metal Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Metal- (Passive Ability, Archsmith of Metal) Possessor gains +500 Defense if possessor has any Metal-element items equipped that provide a Defense bonus
Requires: Basic Metal Synchronization, Basic Defenses against Metal, Basic Weaponization of Metal
Cost: 200,000 Gold, 2 Weeks

Detect Metal- (Passive Ability, Archsmith of Metal) Possessor gains +1% To Hit against Metal element targets
Requires: Apprentice Divining Attunement, Basic Metal Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Metal- (Technique Ability, Archsmith of Metal) Possessor may use 'Elemental Attack-Conversion: Metal' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Metal element and no other technique is used. Said action becomes solely the element Metal.
Requires: Improved Weaponization of Metal
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Metal- (Technique Ability, Archsmith of Metal) Possessor may use 'Elemental Invocation of Metal' in conjunction with an 'Elemental Attack' action so long as possessor is Metal element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Metal
Cost: 200,000 Gold, 2 Week

Emanate Metal- (Passive Ability, Archsmith of Metal) Whenever possessor absorbs Damage that is Metal element Damage, Possessor may choose to deal 10,000 Flat Metal element Damage to up to 10 targets
Requires: Absorb Metal, Metal Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Metal- (Passive Ability, Archsmith of Metal) If possessor is Metal element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Metal
Requires: Basic Understanding of the Heart of Metal
Requires: 200,000 Gold, 2 Weeks

Expert Metal Synchronization- (Passive Ability, Archsmith of Metal) Metal element Damage dealt to possessor (not including healing) is halved, Metal element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Metal element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Metal Synchronization, 100 other Archsmith of Metal Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Metal, Archsmith of Metal
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Metal- (Passive Ability, Archsmith of Metal) Whenever possessor obtains Metal element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Metal
Cost: 500,000 Gold, 2 Weeks

Improved Command of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Metal, Basic Understanding of the Heart of Metal
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Metal- (Passive Ability, Archsmith of Metal) Possessor gains +5,000 Defense against Metal
Requires: Apprentice Defenses Against Metal, Basic Metal Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Metal- (Passive Ability, Archsmith of Metal) Possessor gains +2,000 Defense if possessor has any Metal-element items equipped that provide a Defense bonus
Requires: Apprentice Metal Synchronization, Improved Defenses against Metal, Improved Weaponization of Metal
Cost: 500,000 Gold, 2 Weeks

Improved Metal Elemental Emanation- (Passive Ability, Archsmith of Metal) Possessor's 'Call Forth the Living Metal' ability may summon entities up to Level 20
Requires: Call Forth the Living Metal
Cost: 200,000 Gold, 2 Weeks

Improved Metal Resistance- (Passive Ability, Archsmith of Metal) Possessor gains 10% Metal Resistance
Requires: Apprentice Metal Resistance, Basic Defenses against Metal
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element allies gain +250 to all stats
Requires: Improved Command of Metal, Apprentice Understanding of the Heart of Metal
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Metal
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Metal- (Passive Ability, Archsmith of Metal) Possessor gains +1,000 to all stats while in a Zone of Metal
Requires: Apprentice Zonal Acclimation of Metal
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Metal Empowerment- (Passive Ability, Archsmith of Metal) Possessor gains +500 to all stats while in a Zone of Metal, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Metal
Requires: Empowered by Metal, Nourished by Metal, Improved Zonal Acclimation of Metal
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Metal- (Passive Ability, Archsmith of Metal) Possessor gains the element Metal while in Archsmith of Metal stances
Requires: Meditative Assumption of Metal, Adept Metal Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Mass Coat- (Passive Ability, Archsmith of Metal) Possessor's 'Metal Coat' ability may affect up to 15 selected items per action
Requires: Apprentice Synchronization of Metal
Cost: 500,000 Gold, 2 Weeks

Meditative Assumption of Metal- (Passive Ability, Archsmith of Metal) Possessor may choose, at the beginning of a thread, to become solely Metal element
Requires: Basic Metal Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Metal Battle-Aura- (Stance Ability, Archsmith of Metal) Possessor deals 10,000 Flat Metal element Damage to each opponent at the start of each round
Requires: Emanate Metal, Improved Weaponization of Metal
Cost: 200,000 Gold, 3 Weeks

Metal Body Form- (Stance Ability, Archsmith of Metal) Possessor gains +200 Defense against Metal, Possessor gains 15% Metal Resistance, Possessor may deal 5,000 Flat Metal element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Metal, Archsmith of Metal, Basic Metal Resistance, Apprentice Understanding of the Heart of Metal, Apprentice Defenses Against Metal
Cost: 300,000 Gold, 3 Weeks

Metal Coat- (Active Ability, Archsmith of Metal) Possessor may spend an action to make any one weapon wielded or carried by wielder or one of wielder's allies solely Metal element
Requires: Apprentice Transmutation Attunement, Apprentice Weaponization of Metal
Cost: 2,000,000 Gold, 2 Weeks

Metal Immunity- (Passive Ability, Archsmith of Metal) Possessor gains Metal Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Metal Resistance, Archsmith of Metal, Level 20
Cost: 500,000 Gold, 2 Weeks

Metal Manipulation- (Passive Ability, Archsmith of Metal) Possessor may choose one of the following at the beginning of each round if Metal element: Create a Zone of Metal, Remove a Zone of Metal created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Metal by either possessor or a source below Level 20, Add Metal to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Metal element on a Metal element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Metal, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Metal, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Metal element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Metal to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Metal, 5% Metal Resistance, or +50 Defense against Metal and 1% Metal Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Metal Synchronization, 5 other Archsmith of Metal abilities
Cost: 400,000 Gold, 3 Weeks

Nonsynchronous Elemental Attack-Conversion: Metal- (Passive Ability, Archsmith of Metal) Possessor may use the Technique 'Elemental Attack-Conversion: Metal' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Metal element.
Requires: Elemental Attack-Conversion: Metal
Cost: 500,000 Gold, 2 Weeks

Nourish Metal- (Passive Ability, Archsmith of Metal) Whenever possessor deals HP or MP healing to an Metal element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Metal, Nourished by Metal
Cost: 200,000 Gold, 2 Weeks

Nourished By Metal- (Passive Ability, Archsmith of Metal) If possessor is Metal element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Metal
Requires: Basic Understanding of the Heart of Metal
Requires: 200,000 Gold, 2 Weeks

Nullify Metal- (Passive Ability, Archsmith of Metal) Possessor may remove the element Metal from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Metal-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Metal-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Metal from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Metal Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Metal- (Passive Ability, Archsmith of Metal) Possessor gains +5% Dodge against Metal element individuals
Requires: Improved Defenses Against Metal, Improved Understanding of the Heart of Metal, Defenses that Utilize Metal
Cost: 200,000 Gold, 2 Weeks

Project Metal- (Passive Ability, Archsmith of Metal) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Metal
Requires: Improved Weaponization of Metal
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Metal- (Passive Ability, Archsmith of Metal) If possessor is Metal element and performs an 'Elemental Attack' action that is solely Metal element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Metal
Cost: 500,000 Gold, 2 Weeks

Reconsume Metal Elemental Spawn- (Passive Ability, Archsmith of Metal) Possessor may, at the start of any round, unsummon one of possessor's Metal element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Metal Elemental Emanation, Improved Affinity to Healing Via Metal
Cost: 200,000 Gold, 2 Weeks

Reflect Metal- (Passive Ability, Archsmith of Metal) Possessor Reflects Metal against sources below Level 20 if Level 20 or greater
Requires: Metal Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Metal- (Passive Ability, Archsmith of Metal) If possessor's last action was solely Metal element either due to this ability or the technique 'Elemental Attack-Conversion: Metal', possessor may make any of possessor's offensive actions solely Metal element.
Requires: Nonsynchronous Elemental Attack-Conversion: Metal, Adept Metal Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Metal Emanation- (Passive Ability, Archsmith of Metal) Whenever possessor absorbs Damage that is Metal element Damage, Possessor may choose to deal 10,000 Flat Metal element HP Healing to up to 10 targets that are Metal element
Requires: Emanate Metal, Nourish Metal
Cost: 300,000 Gold, 1 Week

Stability Within Metal- (Passive Ability, Archsmith of Metal) Possessor gains 25% minor negative status effect resistance while in a Zone of Metal
Requires: Basic Understanding of the Heart of Metal, Defenses that Utilize Metal
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Metal- (Passive Ability, Archsmith of Metal) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Metal element individual
Requires: Improved Understanding of the Heart of Metal
Cost: 200,000 Gold, 2 Weeks

Uplifted By Metal- (Passive Ability, Archsmith of Metal) If possessor is Metal element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Metal
Requires: Basic Understanding of the Heart of Metal
Requires: 200,000 Gold, 2 Weeks

Zonal Metal Control- (Passive Ability, Archsmith of Metal) Possessor may, at the start of each round, choose one Zone of Metal that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Metal, Improved Zonal Acclimation of Metal
Cost: 1,000,000 Gold, 2 Weeks


~Blazing Sultan (Fire)~

Absorb Fire- (Passive Ability, Blazing Sultan) Possessor Absorbs Fire against sources below Level 20 if Level 20 or greater
Requires: Fire Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Blazing Sultan, 50 other Blazing Sultan Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Fire
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Fire
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Requires: Basic Defenses Against Fire
Cost: 100,000 Gold, 2 Weeks

Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Requires: Basic Fire Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Requires: Basic Fire Synchronization, 3 other Blazing Sultan abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Requires: Apprentice Command of Fire, Basic Understanding of the Heart of Fire
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Fire
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire
Requires: Basic Zonal Acclimation of Fire
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Requires: Basic Zonal Acclimation of Fire
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Fire Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Requires: Basic Command of Fire
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks

Blazing Soul- (Passive Ability, Blazing Sultan) Possessor gains +1,000 SPI if possessor is Fire element
Requires: Improved Understanding of the Heart of Fire
Cost: 5,000,000 Gold, 3 Weeks

Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Fire Synchronization, 10 other Blazing Sultan abilities
Cost: 125,000 Gold, 4 Weeks

Blazing Wisdom- (Passive Ability, Blazing Sultan) Possessor gains +50,000 MP if possessor is Fire element
Requires: Blazing Sultan, Scholar of Elements, Blazing Soul
Cost: 50,000,000 Gold, 5 Weeks

Breathe Lava- (Passive Ability, Blazing Sultan) +5,000 Ranged Attack, Possessor's 'Ranged Attack' actions may gain '30% inflicts Burning and 5% inflicts Burning: Igneous'
Not for Sale

Breathe Smoke- (Passive Ability, Blazing Sultan) Effects attached to Zones of Fire that come from sources below Level 40 cannot inflict Suffocation on possessor
Requires: Basic Zonal Acclimation of Fire, Basic Defenses against Fire, Basic Zonal Acclimation of Air, Basic Defenses against Air
Cost: 100,000 Gold, 2 Weeks

Call Forth the Living Fire- (Active Ability, Blazing Sultan) Possessor may spend an action to summon 5 Elementals that are Fire element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Fire, Emanate Fire
Cost: 300,000 Gold, 2 Weeks

Can Light Cigarettes Under Any Circumstances- (Passive Ability, Blazing Sultan) Possessor's actions that involve the use of a Consumable whose name includes 'Cigarette' or 'Cigar' may not be prevented by effects attached to Zones, Terrains, or Phantom Terrains by sources below Level 80 or by the presence of Zones of specific elements created by sources below Level 99
Not for Sale

Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Fire Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Requires: Basic Fire Synchronization, Basic Defenses against Fire, Basic Weaponization of Fire
Cost: 200,000 Gold, 2 Weeks

Detect Fire- (Passive Ability, Blazing Sultan) Possessor gains +1% To Hit against Fire element targets
Requires: Apprentice Divining Attunement, Basic Fire Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Fire- (Technique Ability, Blazing Sultan) Possessor may use 'Elemental Attack-Conversion: Fire' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fire element and no other technique is used. Said action becomes solely the element Fire.
Requires: Improved Weaponization of Fire
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Fire- (Technique Ability, Blazing Sultan) Possessor may use 'Elemental Invocation of Fire' in conjunction with an 'Elemental Attack' action so long as possessor is Fire element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Fire
Cost: 200,000 Gold, 2 Weeks

Emanate Fire- (Passive Ability, Blazing Sultan) Whenever possessor absorbs Damage that is Fire element Damage, Possessor may choose to deal 10,000 Flat Fire element Damage to up to 10 targets
Requires: Absorb Fire, Fire Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fire
Requires: Basic Understanding of the Heart of Fire
Requires: 200,000 Gold, 2 Weeks

Expert Fire Synchronization- (Passive Ability, Blazing Sultan) Fire element Damage dealt to possessor (not including healing) is halved, Fire element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fire element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Fire Synchronization, 100 other Blazing Sultan Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fire Battle-Aura- (Stance Ability, Blazing Sultan) Possessor deals 10,000 Flat Fire element Damage to each opponent at the start of each round
Requires: Emanate Fire, Improved Weaponization of Fire
Cost: 200,000 Gold, 3 Weeks

Fire Body Form- (Stance Ability, Blazing Sultan) Possessor gains +200 Defense against Fire, Possessor gains 15% Fire Resistance, Possessor may deal 5,000 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Fire, Blazing Sultan, Basic Fire Resistance, Apprentice Understanding of the Heart of Fire, Apprentice Defenses Against Fire
Cost: 300,000 Gold, 3 Weeks

Fire Immunity- (Passive Ability, Blazing Sultan) Possessor gains Fire Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Fire Resistance, Blazing Sultan, Level 20
Cost: 500,000 Gold, 2 Weeks

Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Fire Synchronization, 5 other Blazing Sultan abilities
Cost: 400,000 Gold, 3 Weeks

Flaming Punches- (Passive Ability, Blazing Sultan) +5,000 Melee Attack, Possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions may gain the element Fire, Possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions may become solely the element Fire if possessor does not have any weapons equipped or solely has Fist Weapons equipped
Not for Sale

Greater Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Fire, Blazing Sultan
Cost: 5,000,000 Gold, 2 Weeks

Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Requires: Apprentice Fire Synchronization
Cost: 100,000 Gold, 2 Weeks

Hot Essence- (Passive Ability, Blazing Sultan) Possessor's element becomes solely Fire, Possessor gains +500 Defense against Fire, Possessor gains 25% Fire Resistance, Possessor gains 25% Burning Resistance, Possessor's offensive actions may gain the element Fire
Not for Sale

Improved Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Fire
Cost: 500,000 Gold, 2 Weeks

Improved Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Fire, Basic Understanding of the Heart of Fire
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +5,000 Defense against Fire
Requires: Apprentice Defenses Against Fire, Basic Fire Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +2,000 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Requires: Apprentice Fire Synchronization, Improved Defenses against Fire, Improved Weaponization of Fire
Cost: 500,000 Gold, 2 Weeks

Improved Fire Elemental Emanation- (Passive Ability, Blazing Sultan) Possessor's 'Call Forth the Living Fire' ability may summon entities up to Level 20
Requires: Call Forth the Living Fire
Cost: 200,000 Gold, 2 Weeks

Improved Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 10% Fire Resistance
Requires: Apprentice Fire Resistance, Basic Defenses against Fire
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +250 to all stats
Requires: Improved Command of Fire, Apprentice Understanding of the Heart of Fire
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Fire
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +1,000 to all stats while in a Zone of Fire
Requires: Apprentice Zonal Acclimation of Fire
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Fire Empowerment- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Element
Requires: Empowered by Fire, Nourished by Fire, Improved Zonal Acclimation of Fire
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Fire- (Passive Ability, Blazing Sultan) Possessor gains the element Fire while in Blazing Sultan stances
Requires: Meditative Assumption of Fire, Adept Fire Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Kindler of the Last Fire- (Passive Ability, Blazing Sultan) Instances of the Enemy 'Butterflies of the First Fire' from the Enemy List that possessor summons may (as one combined choice) naturally gain the elements Ice & Darkness & Twilight, naturally gain +13,500 to all stats, naturally gain 90% Time Resistance, Frozen Immunity, Voidstruck Immunity, and Petrified: Time Stop Immunity, naturally gain the Constant Effect 'Of the End - Possessor's opponents suffer a debuff that provides -200,000 Max HP that stacks 100 times at the start of each round, with multiple instances of this debuff not being able to be placed on the same individual in the same round and with this debuff being unable to be placed on entities that are Immune to, Reflect, or Absorb Ice, Darkness, or Twilight, Constant Effect', and naturally have the word 'Last' replace the word 'First' in their names
Not for Sale

Meditative Assumption of Fire- (Passive Ability, Blazing Sultan) Possessor may choose, at the beginning of a thread, to become solely Fire element
Requires: Basic Fire Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Fire- (Passive Ability, Blazing Sultan) Possessor may use the Technique 'Elemental Attack-Conversion: Fire' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fire element.
Requires: Elemental Attack-Conversion: Fire
Cost: 500,000 Gold, 2 Weeks

Nourished By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fire
Requires: Basic Understanding of the Heart of Fire
Requires: 200,000 Gold, 2 Weeks

Nourish Fire- (Passive Ability, Blazing Sultan) Whenever possessor deals HP or MP healing to an Fire element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Fire, Nourished by Fire
Cost: 200,000 Gold, 2 Weeks

Nullify Fire- (Passive Ability, Blazing Sultan) Possessor may remove the element Fire from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fire-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fire-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fire from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Fire Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Fire- (Passive Ability, Blazing Sultan) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Burning
Requires: Basic Fire Resistance, Basic Weaponization of Fire
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Fire- (Passive Ability, Blazing Sultan) Possessor gains 5% Burning Resistance
Requires: Basic Fire Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Fire- (Passive Ability, Blazing Sultan) Possessor gains +5% Dodge against Fire element individuals
Requires: Improved Defenses Against Fire, Improved Understanding of the Heart of Fire, Defenses that Utilize Fire
Cost: 200,000 Gold, 2 Weeks

Prosperous Venting of Excess Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element and performs an 'Elemental Attack' action that is solely Fire element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Fire
Cost: 500,000 Gold, 2 Weeks

Project Fire- (Passive Ability, Blazing Sultan) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fire
Requires: Improved Weaponization of Fire
Cost: 3,000,000 Gold, 2 Weeks

Reconsume Fire Elemental Spawn- (Passive Ability, Blazing Sultan) Possessor may, at the start of any round, unsummon one of possessor's Fire element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Fire Elemental Emanation, Improved Affinity to Healing Via Fire
Cost: 200,000 Gold, 2 Weeks

Reflect Fire- (Passive Ability, Blazing Sultan) Possessor Reflects Fire against sources below Level 20 if Level 20 or greater
Requires: Fire Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Fire- (Passive Ability, Blazing Sultan) If possessor's last action was solely Fire element either due to this ability or the technique 'Elemental Attack-Conversion: Fire', possessor may make any of possessor's offensive actions solely Fire element.
Requires: Nonsynchronous Elemental Attack-Conversion: Fire, Adept Fire Syncrhonization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Fire Emanation- (Passive Ability, Blazing Sultan) Whenever possessor absorbs Damage that is Fire element Damage, Possessor may choose to deal 10,000 Flat Fire element HP Healing to up to 10 targets that are Fire element
Requires: Emanate Fire, Nourish Fire
Cost: 300,000 Gold, 1 Week

Stability Within Fire- (Passive Ability, Blazing Sultan) Possessor gains 25% minor negative status effect resistance while in a Zone of Fire
Requires: Basic Understanding of the Heart of Fire, Defenses that Utilize Fire
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Fire- (Passive Ability, Blazing Sultan) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Fire element individual
Requires: Improved Understanding of the Heart of Fire
Cost: 200,000 Gold, 2 Weeks

Unified Knowledge of Fire and Suns- (Passive Ability, Blazing Sultan) Possessor may count Blazing Sultan abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes)
Requires: Sun Duke, Shining Wisdom
Cost: 5,000,000 Gold, 2 Weeks

Uplifted By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fire
Requires: Basic Understanding of the Heart of Fire
Requires: 200,000 Gold, 2 Weeks

Zonal Fire Control- (Passive Ability, Blazing Sultan) Possessor may, at the start of each round, choose one Zone of Fire that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Fire, Improved Zonal Acclimation of Fire
Cost: 1,000,000 Gold, 2 Weeks


~Caliph of Corrosion (Acid)~

Absorb Acid- (Passive Ability, Caliph of Corrosion) Possessor Absorbs Acid against sources below Level 20 if Level 20 or greater
Requires: Acid Immunity
Cost: 500,000 Gold, 2 Weeks

Acid Battle-Aura- (Stance Ability, Caliph of Corrosion) Possessor deals 10,000 Flat Acid element Damage to each opponent at the start of each round
Requires: Emanate Acid, Improved Weaponization of Acid
Cost: 200,000 Gold, 3 Weeks

Acid Blood- (Passive Ability, Caliph of Corrosion) Whenever an individual conducts an offensive action that targets possessor, possessor may deal 5,000 Flat Acid element Damage to said individual at the end of said action
Requires: Basic Weaponization of Acid, Basic Defenses that Utilize Acid
Cost: 200,000 Gold, 2 Weeks

Acid Body Form- (Stance Ability, Caliph of Corrosion) Possessor gains +200 Defense against Acid, Possessor gains 15% Acid Resistance, Possessor may deal 5,000 Flat Acid element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Acid, Caliph of Corrosion, Basic Acid Resistance, Apprentice Understanding of the Heart of Acid, Apprentice Defenses Against Acid
Cost: 300,000 Gold, 3 Weeks

Acid Immunity- (Passive Ability, Caliph of Corrosion) Possessor gains Acid Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Acid Resistance, Caliph of Corrosion, Level 20
Cost: 500,000 Gold, 2 Weeks

Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Acid Synchronization, 5 other Caliph of Corrosion abilities
Cost: 400,000 Gold, 3 Weeks

Adept Acid Synchronization- (Passive Ability, Caliph of Corrosion) Amounts of Acid element Damage possessor deals are increased by 10,000 points, Acid element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Acid element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Caliph of Corrosion, 50 other Caliph of Corrosion Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 5% Acid Resistance
Requires: Basic Acid Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Requires: Basic Acid Synchronization, 3 other Caliph of Corrosion abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Acid- (Passive Ability, Caliph of Corrosion) Whenever possessor obtains Acid element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Acid
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Acid
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense against Acid
Requires: Basic Defenses Against Acid
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +100 to all stats
Requires: Apprentice Command of Acid, Basic Understanding of the Heart of Acid
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Acid
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 to all stats while in a Zone of Acid
Requires: Basic Zonal Acclimation of Acid
Cost: 100,000 Gold, 2 Weeks

Aura of Corrosion- (Stance Ability, Caliph of Corrosion) If possessor is Acid element, possessor's opponents suffer -200 to all stats at the start of every round as an effect that stacks 200 times
Requires: Improved Weaponization of Acid, Caliph of Corrosion
Cost: 2,000,000 Gold, 3 Weeks

Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Requires: Basic Zonal Acclimation of Acid
Cost: 30,000 Gold, 1 Week

Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Affinity to Healing Via Acid- (Passive Ability, Caliph of Corrosion) Whenever possessor obtains Acid element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Acid Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Requires: Basic Command of Acid
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 2 Weeks

Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Acid Synchronization, 10 other Caliph of Corrosion abilities
Cost: 125,000 Gold, 4 Weeks

Call Forth the Living Acid- (Active Ability, Caliph of Corrosion) Possessor may spend an action to summon 5 Elementals that are Acid element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Acid, Emanate Acid
Cost: 300,000 Gold, 2 Weeks

Control of Acid- (Passive Ability, Caliph of Corrosion) Possessor has a 20% chance of being able to cancel the actions of Acid element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Acid Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense if possessor has any Acid-element items equipped that provide a Defense bonus
Requires: Basic Acid Synchronization, Basic Defenses against Acid, Basic Weaponization of Acid
Cost: 200,000 Gold, 2 Weeks

Detect Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +1% To Hit against Acid element targets
Requires: Apprentice Divining Attunement, Basic Acid Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Acid- (Technique Ability, Caliph of Corrosion) Possessor may use 'Elemental Attack-Conversion: Acid' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Acid element and no other technique is used. Said action becomes solely the element Acid.
Requires: Improved Weaponization of Acid
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Acid- (Technique Ability, Caliph of Corrosion) Possessor may use 'Elemental Invocation of Acid' in conjunction with an 'Elemental Attack' action so long as possessor is Acid element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Acid
Cost: 200,000 Gold, 2 Week

Emanate Acid- (Passive Ability, Caliph of Corrosion) Whenever possessor absorbs Damage that is Acid element Damage, Possessor may choose to deal 10,000 Flat Acid element Damage to up to 10 targets
Requires: Absorb Acid, Acid Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Acid- (Passive Ability, Caliph of Corrosion) If possessor is Acid element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Acid
Requires: Basic Understanding of the Heart of Acid
Requires: 200,000 Gold, 2 Weeks

Expert Acid Synchronization- (Passive Ability, Caliph of Corrosion) Acid element Damage dealt to possessor (not including healing) is halved, Acid element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Acid element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Acid Synchronization, 100 other Caliph of Corrosion Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Acid, Caliph of Corrosion
Cost: 5,000,000 Gold, 2 Weeks

Improved Acid Elemental Emanation- (Passive Ability, Caliph of Corrosion) Possessor's 'Call Forth the Living Acid' ability may summon entities up to Level 20
Requires: Call Forth the Living Acid
Cost: 200,000 Gold, 2 Weeks

Improved Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 10% Acid Resistance
Requires: Apprentice Acid Resistance, Basic Defenses against Acid
Cost: 500,000 Gold, 2 Weeks

Improved Affinity to Healing Via Acid- (Passive Ability, Caliph of Corrosion) Whenever possessor obtains Acid element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Acid
Cost: 500,000 Gold, 2 Weeks

Improved Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Acid, Basic Understanding of the Heart of Acid
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +5,000 Defense against Acid
Requires: Apprentice Defenses Against Acid, Basic Acid Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +2,000 Defense if possessor has any Acid-element items equipped that provide a Defense bonus
Requires: Apprentice Acid Synchronization, Improved Defenses against Acid, Improved Weaponization of Acid
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +250 to all stats
Requires: Improved Command of Acid, Apprentice Understanding of the Heart of Acid
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Acid
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +1,000 to all stats while in a Zone of Acid
Requires: Apprentice Zonal Acclimation of Acid
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acid Empowerment- (Passive Ability, Caliph of Corrosion) Possessor gains +500 to all stats while in a Zone of Acid, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Acid
Requires: Empowered by Acid, Nourished by Acid, Improved Zonal Acclimation of Acid
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains the element Acid while in Caliph of Corrosion stances
Requires: Meditative Assumption of Acid, Adept Acid Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Acid- (Passive Ability, Caliph of Corrosion) Possessor may choose, at the beginning of a thread, to become solely Acid element
Requires: Basic Acid Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Acid- (Passive Ability, Caliph of Corrosion) Possessor may use the Technique 'Elemental Attack-Conversion: Acid' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Acid element.
Requires: Elemental Attack-Conversion: Acid
Cost: 500,000 Gold, 2 Weeks

Nourish Acid- (Passive Ability, Caliph of Corrosion) Whenever possessor deals HP or MP healing to an Acid element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Acid, Nourished by Acid
Cost: 200,000 Gold, 2 Weeks

Nourished By Acid- (Passive Ability, Caliph of Corrosion) If possessor is Acid element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Acid
Requires: Basic Understanding of the Heart of Acid
Requires: 200,000 Gold, 2 Weeks

Nullify Acid- (Passive Ability, Caliph of Corrosion) Possessor may remove the element Acid from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Acid-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Acid-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Acid from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Acid Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Dissolving
Requires: Basic Acid Resistance, Basic Weaponization of Acid
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains 5% Dissolving Resistance
Requires: Basic Acid Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +5% Dodge against Acid element individuals
Requires: Improved Defenses Against Acid, Improved Understanding of the Heart of Acid, Defenses that Utilize Acid
Cost: 200,000 Gold, 2 Weeks

Project Acid- (Passive Ability, Caliph of Corrosion) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Acid
Requires: Improved Weaponization of Acid
Cost: 3,000,000 Gold, 2 Weeks

Reality-Dissolver Agent- (Passive Ability, Caliph of Corrosion) Possessor gains 15% Base Element Resistance while Acid element, Individuals who are solely base elements (including Acid) who are below Level 99 and who are not 20 or more Levels greater than possessor may not inflict Charm on Dominion on possessor
Not for Sale

Reconsume Acid Elemental Spawn- (Passive Ability, Caliph of Corrosion) Possessor may, at the start of any round, unsummon one of possessor's Acid element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Acid Elemental Emanation, Improved Affinity to Healing Via Acid
Cost: 200,000 Gold, 2 Weeks

Reflect Acid- (Passive Ability, Caliph of Corrosion) Possessor Reflects Acid against sources below Level 20 if Level 20 or greater
Requires: Acid Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Acid- (Passive Ability, Caliph of Corrosion) If possessor's last action was solely Acid element either due to this ability or the technique 'Elemental Attack-Conversion: Acid', possessor may make any of possessor's offensive actions solely Acid element.
Requires: Nonsynchronous Elemental Attack-Conversion: Acid, Adept Acid Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Acid Emanation- (Passive Ability, Caliph of Corrosion) Whenever possessor absorbs Damage that is Acid element Damage, Possessor may choose to deal 10,000 Flat Acid element HP Healing to up to 10 targets that are Acid element
Requires: Emanate Acid, Nourish Acid
Cost: 300,000 Gold, 1 Week

Stability Within Acid- (Passive Ability, Caliph of Corrosion) Possessor gains 25% minor negative status effect resistance while in a Zone of Acid
Requires: Basic Understanding of the Heart of Acid, Defenses that Utilize Acid
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Acid element individual
Requires: Improved Understanding of the Heart of Acid
Cost: 200,000 Gold, 2 Weeks

Uplifted By Acid- (Passive Ability, Caliph of Corrosion) If possessor is Acid element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Acid
Requires: Basic Understanding of the Heart of Acid
Requires: 200,000 Gold, 2 Weeks

Zonal Acid Control- (Passive Ability, Caliph of Corrosion) Possessor may, at the start of each round, choose one Zone of Acid that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Acid, Improved Zonal Acclimation of Acid
Cost: 1,000,000 Gold, 2 Weeks


~Countess of Power (Energy)~

Absorb Energy- (Passive Ability, Countess of Power) Possessor Absorbs Energy against sources below Level 20 if Level 20 or greater
Requires: Energy Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Energy Synchronization- (Passive Ability, Countess of Power) Amounts of Energy element Damage possessor deals are increased by 10,000 points, Energy element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Energy element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Countess of Power, 50 other Countess of Power Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Energy- (Passive Ability, Countess of Power) Whenever possessor obtains Energy element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Energy
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Energy
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense against Energy
Requires: Basic Defenses Against Energy
Cost: 100,000 Gold, 2 Weeks

Apprentice Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 5% Energy Resistance
Requires: Basic Energy Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Requires: Basic Energy Synchronization, 3 other Countess of Power abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +100 to all stats
Requires: Apprentice Command of Energy, Basic Understanding of the Heart of Energy
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Energy
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +500 to all stats while in a Zone of Energy
Requires: Basic Zonal Acclimation of Energy
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Requires: Basic Zonal Acclimation of Energy
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Energy- (Passive Ability, Countess of Power) Whenever possessor obtains Energy element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Energy Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Requires: Basic Command of Energy
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Energy- (Active Ability, Countess of Power) Possessor may spend an action to summon 5 Elementals that are Energy element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Energy, Emanate Energy
Cost: 300,000 Gold, 2 Weeks

Control of Energy- (Passive Ability, Countess of Power) Possessor has a 20% chance of being able to cancel the actions of Energy element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Energy Manipulation
Cost: 500,000 Gold, 2 Weeks

Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Energy Synchronization, 10 other Countess of Power abilities
Cost: 125,000 Gold, 4 Weeks

Defenses that Utilize Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense if possessor has any Energy-element items equipped that provide a Defense bonus
Requires: Basic Energy Synchronization, Basic Defenses against Energy, Basic Weaponization of Energy
Cost: 200,000 Gold, 2 Weeks

Detect Energy- (Passive Ability, Countess of Power) Possessor gains +1% To Hit against Energy element targets
Requires: Apprentice Divining Attunement, Basic Energy Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Energy- (Technique Ability, Countess of Power) Possessor may use 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Energy element and no other technique is used. Said action becomes solely the element Energy.
Requires: Improved Weaponization of Energy
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Energy- (Technique Ability, Countess of Power) Possessor may use 'Elemental Invocation of Energy' in conjunction with an 'Elemental Attack' action so long as possessor is Energy element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Energy
Cost: 200,000 Gold, 2 Week

Emanate Energy- (Passive Ability, Countess of Power) Whenever possessor absorbs Damage that is Energy element Damage, Possessor may choose to deal 10,000 Flat Energy element Damage to up to 10 targets
Requires: Absorb Energy, Energy Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Energy- (Passive Ability, Countess of Power) If possessor is Energy element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Energy
Requires: Basic Understanding of the Heart of Energy
Requires: 200,000 Gold, 2 Weeks

Energy Battle-Aura- (Stance Ability, Countess of Power) Possessor deals 10,000 Flat Energy element Damage to each opponent at the start of each round
Requires: Emanate Energy, Improved Weaponization of Energy
Cost: 200,000 Gold, 3 Weeks

Energy Body Form- (Stance Ability, Countess of Power) Possessor gains +200 Defense against Energy, Possessor gains 15% Energy Resistance, Possessor may deal 5,000 Flat Energy element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Energy, Countess of Power, Basic Energy Resistance, Apprentice Understanding of the Heart of Energy, Apprentice Defenses Against Energy
Cost: 300,000 Gold, 3 Weeks

Energy Immunity- (Passive Ability, Countess of Power) Possessor gains Energy Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Energy Resistance, Countess of Power, Level 20
Cost: 500,000 Gold, 2 Weeks

Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Energy Synchronization, 5 other Countess of Power abilities
Cost: 400,000 Gold, 3 Weeks

Expert Energy Synchronization- (Passive Ability, Countess of Power) Energy element Damage dealt to possessor (not including healing) is halved, Energy element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Energy element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Energy Synchronization, 100 other Countess of Power Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Energy, Countess of Power
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Energy- (Passive Ability, Countess of Power) Whenever possessor obtains Energy element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Energy
Cost: 500,000 Gold, 2 Weeks

Improved Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Energy, Basic Understanding of the Heart of Energy
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +5,000 Defense against Energy
Requires: Apprentice Defenses Against Energy, Basic Energy Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Energy- (Passive Ability, Countess of Power) Possessor gains +2,000 Defense if possessor has any Energy-element items equipped that provide a Defense bonus
Requires: Apprentice Energy Synchronization, Improved Defenses against Energy, Improved Weaponization of Energy
Cost: 500,000 Gold, 2 Weeks

Improved Energy Elemental Emanation- (Passive Ability, Countess of Power) Possessor's 'Call Forth the Living Energy' ability may summon entities up to Level 20
Requires: Call Forth the Living Energy
Cost: 200,000 Gold, 2 Weeks

Improved Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 10% Energy Resistance
Requires: Apprentice Energy Resistance, Basic Defenses against Energy
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +250 to all stats
Requires: Improved Command of Energy, Apprentice Understanding of the Heart of Energy
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Energy
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +1,000 to all stats while in a Zone of Energy
Requires: Apprentice Zonal Acclimation of Energy
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Energy Empowerment- (Passive Ability, Countess of Power) Possessor gains +500 to all stats while in a Zone of Energy, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Energy
Requires: Empowered by Energy, Nourished by Energy, Improved Zonal Acclimation of Energy
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Energy- (Passive Ability, Countess of Power) Possessor gains the element Energy while in Countess of Power stances
Requires: Meditative Assumption of Energy, Adept Energy Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Energy- (Passive Ability, Countess of Power) Possessor may choose, at the beginning of a thread, to become solely Energy element
Requires: Basic Energy Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Energy- (Passive Ability, Countess of Power) Possessor may use the Technique 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Energy element.
Requires: Elemental Attack-Conversion: Energy
Cost: 500,000 Gold, 2 Weeks

Nourished By Energy- (Passive Ability, Countess of Power) If possessor is Energy element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Energy
Requires: Basic Understanding of the Heart of Energy
Requires: 200,000 Gold, 2 Weeks

Nourish Energy- (Passive Ability, Countess of Power) Whenever possessor deals HP or MP healing to an Energy element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Energy, Nourished by Energy
Cost: 200,000 Gold, 2 Weeks

Nullify Energy- (Passive Ability, Countess of Power) Possessor may remove the element Energy from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Energy-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Energy-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Energy from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Energy Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Energy- (Passive Ability, Countess of Power) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Energy Resistance, Basic Weaponization of Energy
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Energy- (Passive Ability, Countess of Power) Possessor gains 5% Overwhelmed Resistance
Requires: Basic Energy Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Energy- (Passive Ability, Countess of Power) Possessor gains +5% Dodge against Energy element individuals
Requires: Improved Defenses Against Energy, Improved Understanding of the Heart of Energy, Defenses that Utilize Energy
Cost: 200,000 Gold, 2 Weeks

Project Energy- (Passive Ability, Countess of Power) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Energy
Requires: Improved Weaponization of Energy
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Energy- (Passive Ability, Countess of Power) If possessor is Energy element and performs an 'Elemental Attack' action that is solely Energy element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Energy
Cost: 500,000 Gold, 2 Weeks

Reconsume Energy Elemental Spawn- (Passive Ability, Countess of Power) Possessor may, at the start of any round, unsummon one of possessor's Energy element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Energy Elemental Emanation, Improved Affinity to Healing Via Energy
Cost: 200,000 Gold, 2 Weeks

Reflect Energy- (Passive Ability, Countess of Power) Possessor Reflects Energy against sources below Level 20 if Level 20 or greater
Requires: Energy Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Energy- (Passive Ability, Countess of Power) If possessor's last action was solely Energy element either due to this ability or the technique 'Elemental Attack-Conversion: Energy', possessor may make any of possessor's offensive actions solely Energy element.
Requires: Nonsynchronous Elemental Attack-Conversion: Energy, Adept Energy Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Energy Emanation- (Passive Ability, Countess of Power) Whenever possessor absorbs Damage that is Energy element Damage, Possessor may choose to deal 10,000 Flat Energy element HP Healing to up to 10 targets that are Energy element
Requires: Emanate Energy, Nourish Energy
Cost: 300,000 Gold, 1 Week

Stability Within Energy- (Passive Ability, Countess of Power) Possessor gains 25% minor negative status effect resistance while in a Zone of Energy
Requires: Basic Understanding of the Heart of Energy, Defenses that Utilize Energy
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Energy- (Passive Ability, Countess of Power) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Energy element individual
Requires: Improved Understanding of the Heart of Energy
Cost: 200,000 Gold, 2 Weeks

Uplifted By Energy- (Passive Ability, Countess of Power) If possessor is Energy element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Energy
Requires: Basic Understanding of the Heart of Energy
Requires: 200,000 Gold, 2 Weeks

Zonal Energy Control- (Passive Ability, Countess of Power) Possessor may, at the start of each round, choose one Zone of Energy that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Energy, Improved Zonal Acclimation of Energy
Cost: 1,000,000 Gold, 2 Weeks


~Ebon Chancellor (Darkness)~

Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Requires: Darkness Immunity
Cost: 500,000 Gold, 2 Weeks

♢Across Endless Dark- (Passive Ability, Ebon Chancellor) Possessor may, at the start of a thread, choose to begin outside of all battles; possessor may set a number of actions for entities on possessor's side of battle to perform to bring possessor into battle, with this number being set not as a buff, but as a special value tracked by this ability; when possessor enters battle from this effect, possessor has a (Possessor Level / 4)% chance of inflicting Instant Death on all entities in all battlespaces
Not for Sale

Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ebon Chancellor, 50 other Ebon Chancellor Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Ambassador of Night- (Passive Ability, Ebon Chancellor) Possessor's Light-element allies gain +300 to all stats as a non-stacking buff if possessor is Darkness element
Requires: Dark Ally of Light, Ebon Chancellor
Cost: 500,000 Gold, 3 Weeks

Apprentice Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Darkness
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Darkness
Cost: 125,000 Gold, 2 Weeks

Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Requires: Basic Darkness Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Requires: Basic Darkness Synchronization, 3 other Ebon Chancellor abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Requires: Basic Defenses Against Darkness
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Darkness
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Requires: Basic Zonal Acclimation of Darkness
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Requires: Basic Zonal Acclimation of Darkness
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Darkness Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Requires: Basic Command of Darkness
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Bladed Shadow- (Passive Ability, Ebon Chancellor) Possessor, if Darkness element, gains +1,700 Melee Attack and +1,700 Ranged Attack; Possessor's 'Melee Attack' and 'Ranged Attack' actions may gain Darkness as an element
Not for Sale

Call Forth the Living Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to summon 5 Elementals that are Darkness element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Darkness, Emanate Darkness
Cost: 300,000 Gold, 2 Weeks

Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Darkness Manipulation
Cost: 500,000 Gold, 2 Weeks

Create Pool of Absolute Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to create a Zone of Darkness and attach a non-stacking effect (that does not stack on the same zone or across zones) to that Zone that cancels the Darkness-element actions of non-unique individuals of lower Level than its creator that are below Level 99 that cost more than 0 MP, with its creator regenerating (its creator's Level *1,000) HP each time an effect is cancelled in said manner, to a max of 12 times per round, with its creator being able to select not to cancel particular actions
Not for Sale

Darkness Battle-Aura- (Stance Ability, Ebon Chancellor) Possessor deals 10,000 Flat Darkness element Damage to each opponent at the start of each round
Requires: Emanate Darkness, Improved Weaponization of Darkness
Cost: 200,000 Gold, 3 Weeks

Darkness Body Form- (Stance Ability, Ebon Chancellor) Possessor gains +200 Defense against Darkness, Possessor gains 15% Darkness Resistance, Possessor may deal 5,000 Flat Darkness element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Darkness, Ebon Chancellor, Basic Darkness Resistance, Apprentice Understanding of the Heart of Darkness, Apprentice Defenses Against Darkness
Cost: 300,000 Gold, 3 Weeks

Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Darkness Resistance, Ebon Chancellor, Level 20
Cost: 500,000 Gold, 2 Weeks

Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Darkness Synchronization, 5 other Ebon Chancellor abilities
Cost: 400,000 Gold, 3 Weeks

Darksight- (Passive Ability, Ebon Chancellor) Possessor gains +5% To Hit while in a Zone of Darkness
Requires: Magical Nightvision, Apprentice Darkness Synchronization, Basic Shadow Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Requires: Basic Darkness Synchronization, Basic Defenses against Darkness, Basic Weaponization of Darkness
Cost: 200,000 Gold, 2 Weeks

Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
Requires: Apprentice Divining Attunement, Basic Darkness Synchronization
Cost: 100,000 Gold, 2 Weeks

Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Darkness Synchronization, 10 other Ebon Chancellor abilities
Cost: 125,000 Gold, 4 Weeks

Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Requires: Ebon Chancellor, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks

Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Requires: Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Invocation of Darkness' in conjunction with an 'Elemental Attack' action so long as possessor is Darkness element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Darkness
Cost: 200,000 Gold, 2 Week

Emanate Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor absorbs Damage that is Darkness element Damage, Possessor may choose to deal 10,000 Flat Darkness element Damage to up to 10 targets
Requires: Absorb Darkness, Darkness Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Darkness
Requires: Basic Understanding of the Heart of Darkness
Requires: 200,000 Gold, 2 Weeks

Expert Darkness Synchronization- (Passive Ability, Ebon Chancellor) Darkness element Damage dealt to possessor (not including healing) is halved, Darkness element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Darkness element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Darkness Synchronization, 100 other Ebon Chancellor Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Darkness, Ebon Chancellor
Cost: 5,000,000 Gold, 2 Weeks

Harmonized Addition of Darkness to Light- (Technique Ability, Ebon Chancellor) Possessor may use this technique in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, provided possessor is Darkness element, no other technique is being used, and said action is Light element. Said action gains the element Darkness.
Requires: Made of Darkness Which Does Not Oppose Light
Cost: 100,000 Gold, 2 Weeks

Harmonized Conversion of Light to Darkness- (Technique Ability, Ebon Chancellor) Possessor may use this technique in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, provided possessor is Darkness element, no other technique is being used, and said action is both Light and Darkness element. Said action loses the element Light, provided that it would retain the element Darkness after said element removal is complete.
Requires: Made of Darkness Which Does Not Oppose Light
Cost: 300,000 Gold, 2 Weeks

Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Requires: Improved Understanding of the Heart of Darkness, Ebon Chancellor, Geomancer, Wizard, Scholar
Cost: 30,000,000 Gold, 5 Weeks

Improved Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Darkness Elemental Emanation- (Passive Ability, Ebon Chancellor) Possessor's 'Call Forth the Living Darkness' ability may summon entities up to Level 20
Requires: Call Forth the Living Darkness
Cost: 200,000 Gold, 2 Weeks

Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Requires: Apprentice Defenses Against Darkness, Basic Darkness Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +2,000 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Requires: Apprentice Darkness Synchronization, Improved Defenses against Darkness, Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Requires: Apprentice Darkness Resistance, Basic Defenses against Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Requires: Improved Command of Darkness, Apprentice Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness
Requires: Apprentice Zonal Acclimation of Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Darkness Empowerment- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Darkness
Requires: Empowered by Darkness, Nourished by Darkness, Improved Zonal Acclimation of Darkness
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains the element Darkness while in Ebon Chancellor stances
Requires: Meditative Assumption of Darkness, Adept Darkness Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Living Shadow- (Passive Ability, Ebon Chancellor) Possessor, if Darkness element, gains a 5% chance of gaining an additional action per round, with said action having to be solely Darkness element
Not for Sale

Lurker in the Gloom- (Passive Ability, Ebon Chancellor) If possessor is in an Ebon Chancellor Stance, possessor's To Hit cannot be redueced by sources below Level 80, possessor gains +700 to all stats while in a Zone of Darkness, and possessor gains +40% To Hit while in a Zone of Darkness (with this bonus being raised to +400% To Hit against targets below Level 20)
Requires: Gloom Fisher
Cost: 30,000,000 Gold, 30 Weeks

Made of Darkness Which Does Not Oppose Light- (Passive Ability, Ebon Chancellor) Possessor, if Darkness-element, gains 15% Light Resistance and is healed an additional 500 points by Light-element actions and attacks that Heal possessor's HP
Requires: Ambassador of Night
Cost: 500,000 Gold, 3 Weeks

Meditation Upon Empty Blackness- (Technique Ability, Ebon Chancellor) Possessor may use 'Meditation Upon Empty Blackness' in conjunction with a 'Meditate' action so long as possessor is Darkness or Void element, is in a single Zone of Darkness and no other Zone, and no other technique is used. Said action makes its performer either solely Darkness element or solely Darkness & Void element and gives its performer +6,000 MIN and SPI as a non-stacking buff.
Requires: Meditation of Past and Future, Ebon Chancellor
Cost: 35,000,000 Gold, 8 Weeks

Meditative Assumption of Darkness- (Passive Ability, Ebon Chancellor) Possessor may choose, at the beginning of a thread, to become solely Darkness element
Requires: Basic Darkness Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Mirrored Assumption of Light- (Passive Ability, Ebon Chancellor) Possessor may choose, at the beginning of any round, to become solely Light element if possessor is Darkness element and possesses at least one Light-element ally
Requires: Made of Darkness Which Does Not Oppose Light, Meditative Assumption of Darkness
Cost: 200,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Requires: Elemental Attack-Conversion: Darkness
Cost: 500,000 Gold, 2 Weeks

Nourish Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor deals HP or MP healing to an Darkness element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Darkness, Nourished by Darkness
Cost: 200,000 Gold, 2 Weeks

Nourished By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Darkness
Requires: Basic Understanding of the Heart of Darkness
Requires: 200,000 Gold, 2 Weeks

Nullify Darkness- (Passive Ability, Ebon Chancellor) Possessor may remove the element Darkness from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Darkness-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Darkness-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Darkness from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Darkness Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Requires: Basic Darkness Resistance, Basic Weaponization of Darkness
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 5% Voidstruck Resistance
Requires: Basic Darkness Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Requires: Improved Defenses Against Darkness, Improved Understanding of the Heart of Darkness, Defenses that Utilize Darkness
Cost: 200,000 Gold, 2 Weeks

Project Darkness- (Passive Ability, Ebon Chancellor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Darkness
Requires: Improved Weaponization of Darkness
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element and performs an 'Elemental Attack' action that is solely Darkness element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks

Reach Through Shadow- (Passive Ability, Ebon Chancellor) Possessor may target individuals in other battlespace so long as a Zone of Darkness is present in both battlespaces and no individual who is either (20 or more Levels greater than possessor or greater than Level 99) in either battlespace objects
Not for Sale

Reconsume Darkness Elemental Spawn- (Passive Ability, Ebon Chancellor) Possessor may, at the start of any round, unsummon one of possessor's Darkness element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Darkness Elemental Emanation, Improved Affinity to Healing Via Darkness
Cost: 200,000 Gold, 2 Weeks

Reflect Darkness- (Passive Ability, Ebon Chancellor) Possessor Reflects Darkness against sources below Level 20 if Level 20 or greater
Requires: Darkness Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Darkness- (Passive Ability, Ebon Chancellor) If possessor's last action was solely Darkness element either due to this ability or the technique 'Elemental Attack-Conversion: Darkness', possessor may make any of possessor's offensive actions solely Darkness element.
Requires: Nonsynchronous Elemental Attack-Conversion: Darkness, Adept Darkness Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Shadow-Melded Stance- (Passive Ability, Ebon Chancellor) Possessor gains 15% Dodge while in this stance if in a Zone of Darkness
Not for Sale

Sole Shadow Amidst the Light- (Passive Ability, Ebon Chancellor) Possessor, if Darkness-element, gains +200 to all stats if possessor has no Darkness-element allies and at least one Light-element ally
Requires: Ambassador of Night
Cost: 200,000 Gold, 2 Weeks

Soothing Darkness Emanation- (Passive Ability, Ebon Chancellor) Whenever possessor absorbs Damage that is Darkness element Damage, Possessor may choose to deal 10,000 Flat Darkness element HP Healing to up to 10 targets that are Darkness element
Requires: Emanate Darkness, Nourish Darkness
Cost: 300,000 Gold, 1 Week

Stability Within Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 25% minor negative status effect resistance while in a Zone of Darkness
Requires: Basic Understanding of the Heart of Darkness, Defenses that Utilize Darkness
Requires: 500,000 Gold, 2 Weeks

Star-Accentuating Shadow- (Passive Ability, Ebon Chancellor) Possessor's Light-element allies gain +200 to all stats as a non-stacking buff if possessor is Darkness element
Requires: Ambassador of Night
Cost: 400,000 Gold, 2 Weeks

Transferral of Compatible Darkness- (Passive Ability, Ebon Chancellor) Possessor's transformations, if Darkness-element, have their Light Weakness reduced by 5%, to a minimum of 0%
Requires: Made of Darkness Which Does Not Oppose Light
Cost: 100,000 Gold, 2 Weeks

Traverse Shadow Corridors- (Passive Ability, Ebon Chancellor) If possessor is in a Zone of Darkness and is Darkness element, whenever possessor conducts a 'Shift Rows' action, possessor may move to a different battlespace that is part of the same battle, provided that no individual of Level 70 or greater in either the battlespace possessor is entering or the battlespace possessor is leaving objects and that there is a Zone of Darkness present in the battlespace possessor is entering
Not for Sale

Understanding of the Bonds of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Darkness element individual
Requires: Improved Understanding of the Heart of Darkness
Cost: 200,000 Gold, 2 Weeks

Unfold Wisdom From Darkness- (Passive Ability, Ebon Chancellor) Once per round, when possessor destroys a Zone of Darkness created by another source that is Level 20 or greater, possessor may choose to acquire a buff that stacks 5 times that provides +5,000 MIN
Requires: Meditation Upon Empty Blackness, Veilwalker, Hide Wisdom Within Darkness, Basic Understanding of Area Mana Patterns, Basic Understanding of Dimensional Mana Patterns, Improved Understanding of Mana Patterns, Scholar of Dimensions, Scholar of Elements, Darkness Manipulation
Cost: 40,000,000 Gold, 5 Weeks

Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Chancellor, Hide Wisdom Within Darkness, Can Power Shadow Magic Through the Presence of Darkness, Darkness-Based Casting, Hears the Whispers of Shadows
Cost: 5,000,000 Gold, 2 Weeks

Uplifted By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Darkness
Requires: Basic Understanding of the Heart of Darkness
Requires: 200,000 Gold, 2 Weeks

Voluntary Withdrawal of Darkness from the Light- (Technique Ability, Ebon Chancellor) Possessor may use this technique in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, provided possessor is Darkness element, no other technique is being used, and said action is both Light and Darkness element. Said action loses the element Darkness, provided that it would retain the element Light after said element removal is complete.
Requires: Made of Darkness Which Does Not Oppose Light
Cost: 300,000 Gold, 2 Weeks

Zonal Darkness Control- (Passive Ability, Ebon Chancellor) Possessor may, at the start of each round, choose one Zone of Darkness that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Darkness, Improved Zonal Acclimation of Darkness
Cost: 1,000,000 Gold, 2 Weeks


~Eternal Champion (Hope)~

Absorb Hope- (Passive Ability, Eternal Champion) Possessor Absorbs Hope against sources below Level 20 if Level 20 or greater
Requires: Hope Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Hope Synchronization- (Passive Ability, Eternal Champion) Amounts of Hope element Damage possessor deals are increased by 10,000 points, Hope element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Hope element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Eternal Champion, 50 other Eternal Champion Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Hope
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Hope
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Requires: Basic Defenses Against Hope
Cost: 100,000 Gold, 2 Weeks

Apprentice Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 5% Hope Resistance
Requires: Basic Hope Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Requires: Basic Hope Synchronization, 3 other Eternal Champion abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +100 to all stats
Requires: Apprentice Command of Hope, Basic Understanding of the Heart of Hope
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Hope
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Requires: Basic Zonal Acclimation of Hope
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Requires: Basic Zonal Acclimation of Hope
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Hope Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Requires: Basic Hope Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Requires: Basic Hope Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Requires: Basic Hope Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Requires: Basic Command of Hope
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Requires: Basic Hope Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Requires: Basic Hope Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Hope- (Active Ability, Eternal Champion) Possessor may spend an action to summon 5 Elementals that are Hope element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Hope, Emanate Hope
Cost: 300,000 Gold, 2 Weeks

Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Hope Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense if possessor has any Hope-element items equipped that provide a Defense bonus
Requires: Basic Hope Synchronization, Basic Defenses against Hope, Basic Weaponization of Hope
Cost: 200,000 Gold, 2 Weeks

Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Requires: Apprentice Divining Attunement, Basic Hope Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Hope- (Technique Ability, Eternal Champion) Possessor may use 'Elemental Attack-Conversion: Hope' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Hope element and no other technique is used. Said action becomes solely the element Hope.
Requires: Improved Weaponization of Hope
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Hope- (Technique Ability, Eternal Champion) Possessor may use 'Elemental Invocation of Hope' in conjunction with an 'Elemental Attack' action so long as possessor is Hope element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Hope
Cost: 200,000 Gold, 2 Week

Emanate Hope- (Passive Ability, Eternal Champion) Whenever possessor absorbs Damage that is Hope element Damage, Possessor may choose to deal 10,000 Flat Hope element Damage to up to 10 targets
Requires: Absorb Hope, Hope Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Hope- (Passive Ability, Eternal Champion) If possessor is Hope element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Hope
Requires: Basic Understanding of the Heart of Hope
Requires: 200,000 Gold, 2 Weeks

Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Hope Synchronization, 10 other Eternal Champion abilities
Cost: 125,000 Gold, 4 Weeks

Expert Hope Synchronization- (Passive Ability, Eternal Champion) Hope element Damage dealt to possessor (not including healing) is halved, Hope element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Hope element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Hope Synchronization, 100 other Eternal Champion Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Hope, Eternal Champion
Cost: 5,000,000 Gold, 2 Weeks

Hope Battle-Aura- (Stance Ability, Eternal Champion) Possessor deals 10,000 Flat Hope element Damage to each opponent at the start of each round
Requires: Emanate Hope, Improved Weaponization of Hope
Cost: 200,000 Gold, 3 Weeks

Hope Body Form- (Stance Ability, Eternal Champion) Possessor gains +200 Defense against Hope, Possessor gains 15% Hope Resistance, Possessor may deal 5,000 Flat Hope element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Hope, Eternal Champion, Basic Hope Resistance, Apprentice Understanding of the Heart of Hope, Apprentice Defenses Against Hope
Cost: 300,000 Gold, 3 Weeks

Hope Immunity- (Passive Ability, Eternal Champion) Possessor gains Hope Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Hope Resistance, Eternal Champion, Level 20
Cost: 500,000 Gold, 2 Weeks

Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Hope Synchronization, 5 other Eternal Champion abilities
Cost: 400,000 Gold, 3 Weeks

Hope's Shining Beacon- (Stance Ability, Eternal Champion) Possessor's allies have a 25% chance of being cured of each minor or moderate negative status effect at the start of each round if possessor is Hope element, Possessor's allies gain +5% To Hit if possessor is Hope element, Possessor may choose to gain the element Hope as a buff if possessor enters a Paladin, Guardian, Healer, Priest, or Mahou Shoujou stance.
Not for Sale

Improved Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Hope
Cost: 500,000 Gold, 2 Weeks

Improved Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Hope, Basic Understanding of the Heart of Hope
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +5,000 Defense against Hope
Requires: Apprentice Defenses Against Hope, Basic Hope Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Hope- (Passive Ability, Eternal Champion) Possessor gains +2,000 Defense if possessor has any Hope-element items equipped that provide a Defense bonus
Requires: Apprentice Hope Synchronization, Improved Defenses against Hope, Improved Weaponization of Hope
Cost: 500,000 Gold, 2 Weeks

Improved Hope Elemental Emanation- (Passive Ability, Eternal Champion) Possessor's 'Call Forth the Living Hope' ability may summon entities up to Level 20
Requires: Call Forth the Living Hope
Cost: 200,000 Gold, 2 Weeks

Improved Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 10% Hope Resistance
Requires: Apprentice Hope Resistance, Basic Defenses against Hope
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +250 to all stats
Requires: Improved Command of Hope, Apprentice Understanding of the Heart of Hope
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Hope
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +1,000 to all stats while in a Zone of Hope
Requires: Apprentice Zonal Acclimation of Hope
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Hope Empowerment- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Hope
Requires: Empowered by Hope, Nourished by Hope, Improved Zonal Acclimation of Hope
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Hope- (Passive Ability, Eternal Champion) Possessor gains the element Hope while in Eternal Champion stances
Requires: Meditative Assumption of Hope, Adept Hope Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Hope- (Passive Ability, Eternal Champion) Possessor may choose, at the beginning of a thread, to become solely Hope element
Requires: Basic Hope Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Hope- (Passive Ability, Eternal Champion) Possessor may use the Technique 'Elemental Attack-Conversion: Hope' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Hope element.
Requires: Elemental Attack-Conversion: Hope
Cost: 500,000 Gold, 2 Weeks

Nourished By Hope- (Passive Ability, Eternal Champion) If possessor is Hope element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Hope
Requires: Basic Understanding of the Heart of Hope
Requires: 200,000 Gold, 2 Weeks

Nourish Hope- (Passive Ability, Eternal Champion) Whenever possessor deals HP or MP healing to an Hope element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Hope, Nourished by Hope
Cost: 200,000 Gold, 2 Weeks

Nullify Hope- (Passive Ability, Eternal Champion) Possessor may remove the element Hope from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Hope-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Hope-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Hope from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Hope Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Hope- (Passive Ability, Eternal Champion) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Hope Resistance, Basic Weaponization of Hope
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Hope- (Passive Ability, Eternal Champion) Possessor gains 5% Overwhelmed Resistance
Requires: Basic Hope Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Hope- (Passive Ability, Eternal Champion) Possessor gains +5% Dodge against Hope element individuals
Requires: Improved Defenses Against Hope, Improved Understanding of the Heart of Hope, Defenses that Utilize Hope
Cost: 200,000 Gold, 2 Weeks

Project Hope- (Passive Ability, Eternal Champion) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Hope
Requires: Improved Weaponization of Hope
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Hope- (Passive Ability, Eternal Champion) If possessor is Hope element and performs an 'Elemental Attack' action that is solely Hope element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Hope
Cost: 500,000 Gold, 2 Weeks

Ratified Knowledge of the Firmament, As Viewed Through the Lens of Hope- (Passive Ability, Eternal Champion) Possessor may treat Hope as a base element
Not for Sale

Reconsume Hope Elemental Spawn- (Passive Ability, Eternal Champion) Possessor may, at the start of any round, unsummon one of possessor's Hope element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Hope Elemental Emanation, Improved Affinity to Healing Via Hope
Cost: 200,000 Gold, 2 Weeks

Reflect Hope- (Passive Ability, Eternal Champion) Possessor Reflects Hope against sources below Level 20 if Level 20 or greater
Requires: Hope Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Hope- (Passive Ability, Eternal Champion) If possessor's last action was solely Hope element either due to this ability or the technique 'Elemental Attack-Conversion: Hope', possessor may make any of possessor's offensive actions solely Hope element.
Requires: Nonsynchronous Elemental Attack-Conversion: Hope, Adept Hope Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Rise Up- (Passive Ability, Eternal Champion) Once per thread, if Hope element, possessor may ignore being afflicted with a major negative status effect by a source below Level 99
Not for Sale

Soothing Hope Emanation- (Passive Ability, Eternal Champion) Whenever possessor absorbs Damage that is Hope element Damage, Possessor may choose to deal 10,000 Flat Hope element HP Healing to up to 10 targets that are Hope element
Requires: Emanate Hope, Nourish Hope
Cost: 300,000 Gold, 1 Week

Stability Within Hope- (Passive Ability, Eternal Champion) Possessor gains 25% minor negative status effect resistance while in a Zone of Hope
Requires: Basic Understanding of the Heart of Hope, Defenses that Utilize Hope
Requires: 500,000 Gold, 2 Weeks

Sunlike, Splendidly-Shining Hope-Body- (Passive Ability, Eternal Champion) If possessor is Hope element, is a devout worshipper of Selereth Helios, and is a Solar Being, possessor's allies obtain +5,000 to all stats as a non-stacking effect
Not for Sale

♢Surpassing the Impossible!- (Passive Ability, Eternal Champion) Each of possessor's actions has a 5% chance to ignore the Resistances of entities
Not for Sale

Understanding of the Bonds of Hope- (Passive Ability, Eternal Champion) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Hope element individual
Requires: Improved Understanding of the Heart of Hope
Cost: 200,000 Gold, 2 Weeks

Unified Knowledge of Light and Hope- (Passive Ability, Eternal Champion) Possessor may count Eternal Champion abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Eternal Champion abilities (including for prerequisite purposes)
Not for Sale

Uplifted By Hope- (Passive Ability, Eternal Champion) If possessor is Hope element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Hope
Requires: Basic Understanding of the Heart of Hope
Requires: 200,000 Gold, 2 Weeks

Zonal Hope Control- (Passive Ability, Eternal Champion) Possessor may, at the start of each round, choose one Zone of Hope that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Hope, Improved Zonal Acclimation of Hope
Cost: 1,000,000 Gold, 2 Weeks


~Heir to the Future (Technology)~

Absorb Technology- (Passive Ability, Heir to the Future) Possessor Absorbs Technology against sources below Level 20 if Level 20 or greater
Requires: Technology Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Technology Synchronization- (Passive Ability, Heir to the Future) Amounts of Technology element Damage possessor deals are increased by 10,000 points, Technology element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Technology element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Heir to the Future, 50 other Heir to the Future Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Alleiaritian Robot Battle-Matrix Convesion (Rapid Variant)- (Passive Ability, Heir to the Future) If possessor is Technology element, possessor may, if possessor possesses at least one Robot, Clockwork, Machine, or Mech ally, possessor may choose to count as wielding an additional Assault Matrix weapon that is either solely Technology element or solely said ally's non-Universe elements, with said weapon providing +(It's possessor's Level * 1,000) Ranged Attack and MIN
Not for Sale

Apprentice Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Technology
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Technology
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Requires: Basic Defenses Against Technology
Cost: 100,000 Gold, 2 Weeks

Apprentice Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 5% Technology Resistance
Requires: Basic Technology Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Requires: Basic Technology Synchronization, 3 other Heir to the Future abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +100 to all stats
Requires: Apprentice Command of Technology, Basic Understanding of the Heart of Technology
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Technology
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +500 to all stats while in a Zone of Technology
Requires: Basic Zonal Acclimation of Technology
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Requires: Basic Zonal Acclimation of Technology
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Technology Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Requires: Basic Command of Technology
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Technology- (Active Ability, Heir To The Future) Possessor may spend an action to summon 5 Elementals that are Technology element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Technology, Emanate Technology
Cost: 300,000 Gold, 2 Weeks

Cellphone-Signal-Wrecking Presence- (Passive Ability, Heir to the Future) Individuals in possessor's battlespace may not target individuals in other battlespaces with Technology element actions if below Level 60
Not for Sale

Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Technology Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense if possessor has any Technology-element items equipped that provide a Defense bonus
Requires: Basic Technology Synchronization, Basic Defenses against Technology, Basic Weaponization of Technology
Cost: 200,000 Gold, 2 Weeks

Detect Technology- (Passive Ability, Heir to the Future) Possessor gains +1% To Hit against Technology element targets
Requires: Apprentice Divining Attunement, Basic Technology Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Technology- (Technique Ability, Heir to the Future) Possessor may use 'Elemental Attack-Conversion: Technology' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Technology element and no other technique is used. Said action becomes solely the element Technology.
Requires: Improved Weaponization of Technology
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Technology- (Technique Ability, Heir to the Future) Possessor may use 'Elemental Invocation of Technology' in conjunction with an 'Elemental Attack' action so long as possessor is Technology element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Technology
Cost: 200,000 Gold, 2 Week

Emanate Technology- (Passive Ability, Heir To The Future) Whenever possessor absorbs Damage that is Technology element Damage, Possessor may choose to deal 10,000 Flat Technology element Damage to up to 10 targets
Requires: Absorb Technology, Technology Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Technology- (Passive Ability, Heir to the Future) If possessor is Technology element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Technology
Requires: Basic Understanding of the Heart of Technology
Requires: 200,000 Gold, 2 Weeks

Expert Technology Synchronization- (Passive Ability, Heir to the Future) Technology element Damage dealt to possessor (not including healing) is halved, Technology element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Technology element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Technology Synchronization, 100 other Heir to the Future Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Technology, Heir to the Future
Cost: 5,000,000 Gold, 2 Weeks

Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Technology Synchronization, 10 other Heir to the Future abilities
Cost: 125,000 Gold, 4 Weeks

Improved Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Technology
Cost: 500,000 Gold, 2 Weeks

Improved Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Technology, Basic Understanding of the Heart of Technology
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +5,000 Defense against Technology
Requires: Apprentice Defenses Against Technology, Basic Technology Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Technology- (Passive Ability, Heir to the Future) Possessor gains +2,000 Defense if possessor has any Technology-element items equipped that provide a Defense bonus
Requires: Apprentice Technology Synchronization, Improved Defenses against Technology, Improved Weaponization of Technology
Cost: 500,000 Gold, 2 Weeks

Improved Technology Elemental Emanation- (Passive Ability, Heir To The Future) Possessor's 'Call Forth the Living Technology' ability may summon entities up to Level 20
Requires: Call Forth the Living Technology
Cost: 200,000 Gold, 2 Weeks

Improved Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 10% Technology Resistance
Requires: Apprentice Technology Resistance, Basic Defenses against Technology
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +250 to all stats
Requires: Improved Command of Technology, Apprentice Understanding of the Heart of Technology
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Technology
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +1,000 to all stats while in a Zone of Technology
Requires: Apprentice Zonal Acclimation of Technology
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Technology Empowerment- (Passive Ability, Heir To The Future) Possessor gains +500 to all stats while in a Zone of Technology, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Technology
Requires: Empowered by Technology, Nourished by Technology, Improved Zonal Acclimation of Technology
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Technology- (Passive Ability, Heir to the Future) Possessor gains the element Technology while in Heir to the Future stances
Requires: Meditative Assumption of Technology, Adept Technology Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Technology- (Passive Ability, Heir to the Future) Possessor may choose, at the beginning of a thread, to become solely Technology element
Requires: Basic Technology Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Technology- (Passive Ability, Heir to the Future) Possessor may use the Technique 'Elemental Attack-Conversion: Technology' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Technology element.
Requires: Elemental Attack-Conversion: Technology
Cost: 500,000 Gold, 2 Weeks

Nourished By Technology- (Passive Ability, Heir to the Future) If possessor is Technology element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Technology
Requires: Basic Understanding of the Heart of Technology
Requires: 200,000 Gold, 2 Weeks

Nourish Technology- (Passive Ability, Heir To The Future) Whenever possessor deals HP or MP healing to an Technology element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Technology, Nourished by Technology
Cost: 200,000 Gold, 2 Weeks

Nullify Technology- (Passive Ability, Heir to the Future) Possessor may remove the element Technology from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Technology-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Technology-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Technology from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Technology Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Technology- (Passive Ability, Heir to the Future) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Antimatter
Requires: Basic Technology Resistance, Basic Weaponization of Technology
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Technology- (Passive Ability, Heir to the Future) Possessor gains 5% Antimatter Resistance
Requires: Basic Technology Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Technology- (Passive Ability, Heir To The Future) Possessor gains +5% Dodge against Technology element individuals
Requires: Improved Defenses Against Technology, Improved Understanding of the Heart of Technology, Defenses that Utilize Technology
Cost: 200,000 Gold, 2 Weeks

Project Technology- (Passive Ability, Heir to the Future) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Technology
Requires: Improved Weaponization of Technology
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Technology- (Passive Ability, Heir to the Future) If possessor is Technology element and performs an 'Elemental Attack' action that is solely Technology element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Technology
Cost: 500,000 Gold, 2 Weeks

Reconsume Technology Elemental Spawn- (Passive Ability, Heir To The Future) Possessor may, at the start of any round, unsummon one of possessor's Technology element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Technology Elemental Emanation, Improved Affinity to Healing Via Technology
Cost: 200,000 Gold, 2 Weeks

Reflect Technology- (Passive Ability, Heir to the Future) Possessor Reflects Technology against sources below Level 20 if Level 20 or greater
Requires: Technology Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Technology- (Passive Ability, Heir to the Future) If possessor's last action was solely Technology element either due to this ability or the technique 'Elemental Attack-Conversion: Technology', possessor may make any of possessor's offensive actions solely Technology element.
Requires: Nonsynchronous Elemental Attack-Conversion: Technology, Adept Technology Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Technology Emanation- (Passive Ability, Heir To The Future) Whenever possessor absorbs Damage that is Technology element Damage, Possessor may choose to deal 10,000 Flat Technology element HP Healing to up to 10 targets that are Technology element
Requires: Emanate Technology, Nourish Technology
Cost: 300,000 Gold, 1 Week

Stability Within Technology- (Passive Ability, Heir to the Future) Possessor gains 25% minor negative status effect resistance while in a Zone of Technology
Requires: Basic Understanding of the Heart of Technology, Defenses that Utilize Technology
Requires: 500,000 Gold, 2 Weeks

Technology Battle-Aura- (Stance Ability, Heir To The Future) Possessor deals 10,000 Flat Technology element Damage to each opponent at the start of each round
Requires: Emanate Technology, Improved Weaponization of Technology
Cost: 200,000 Gold, 3 Weeks

Technology Body Form- (Stance Ability, Heir To The Future) Possessor gains +200 Defense against Technology, Possessor gains 15% Technology Resistance, Possessor may deal 5,000 Flat Technology element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Technology, Heir To The Future, Basic Technology Resistance, Apprentice Understanding of the Heart of Technology, Apprentice Defenses Against Technology
Cost: 300,000 Gold, 3 Weeks

Technology Immunity- (Passive Ability, Heir to the Future) Possessor gains Technology Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Technology Resistance, Heir to the Future, Level 20
Cost: 500,000 Gold, 2 Weeks

Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Technology Synchronization, 5 other Heir to the Future abilities
Cost: 400,000 Gold, 3 Weeks

Understanding of the Bonds of Technology- (Passive Ability, Heir to the Future) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Technology element individual
Requires: Improved Understanding of the Heart of Technology
Cost: 200,000 Gold, 2 Weeks

Uplifted By Technology- (Passive Ability, Heir to the Future) If possessor is Technology element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Technology
Requires: Basic Understanding of the Heart of Technology
Requires: 200,000 Gold, 2 Weeks

Zonal Technology Control- (Passive Ability, Heir to the Future) Possessor may, at the start of each round, choose one Zone of Technology that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Technology, Improved Zonal Acclimation of Technology
Cost: 1,000,000 Gold, 2 Weeks


~Kinetic Emperor (Physical)~

Absorb Physical- (Passive Ability, Kinetic Emperor) Possessor Absorbs Physical against sources below Level 20 if Level 20 or greater
Requires: Physical Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Physical Synchronization- (Passive Ability, Kinetic Emperor) Amounts of Physical element Damage possessor deals are increased by 10,000 points, Physical element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Physical element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Kinetic Emperor, 50 other Kinetic Emperor Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Physical
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Physical
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
Requires: Basic Defenses Against Physical
Cost: 100,000 Gold, 2 Weeks

Apprentice Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 5% Physical Resistance
Requires: Basic Physical Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Requires: Basic Physical Synchronization, 3 other Kinetic Emperor abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +100 to all stats
Requires: Apprentice Command of Physical, Basic Understanding of the Heart of Physical
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Physical
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Physical Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Requires: Basic Command of Physical
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Physical- (Active Ability, Kinetic Emperor) Possessor may spend an action to summon 5 Elementals that are Physical element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Physical, Emanate Physical
Cost: 300,000 Gold, 2 Weeks

Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Physical Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Requires: Basic Physical Synchronization, Basic Defenses against Physical, Basic Weaponization of Physical
Cost: 200,000 Gold, 2 Weeks

Detect Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1% To Hit against Physical element targets
Requires: Apprentice Divining Attunement, Basic Physical Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Requires: Improved Weaponization of Physical
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Invocation of Physical' in conjunction with an 'Elemental Attack' action so long as possessor is Physical element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Physical
Cost: 200,000 Gold, 2 Week

Emanate Physical- (Passive Ability, Kinetic Emperor) Whenever possessor absorbs Damage that is Physical element Damage, Possessor may choose to deal 10,000 Flat Physical element Damage to up to 10 targets
Requires: Absorb Physical, Physical Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Physical
Requires: Basic Understanding of the Heart of Physical
Requires: 200,000 Gold, 2 Weeks

Expert Physical Synchronization- (Passive Ability, Kinetic Emperor) Physical element Damage dealt to possessor (not including healing) is halved, Physical element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Physical element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Physical Synchronization, 100 other Kinetic Emperor Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Physical, Kinetic Emperor
Cost: 5,000,000 Gold, 2 Weeks

Heavy Smack- (Technique Ability, Kinetic Emperor) Possessor may use 'Heavy Smack' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack and '20% inflicts Fatigued: Stun'
Requires: Basic Weaponization of Physical
Cost: 80,000 Gold, 2 Weeks

Impressively Swole- (Passive Ability, Kinetic Emperor) At the start of each round, if possessor is Physical element, possessor has a 30% chance of inflicting Charm: Impressed on each individual with a lower STR than possessor in possessor's battlespace
Not for Sale

Improved Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Physical
Cost: 500,000 Gold, 2 Weeks

Improved Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Physical, Basic Understanding of the Heart of Physical
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Requires: Apprentice Defenses Against Physical, Basic Physical Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +2,000 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Requires: Apprentice Physical Synchronization, Improved Defenses against Physical, Improved Weaponization of Physical
Cost: 500,000 Gold, 2 Weeks

Improved Physical Elemental Emanation- (Passive Ability, Kinetic Emperor) Possessor's 'Call Forth the Living Physical' ability may summon entities up to Level 20
Requires: Call Forth the Living Physical
Cost: 200,000 Gold, 2 Weeks

Improved Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 10% Physical Resistance
Requires: Apprentice Physical Resistance, Basic Defenses against Physical
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +250 to all stats
Requires: Improved Command of Physical, Apprentice Understanding of the Heart of Physical
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Physical
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1,000 to all stats while in a Zone of Physical
Requires: Apprentice Zonal Acclimation of Physical
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Physical Empowerment- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Physical
Requires: Empowered by Physical, Nourished by Physical, Improved Zonal Acclimation of Physical
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Physical- (Passive Ability, Kinetic Emperor) Possessor gains the element Physical while in Kinetic Emperor stances
Requires: Meditative Assumption of Physical, Adept Physical Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Physical Synchronization, 10 other Kinetic Emperor abilities
Cost: 125,000 Gold, 4 Weeks

Knockdown Blow- (Technique Ability, Kinetic Emperor) Possessor may use 'Knockdown Blow' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack, gains '30% inflicts Fatigued: Stun', and may shift targets of lower Level than caster who are below Level 60 who possess a lower STR than caster to the front row.
Requires: Heavy Smack
Cost: 80,000 Gold, 2 Weeks

Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Requires: Defenses that Utilize Physical
Cost: 2,000,000 Gold, 2 Weeks

Meditative Assumption of Physical- (Passive Ability, Kinetic Emperor) Possessor may choose, at the beginning of a thread, to become solely Physical element
Requires: Basic Physical Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Requires: Elemental Attack-Conversion: Physical
Cost: 500,000 Gold, 2 Weeks

Nourish Physical- (Passive Ability, Kinetic Emperor) Whenever possessor deals HP or MP healing to an Physical element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Physical, Nourished by Physical
Cost: 200,000 Gold, 2 Weeks

Nourished By Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Physical
Requires: Basic Understanding of the Heart of Physical
Requires: 200,000 Gold, 2 Weeks

Nullify Physical- (Passive Ability, Kinetic Emperor) Possessor may remove the element Physical from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Physical-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Physical-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Physical from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Physical Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Physical- (Passive Ability, Kinetic Emperor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Wounded
Requires: Basic Physical Resistance, Basic Weaponization of Physical
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Physical- (Passive Ability, Kinetic Emperor) Possessor gains 5% Wounded Resistance
Requires: Basic Physical Resistance
Cost: 40,000 Gold, 2 Weeks

Physical Battle-Aura- (Stance Ability, Kinetic Emperor) Possessor deals 10,000 Flat Physical element Damage to each opponent at the start of each round
Requires: Emanate Physical, Improved Weaponization of Physical
Cost: 200,000 Gold, 3 Weeks

Physical Body Form- (Stance Ability, Kinetic Emperor) Possessor gains +200 Defense against Physical, Possessor gains 15% Physical Resistance, Possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Physical, Kinetic Emperor, Basic Physical Resistance, Apprentice Understanding of the Heart of Physical, Apprentice Defenses Against Physical
Cost: 300,000 Gold, 3 Weeks

Physical Immunity- (Passive Ability, Kinetic Emperor) Possessor gains Physical Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Physical Resistance, Kinetic Emperor, Level 20
Cost: 500,000 Gold, 2 Weeks

Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Physical Synchronization, 5 other Kinetic Emperor abilities
Cost: 400,000 Gold, 3 Weeks

Physical Momentum- (Passive Ability, Kinetic Emperor) At the start of each round that occurs immediately following a round during which possessor performed an offensive Physical element action, possessor, if Physical element, gains a buff that provides +100 STR, +100 CON, and +50 AGI, Said buff stacks 50 times and immediately vanishes at the end of any round during which possessor did not conduct an offensive Physical element action
Requires: Meditative Assumption of Physical, Basic Acceleration Within Physical's Dominion, Improved Weaponization of Physical
Cost: 2,000,000 Gold, 2 Weeks

Predict the Flow of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5% Dodge against Physical element individuals
Requires: Improved Defenses Against Physical, Improved Understanding of the Heart of Physical, Defenses that Utilize Physical
Cost: 200,000 Gold, 2 Weeks

Project Physical- (Passive Ability, Kinetic Emperor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Physical
Requires: Improved Weaponization of Physical
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element and performs an 'Elemental Attack' action that is solely Physical element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Physical
Cost: 500,000 Gold, 2 Weeks

Ragdoll Havoc- (Passive Ability, Kinetic Emperor) Whenever possessor deals at least 1 Physical element Damage to an entity, if that entity's CON is lower than possessor's STR (if the Damage was dealt by an action that involved possessor's Melee Attack bonus), if that entity's CON is lower than possessor's AGI (if the Damage was dealt by an action that involved possessor's Ranged Attack bonus), if that entity's CON is lower than possessor's SPI (if the Damage was dealt by an action that involved possessor's Magical Attack bonus), or if that entity's CON is lower than possessor's (MIN + CON / 2) (if the Damage was dealt by something other than one of three aforementioned circumstances), possessor may move that entity to any row in any row-order formation within the same battlespace and then deal 100,000 Flat Physical element Damage to both that entity and another entity in the same row that it was moved into (if such an entity exists), with this Flat Damage not triggering this ability's row-movement effect more than 5 times per round across all entities
Not for Sale

Reconsume Physical Elemental Spawn- (Passive Ability, Kinetic Emperor) Possessor may, at the start of any round, unsummon one of possessor's Physical element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Physical Elemental Emanation, Improved Affinity to Healing Via Physical
Cost: 200,000 Gold, 2 Weeks

Reflect Physical- (Passive Ability, Kinetic Emperor) Possessor Reflects Physical against sources below Level 20 if Level 20 or greater
Requires: Physical Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Physical- (Passive Ability, Kinetic Emperor) If possessor's last action was solely Physical element either due to this ability or the technique 'Elemental Attack-Conversion: Physical', possessor may make any of possessor's offensive actions solely Physical element.
Requires: Nonsynchronous Elemental Attack-Conversion: Physical, Adept Physical Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Shockingly Impressive Muscles- (Passive Ability, Kinetic Emperor) Possessor gains +500 STR, +500 CON, +5,000 HP, and +500 Defense, Possessor's chances of inflicting Charm: Impressed are increased by 20%, Instances of Charm: Impressed that possessor inflicts on opponents cause possessor to count as possessing 2,000 additional points of STR (as an uncapped bonus) for purposes of attacks that target those opponents
Not for Sale

Soothing Physical Emanation- (Passive Ability, Kinetic Emperor) Whenever possessor absorbs Damage that is Physical element Damage, Possessor may choose to deal 10,000 Flat Physical element HP Healing to up to 10 targets that are Physical element
Requires: Emanate Physical, Nourish Physical
Cost: 300,000 Gold, 1 Week

Stability Within Physical- (Passive Ability, Kinetic Emperor) Possessor gains 25% minor negative status effect resistance while in a Zone of Physical
Requires: Basic Understanding of the Heart of Physical, Defenses that Utilize Physical
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Physical element individual
Requires: Improved Understanding of the Heart of Physical
Cost: 200,000 Gold, 2 Weeks

Uplifted By Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Physical
Requires: Basic Understanding of the Heart of Physical
Requires: 200,000 Gold, 2 Weeks

Wall of Palms- (Technique Ability, Kinetic Emperor) Possessor may use 'Wall of Palms' in conjunction with a 'Defend' action if possessor is Physical element and possesses at least one empty Weapon slot. Said action grants its user a buff that provides +(User Level * 100 Defense), deals ((User Level + User's Base STR) * 2,000) Flat Physical element Damage to any individual who conducts an offensive action against its possessor, that causes its possessor to count as having an additional Physical element Shield equipped, that lasts 1 round, and that does not stack
Requires: Defenses that Utilize Physical, Apprentice Unarmed Technique Attunement
Cost: 80,000 Gold, 2 Weeks

Zonal Physical Control- (Passive Ability, Kinetic Emperor) Possessor may, at the start of each round, choose one Zone of Physical that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Physical, Improved Zonal Acclimation of Physical
Cost: 1,000,000 Gold, 2 Weeks


~ Lord of Trees (Wood)~

Absorb Wood- (Passive Ability, Lord of Trees) Possessor Absorbs Wood against sources below Level 20 if Level 20 or greater
Requires: Wood Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Wood Synchronization- (Passive Ability, Lord of Trees) Amounts of Wood element Damage possessor deals are increased by 10,000 points, Wood element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Wood element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Lord of Trees, 50 other Lord of Trees Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Wood- (Passive Ability, Lord of Trees) Whenever possessor obtains Wood element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Wood
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Wood
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Wood- (Passive Ability, Lord of Trees) Possessor gains +500 Defense against Wood
Requires: Basic Defenses Against Wood
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element allies gain +100 to all stats
Requires: Apprentice Command of Wood, Basic Understanding of the Heart of Wood
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Wood
Cost: 100,000 Gold, 2 Weeks

Apprentice Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 5% Wood Resistance
Requires: Basic Wood Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats for each Wood element item equipped, Possessor's Wood element pets and summons gain +250 to all stats
Requires: Basic Wood Synchronization, 3 other Lord of Trees abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Wood- (Passive Ability, Lord of Trees) Possessor gains +500 to all stats while in a Zone of Wood
Requires: Basic Zonal Acclimation of Wood
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Wood's Dominion- (Passive Ability, Lord of Trees) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Wood
Requires: Basic Zonal Acclimation of Wood
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Wood- (Passive Ability, Lord of Trees) Whenever possessor obtains Wood element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Wood Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element pets and summons gain +50 to all stats
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Wood- (Passive Ability, Lord of Trees) Possessor gains +50 Defense against Wood
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element allies gain +10 to all stats
Requires: Basic Command of Wood
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 50 points
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 1% Wood Resistance
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(Previous Nonbase Requirements/Cost:
Requires: Knowledge of Esoteric Elements, Elemental Esoterica: Wood
Cost: 50,000,000 Gold, 2 Weeks)

Basic Zonal Acclimation of Wood- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats while in a Zone of Wood
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Wood- (Active Ability, Lord of Trees) Possessor may spend an action to summon 5 Elementals that are Wood element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Wood, Emanate Wood
Cost: 300,000 Gold, 2 Weeks

Control of Wood- (Passive Ability, Lord of Trees) Possessor has a 20% chance of being able to cancel the actions of Wood element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Wood Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Wood- (Passive Ability, Lord of Trees) Possessor gains +500 Defense if possessor has any Wood-element items equipped that provide a Defense bonus
Requires: Basic Wood Synchronization, Basic Defenses against Wood, Basic Weaponization of Wood
Cost: 200,000 Gold, 2 Weeks

Detect Wood- (Passive Ability, Lord of Trees) Possessor gains +1% To Hit against Wood element targets
Requires: Apprentice Divining Attunement, Basic Wood Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Wood- (Technique Ability, Lord of Trees) Possessor may use 'Elemental Attack-Conversion: Wood' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Wood element and no other technique is used. Said action becomes solely the element Wood.
Requires: Improved Weaponization of Wood
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Wood- (Technique Ability, Lord of Trees) Possessor may use 'Elemental Invocation of Wood' in conjunction with an 'Elemental Attack' action so long as possessor is Wood element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Wood
Cost: 200,000 Gold, 2 Week

Emanate Wood- (Passive Ability, Lord of Trees) Whenever possessor absorbs Damage that is Wood element Damage, Possessor may choose to deal 10,000 Flat Wood element Damage to up to 10 targets
Requires: Absorb Wood, Wood Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Wood- (Passive Ability, Lord of Trees) If possessor is Wood element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Wood
Requires: Basic Understanding of the Heart of Wood
Requires: 200,000 Gold, 2 Weeks

Expert Wood Synchronization- (Passive Ability, Lord of Trees) Wood element Damage dealt to possessor (not including healing) is halved, Wood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Wood element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Wood Synchronization, 100 other Lord of Trees Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Wood, Lord of Trees
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Wood- (Passive Ability, Lord of Trees) Whenever possessor obtains Wood element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Wood
Cost: 500,000 Gold, 2 Weeks

Improved Command of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Wood, Basic Understanding of the Heart of Wood
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Wood- (Passive Ability, Lord of Trees) Possessor gains +5,000 Defense against Wood
Requires: Apprentice Defenses Against Wood, Basic Wood Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Wood- (Passive Ability, Lord of Trees) Possessor gains +2,000 Defense if possessor has any Wood-element items equipped that provide a Defense bonus
Requires: Apprentice Wood Synchronization, Improved Defenses against Wood, Improved Weaponization of Wood
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element allies gain +250 to all stats
Requires: Improved Command of Wood, Apprentice Understanding of the Heart of Wood
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Wood
Cost: 500,000 Gold, 2 Weeks

Improved Wood Elemental Emanation- (Passive Ability, Lord of Trees) Possessor's 'Call Forth the Living Wood' ability may summon entities up to Level 20
Requires: Call Forth the Living Wood
Cost: 200,000 Gold, 2 Weeks

Improved Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 10% Wood Resistance
Requires: Apprentice Wood Resistance, Basic Defenses against Wood
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Wood- (Passive Ability, Lord of Trees) Possessor gains +1,000 to all stats while in a Zone of Wood
Requires: Apprentice Zonal Acclimation of Wood
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Wood Empowerment- (Passive Ability, Lord of Trees) Possessor gains +500 to all stats while in a Zone of Wood, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Wood
Requires: Empowered by Wood, Nourished by Wood, Improved Zonal Acclimation of Wood
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Wood- (Passive Ability, Lord of Trees) Possessor gains the element Wood while in Lord of Trees stances
Requires: Meditative Assumption of Wood, Adept Wood Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Lord of Trees- (Passive Ability, Lord of Trees) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wood Resistance, Possessor ignores Wood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Wood Synchronization, 10 other Lord of Trees abilities
Cost: 125,000 Gold, 4 Weeks

Meditative Assumption of Wood- (Passive Ability, Lord of Trees) Possessor may choose, at the beginning of a thread, to become solely Wood element
Requires: Basic Wood Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Wood- (Passive Ability, Lord of Trees) Possessor may use the Technique 'Elemental Attack-Conversion: Wood' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Wood element.
Requires: Elemental Attack-Conversion: Wood
Cost: 500,000 Gold, 2 Weeks

Nourish Wood- (Passive Ability, Lord of Trees) Whenever possessor deals HP or MP healing to an Wood element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Wood, Nourished by Wood
Cost: 200,000 Gold, 2 Weeks

Nourished By Wood- (Passive Ability, Lord of Trees) If possessor is Wood element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Wood
Requires: Basic Understanding of the Heart of Wood
Requires: 200,000 Gold, 2 Weeks

Nullify Wood- (Passive Ability, Lord of Trees) Possessor may remove the element Wood from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Wood-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Wood-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Wood from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Wood Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Wood- (Passive Ability, Lord of Trees) Possessor gains +5% Dodge against Wood element individuals
Requires: Improved Defenses Against Wood, Improved Understanding of the Heart of Wood, Defenses that Utilize Wood
Cost: 200,000 Gold, 2 Weeks

Project Wood- (Passive Ability, Lord of Trees) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Wood
Requires: Improved Weaponization of Wood
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Wood- (Passive Ability, Lord of Trees) If possessor is Wood element and performs an 'Elemental Attack' action that is solely Wood element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Wood
Cost: 500,000 Gold, 2 Weeks

Reconsume Wood Elemental Spawn- (Passive Ability, Lord of Trees) Possessor may, at the start of any round, unsummon one of possessor's Wood element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Wood Elemental Emanation, Improved Affinity to Healing Via Wood
Cost: 200,000 Gold, 2 Weeks

Reflect Wood- (Passive Ability, Lord of Trees) Possessor Reflects Wood against sources below Level 20 if Level 20 or greater
Requires: Wood Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Wood- (Passive Ability, Lord of Trees) If possessor's last action was solely Wood element either due to this ability or the technique 'Elemental Attack-Conversion: Wood', possessor may make any of possessor's offensive actions solely Wood element.
Requires: Nonsynchronous Elemental Attack-Conversion: Wood, Adept Wood Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Wood Emanation- (Passive Ability, Lord of Trees) Whenever possessor absorbs Damage that is Wood element Damage, Possessor may choose to deal 10,000 Flat Wood element HP Healing to up to 10 targets that are Wood element
Requires: Emanate Wood, Nourish Wood
Cost: 300,000 Gold, 1 Week

Stability Within Wood- (Passive Ability, Lord of Trees) Possessor gains 25% minor negative status effect resistance while in a Zone of Wood
Requires: Basic Understanding of the Heart of Wood, Defenses that Utilize Wood
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Wood- (Passive Ability, Lord of Trees) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Wood element individual
Requires: Improved Understanding of the Heart of Wood
Cost: 200,000 Gold, 2 Weeks

Uplifted By Wood- (Passive Ability, Lord of Trees) If possessor is Wood element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Wood
Requires: Basic Understanding of the Heart of Wood
Requires: 200,000 Gold, 2 Weeks

Wood Battle-Aura- (Stance Ability, Lord of Trees) Possessor deals 10,000 Flat Wood element Damage to each opponent at the start of each round
Requires: Emanate Wood, Improved Weaponization of Wood
Cost: 200,000 Gold, 3 Weeks

Wood Body Form- (Stance Ability, Lord of Trees) Possessor gains +200 Defense against Wood, Possessor gains 15% Wood Resistance, Possessor may deal 5,000 Flat Wood element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Wood, Lord of Trees, Basic Wood Resistance, Apprentice Understanding of the Heart of Wood, Apprentice Defenses Against Wood
Cost: 300,000 Gold, 3 Weeks

Wood Immunity- (Passive Ability, Lord of Trees) Possessor gains Wood Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Wood Resistance, Lord of Trees, Level 20
Cost: 500,000 Gold, 2 Weeks

Wood Manipulation- (Passive Ability, Lord of Trees) Possessor may choose one of the following at the beginning of each round if Wood element: Create a Zone of Wood, Remove a Zone of Wood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wood by either possessor or a source below Level 20, Add Wood to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Wood element on a Wood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wood, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Wood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wood, 5% Wood Resistance, or +50 Defense against Wood and 1% Wood Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Wood Synchronization, 5 other Lord of Trees abilities
Cost: 400,000 Gold, 3 Weeks

Zonal Wood Control- (Passive Ability, Lord of Trees) Possessor may, at the start of each round, choose one Zone of Wood that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Wood, Improved Zonal Acclimation of Wood
Cost: 1,000,000 Gold, 2 Weeks


~Lunar Trickster (Moon)~

Absorb Moon- (Passive Ability, Lunar Trickster) Possessor Absorbs Moon against sources below Level 20 if Level 20 or greater
Requires: Moon Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Moon Synchronization- (Passive Ability, Lunar Trickster) Amounts of Moon element Damage possessor deals are increased by 10,000 points, Moon element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Moon element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Lunar Trickster, 50 other Lunar Trickster Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Moon- (Passive Ability, Lunar Trickster) Whenever possessor obtains Moon element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Moon
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Moon
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Moon- (Passive Ability, Lunar Trickster) Possessor gains +500 Defense against Moon
Requires: Moon Defenses Against Moon
Cost: 100,000 Gold, 2 Weeks

Apprentice Moon Resistance- (Passive Ability, Lunar Trickster) Possessor gains 5% Moon Resistance
Requires: Basic Moon Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats for each Moon element item equipped, Possessor's Moon element pets and summons gain +250 to all stats
Requires: Basic Moon Synchronization, 3 other Lunar Trickster abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element allies gain +100 to all stats
Requires: Apprentice Command of Moon, Basic Understanding of the Heart of Moon
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Moon
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Moon- (Passive Ability, Lunar Trickster) Possessor gains +500 to all stats while in a Zone of Moon
Requires: Basic Zonal Acclimation of Moon
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Moon's Dominion- (Passive Ability, Lunar Trickster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Moon
Requires: Basic Zonal Acclimation of Moon
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Moon- (Passive Ability, Lunar Trickster) Whenever possessor obtains Moon element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Moon Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element pets and summons gain +50 to all stats
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Moon- (Passive Ability, Lunar Trickster) Possessor gains +50 Defense against Moon
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Moon Resistance- (Passive Ability, Lunar Trickster) Possessor gains 1% Moon Resistance
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element allies gain +10 to all stats
Requires: Basic Command of Moon
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 50 points
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Moon- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats while in a Zone of Moon
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks

Blaze Which Burns Away All Veils and Pretensions- (Technique Ability, Lunar Trickster) Possessor may use 'Blaze Which Burns Away All Veils and Pretensions' in conjunction with a 'Magical Attack' action so long as no other technique is used as part of said action and either said action or possessor is Moon element. Said action has all instances of Burning (not including its sub-status effects) it inflicts have their effect changed to 'Possessor loses 1-4 (determined randomly) individual instances of buffs at the start of each round and, for each such buff removed, possessor takes an amount of Fire element MP damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire'.
Not for Sale

Call Forth the Living Moon- (Active Ability, Lunar Trickster) Possessor may spend an action to summon 5 Elementals that are Moon element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Moon, Emanate Moon
Cost: 300,000 Gold, 2 Weeks

Control of Moon- (Passive Ability, Lunar Trickster) Possessor has a 20% chance of being able to cancel the actions of Moon element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Moon Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Moon- (Passive Ability, Lunar Trickster) Possessor gains +500 Defense if possessor has any Moon-element items equipped that provide a Defense bonus
Requires: Basic Moon Synchronization, Basic Defenses against Moon, Basic Weaponization of Moon
Cost: 200,000 Gold, 2 Weeks

Detect Moon- (Passive Ability, Lunar Trickster) Possessor gains +1% To Hit against Moon element targets
Requires: Apprentice Divining Attunement, Basic Moon Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Moon- (Technique Ability, Lunar Trickster) Possessor may use 'Elemental Attack-Conversion: Moon' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Moon element and no other technique is used. Said action becomes solely the element Moon.
Requires: Improved Weaponization of Moon
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Moon- (Technique Ability, Lunar Trickster) Possessor may use 'Elemental Invocation of Moon' in conjunction with an 'Elemental Attack' action so long as possessor is Moon element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Moon
Cost: 200,000 Gold, 2 Week

Emanate Moon- (Passive Ability, Lunar Trickster) Whenever possessor absorbs Damage that is Moon element Damage, Possessor may choose to deal 10,000 Flat Moon element Damage to up to 10 targets
Requires: Absorb Moon, Moon Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Moon- (Passive Ability, Lunar Trickster) If possessor is Moon element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Moon
Requires: Basic Understanding of the Heart of Moon
Requires: 200,000 Gold, 2 Weeks

Expert Moon Synchronization- (Passive Ability, Lunar Trickster) Moon element Damage dealt to possessor (not including healing) is halved, Moon element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Moon element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Moon Synchronization, 100 other Lunar Trickster Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Moon, Lunar Trickster
Cost: 5,000,000 Gold, 2 Weeks

Grinning Moon Laughs Above- (Passive Ability, Lunar Trickster) Possessor's opponents, if they succeed their first per-round auto-recovery chance from a status effect must check a second time and only actually recover if the second time is successful
Not for Sale

Improved Affinity to Healing Via Moon- (Passive Ability, Lunar Trickster) Whenever possessor obtains Moon element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Moon
Cost: 500,000 Gold, 2 Weeks

Improved Command of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Moon, Basic Understanding of the Heart of Moon
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Moon- (Passive Ability, Lunar Trickster) Possessor gains +5,000 Defense against Moon
Requires: Apprentice Defenses Against Moon, Basic Moon Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Moon- (Passive Ability, Lunar Trickster) Possessor gains +2,000 Defense if possessor has any Moon-element items equipped that provide a Defense bonus
Requires: Apprentice Moon Synchronization, Improved Defenses against Moon, Improved Weaponization of Moon
Cost: 500,000 Gold, 2 Weeks

Improved Moon Elemental Emanation- (Passive Ability, Lunar Trickster) Possessor's 'Call Forth the Living Moon' ability may summon entities up to Level 20
Requires: Call Forth the Living Moon
Cost: 200,000 Gold, 2 Weeks

Improved Moon Resistance- (Passive Ability, Lunar Trickster) Possessor gains 10% Moon Resistance
Requires: Apprentice Moon Resistance, Basic Defenses against Moon
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element allies gain +250 to all stats
Requires: Improved Command of Moon, Apprentice Understanding of the Heart of Moon
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Moon
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Moon- (Passive Ability, Lunar Trickster) Possessor gains +1,000 to all stats while in a Zone of Moon
Requires: Apprentice Zonal Acclimation of Moon
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Moon Empowerment- (Passive Ability, Lunar Trickster) Possessor gains +500 to all stats while in a Zone of Moon, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Moon
Requires: Empowered by Moon, Nourished by Moon, Improved Zonal Acclimation of Moon
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Moon- (Passive Ability, Lunar Trickster) Possessor gains the element Moon while in Lunar Trickster stances
Requires: Meditative Assumption of Moon, Adept Moon Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Lit By Moon's Capricious Light- (Passive Ability, Lunar Trickster) Whenever one of possessor's opponents' per-round automatic recovery chances from a negative status effect that was at least a 1% chance fails, said individual has a 50% chance of being afflicted with Hexed
Not for Sale

Lunar Trickster- (Passive Ability, Lunar Trickster) Possessor ignores (1 * (Possessor Level/5), rounded down)% Moon Resistance, Possessor ignores Moon Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Moon Synchronization, 10 other Lunar Trickster abilities
Cost: 125,000 Gold, 4 Weeks

Meditative Assumption of Moon- (Passive Ability, Lunar Trickster) Possessor may choose, at the beginning of a thread, to become solely Moon element
Requires: Basic Moon Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Moon Battle-Aura- (Stance Ability, Lunar Trickster) Possessor deals 10,000 Flat Moon element Damage to each opponent at the start of each round
Requires: Emanate Moon, Improved Weaponization of Moon
Cost: 200,000 Gold, 3 Weeks

Moon Body Form- (Stance Ability, Lunar Trickster) Possessor gains +200 Defense against Moon, Possessor gains 15% Moon Resistance, Possessor may deal 5,000 Flat Moon element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Moon, Lunar Trickster, Basic Moon Resistance, Apprentice Understanding of the Heart of Moon, Apprentice Defenses Against Moon
Cost: 300,000 Gold, 3 Weeks

Moon Immunity- (Passive Ability, Lunar Trickster) Possessor gains Moon Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Moon Resistance, Lunar Trickster, Level 20
Cost: 500,000 Gold, 2 Weeks

Moon Manipulation- (Passive Ability, Lunar Trickster) Possessor may choose one of the following at the beginning of each round if Moon element: Create a Zone of Moon, Remove a Zone of Moon created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Moon by either possessor or a source below Level 20, Add Moon to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Moon element on a Moon element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Moon, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Moon, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Moon element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Moon to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Moon, 5% Moon Resistance, or +50 Defense against Moon and 1% Moon Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Moon Synchronization, 5 other Lunar Trickster abilities
Cost: 400,000 Gold, 3 Weeks

Nonsynchronous Elemental Attack-Conversion: Moon- (Passive Ability, Lunar Trickster) Possessor may use the Technique 'Elemental Attack-Conversion: Moon' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Moon element.
Requires: Elemental Attack-Conversion: Moon
Cost: 500,000 Gold, 2 Weeks

Nourish Moon- (Passive Ability, Lunar Trickster) Whenever possessor deals HP or MP healing to an Moon element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Moon, Nourished by Moon
Cost: 200,000 Gold, 2 Weeks

Nourished By Moon- (Passive Ability, Lunar Trickster) If possessor is Moon element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Moon
Requires: Basic Understanding of the Heart of Moon
Requires: 200,000 Gold, 2 Weeks

Nullify Moon- (Passive Ability, Lunar Trickster) Possessor may remove the element Moon from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Moon-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Moon-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Moon from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Moon Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Palely-Glowing Essence- (Passive Ability, Lunar Trickster) Possessor's element becomes solely Moon, Possessor gains +500 Defense against Moon, Possessor gains 25% Moon Resistance, Possessor gains 25% Voidstruck: Moon Mad Resistance, Possessor's offensive actions may gain the element Moon
Not for Sale

Partial Channeling of the Wrath of Moon- (Passive Ability, Lunar Trickster) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Moon Resistance, Basic Weaponization of Moon
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Moon- (Passive Ability, Lunar Trickster) Possessor gains 5% Voidstruck: Moon Mad Resistance
Requires: Basic Moon Resistance
Cost: 40,000 Gold, 2 Weeks

Poison-Mind Courtier's Kiss- (Technique Ability, Lunar Trickster) Possessor may use 'Poison-Mind Courtier's Kiss' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used as part of said action and either said action or possessor is Moon element. Said action has all instances of Charm (not including its sub-status effects) it inflicts have their effect changed to 'Possessor is dealt (inflictor's Level) * 100 Moon element MIN Damage at the start of each round; possessor is afflicted with Poison whenever possessor obtains a MIN-increasing buff'.
Requires: Lunar Trickster, Mentalist, Alchemist
Cost: 2,000,000 Gold, 4 Weeks

Predict the Flow of Moon- (Passive Ability, Lunar Trickster) Possessor gains +5% Dodge against Moon element individuals
Requires: Improved Defenses Against Moon, Improved Understanding of the Heart of Moon, Defenses that Utilize Moon
Cost: 200,000 Gold, 2 Weeks

Project Moon- (Passive Ability, Lunar Trickster) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Moon
Requires: Improved Weaponization of Moon
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Moon- (Passive Ability, Lunar Trickster) If possessor is Moon element and performs an 'Elemental Attack' action that is solely Moon element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Moon
Cost: 500,000 Gold, 2 Weeks

Reconsume Moon Elemental Spawn- (Passive Ability, Lunar Trickster) Possessor may, at the start of any round, unsummon one of possessor's Moon element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Moon Elemental Emanation, Improved Affinity to Healing Via Moon
Cost: 200,000 Gold, 2 Weeks

Reflect Moon- (Passive Ability, Lunar Trickster) Possessor Reflects Moon against sources below Level 20 if Level 20 or greater
Requires: Moon Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Moon- (Passive Ability, Lunar Trickster) If possessor's last action was solely Moon element either due to this ability or the technique 'Elemental Attack-Conversion: Moon', possessor may make any of possessor's offensive actions solely Moon element.
Requires: Nonsynchronous Elemental Attack-Conversion: Moon, Adept Moon Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Moon Emanation- (Passive Ability, Lunar Trickster) Whenever possessor absorbs Damage that is Moon element Damage, Possessor may choose to deal 10,000 Flat Moon element HP Healing to up to 10 targets that are Moon element
Requires: Emanate Moon, Nourish Moon
Cost: 300,000 Gold, 1 Week

Stability Within Moon- (Passive Ability, Lunar Trickster) Possessor gains 25% minor negative status effect resistance while in a Zone of Moon
Requires: Basic Understanding of the Heart of Moon, Defenses that Utilize Moon
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Moon- (Passive Ability, Lunar Trickster) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Moon element individual
Requires: Improved Understanding of the Heart of Moon
Cost: 200,000 Gold, 2 Weeks

Uplifted By Moon- (Passive Ability, Lunar Trickster) If possessor is Moon element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Moon
Requires: Basic Understanding of the Heart of Moon
Requires: 200,000 Gold, 2 Weeks

Zonal Moon Control- (Passive Ability, Lunar Trickster) Possessor may, at the start of each round, choose one Zone of Moon that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Moon, Improved Zonal Acclimation of Moon
Cost: 1,000,000 Gold, 2 Weeks

^First Blessing of the Verdant Moon- (Passive Ability, Lunar Trickster) Possessor's actions that include the element Wood may gain or instead become the element Moon, possessor's actions that include the element Moon may gain or instead become the element Wood, possessor's Plant allies may gain the element(s) Moon and/or Wood as a non-stacking buff at the start of any round
Not for Sale


~Mind Lord (Psychic)~

Absorb Psychic- (Passive Ability, Mind Lord) Possessor Absorbs Psychic against sources below Level 20 if Level 20 or greater
Requires: Psychic Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Psychic Synchronization- (Passive Ability, Mind Lord) Amounts of Psychic element Damage possessor deals are increased by 10,000 points, Psychic element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Psychic element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Mind Lord, 50 other Mind Lord Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Psychic
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Psychic
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Requires: Basic Defenses Against Psychic
Cost: 100,000 Gold, 2 Weeks

Apprentice Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 5% Psychic Resistance
Requires: Basic Psychic Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Requires: Basic Psychic Synchronization, 3 other Mind Lord abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +100 to all stats
Requires: Apprentice Command of Psychic, Basic Understanding of the Heart of Psychic
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Psychic
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +500 to all stats while in a Zone of Psychic
Requires: Basic Zonal Acclimation of Psychic
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Requires: Basic Zonal Acclimation of Psychic
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Psychic Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Requires: Basic Command of Psychic
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Psychic- (Active Ability, Mind Lord) Possessor may spend an action to summon 5 Elementals that are Psychic element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Psychic, Emanate Psychic
Cost: 300,000 Gold, 2 Weeks

Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Psychic Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense if possessor has any Psychic-element items equipped that provide a Defense bonus
Requires: Basic Psychic Synchronization, Basic Defenses against Psychic, Basic Weaponization of Psychic
Cost: 200,000 Gold, 2 Weeks

Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Requires: Apprentice Divining Attunement, Basic Psychic Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Psychic- (Technique Ability, Mind Lord) Possessor may use 'Elemental Attack-Conversion: Psychic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Psychic element and no other technique is used. Said action becomes solely the element Psychic.
Requires: Improved Weaponization of Psychic
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Psychic- (Technique Ability, Mind Lord) Possessor may use 'Elemental Invocation of Psychic' in conjunction with an 'Elemental Attack' action so long as possessor is Psychic element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Psychic
Cost: 200,000 Gold, 2 Week

Emanate Psychic- (Passive Ability, Mind Lord) Whenever possessor absorbs Damage that is Psychic element Damage, Possessor may choose to deal 10,000 Flat Psychic element Damage to up to 10 targets
Requires: Absorb Psychic, Psychic Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Psychic- (Passive Ability, Mind Lord) If possessor is Psychic element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Psychic
Requires: Basic Understanding of the Heart of Psychic
Requires: 200,000 Gold, 2 Weeks

Expert Psychic Synchronization- (Passive Ability, Mind Lord) Psychic element Damage dealt to possessor (not including healing) is halved, Psychic element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Psychic element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Psychic Synchronization, 100 other Mind Lord Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Psychic, Mind Lord
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Psychic
Cost: 500,000 Gold, 2 Weeks

Improved Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Psychic, Basic Understanding of the Heart of Psychic
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Requires: Apprentice Defenses Against Psychic, Basic Psychic Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Psychic- (Passive Ability, Mind Lord) Possessor gains +2,000 Defense if possessor has any Psychic-element items equipped that provide a Defense bonus
Requires: Apprentice Psychic Synchronization, Improved Defenses against Psychic, Improved Weaponization of Psychic
Cost: 500,000 Gold, 2 Weeks

Improved Psychic Elemental Emanation- (Passive Ability, Mind Lord) Possessor's 'Call Forth the Living Psychic' ability may summon entities up to Level 20
Requires: Call Forth the Living Psychic
Cost: 200,000 Gold, 2 Weeks

Improved Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 10% Psychic Resistance
Requires: Apprentice Psychic Resistance, Basic Defenses against Psychic
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +250 to all stats
Requires: Improved Command of Psychic, Apprentice Understanding of the Heart of Psychic
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Psychic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +1,000 to all stats while in a Zone of Psychic
Requires: Apprentice Zonal Acclimation of Psychic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Psychic Empowerment- (Passive Ability, Mind Lord) Possessor gains +500 to all stats while in a Zone of Psychic, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Psychic
Requires: Empowered by Psychic, Nourished by Psychic, Improved Zonal Acclimation of Psychic
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Psychic- (Passive Ability, Mind Lord) Possessor gains the element Psychic while in Mind Lord stances
Requires: Meditative Assumption of Psychic, Adept Psychic Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Psychic- (Passive Ability, Mind Lord) Possessor may choose, at the beginning of a thread, to become solely Psychic element
Requires: Basic Psychic Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Psychic Synchronization, 10 other Mind Lord abilities
Cost: 125,000 Gold, 4 Weeks

Nonsynchronous Elemental Attack-Conversion: Psychic- (Passive Ability, Mind Lord) Possessor may use the Technique 'Elemental Attack-Conversion: Psychic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Psychic element.
Requires: Elemental Attack-Conversion: Psychic
Cost: 500,000 Gold, 2 Weeks

Nourish Psychic- (Passive Ability, Mind Lord) Whenever possessor deals HP or MP healing to an Psychic element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Psychic, Nourished by Psychic
Cost: 200,000 Gold, 2 Weeks

Nourished By Psychic- (Passive Ability, Mind Lord) If possessor is Psychic element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Psychic
Requires: Basic Understanding of the Heart of Psychic
Requires: 200,000 Gold, 2 Weeks

Nullify Psychic- (Passive Ability, Mind Lord) Possessor may remove the element Psychic from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Psychic-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Psychic-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Psychic from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Psychic Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Psychic- (Passive Ability, Mind Lord) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Mindblasted
Requires: Basic Psychic Resistance, Basic Weaponization of Psychic
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Psychic- (Passive Ability, Mind Lord) Possessor gains 5% Mindblasted Resistance
Requires: Basic Psychic Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Psychic- (Passive Ability, Mind Lord) Possessor gains +5% Dodge against Psychic element individuals
Requires: Improved Defenses Against Psychic, Improved Understanding of the Heart of Psychic, Defenses that Utilize Psychic
Cost: 200,000 Gold, 2 Weeks

Project Psychic- (Passive Ability, Mind Lord) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Psychic
Requires: Improved Weaponization of Psychic
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Psychic- (Passive Ability, Mind Lord) If possessor is Psychic element and performs an 'Elemental Attack' action that is solely Psychic element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Psychic
Cost: 500,000 Gold, 2 Weeks

Psychic Battle-Aura- (Stance Ability, Mind Lord) Possessor deals 10,000 Flat Psychic element Damage to each opponent at the start of each round
Requires: Emanate Psychic, Improved Weaponization of Psychic
Cost: 200,000 Gold, 3 Weeks

Psychic Body Form- (Stance Ability, Mind Lord) Possessor gains +200 Defense against Psychic, Possessor gains 15% Psychic Resistance, Possessor may deal 5,000 Flat Psychic element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Psychic, Mind Lord, Basic Psychic Resistance, Apprentice Understanding of the Heart of Psychic, Apprentice Defenses Against Psychic
Cost: 300,000 Gold, 3 Weeks

Psychic Immunity- (Passive Ability, Mind Lord) Possessor gains Psychic Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Psychic Resistance, Mind Lord, Level 20
Cost: 500,000 Gold, 2 Weeks

Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Psychic Synchronization, 5 other Mind Lord abilities
Cost: 400,000 Gold, 3 Weeks

Puzzlepiece Aura- (Passive Ability, Mind Lord) Possessor's opponents with less MIN than possessor's MIN who are below Level 40 may not act on during first two rounds of battle, with things that would occur before and after skipped actions still occurring, and with this ability stopping a max of 40 actions per battle
Not for Sale

Reconsume Psychic Elemental Spawn- (Passive Ability, Mind Lord) Possessor may, at the start of any round, unsummon one of possessor's Psychic element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Psychic Elemental Emanation, Improved Affinity to Healing Via Psychic
Cost: 200,000 Gold, 2 Weeks

Reflect Psychic- (Passive Ability, Mind Lord) Possessor Reflects Psychic against sources below Level 20 if Level 20 or greater
Requires: Psychic Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Psychic- (Passive Ability, Mind Lord) If possessor's last action was solely Psychic element either due to this ability or the technique 'Elemental Attack-Conversion: Psychic', possessor may make any of possessor's offensive actions solely Psychic element.
Requires: Nonsynchronous Elemental Attack-Conversion: Psychic, Adept Psychic Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Psychic Emanation- (Passive Ability, Mind Lord) Whenever possessor absorbs Damage that is Psychic element Damage, Possessor may choose to deal 10,000 Flat Psychic element HP Healing to up to 10 targets that are Psychic element
Requires: Emanate Psychic, Nourish Psychic
Cost: 300,000 Gold, 1 Week

Stability Within Psychic- (Passive Ability, Mind Lord) Possessor gains 25% minor negative status effect resistance while in a Zone of Psychic
Requires: Basic Understanding of the Heart of Psychic, Defenses that Utilize Psychic
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Psychic- (Passive Ability, Mind Lord) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Psychic element individual
Requires: Improved Understanding of the Heart of Psychic
Cost: 200,000 Gold, 2 Weeks

Uplifted By Psychic- (Passive Ability, Mind Lord) If possessor is Psychic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Psychic
Requires: Basic Understanding of the Heart of Psychic
Requires: 200,000 Gold, 2 Weeks

Zonal Psychic Control- (Passive Ability, Mind Lord) Possessor may, at the start of each round, choose one Zone of Psychic that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Psychic, Improved Zonal Acclimation of Psychic
Cost: 1,000,000 Gold, 2 Weeks


~Mountain King (Earth)~

Absorb Earth- (Passive Ability, Mountain King) Possessor Absorbs Earth against sources below Level 20 if Level 20 or greater
Requires: Earth Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Earth Synchronization- (Passive Ability, Mountain King) Amounts of Earth element Damage possessor deals are increased by 10,000 points, Earth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Earth element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Mountain King, 50 other Mountain King Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Earth- (Passive Ability, Mountain King) Whenever possessor obtains Earth element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Earth
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Earth
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
Requires: Basic Defenses Against Earth
Cost: 100,000 Gold, 2 Weeks

Apprentice Earth Resistance- (Passive Ability, Mountain King) Possessor gains 5% Earth Resistance
Requires: Basic Earth Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Requires: Basic Earth Synchronization, 3 other Mountain King abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +100 to all stats
Requires: Apprentice Command of Earth, Basic Understanding of the Heart of Earth
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Earth
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +500 to all stats while in a Zone of Earth
Requires: Basic Zonal Acclimation of Earth
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Requires: Basic Zonal Acclimation of Earth
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Earth- (Passive Ability, Mountain King) Whenever possessor obtains Earth element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Earth Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Requires: Basic Command of Earth
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks

Body of Wet Sand- (Passive Ability, Mountain King) If possessor is Earth element, possessor gains +10 Defense, 2% Dodge, 2% Resilience, and +1 CON
Not for Sale

Call Forth the Living Earth- (Active Ability, Mountain King) Possessor may spend an action to summon 5 Elementals that are Earth element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Earth, Emanate Earth
Cost: 300,000 Gold, 2 Weeks

Can Detect Imminent Cave-Ins- (Passive Ability, Mountain King) Possessor may, at the start of each round, be informed of the number of opponents below Level 70 who can inflict Entombed that possessor is an opponent of
Not For Sale

Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Earth Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense if possessor has any Earth-element items equipped that provide a Defense bonus
Requires: Basic Earth Synchronization, Basic Defenses against Earth, Basic Weaponization of Earth
Cost: 200,000 Gold, 2 Weeks

Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Requires: Apprentice Divining Attunement, Basic Earth Synchronization
Cost: 100,000 Gold, 2 Weeks

Dweller of Airless Caverns- (Passive Ability, Mountain King) Possessor gains Suffocation Immunity against sources below Level 40 while possessor is in a Zone of Earth
Requires: Apprentice Zonal Acclimation of Earth
Cost: 200,000 Gold, 2 Weeks

Earth Battle-Aura- (Stance Ability, Mountain King) Possessor deals 10,000 Flat Earth element Damage to each opponent at the start of each round
Requires: Emanate Earth, Improved Weaponization of Earth
Cost: 200,000 Gold, 3 Weeks

Earth Body Form- (Stance Ability, Mountain King) Possessor gains +200 Defense against Earth, Possessor gains 15% Earth Resistance, Possessor may deal 5,000 Flat Earth element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Earth, Mountain King, Basic Earth Resistance, Apprentice Understanding of the Heart of Earth, Apprentice Defenses Against Earth
Cost: 300,000 Gold, 3 Weeks

Earthglide- (Passive Ability, Mountain King) Possessor gains 60% Dodge while in a Zone of Earth
Requires: Wanderer, Mountain King, Passrock
Cost: 5,000,000 Gold, 6 Weeks

Earth Immunity- (Passive Ability, Mountain King) Possessor gains Earth Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Earth Resistance, Mountain King, Level 20
Cost: 500,000 Gold, 2 Weeks

Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Earth Synchronization, 5 other Mountain King abilities
Cost: 400,000 Gold, 3 Weeks

Elemental Attack-Conversion: Earth- (Technique Ability, Mountain King) Possessor may use 'Elemental Attack-Conversion: Earth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Earth element and no other technique is used. Said action becomes solely the element Earth.
Requires: Improved Weaponization of Earth
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Earth- (Technique Ability, Mountain King) Possessor may use 'Elemental Invocation of Earth' in conjunction with an 'Elemental Attack' action so long as possessor is Earth element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Earth
Cost: 200,000 Gold, 2 Week

Emanate Earth- (Passive Ability, Mountain King) Whenever possessor absorbs Damage that is Earth element Damage, Possessor may choose to deal 10,000 Flat Earth element Damage to up to 10 targets
Requires: Absorb Earth, Earth Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Earth- (Passive Ability, Mountain King) If possessor is Earth element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Earth
Requires: Basic Understanding of the Heart of Earth
Requires: 200,000 Gold, 2 Weeks

Expert Earth Synchronization- (Passive Ability, Mountain King) Earth element Damage dealt to possessor (not including healing) is halved, Earth element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Earth element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Earth Synchronization, 100 other Mountain King Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Earth, Mountain King
Cost: 5,000,000 Gold, 2 Weeks

Hand of the Root- (Passive Ability, Mountain King) At the start of each round, if possessor is Earth element, possessor may move an effect attached to one Zone of Earth to another Zone of Earth, with this effect movement being able to target Zones that are present in other battlespaces, so long as said effect does not come from a source that is either above Level 200 or that is 40 or more Levels greater than possessor
Not for Sale

Improved Affinity to Healing Via Earth- (Passive Ability, Mountain King) Whenever possessor obtains Earth element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Earth
Cost: 500,000 Gold, 2 Weeks

Improved Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Earth, Basic Understanding of the Heart of Earth
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +5,000 Defense against Earth
Requires: Apprentice Defenses Against Earth, Basic Earth Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Earth- (Passive Ability, Mountain King) Possessor gains +2,000 Defense if possessor has any Earth-element items equipped that provide a Defense bonus
Requires: Apprentice Earth Synchronization, Improved Defenses against Earth, Improved Weaponization of Earth
Cost: 500,000 Gold, 2 Weeks

Improved Earth Elemental Emanation- (Passive Ability, Mountain King) Possessor's 'Call Forth the Living Earth' ability may summon entities up to Level 20
Requires: Call Forth the Living Earth
Cost: 200,000 Gold, 2 Weeks

Improved Earth Resistance- (Passive Ability, Mountain King) Possessor gains 10% Earth Resistance
Requires: Apprentice Earth Resistance, Basic Defenses against Earth
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +250 to all stats
Requires: Improved Command of Earth, Apprentice Understanding of the Heart of Earth
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Earth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +1,000 to all stats while in a Zone of Earth
Requires: Apprentice Zonal Acclimation of Earth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Earth Empowerment- (Passive Ability, Mountain King) Possessor gains +500 to all stats while in a Zone of Earth, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Earth
Requires: Empowered by Earth, Nourished by Earth, Improved Zonal Acclimation of Earth
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Earth- (Passive Ability, Mountain King) Possessor gains the element Earth while in Mountain King stances
Requires: Meditative Assumption of Earth, Adept Earth Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Earth- (Passive Ability, Mountain King) Possessor may choose, at the beginning of a thread, to become solely Earth element
Requires: Basic Earth Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Mineralsense- (Passive Ability, Mountain King) Possessor gains +10% To Hit against Earth element targets with a Dodge value below 60%
Requires: Apprentice Earth Synchronization, Detect Earth
Cost: 300,000 Gold, 2 Weeks

Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Earth Synchronization, 10 other Mountain King abilities
Cost: 125,000 Gold, 4 Weeks

Nonsynchronous Elemental Attack-Conversion: Earth- (Passive Ability, Mountain King) Possessor may use the Technique 'Elemental Attack-Conversion: Earth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Earth element.
Requires: Elemental Attack-Conversion: Earth
Cost: 500,000 Gold, 2 Weeks

Nourish Earth- (Passive Ability, Mountain King) Whenever possessor deals HP or MP healing to an Earth element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Earth, Nourished by Earth
Cost: 200,000 Gold, 2 Weeks

Nourished By Earth- (Passive Ability, Mountain King) If possessor is Earth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Earth
Requires: Basic Understanding of the Heart of Earth
Requires: 200,000 Gold, 2 Weeks

Nullify Earth- (Passive Ability, Mountain King) Possessor may remove the element Earth from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Earth-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Earth-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Earth from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Earth Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Earth- (Passive Ability, Mountain King) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Entombed
Requires: Basic Earth Resistance, Basic Weaponization of Earth
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Earth- (Passive Ability, Mountain King) Possessor gains 5% Entombed Resistance
Requires: Basic Earth Resistance
Cost: 40,000 Gold, 2 Weeks

Passrock- (Passive Ability, Mountain King) Possessor ignores the Defense of Earth element individuals below Level 20
Requires: Apprentice Gate Magic Synchronization, Apprentice Earth Synchronization, Apprentice Zonal Acclimation of Earth, Basic Acceleration Within Earth's Domain
Cost: 500,000 Gold, 2 Weeks

Predict the Flow of Earth- (Passive Ability, Mountain King) Possessor gains +5% Dodge against Earth element individuals
Requires: Improved Defenses Against Earth, Improved Understanding of the Heart of Earth, Defenses that Utilize Earth
Cost: 200,000 Gold, 2 Weeks

Project Earth- (Passive Ability, Mountain King) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Earth
Requires: Improved Weaponization of Earth
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Earth- (Passive Ability, Mountain King) If possessor is Earth element and performs an 'Elemental Attack' action that is solely Earth element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Earth
Cost: 500,000 Gold, 2 Weeks

Reconsume Earth Elemental Spawn- (Passive Ability, Mountain King) Possessor may, at the start of any round, unsummon one of possessor's Earth element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Earth Elemental Emanation, Improved Affinity to Healing Via Earth
Cost: 200,000 Gold, 2 Weeks

Reflect Earth- (Passive Ability, Mountain King) Possessor Reflects Earth against sources below Level 20 if Level 20 or greater
Requires: Earth Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Earth- (Passive Ability, Mountain King) If possessor's last action was solely Earth element either due to this ability or the technique 'Elemental Attack-Conversion: Earth', possessor may make any of possessor's offensive actions solely Earth element.
Requires: Nonsynchronous Elemental Attack-Conversion: Earth, Adept Earth Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Rock-Hard Muscle- (Passive Ability, Mountain King) Possessor gains +1,000 Defense and +25,000 HP
Not for Sale

Rooted to the Earth- (Passive Ability, Mountain King) Individuals below Level 20 may not shift possessor's row without possessor's permission if possessor is in a Zone of Earth
Requires: Basic Zonal Acclimation of Earth
Cost: 80,000 Gold, 2 Weeks

Soothing Earth Emanation- (Passive Ability, Mountain King) Whenever possessor absorbs Damage that is Earth element Damage, Possessor may choose to deal 10,000 Flat Earth element HP Healing to up to 10 targets that are Earth element
Requires: Emanate Earth, Nourish Earth
Cost: 300,000 Gold, 1 Week

Stability Within Earth- (Passive Ability, Mountain King) Possessor gains 25% minor negative status effect resistance while in a Zone of Earth
Requires: Basic Understanding of the Heart of Earth, Defenses that Utilize Earth
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Earth- (Passive Ability, Mountain King) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Earth element individual
Requires: Improved Understanding of the Heart of Earth
Cost: 200,000 Gold, 2 Weeks

Uplifted By Earth- (Passive Ability, Mountain King) If possessor is Earth element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Earth
Requires: Basic Understanding of the Heart of Earth
Requires: 200,000 Gold, 2 Weeks

Zonal Earth Control- (Passive Ability, Mountain King) Possessor may, at the start of each round, choose one Zone of Earth that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Earth, Improved Zonal Acclimation of Earth
Cost: 1,000,000 Gold, 2 Weeks


~Ocean Prince (Water)~

Absorb Water- (Passive Ability, Ocean Prince) Possessor Absorbs Water against sources below Level 20 if Level 20 or greater
Requires: Water Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Water Synchronization- (Passive Ability, Ocean Prince) Amounts of Water element Damage possessor deals are increased by 10,000 points, Water element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Water element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ocean Prince, 50 other Ocean Prince Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Water- (Passive Ability, Ocean Prince) Whenever possessor obtains Water element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Water
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Water
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +500 Defense against Water
Requires: Basic Defenses Against Water
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +100 to all stats
Requires: Apprentice Command of Water, Basic Understanding of the Heart of Water
Cost: 100,000 Gold, 2 Weeks

Apprentice Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 5% Water Resistance
Requires: Basic Water Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Requires: Basic Water Synchronization, 3 other Ocean Prince abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Water
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +500 to all stats while in a Zone of Water
Requires: Basic Zonal Acclimation of Water
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Requires: Basic Zonal Acclimation of Water
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Water- (Passive Ability, Ocean Prince) Whenever possessor obtains Water element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Water Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Requires: Basic Command of Water
Cost: 40,000 Gold, 2 Weeks

Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Water- (Active Ability, Ocean Prince) Possessor may spend an action to summon 5 Elementals that are Water element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Water, Emanate Water
Cost: 300,000 Gold, 2 Weeks

Call Forth the Sea of Gloom, That it May Be Beheld- (Passive Ability, Ocean Prince) If possessor is in a Seakeeper stance, possessor may, at the start of battle, choose to create a Zone of Water & Darkness that has a non-stacking effect attached to it that reduces the To Hit of its creator's opponents who are in it by 100% if they are below Level 40 or by 25% if they are above Level 40
Requires: Gloom Fisher
Cost: 30,000,000 Gold, 30 Weeks

Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Water Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Water- (Passive Ability, Ocean Prince) Possessor gains +500 Defense if possessor has any Water-element items equipped that provide a Defense bonus
Requires: Basic Water Synchronization, Basic Defenses against Water, Basic Weaponization of Water
Cost: 200,000 Gold, 2 Weeks

Detect Water- (Passive Ability, Ocean Prince) Possessor gains +1% To Hit against Water element targets
Requires: Apprentice Divining Attunement, Basic Water Synchronization
Cost: 100,000 Gold, 2 Weeks

Drinks In the Essence of Water- (Passive Ability, Ocean Prince) At the start of each round, if possessor is Water element, is Fire element, or is Level 40 or greater and desires such, possessor may apply a debuff of -1,000 to all stats of all Water element foes that stacks 5 times and causes possessor, while it is present in the same battle, to obtain +100 to all stats as an effect that stacks 5 times
Not for Sale

Elemental Attack-Conversion: Water- (Technique Ability, Ocean Prince) Possessor may use 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Water element and no other technique is used. Said action becomes solely the element Water.
Requires: Improved Weaponization of Water
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Water- (Technique Ability, Ocean Prince) Possessor may use 'Elemental Invocation of Water' in conjunction with an 'Elemental Attack' action so long as possessor is Water element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Water
Cost: 200,000 Gold, 2 Week

Emanate Water- (Passive Ability, Ocean Prince) Whenever possessor absorbs Damage that is Water element Damage, Possessor may choose to deal 10,000 Flat Water element Damage to up to 10 targets
Requires: Absorb Water, Water Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Water- (Passive Ability, Ocean Prince) If possessor is Water element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Water
Requires: Basic Understanding of the Heart of Water
Requires: 200,000 Gold, 2 Weeks

Expert Water Synchronization- (Passive Ability, Ocean Prince) Water element Damage dealt to possessor (not including healing) is halved, Water element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Water element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Water Synchronization, 100 other Ocean Prince Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Water, Ocean Prince
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Water- (Passive Ability, Ocean Prince) Whenever possessor obtains Water element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Water
Cost: 500,000 Gold, 2 Weeks

Improved Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Water, Basic Understanding of the Heart of Water
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +5,000 Defense against Water
Requires: Apprentice Defenses Against Water, Basic Water Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Water- (Passive Ability, Ocean Prince) Possessor gains +2,000 Defense if possessor has any Water-element items equipped that provide a Defense bonus
Requires: Apprentice Water Synchronization, Improved Defenses against Water, Improved Weaponization of Water
Cost: 500,000 Gold, 2 Weeks

Improved Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 10% Water Resistance
Requires: Apprentice Water Resistance, Basic Defenses against Water
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +250 to all stats
Requires: Improved Command of Water, Apprentice Understanding of the Heart of Water
Cost: 500,000 Gold, 2 Weeks

Improved Water Elemental Emanation- (Passive Ability, Ocean Prince) Possessor's 'Call Forth the Living Water' ability may summon entities up to Level 20
Requires: Call Forth the Living Water
Cost: 200,000 Gold, 2 Weeks

Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Water
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +1,000 to all stats while in a Zone of Water
Requires: Apprentice Zonal Acclimation of Water
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Water Empowerment- (Passive Ability, Ocean Prince) Possessor gains +500 to all stats while in a Zone of Water, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Water
Requires: Empowered by Water, Nourished by Water, Improved Zonal Acclimation of Water
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Water- (Passive Ability, Ocean Prince) Possessor gains the element Water while in Ocean Prince stances
Requires: Meditative Assumption of Water, Adept Water Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Water- (Passive Ability, Ocean Prince) Possessor may choose, at the beginning of a thread, to become solely Water element
Requires: Basic Water Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Water- (Passive Ability, Ocean Prince) Possessor may use the Technique 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Water element.
Requires: Elemental Attack-Conversion: Water
Cost: 500,000 Gold, 2 Weeks

Nourish Water- (Passive Ability, Ocean Prince) Whenever possessor deals HP or MP healing to an Water element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Water, Nourished by Water
Cost: 200,000 Gold, 2 Weeks

Nourished By Water- (Passive Ability, Ocean Prince) If possessor is Water element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Water
Requires: Basic Understanding of the Heart of Water
Requires: 200,000 Gold, 2 Weeks

Nullify Water- (Passive Ability, Ocean Prince) Possessor may remove the element Water from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Water-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Water-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Water from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Water Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Water Synchronization, 10 other Ocean Prince abilities
Cost: 125,000 Gold, 4 Weeks

Partial Channeling of the Wrath of Water- (Passive Ability, Ocean Prince) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Drowning
Requires: Basic Water Resistance, Basic Weaponization of Water
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Water- (Passive Ability, Ocean Prince) Possessor gains 5% Drowning Resistance
Requires: Basic Water Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Water- (Passive Ability, Ocean Prince) Possessor gains +5% Dodge against Water element individuals
Requires: Improved Defenses Against Water, Improved Understanding of the Heart of Water, Defenses that Utilize Water
Cost: 200,000 Gold, 2 Weeks

Project Water- (Passive Ability, Ocean Prince) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Water
Requires: Improved Weaponization of Water
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Water- (Passive Ability, Ocean Prince) If possessor is Water element and performs an 'Elemental Attack' action that is solely Water element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Water
Cost: 500,000 Gold, 2 Weeks

Reconsume Water Elemental Spawn- (Passive Ability, Ocean Prince) Possessor may, at the start of any round, unsummon one of possessor's Water element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Water Elemental Emanation, Improved Affinity to Healing Via Water
Cost: 200,000 Gold, 2 Weeks

Reflect Water- (Passive Ability, Ocean Prince) Possessor Reflects Water against sources below Level 20 if Level 20 or greater
Requires: Water Immunity
Cost: 500,000 Gold, 2 Weeks

Reflective Aqua-Shielding Art- (Passive Ability, Ocean Prince) If possessor is in a Zone of Water, possessor has a 25% chance of being able to Reflect actions from individuals below Level 40
Not for Sale

Relentless Tempest of Water- (Passive Ability, Ocean Prince) If possessor's last action was solely Water element either due to this ability or the technique 'Elemental Attack-Conversion: Water', possessor may make any of possessor's offensive actions solely Water element.
Requires: Nonsynchronous Elemental Attack-Conversion: Water, Adept Water Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Sailor of Forbidden Seas- (Passive Ability, Ocean Prince) Possessor may choose, once per round, either at the start of the round or at the start of any individual's action, to acquire a buff that lasts until the end of the round that causes its possessor and all of its possessor's allies to ignore one chosen effect attached to either a Zone of Water or a terrain or phantom terrain that is Ocean or Sea that does not come from a source that is 20 or more Levels greater than possessor
Not for Sale

Soothing Water Emanation- (Passive Ability, Ocean Prince) Whenever possessor absorbs Damage that is Water element Damage, Possessor may choose to deal 10,000 Flat Water element HP Healing to up to 10 targets that are Water element
Requires: Emanate Water, Nourish Water
Cost: 300,000 Gold, 1 Week

Stability Within Water- (Passive Ability, Ocean Prince) Possessor gains 25% minor negative status effect resistance while in a Zone of Water
Requires: Basic Understanding of the Heart of Water, Defenses that Utilize Water
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Water- (Passive Ability, Ocean Prince) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Water element individual
Requires: Improved Understanding of the Heart of Water
Cost: 200,000 Gold, 2 Weeks

Uplifted By Water- (Passive Ability, Ocean Prince) If possessor is Water element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Water
Requires: Basic Understanding of the Heart of Water
Requires: 200,000 Gold, 2 Weeks

Water Battle-Aura- (Stance Ability, Ocean Prince) Possessor deals 10,000 Flat Water element Damage to each opponent at the start of each round
Requires: Emanate Water, Improved Weaponization of Water
Cost: 200,000 Gold, 3 Weeks

Water Body Form- (Stance Ability, Ocean Prince) Possessor gains +200 Defense against Water, Possessor gains 15% Water Resistance, Possessor may deal 5,000 Flat Water element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Water, Ocean Prince, Basic Water Resistance, Apprentice Understanding of the Heart of Water, Apprentice Defenses Against Water
Cost: 300,000 Gold, 3 Weeks

Water Immunity- (Passive Ability, Ocean Prince) Possessor gains Water Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Water Resistance, Ocean Prince, Level 20
Cost: 500,000 Gold, 2 Weeks

Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Water Synchronization, 5 other Ocean Prince abilities
Cost: 400,000 Gold, 3 Weeks

Zonal Water Control- (Passive Ability, Ocean Prince) Possessor may, at the start of each round, choose one Zone of Water that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Water, Improved Zonal Acclimation of Water
Cost: 1,000,000 Gold, 2 Weeks


~Radiant Hierophant (Light)~

A Beacon Across All Darkness- (Passive Ability, Radiant Hierophant) If possessor is Light element possessor's allies may not be prevented by individuals who are not 20 or more Levels greater than possessor from entering the battlespace that possessor is in
Not for Sale

Absorb Light- (Passive Ability, Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Requires: Light Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Radiant Hierophant, 50 other Radiant Hierophant Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Ambassador of Day- (Passive Ability, Radiant Hierophant) Possessor's Darkness-element allies gain +300 to all stats as a non-stacking buff if possessor is Light element
Requires: Bright Ally of Darkness, Radiant Hierophant
Cost: 500,000 Gold, 3 Weeks

Apprentice Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Light
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Light
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Requires: Basic Defenses Against Light
Cost: 100,000 Gold, 2 Weeks

Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Requires: Basic Light Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Requires: Basic Light Synchronization, 3 other Radiant Hierophant abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
Requires: Apprentice Command of Light, Basic Understanding of the Heart of Light
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Light
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Requires: Basic Zonal Acclimation of Light
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Requires: Basic Zonal Acclimation of Light
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Light Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Requires: Basic Command of Light
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks

Brilliant Dodge- (Passive Ability, Radiant Hierophant) Whenever possessor successfully dodges an attack, if possessor is Light element, possessor may choose to have a 50% chance of inflicting Impaired: Blind on up to 75 targets
Not for Sale

Call Forth the Living Light- (Active Ability, Radiant Hierophant) Possessor may spend an action to summon 5 Elementals that are Light element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Light, Emanate Light
Cost: 300,000 Gold, 2 Weeks

Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Light Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Requires: Basic Light Synchronization, Basic Defenses against Light, Basic Weaponization of Light
Cost: 200,000 Gold, 2 Weeks

Detect Light- (Passive Ability, Radiant Hierophant) Possessor gains +1% To Hit against Light element targets
Requires: Apprentice Divining Attunement, Basic Light Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Light- (Technique Ability, Radiant Hierophant) Possessor may use 'Elemental Attack-Conversion: Light' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Light element and no other technique is used. Said action becomes solely the element Light.
Requires: Improved Weaponization of Light
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Light- (Technique Ability, Radiant Hierophant) Possessor may use 'Elemental Invocation of Light' in conjunction with an 'Elemental Attack' action so long as possessor is Light element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Light
Cost: 200,000 Gold, 2 Week

Emanate Light- (Passive Ability, Radiant Hierophant) Whenever possessor absorbs Damage that is Light element Damage, Possessor may choose to deal 10,000 Flat Light element Damage to up to 10 targets
Requires: Absorb Light, Light Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Light
Requires: Basic Understanding of the Heart of Light
Requires: 200,000 Gold, 2 Weeks

Expert Light Synchronization- (Passive Ability, Radiant Hierophant) Light element Damage dealt to possessor (not including healing) is halved, Light element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Light element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Light Synchronization, 100 other Radiant Hierophant Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Eyes Lit With Wisdom- (Passive Ability, Radiant Hierophant) Possessor gain Impaired: Blind Immunity while possessor possesses no MIN Damage and is not afflicted with Stat Drain: MIN Drain, Possessor gains +1,500 Defense against MIN Damage while Light element
Requires: Meditation Upon Empty Whiteness, Diviner's Eyes, 15 Base MIN
Cost: 15,000,000 Gold, 5 Weeks

Greater Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Light, Radiant Hierophant
Cost: 5,000,000 Gold, 2 Weeks

Harmonized Addition of Light to Darkness- (Technique Ability, Radiant Hierophant) Possessor may use this technique in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, provided possessor is Light element, no other technique is being used, and said action is Darkness element. Said action gains the element Light.
Requires: Made of Light Which Does Not Oppose Darkness
Cost: 100,000 Gold, 2 Weeks

Harmonized Conversion of Darkness to Light- (Technique Ability, Radiant Hierophant) Possessor may use this technique in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, provided possessor is Light element, no other technique is being used, and said action is both Light and Darkness element. Said action loses the element Darkness, provided that it would retain the element Light after said element removal is complete.
Requires: Made of Light Which Does Not Oppose Darkness
Cost: 300,000 Gold, 2 Weeks

Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Light
Cost: 500,000 Gold, 2 Weeks

Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Light, Basic Understanding of the Heart of Light
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Requires: Apprentice Defenses Against Light, Basic Light Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Requires: Apprentice Light Synchronization, Improved Defenses against Light, Improved Weaponization of Light
Cost: 500,000 Gold, 2 Weeks

Improved Light Elemental Emanation- (Passive Ability, Radiant Hierophant) Possessor's 'Call Forth the Living Light' ability may summon entities up to Level 20
Requires: Call Forth the Living Light
Cost: 200,000 Gold, 2 Weeks

Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Requires: Apprentice Light Resistance, Basic Defenses against Light
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Requires: Improved Command of Light, Apprentice Understanding of the Heart of Light
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Light
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Requires: Apprentice Zonal Acclimation of Light
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Light Empowerment- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Light
Requires: Empowered by Light, Nourished by Light, Improved Zonal Acclimation of Light
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor gains the element Light while in Radiant Hierophant stances
Requires: Meditative Assumption of Light, Adept Light Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Light Battle-Aura- (Stance Ability, Radiant Hierophant) Possessor deals 10,000 Flat Light element Damage to each opponent at the start of each round
Requires: Emanate Light, Improved Weaponization of Light
Cost: 200,000 Gold, 3 Weeks

Light Body Form- (Stance Ability, Radiant Hierophant) Possessor gains +200 Defense against Light, Possessor gains 15% Light Resistance, Possessor may deal 5,000 Flat Light element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Light, Radiant Hierophant, Basic Light Resistance, Apprentice Understanding of the Heart of Light, Apprentice Defenses Against Light
Cost: 300,000 Gold, 3 Weeks

Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Light Resistance, Radiant Hierophant, Level 20
Cost: 500,000 Gold, 2 Weeks

Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Light Synchronization, 5 other Radiant Hierophant abilities
Cost: 400,000 Gold, 3 Weeks

Like a Lone Star within the Night- (Passive Ability, Radiant Hierophant) Possessor, if Light-element, gains +200 to all stats if possessor has no Light-element allies and at least one Darkness-element ally
Requires: Ambassador of Day
Cost: 200,000 Gold, 2 Weeks

Made of Light Which Does Not Oppose Darkness- (Passive Ability, Radiant Hierophant) Possessor, if Light-element, gains 15% Darkness Resistance and is healed an additional 500 points by Darkness-element actions and attacks that Heal possessor's HP
Requires: Ambassador of Day
Cost: 500,000 Gold, 3 Weeks

Meditation Upon Empty Whiteness- (Technique Ability, Radiant Hierophant) Possessor may use 'Meditation Upon Empty Whiteness' in conjunction with a 'Meditate' action so long as possessor is Light or Void element, is in a single Zone of Light and no other Zone, and no other technique is used. Said action makes its performer either solely Light element or solely Light & Void element and gives its performer +6,000 MIN and SPI as a non-stacking buff.
Requires: Meditation of Past and Future, Radiant Hierophant
Cost: 35,000,000 Gold, 8 Weeks

Meditative Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of a thread, to become solely Light element
Requires: Basic Light Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Meditative Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of a thread, to become solely Light element
Requires: Basic Light Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Mirrored Assumption of Darkness- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of any round, to become solely Darkness element if possessor is Light element and possesses at least one Darkness-element ally
Requires: Made of Light Which Does Not Oppose Darkness, Meditative Assumption of Light
Cost: 200,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Light- (Passive Ability, Radiant Hierophant) Possessor may use the Technique 'Elemental Attack-Conversion: Light' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Light element.
Requires: Elemental Attack-Conversion: Light
Cost: 500,000 Gold, 2 Weeks

Nourish Light- (Passive Ability, Radiant Hierophant) Whenever possessor deals HP or MP healing to an Light element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Light, Nourished by Light
Cost: 200,000 Gold, 2 Weeks

Nourished By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Light
Requires: Basic Understanding of the Heart of Light
Requires: 200,000 Gold, 2 Weeks

Nullify Light- (Passive Ability, Radiant Hierophant) Possessor may remove the element Light from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Light-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Light-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Light from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Light Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Light- (Passive Ability, Radiant Hierophant) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Awestruck
Requires: Basic Light Resistance, Basic Weaponization of Light
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Light- (Passive Ability, Radiant Hierophant) Possessor gains 5% Awestruck Resistance
Requires: Basic Light Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Light- (Passive Ability, Radiant Hierophant) Possessor gains +5% Dodge against Light element individuals
Requires: Improved Defenses Against Light, Improved Understanding of the Heart of Light, Defenses that Utilize Light
Cost: 200,000 Gold, 2 Weeks

Project Light- (Passive Ability, Radiant Hierophant) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Light
Requires: Improved Weaponization of Light
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Light- (Passive Ability, Radiant Hierophant) If possessor is Light element and performs an 'Elemental Attack' action that is solely Light element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Light
Cost: 500,000 Gold, 2 Weeks

Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Light Synchronization, 10 other Radiant Hierophant abilities
Cost: 125,000 Gold, 4 Weeks

Ratified Knowledge of the Firmament, As Viewed Through the Lens of Light- (Passive Ability, Radiant Hierophant) Possessor may treat Light as a base element
Not for Sale

Reconsume Light Elemental Spawn- (Passive Ability, Radiant Hierophant) Possessor may, at the start of any round, unsummon one of possessor's Light element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Light Elemental Emanation, Improved Affinity to Healing Via Light
Cost: 200,000 Gold, 2 Weeks

Reflect Light- (Passive Ability, Radiant Hierophant) Possessor Reflects Light against sources below Level 20 if Level 20 or greater
Requires: Light Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Light- (Passive Ability, Radiant Hierophant) If possessor's last action was solely Light element either due to this ability or the technique 'Elemental Attack-Conversion: Light', possessor may make any of possessor's offensive actions solely Light element.
Requires: Nonsynchronous Elemental Attack-Conversion: Light, Adept Light Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Shadow-Casting Brilliance- (Passive Ability, Radiant Hierophant) Possessor's Darkness-element allies gain +200 to all stats as a non-stacking buff if possessor is Light element
Requires: Ambassador of Day
Cost: 400,000 Gold, 2 Weeks

Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Requires: Radiant Hierophant, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks

Soothing Light Emanation- (Passive Ability, Radiant Hierophant) Whenever possessor absorbs Damage that is Light element Damage, Possessor may choose to deal 10,000 Flat Light element HP Healing to up to 10 targets that are Light element
Requires: Emanate Light, Nourish Light
Cost: 300,000 Gold, 1 Week

Stability Within Light- (Passive Ability, Radiant Hierophant) Possessor gains 25% minor negative status effect resistance while in a Zone of Light
Requires: Basic Understanding of the Heart of Light, Defenses that Utilize Light
Requires: 500,000 Gold, 2 Weeks

Sunburn Stare- (Technique Ability, Radiant Hierophant) Possessor may use 'Sunburn Stare' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', 'Point Blank', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and possessor is Light element or has a Light element Eyewear equipped. Said action gains +5,000 Ranged Attack, gains +5,000 Magical Attack, gains '100% inflicts Awestruck', and gains '100% inflicts Burning: Sunburnt'; said action gains +50% Critical against targets whose name includes 'Vampire' or 'Vampiric' that are not Light element.
Requires: Radiant Hierophant, Improved Weaponization of Light
Cost: 30,000,000 Gold, 6 Weeks

Transferal of Compatible Light- (Passive Ability, Radiant Hierophant) Possessor's transformations, if Light-element, have their Darkness Weakness reduced by 5%, to a minimum of 0%
Requires: Made of Light Which Does Not Oppose Darkness
Cost: 100,000 Gold, 2 Weeks

Understanding of the Bonds of Light- (Passive Ability, Radiant Hierophant) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Light element individual
Requires: Improved Understanding of the Heart of Light
Cost: 200,000 Gold, 2 Weeks

Unified Knowledge of Light and Suns- (Passive Ability, Radiant Hierophant) Possessor may count Radiant Hierophant abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes)
Requires: Sun Duke, Shining Wisdom
Cost: 5,000,000 Gold, 2 Weeks

Uplifted By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Light
Requires: Basic Understanding of the Heart of Light
Requires: 200,000 Gold, 2 Weeks

Voluntary Withdrawal of Light from the Darkness- (Technique Ability, Radiant Hierophant) Possessor may use this technique in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, provided possessor is Light element, no other technique is being used, and said action is both Light and Darkness element. Said action loses the element Light, provided that it would retain the element Darkness after said element removal is complete.
Requires: Made of Light Which Does Not Oppose Darkness
Cost: 300,000 Gold, 2 Weeks

Zonal Light Control- (Passive Ability, Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Light, Improved Zonal Acclimation of Light
Cost: 1,000,000 Gold, 2 Weeks


~Snow Queen (Ice)~

Absorb Ice- (Passive Ability, Snow Queen) Possessor Absorbs Ice against sources below Level 20 if Level 20 or greater
Requires: Ice Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Ice Synchronization- (Passive Ability, Snow Queen) Amounts of Ice element Damage possessor deals are increased by 10,000 points, Ice element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Ice element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Snow Queen, 50 other Snow Queen Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Ice- (Passive Ability, Snow Queen) Whenever possessor obtains Ice element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Ice
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Ice
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense against Ice
Requires: Basic Defenses Against Ice
Cost: 100,000 Gold, 2 Weeks

Apprentice Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance
Requires: Basic Ice Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Requires: Basic Ice Synchronization, 3 other Snow Queen abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +100 to all stats
Requires: Apprentice Command of Ice, Basic Understanding of the Heart of Ice
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Ice
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +500 to all stats while in a Zone of Ice
Requires: Basic Zonal Acclimation of Ice
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Requires: Basic Zonal Acclimation of Ice
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Ice- (Passive Ability, Snow Queen) Whenever possessor obtains Ice element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Ice Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Requires: Basic Command of Ice
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Ice- (Active Ability, Snow Queen) Possessor may spend an action to summon 5 Elementals that are Ice element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Ice, Emanate Ice
Cost: 300,000 Gold, 2 Weeks

Cold Protection- (Passive Ability, Snow Queen) Possessor gains 10% Ice Resistance
Not for Sale

Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Ice Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense if possessor has any Ice-element items equipped that provide a Defense bonus
Requires: Basic Ice Synchronization, Basic Defenses against Ice, Basic Weaponization of Ice
Cost: 200,000 Gold, 2 Weeks

Detect Ice- (Passive Ability, Snow Queen) Possessor gains +1% To Hit against Ice element targets
Requires: Apprentice Divining Attunement, Basic Ice Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ice element and no other technique is used. Said action becomes solely the element Ice.
Requires: Improved Weaponization of Ice
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Invocation of Ice' in conjunction with an 'Elemental Attack' action so long as possessor is Ice element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Ice
Cost: 200,000 Gold, 2 Week

Emanate Ice- (Passive Ability, Snow Queen) Whenever possessor absorbs Damage that is Ice element Damage, Possessor may choose to deal 10,000 Flat Ice element Damage to up to 10 targets
Requires: Absorb Ice, Ice Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Ice- (Passive Ability, Snow Queen) If possessor is Ice element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Ice
Requires: Basic Understanding of the Heart of Ice
Requires: 200,000 Gold, 2 Weeks

Expert Ice Synchronization- (Passive Ability, Snow Queen) Ice element Damage dealt to possessor (not including healing) is halved, Ice element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Ice element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Ice Synchronization, 100 other Snow Queen Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Freezing Ice Fists- (Passive Ability, Snow Queen) Possessor may choose for the bonus provided to Fist Weapons by possessor's 'Ice Fists' ability to also provide '30% inflicts Frozen'
Requires: Apprentice Ice Synchronization, Ice Fists, Freezing Touch
Cost: 150,000 Gold, 2 Weeks

Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Requires: Basic Weaponization of Ice
Cost: 100,000 Gold, 2 Weeks

Frosty Lips- (Passive Ability, Snow Queen) Possessor's HP-Drain-dealing actions that deal Ice element Damage deal 10 additional Ice element Damage
Not for Sale

Greater Cold Protection- (Passive Ability, Snow Queen) Possessor gains 30% Cold Resistance
Not for Sale

Greater Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Ice, Snow Queen
Cost: 5,000,000 Gold, 2 Weeks

Ice Battle-Aura- (Stance Ability, Snow Queen) Possessor deals 10,000 Flat Ice element Damage to each opponent at the start of each round
Requires: Emanate Ice, Improved Weaponization of Ice
Cost: 200,000 Gold, 3 Weeks

Ice Body Form- (Stance Ability, Snow Queen) Possessor gains +200 Defense against Ice, Possessor gains 15% Ice Resistance, Possessor may deal 5,000 Flat Ice element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Ice, Snow Queen, Basic Ice Resistance, Apprentice Understanding of the Heart of Ice, Apprentice Defenses Against Ice
Cost: 300,000 Gold, 3 Weeks

Ice Fists- (Passive Ability, Snow Queen) Possessor may choose at the beginning of a thread to cause all equipped Fist Weapons to gain the element Ice and also gain +50 Melee Attack
Requires: Basic Fist Weapons Attunement, Basic Weaponization of Ice
Cost: 80,000 Gold, 2 Weeks

Iceheart- (Passive Ability, Snow Queen) Possessor Absorbs Ice from sources below Level 40 that are lower Level than possessor
Not for Sale

Ice Immunity- (Passive Ability, Snow Queen) Possessor gains Ice Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Ice Resistance, Snow Queen, Level 20
Cost: 500,000 Gold, 2 Weeks

Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Ice Synchronization, 5 other Snow Queen abilities
Cost: 400,000 Gold, 3 Weeks

Ice-Slush Blood- (Passive Ability, Snow Queen) Possessor gains 30% Ice Resistance, +500 CON, and Frozen Immunity, Possessor obtains 10% Fire Weakness and -500 AGI
Not For Sale

Improved Affinity to Healing Via Ice- (Passive Ability, Snow Queen) Whenever possessor obtains Ice element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Ice
Cost: 500,000 Gold, 2 Weeks

Improved Cold Protection- (Passive Ability, Snow Queen) Possessor gains 20% Ice Resistance
Not for Sale

Improved Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Ice, Basic Understanding of the Heart of Ice
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +5,000 Defense against Ice
Requires: Apprentice Defenses Against Ice, Basic Ice Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Ice- (Passive Ability, Snow Queen) Possessor gains +2,000 Defense if possessor has any Ice-element items equipped that provide a Defense bonus
Requires: Apprentice Ice Synchronization, Improved Defenses against Ice, Improved Weaponization of Ice
Cost: 500,000 Gold, 2 Weeks

Improved Ice Elemental Emanation- (Passive Ability, Snow Queen) Possessor's 'Call Forth the Living Ice' ability may summon entities up to Level 20
Requires: Call Forth the Living Ice
Cost: 200,000 Gold, 2 Weeks

Improved Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 10% Ice Resistance
Requires: Apprentice Ice Resistance, Basic Defenses against Ice
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +250 to all stats
Requires: Improved Command of Ice, Apprentice Understanding of the Heart of Ice
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Ice
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +1,000 to all stats while in a Zone of Ice
Requires: Apprentice Zonal Acclimation of Ice
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Ice Empowerment- (Passive Ability, Snow Queen) Possessor gains +500 to all stats while in a Zone of Ice, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Ice
Requires: Empowered by Ice, Nourished by Ice, Improved Zonal Acclimation of Ice
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Ice- (Passive Ability, Snow Queen) Possessor gains the element Ice while in Snow Queen stances
Requires: Meditative Assumption of Ice, Adept Ice Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Masterful Cold Protection- (Passive Ability, Snow Queen) Possessor gains 50% Ice Resistance
Not for Sale

Meditative Assumption of Ice- (Passive Ability, Snow Queen) Possessor may choose, at the beginning of a thread, to become solely Ice element
Requires: Basic Ice Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Ice- (Passive Ability, Snow Queen) Possessor may use the Technique 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ice element.
Requires: Elemental Attack-Conversion: Ice
Cost: 500,000 Gold, 2 Weeks

Nourish Ice- (Passive Ability, Snow Queen) Whenever possessor deals HP or MP healing to an Ice element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Ice, Nourished by Ice
Cost: 200,000 Gold, 2 Weeks

Nourished By Ice- (Passive Ability, Snow Queen) If possessor is Ice element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Ice
Requires: Basic Understanding of the Heart of Ice
Requires: 200,000 Gold, 2 Weeks

Nullify Ice- (Passive Ability, Snow Queen) Possessor may remove the element Ice from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Ice-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Ice-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Ice from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Ice Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Ice- (Passive Ability, Snow Queen) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Frozen
Requires: Basic Ice Resistance, Basic Weaponization of Ice
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Ice- (Passive Ability, Snow Queen) Possessor gains 5% Frozen Resistance
Requires: Basic Ice Resistance
Cost: 40,000 Gold, 2 Weeks

Reflect Ice- (Passive Ability, Snow Queen) Possessor Reflects Ice against sources below Level 20 if Level 20 or greater
Requires: Ice Immunity
Cost: 500,000 Gold, 2 Weeks

Polar Climate Acclimation- (Passive Ability, Snow Queen) Possessor gains +200 Defense against Ice, with said bonus being increased to +400 against effects present on Zones
Requires: Accustomed to Cold, Basic Defenses against Ice
Cost: 100,000 Gold, 2 Weeks

Predict the Flow of Ice- (Passive Ability, Snow Queen) Possessor gains +5% Dodge against Ice element individuals
Requires: Improved Defenses Against Ice, Improved Understanding of the Heart of Ice, Defenses that Utilize Ice
Cost: 200,000 Gold, 2 Weeks

Project Ice- (Passive Ability, Snow Queen) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Ice
Requires: Improved Weaponization of Ice
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Ice- (Passive Ability, Snow Queen) If possessor is Ice element and performs an 'Elemental Attack' action that is solely Ice element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Ice
Cost: 500,000 Gold, 2 Weeks

Reconsume Ice Elemental Spawn- (Passive Ability, Snow Queen) Possessor may, at the start of any round, unsummon one of possessor's Ice element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Ice Elemental Emanation, Improved Affinity to Healing Via Ice
Cost: 200,000 Gold, 2 Weeks

Relentless Tempest of Ice- (Passive Ability, Snow Queen) If possessor's last action was solely Ice element either due to this ability or the technique 'Elemental Attack-Conversion: Ice', possessor may make any of possessor's offensive actions solely Ice element.
Requires: Nonsynchronous Elemental Attack-Conversion: Ice, Adept Ice Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Shard-Splinter Ice Fists- (Passive Ability, Snow Queen) Possessor may choose for the bonus provided to Fist Weapons by possessor's 'Ice Fists' ability to also provide '+500 additional Melee Attack and 15% inflicts Wounded'
Requires: Apprentice Fist Weapons Attunement, Apprentice Ice Synchronization, Ice Fists
Cost: 140,000 Gold, 2 Weeks

Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Ice Synchronization, 10 other Snow Queen abilities
Cost: 125,000 Gold, 4 Weeks

Soothing Ice Emanation- (Passive Ability, Snow Queen) Whenever possessor absorbs Damage that is Ice element Damage, Possessor may choose to deal 10,000 Flat Ice element HP Healing to up to 10 targets that are Ice element
Requires: Emanate Ice, Nourish Ice
Cost: 300,000 Gold, 1 Week

Stability Within Ice- (Passive Ability, Snow Queen) Possessor gains 25% minor negative status effect resistance while in a Zone of Ice
Requires: Basic Understanding of the Heart of Ice, Defenses that Utilize Ice
Requires: 500,000 Gold, 2 Weeks

Superior Cold Protection- (Passive Ability, Snow Queen) Possessor gains 40% Ice Resistance
Not for Sale

Trained in The Freezer in the Walrusfrost Endurance Competition- (Passive Ability, Snow Queen) Possessor gains +5% Ice Resistance
Not for Sale

Understanding of the Bonds of Ice- (Passive Ability, Snow Queen) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Ice element individual
Requires: Improved Understanding of the Heart of Ice
Cost: 200,000 Gold, 2 Weeks

Uplifted By Ice- (Passive Ability, Snow Queen) If possessor is Ice element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Ice
Requires: Basic Understanding of the Heart of Ice
Requires: 200,000 Gold, 2 Weeks

Weak Cold Protection- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance
Not for Sale

Zonal Ice Control- (Passive Ability, Snow Queen) Possessor may, at the start of each round, choose one Zone of Ice that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Ice, Improved Zonal Acclimation of Ice
Cost: 1,000,000 Gold, 2 Weeks


~Thunder Czar (Electrical)~

Absorb Electrical- (Passive Ability, Thunder Czar) Possessor Absorbs Electrical against sources below Level 20 if Level 20 or greater
Requires: Electrical Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Electrical Synchronization- (Passive Ability, Thunder Czar) Amounts of Electrical element Damage possessor deals are increased by 10,000 points, Electrical element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Electrical element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Thunder Czar, 50 other Thunder Czar Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Electrical
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Electrical
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense against Electrical
Requires: Basic Defenses Against Electrical
Cost: 100,000 Gold, 2 Weeks

Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
Requires: Basic Electrical Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Requires: Basic Electrical Synchronization, 3 other Thunder Czar abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +100 to all stats
Requires: Apprentice Command of Electrical, Basic Understanding of the Heart of Electrical
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Electrical
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 to all stats while in a Zone of Electrical
Requires: Basic Zonal Acclimation of Electrical
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Requires: Basic Zonal Acclimation of Electrical
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Electrical Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Requires: Basic Command of Electrical
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Electrical- (Active Ability, Thunder Czar) Possessor may spend an action to summon 5 Elementals that are Electrical element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Electrical, Emanate Electrical
Cost: 300,000 Gold, 2 Weeks

Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Electrical Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense if possessor has any Electrical-element items equipped that provide a Defense bonus
Requires: Basic Electrical Synchronization, Basic Defenses against Electrical, Basic Weaponization of Electrical
Cost: 200,000 Gold, 2 Weeks

Defensive Paralytic Lightning Release- (Passive Ability, Thunder Czar) Entities that conduct offensive actions that target possessor have a 30% chance of being afflicted with Paralyzed at the end of those actions if possessor is Electrical element

Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Requires: Apprentice Divining Attunement, Basic Electrical Synchronization
Cost: 100,000 Gold, 2 Weeks

Electrical Battle-Aura- (Stance Ability, Thunder Czar) Possessor deals 10,000 Flat Electrical element Damage to each opponent at the start of each round
Requires: Emanate Electrical, Improved Weaponization of Electrical
Cost: 200,000 Gold, 3 Weeks

Electrical Body Form- (Stance Ability, Thunder Czar) Possessor gains +200 Defense against Electrical, Possessor gains 15% Electrical Resistance, Possessor may deal 5,000 Flat Electrical element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Electrical, Thunder Czar, Basic Electrical Resistance, Apprentice Understanding of the Heart of Electrical, Apprentice Defenses Against Electrical
Cost: 300,000 Gold, 3 Weeks

Electrical Immunity- (Passive Ability, Thunder Czar) Possessor gains Electrical Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Electrical Resistance, Thunder Czar, Level 20
Cost: 500,000 Gold, 2 Weeks

Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Electrical Synchronization, 5 other Thunder Czar abilities
Cost: 400,000 Gold, 3 Weeks

Electrifying Principle- (Passive Ability, Thunder Czar) Possessor may, at the start of a round, choose to spend 60,000 MP to give itself a non-stacking buff that lasts until the end of the round that allows its possessor and its possessor's allies to optionally add the element Electrical to their attacks and/or actions.
Not for Sale

Elemental Attack-Conversion: Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Electrical element and no other technique is used. Said action becomes solely the element Electrical.
Requires: Improved Weaponization of Electrical
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Invocation of Electrical' in conjunction with an 'Elemental Attack' action so long as possessor is Electrical element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Electrical
Cost: 200,000 Gold, 2 Week

Emanate Electrical- (Passive Ability, Thunder Czar) Whenever possessor absorbs Damage that is Electrical element Damage, Possessor may choose to deal 10,000 Flat Electrical element Damage to up to 10 targets
Requires: Absorb Electrical, Electrical Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Electrical- (Passive Ability, Thunder Czar) If possessor is Electrical element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Electrical
Requires: Basic Understanding of the Heart of Electrical
Requires: 200,000 Gold, 2 Weeks

Expert Electrical Synchronization- (Passive Ability, Thunder Czar) Electrical element Damage dealt to possessor (not including healing) is halved, Electrical element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Electrical element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Electrical Synchronization, 100 other Thunder Czar Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Electrical, Thunder Czar
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Electrical
Cost: 500,000 Gold, 2 Weeks

Improved Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Electrical, Basic Understanding of the Heart of Electrical
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +5,000 Defense against Electrical
Requires: Apprentice Defenses Against Electrical, Basic Electrical Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Electrical- (Passive Ability, Thunder Czar) Possessor gains +2,000 Defense if possessor has any Electrical-element items equipped that provide a Defense bonus
Requires: Apprentice Electrical Synchronization, Improved Defenses against Electrical, Improved Weaponization of Electrical
Cost: 500,000 Gold, 2 Weeks

Improved Electrical Elemental Emanation- (Passive Ability, Thunder Czar) Possessor's 'Call Forth the Living Electrical' ability may summon entities up to Level 20
Requires: Call Forth the Living Electrical
Cost: 200,000 Gold, 2 Weeks

Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Requires: Apprentice Electrical Resistance, Basic Defenses against Electrical
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +250 to all stats
Requires: Improved Command of Electrical, Apprentice Understanding of the Heart of Electrical
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Electrical
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +1,000 to all stats while in a Zone of Electrical
Requires: Apprentice Zonal Acclimation of Electrical
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Electrical Empowerment- (Passive Ability, Thunder Czar) Possessor gains +500 to all stats while in a Zone of Electrical, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Electrical
Requires: Empowered by Electrical, Nourished by Electrical, Improved Zonal Acclimation of Electrical
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Electrical- (Passive Ability, Thunder Czar) Possessor gains the element Electrical while in Thunder Czar stances
Requires: Meditative Assumption of Electrical, Adept Electrical Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Electrical- (Passive Ability, Thunder Czar) Possessor may choose, at the beginning of a thread, to become solely Electrical element
Requires: Basic Electrical Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Electrical- (Passive Ability, Thunder Czar) Possessor may use the Technique 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Electrical element.
Requires: Elemental Attack-Conversion: Electrical
Cost: 500,000 Gold, 2 Weeks

Nourish Electrical- (Passive Ability, Thunder Czar) Whenever possessor deals HP or MP healing to an Electrical element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Electrical, Nourished by Electrical
Cost: 200,000 Gold, 2 Weeks

Nourished By Electrical- (Passive Ability, Thunder Czar) If possessor is Electrical element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Electrical
Requires: Basic Understanding of the Heart of Electrical
Requires: 200,000 Gold, 2 Weeks

Nullify Electrical- (Passive Ability, Thunder Czar) Possessor may remove the element Electrical from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Electrical-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Electrical-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Electrical from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Electrical Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Electrical- (Passive Ability, Thunder Czar) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Electrocuted
Requires: Basic Electrical Resistance, Basic Weaponization of Electrical
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Electrical- (Passive Ability, Thunder Czar) Possessor gains 5% Electrocuted Resistance
Requires: Basic Electrical Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Electrical- (Passive Ability, Thunder Czar) Possessor gains +5% Dodge against Electrical element individuals
Requires: Improved Defenses Against Electrical, Improved Understanding of the Heart of Electrical, Defenses that Utilize Electrical
Cost: 200,000 Gold, 2 Weeks

Project Electrical- (Passive Ability, Thunder Czar) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Electrical
Requires: Improved Weaponization of Electrical
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Electrical- (Passive Ability, Thunder Czar) If possessor is Electrical element and performs an 'Elemental Attack' action that is solely Electrical element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Electrical
Cost: 500,000 Gold, 2 Weeks

Reconsume Electrical Elemental Spawn- (Passive Ability, Thunder Czar) Possessor may, at the start of any round, unsummon one of possessor's Electrical element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Electrical Elemental Emanation, Improved Affinity to Healing Via Electrical
Cost: 200,000 Gold, 2 Weeks

Reflect Electrical- (Passive Ability, Thunder Czar) Possessor Reflects Electrical against sources below Level 20 if Level 20 or greater
Requires: Electrical Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Electrical- (Passive Ability, Thunder Czar) If possessor's last action was solely Electrical element either due to this ability or the technique 'Elemental Attack-Conversion: Electrical', possessor may make any of possessor's offensive actions solely Electrical element.
Requires: Nonsynchronous Elemental Attack-Conversion: Electrical, Adept Electrical Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Electrical Emanation- (Passive Ability, Thunder Czar) Whenever possessor absorbs Damage that is Electrical element Damage, Possessor may choose to deal 10,000 Flat Electrical element HP Healing to up to 10 targets that are Electrical element
Requires: Emanate Electrical, Nourish Electrical
Cost: 300,000 Gold, 1 Week

Stability Within Electrical- (Passive Ability, Thunder Czar) Possessor gains 25% minor negative status effect resistance while in a Zone of Electrical
Requires: Basic Understanding of the Heart of Electrical, Defenses that Utilize Electrical
Requires: 500,000 Gold, 2 Weeks

Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Electrical Synchronization, 10 other Thunder Czar abilities
Cost: 125,000 Gold, 4 Weeks

Understanding of the Bonds of Electrical- (Passive Ability, Thunder Czar) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Electrical element individual
Requires: Improved Understanding of the Heart of Electrical
Cost: 200,000 Gold, 2 Weeks

Uplifted By Electrical- (Passive Ability, Thunder Czar) If possessor is Electrical element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Electrical
Requires: Basic Understanding of the Heart of Electrical
Requires: 200,000 Gold, 2 Weeks

Zonal Electrical Control- (Passive Ability, Thunder Czar) Possessor may, at the start of each round, choose one Zone of Electrical that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Electrical, Improved Zonal Acclimation of Electrical
Cost: 1,000,000 Gold, 2 Weeks


~Warmaster (War)~

Absorb War- (Passive Ability, Warmaster) Possessor Absorbs War against sources below Level 20 if Level 20 or greater
Requires: War Immunity
Cost: 500,000 Gold, 2 Weeks

Adept War Synchronization- (Passive Ability, Warmaster) Amounts of War element Damage possessor deals are increased by 10,000 points, War element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry War element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Warmaster, 50 other Warmaster Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via War- (Passive Ability, Warmaster) Whenever possessor obtains War element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via War
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of War- (Passive Ability, Warmaster) Possessor's War element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of War
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against War- (Passive Ability, Warmaster) Possessor gains +500 Defense against War
Requires: Basic Defenses Against War
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of War- (Passive Ability, Warmaster) Possessor's War element allies gain +100 to all stats
Requires: Apprentice Command of War, Basic Understanding of the Heart of War
Cost: 100,000 Gold, 2 Weeks

Apprentice War Resistance- (Passive Ability, Warmaster) Possessor gains 5% War Resistance
Requires: Basic War Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Requires: Basic War Synchronization, 3 other Warmaster abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of War
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +500 to all stats while in a Zone of War
Requires: Basic Zonal Acclimation of War
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within War's Dominion- (Passive Ability, Warmaster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of War
Requires: Basic Zonal Acclimation of War
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via War- (Passive Ability, Warmaster) Whenever possessor obtains War element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic War Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of War- (Passive Ability, Warmaster) Possessor's War element pets and summons gain +50 to all stats
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against War- (Passive Ability, Warmaster) Possessor gains +50 Defense against War
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of War- (Passive Ability, Warmaster) Possessor's War element allies gain +10 to all stats
Requires: Basic Command of War
Cost: 40,000 Gold, 2 Weeks

Basic War Resistance- (Passive Ability, Warmaster) Possessor gains 1% War Resistance
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic War Synchronization- (Passive Ability, Warmaster) Possessor gains +25 to all stats if possessor is War element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +50 to all stats while in a Zone of War
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks

Bearer of the Era of War- (Passive Ability, Warmaster) Any individual may, with possessor's permission, make the Damage of one of its attacks solely War element
Not for Sale

Call Forth the Living War- (Active Ability, Warmaster) Possessor may spend an action to summon 5 Elementals that are War element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of War, Emanate War
Cost: 300,000 Gold, 2 Weeks

Control of War- (Passive Ability, Warmaster) Possessor has a 20% chance of being able to cancel the actions of War element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: War Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize War- (Passive Ability, Warmaster) Possessor gains +500 Defense if possessor has any War-element items equipped that provide a Defense bonus
Requires: Basic War Synchronization, Basic Defenses against War, Basic Weaponization of War
Cost: 200,000 Gold, 2 Weeks

Detect War- (Passive Ability, Warmaster) Possessor gains +1% To Hit against War element targets
Requires: Apprentice Divining Attunement, Basic War Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: War- (Technique Ability, Warmaster) Possessor may use 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is War element and no other technique is used. Said action becomes solely the element War.
Requires: Improved Weaponization of War
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of War- (Technique Ability, Warmaster) Possessor may use 'Elemental Invocation of War' in conjunction with an 'Elemental Attack' action so long as possessor is War element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of War
Cost: 200,000 Gold, 2 Week

Emanate War- (Passive Ability, Warmaster) Whenever possessor absorbs Damage that is War element Damage, Possessor may choose to deal 10,000 Flat War element Damage to up to 10 targets
Requires: Absorb War, War Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By War- (Passive Ability, Warmaster) If possessor is War element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of War
Requires: Basic Understanding of the Heart of War
Requires: 200,000 Gold, 2 Weeks

Expert War Synchronization- (Passive Ability, Warmaster) War element Damage dealt to possessor (not including healing) is halved, War element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry War element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept War Synchronization, 100 other Warmaster Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of War, Warmaster
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via War- (Passive Ability, Warmaster) Whenever possessor obtains War element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via War
Cost: 500,000 Gold, 2 Weeks

Improved Command of War- (Passive Ability, Warmaster) Possessor's War element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of War, Basic Understanding of the Heart of War
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against War- (Passive Ability, Warmaster) Possessor gains +5,000 Defense against War
Requires: Apprentice Defenses Against War, Basic War Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize War- (Passive Ability, Warmaster) Possessor gains +2,000 Defense if possessor has any War-element items equipped that provide a Defense bonus
Requires: Apprentice War Synchronization, Improved Defenses against War, Improved Weaponization of War
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of War- (Passive Ability, Warmaster) Possessor's War element allies gain +250 to all stats
Requires: Improved Command of War, Apprentice Understanding of the Heart of War
Cost: 500,000 Gold, 2 Weeks

Improved War Elemental Emanation- (Passive Ability, Warmaster) Possessor's 'Call Forth the Living War' ability may summon entities up to Level 20
Requires: Call Forth the Living War
Cost: 200,000 Gold, 2 Weeks

Improved War Resistance- (Passive Ability, Warmaster) Possessor gains 10% War Resistance
Requires: Apprentice War Resistance, Basic Defenses against War
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of War
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +1,000 to all stats while in a Zone of War
Requires: Apprentice Zonal Acclimation of War
Cost: 500,000 Gold, 2 Weeks

Improved Zonal War Empowerment- (Passive Ability, Warmaster) Possessor gains +500 to all stats while in a Zone of War, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of War
Requires: Empowered by War, Nourished by War, Improved Zonal Acclimation of War
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of War- (Passive Ability, Warmaster) Possessor gains the element War while in Warmaster stances
Requires: Meditative Assumption of War, Adept War Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of War- (Passive Ability, Warmaster) Possessor may choose, at the beginning of a thread, to become solely War element
Requires: Basic War Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: War- (Passive Ability, Warmaster) Possessor may use the Technique 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not War element.
Requires: Elemental Attack-Conversion: War
Cost: 500,000 Gold, 2 Weeks

Nourish War- (Passive Ability, Warmaster) Whenever possessor deals HP or MP healing to an War element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via War, Nourished by War
Cost: 200,000 Gold, 2 Weeks

Nourished By War- (Passive Ability, Warmaster) If possessor is War element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of War
Requires: Basic Understanding of the Heart of War
Requires: 200,000 Gold, 2 Weeks

Nullify War- (Passive Ability, Warmaster) Possessor may remove the element War from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of War-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the War-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element War from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept War Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of War- (Passive Ability, Warmaster) Possessor gains +5% Dodge against War element individuals
Requires: Improved Defenses Against War, Improved Understanding of the Heart of War, Defenses that Utilize War
Cost: 200,000 Gold, 2 Weeks

Project War- (Passive Ability, Warmaster) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element War
Requires: Improved Weaponization of War
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess War- (Passive Ability, Warmaster) If possessor is War element and performs an 'Elemental Attack' action that is solely War element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of War
Cost: 500,000 Gold, 2 Weeks

Reconsume War Elemental Spawn- (Passive Ability, Warmaster) Possessor may, at the start of any round, unsummon one of possessor's War element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved War Elemental Emanation, Improved Affinity to Healing Via War
Cost: 200,000 Gold, 2 Weeks

Reflect War- (Passive Ability, Warmaster) Possessor Reflects War against sources below Level 20 if Level 20 or greater
Requires: War Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of War- (Passive Ability, Warmaster) If possessor's last action was solely War element either due to this ability or the technique 'Elemental Attack-Conversion: War', possessor may make any of possessor's offensive actions solely War element.
Requires: Nonsynchronous Elemental Attack-Conversion: War, Adept War Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Remembers What War Was Like Back In The Day- (Passive Ability, Warmaster) Possessor treats War as a base element
Not for Sale

Soothing War Emanation- (Passive Ability, Warmaster) Whenever possessor absorbs Damage that is War element Damage, Possessor may choose to deal 10,000 Flat War element HP Healing to up to 10 targets that are War element
Requires: Emanate War, Nourish War
Cost: 300,000 Gold, 1 Week

Stability Within War- (Passive Ability, Warmaster) Possessor gains 25% minor negative status effect resistance while in a Zone of War
Requires: Basic Understanding of the Heart of War, Defenses that Utilize War
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of War- (Passive Ability, Warmaster) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a War element individual
Requires: Improved Understanding of the Heart of War
Cost: 200,000 Gold, 2 Weeks

Uplifted By War- (Passive Ability, Warmaster) If possessor is War element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of War
Requires: Basic Understanding of the Heart of War
Requires: 200,000 Gold, 2 Weeks

War Battle-Aura- (Stance Ability, Warmaster) Possessor deals 10,000 Flat War element Damage to each opponent at the start of each round
Requires: Emanate War, Improved Weaponization of War
Cost: 200,000 Gold, 3 Weeks

War Body Form- (Stance Ability, Warmaster) Possessor gains +200 Defense against War, Possessor gains 15% War Resistance, Possessor may deal 5,000 Flat War element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of War, Warmaster, Basic War Resistance, Apprentice Understanding of the Heart of War, Apprentice Defenses Against War
Cost: 300,000 Gold, 3 Weeks

War Immunity- (Passive Ability, Warmaster) Possessor gains War Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved War Resistance, Warmaster, Level 20
Cost: 500,000 Gold, 2 Weeks

War Manipulation- (Passive Ability, Warmaster) Possessor may choose one of the following at the beginning of each round if War element: Create a Zone of War, Remove a Zone of War created by either possessor or a source below Level 20, Remove an effect attached to a Zone of War by either possessor or a source below Level 20, Add War to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is War element on a War element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of War, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of War, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a War element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add War to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against War, 5% War Resistance, or +50 Defense against War and 1% War Resistance until the end of the round as a non-stacking buff
Requires: Apprentice War Synchronization, 5 other Warmaster abilities
Cost: 400,000 Gold, 3 Weeks

Warmaster- (Passive Ability, Warmaster) Possessor ignores (1 * (Possessor Level/5), rounded down)% War Resistance, Possessor ignores War Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice War Synchronization, 10 other Warmaster abilities
Cost: 125,000 Gold, 4 Weeks

Zonal War Control- (Passive Ability, Warmaster) Possessor may, at the start of each round, choose one Zone of War that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of War, Improved Zonal Acclimation of War
Cost: 1,000,000 Gold, 2 Weeks


~Wind Duke (Air)~

Absorb Air- (Passive Ability, Wind Duke) Possessor Absorbs Air against sources below Level 20 if Level 20 or greater
Requires: Air Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Air Synchronization- (Passive Ability, Wind Duke) Amounts of Air element Damage possessor deals are increased by 10,000 points, Air element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Air element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Wind Duke, 50 other Wind Duke Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Air Battle-Aura- (Stance Ability, Wind Duke) Possessor deals 10,000 Flat Air element Damage to each opponent at the start of each round
Requires: Emanate Air, Improved Weaponization of Air
Cost: 200,000 Gold, 3 Weeks

Air Body Form- (Stance Ability, Wind Duke) Possessor gains +200 Defense against Air, Possessor gains 15% Air Resistance, Possessor may deal 5,000 Flat Air element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Air, Wind Duke, Basic Air Resistance, Apprentice Understanding of the Heart of Air, Apprentice Defenses Against Air
Cost: 300,000 Gold, 3 Weeks

Air Immunity- (Passive Ability, Wind Duke) Possessor gains Air Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Air Resistance, Wind Duke, Level 20
Cost: 500,000 Gold, 2 Weeks

Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Air Synchronization, 5 other Wind Duke abilities
Cost: 400,000 Gold, 3 Weeks

Apprentice Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Air
Cost: 200,000 Gold, 2 Weeks

Apprentice Air Resistance- (Passive Ability, Wind Duke) Possessor gains 5% Air Resistance
Requires: Basic Air Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Requires: Basic Air Synchronization, 3 other Wind Duke abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Air
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense against Air
Requires: Basic Defenses Against Air
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +100 to all stats
Requires: Apprentice Command of Air, Basic Understanding of the Heart of Air
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Air
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +500 to all stats while in a Zone of Air
Requires: Basic Zonal Acclimation of Air
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Requires: Basic Zonal Acclimation of Air
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Air Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Requires: Basic Command of Air
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Air- (Active Ability, Wind Duke) Possessor may spend an action to summon 5 Elementals that are Air element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Air, Emanate Air
Cost: 300,000 Gold, 2 Weeks

Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Air Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense if possessor has any Air-element items equipped that provide a Defense bonus
Requires: Basic Air Synchronization, Basic Defenses against Air, Basic Weaponization of Air
Cost: 200,000 Gold, 2 Weeks

Detect Air- (Passive Ability, Wind Duke) Possessor gains +1% To Hit against Air element targets
Requires: Apprentice Divining Attunement, Basic Air Synchronization
Cost: 100,000 Gold, 2 Weeks

Elected President of Mayors- (Passive Ability, Wind Duke) Possessor gains +5 Fame, Possessor may, at the start of any round, choose to have a 60% chance of inflicting Dominion on any entity whose name includes 'Mayor', Possessor may, at the start of any round, choose to give any willing entity of lower Level's name the prefix 'Mayor ', Possessor may, at the start of any round, choose to give any entity of lower Level a debuff that removes the word 'Mayor' from its possessor's name
Not for Sale

Elemental Attack-Conversion: Air- (Technique Ability, Wind Duke) Possessor may use 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Air element and no other technique is used. Said action becomes solely the element Air.
Requires: Improved Weaponization of Air
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Air- (Technique Ability, Wind Duke) Possessor may use 'Elemental Invocation of Air' in conjunction with an 'Elemental Attack' action so long as possessor is Air element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Air
Cost: 200,000 Gold, 2 Week

Emanate Air- (Passive Ability, Wind Duke) Whenever possessor absorbs Damage that is Air element Damage, Possessor may choose to deal 10,000 Flat Air element Damage to up to 10 targets
Requires: Absorb Air, Air Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Air- (Passive Ability, Wind Duke) If possessor is Air element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Air
Requires: Basic Understanding of the Heart of Air
Requires: 200,000 Gold, 2 Weeks

Expert Air Synchronization- (Passive Ability, Wind Duke) Air element Damage dealt to possessor (not including healing) is halved, Air element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Air element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Air Synchronization, 100 other Wind Duke Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Air, Wind Duke
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Air
Cost: 500,000 Gold, 2 Weeks

Improved Air Elemental Emanation- (Passive Ability, Wind Duke) Possessor's 'Call Forth the Living Air' ability may summon entities up to Level 20
Requires: Call Forth the Living Air
Cost: 200,000 Gold, 2 Weeks

Improved Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Air, Basic Understanding of the Heart of Air
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +5,000 Defense against Air
Requires: Apprentice Defenses Against Air, Basic Air Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Air- (Passive Ability, Wind Duke) Possessor gains +2,000 Defense if possessor has any Air-element items equipped that provide a Defense bonus
Requires: Apprentice Air Synchronization, Improved Defenses against Air, Improved Weaponization of Air
Cost: 500,000 Gold, 2 Weeks

Improved Air Resistance- (Passive Ability, Wind Duke) Possessor gains 10% Air Resistance
Requires: Apprentice Air Resistance, Basic Defenses against Air
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +250 to all stats
Requires: Improved Command of Air, Apprentice Understanding of the Heart of Air
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Air
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +1,000 to all stats while in a Zone of Air
Requires: Apprentice Zonal Acclimation of Air
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Air Empowerment- (Passive Ability, Wind Duke) Possessor gains +500 to all stats while in a Zone of Air, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Air
Requires: Empowered by Air, Nourished by Air, Improved Zonal Acclimation of Air
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Air- (Passive Ability, Wind Duke) Possessor gains the element Air while in Wind Duke stances
Requires: Meditative Assumption of Air, Adept Air Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Air- (Passive Ability, Wind Duke) Possessor may choose, at the beginning of a thread, to become solely Air element
Requires: Basic Air Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Air- (Passive Ability, Wind Duke) Possessor may use the Technique 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Air element.
Requires: Elemental Attack-Conversion: Air
Cost: 500,000 Gold, 2 Weeks

Nourish Air- (Passive Ability, Wind Duke) Whenever possessor deals HP or MP healing to an Air element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Air, Nourished by Air
Cost: 200,000 Gold, 2 Weeks

Nourished By Air- (Passive Ability, Wind Duke) If possessor is Air element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Air
Requires: Basic Understanding of the Heart of Air
Requires: 200,000 Gold, 2 Weeks

Nullify Air- (Passive Ability, Wind Duke) Possessor may remove the element Air from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Air-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Air-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Air from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Air Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Air- (Passive Ability, Wind Duke) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Suffocation
Requires: Basic Air Resistance, Basic Weaponization of Air
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Air- (Passive Ability, Wind Duke) Possessor gains 5% Suffocation Resistance
Requires: Basic Air Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Air- (Passive Ability, Wind Duke) Possessor gains +5% Dodge against Air element individuals
Requires: Improved Defenses Against Air, Improved Understanding of the Heart of Air, Defenses that Utilize Air
Cost: 200,000 Gold, 2 Weeks

Project Air- (Passive Ability, Wind Duke) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Air
Requires: Improved Weaponization of Air
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Air- (Passive Ability, Wind Duke) If possessor is Air element and performs an 'Elemental Attack' action that is solely Air element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Air
Cost: 500,000 Gold, 2 Weeks

Reconsume Air Elemental Spawn- (Passive Ability, Wind Duke) Possessor may, at the start of any round, unsummon one of possessor's Air element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Air Elemental Emanation, Improved Affinity to Healing Via Air
Cost: 200,000 Gold, 2 Weeks

Reflect Air- (Passive Ability, Wind Duke) Possessor Reflects Air against sources below Level 20 if Level 20 or greater
Requires: Air Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Air- (Passive Ability, Wind Duke) If possessor's last action was solely Air element either due to this ability or the technique 'Elemental Attack-Conversion: Air', possessor may make any of possessor's offensive actions solely Air element.
Requires: Nonsynchronous Elemental Attack-Conversion: Air, Adept Air Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Air Emanation- (Passive Ability, Wind Duke) Whenever possessor absorbs Damage that is Air element Damage, Possessor may choose to deal 10,000 Flat Air element HP Healing to up to 10 targets that are Air element
Requires: Emanate Air, Nourish Air
Cost: 300,000 Gold, 1 Week

Stability Within Air- (Passive Ability, Wind Duke) Possessor gains 25% minor negative status effect resistance while in a Zone of Air
Requires: Basic Understanding of the Heart of Air, Defenses that Utilize Air
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Air- (Passive Ability, Wind Duke) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Air element individual
Requires: Improved Understanding of the Heart of Air
Cost: 200,000 Gold, 2 Weeks

Uplifted By Air- (Passive Ability, Wind Duke) If possessor is Air element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Air
Requires: Basic Understanding of the Heart of Air
Requires: 200,000 Gold, 2 Weeks

Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Air Synchronization, 10 other Wind Duke abilities
Cost: 125,000 Gold, 4 Weeks

Wind Whisper- (Passive Ability, Wind Duke) Possessor's non-offensive actions that target no opponents and buff at least one ally may not be countered by individuals below Level 20
Requires: Basic Air Synchronization
Cost: 80,000 Gold, 2 Weeks

Zonal Air Control- (Passive Ability, Wind Duke) Possessor may, at the start of each round, choose one Zone of Air that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Air, Improved Zonal Acclimation of Air
Cost: 1,000,000 Gold, 2 Weeks

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:48 pm
by Administrator
Element-Based Classes (Nonbase A-M)

~Other: Aetheric Voyager (Other: Aether)~

Absorb Aether- (Passive Ability, Other: Aetheric Voyager) Possessor Absorbs Aether against sources below Level 20 if Level 20 or greater
Requires: Aether Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Amounts of Aether element Damage possessor deals are increased by 10,000 points, Aether element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Aether element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Aetheric Voyager, 50 other Aetheric Voyager Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aether Battle-Aura- (Stance Ability, Other: Aetheric Voyager) Possessor deals 10,000 Flat Aether element Damage to each opponent at the start of each round
Requires: Emanate Aether, Improved Weaponization of Aether
Cost: 200,000 Gold, 3 Weeks

Aether Body Form- (Stance Ability, Other: Aetheric Voyager) Possessor gains +200 Defense against Aether, Possessor gains 15% Aether Resistance, Possessor may deal 5,000 Flat Aether element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Aether, Aetheric Voyager, Basic Aether Resistance, Apprentice Understanding of the Heart of Aether, Apprentice Defenses Against Aether
Cost: 300,000 Gold, 3 Weeks

Aether Immunity- (Passive Ability, Other: Aetheric Voyager) Possessor gains Aether Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Aether Resistance, Aetheric Voyager, Level 20
Cost: 500,000 Gold, 2 Weeks

Aether Manipulation- (Passive Ability, Other: Aetheric Voyager) Possessor may choose one of the following at the beginning of each round if Aether element: Create a Zone of Aether, Remove a Zone of Aether created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Aether by either possessor or a source below Level 20, Add Aether to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Aether element on a Aether element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Aether, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Aether, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Aether element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Aether to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Aether, 5% Aether Resistance, or +50 Defense against Aether and 1% Aether Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Aether Synchronization, 5 other Aetheric Voyager abilities
Cost: 400,000 Gold, 3 Weeks

Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Aether Synchronization, 10 other Aetheric Voyager abilities
Cost: 125,000 Gold, 4 Weeks

Apprentice Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 5% Aether Resistance
Requires: Basic Aether Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Requires: Basic Aether Synchronization, 3 other Aetheric Voyager abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Aether- (Passive Ability, Other: Aetheric Voyager) Whenever possessor obtains Aether element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Aether
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Aether
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense against Aether
Requires: Basic Defenses Against Aether
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element allies gain +100 to all stats
Requires: Apprentice Command of Aether, Basic Understanding of the Heart of Aether
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Aether
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 to all stats while in a Zone of Aether
Requires: Basic Zonal Acclimation of Aether
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Aether's Dominion- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Aether
Requires: Basic Zonal Acclimation of Aether
Cost: 30,000 Gold, 1 Week

Basic Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 1% Aether Resistance
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to all stats if Aether element
Requires: Knowledge of Esoteric Elements, Astromancer, Veilwalker, Wanderer, Arcane Vizier, Summoner, Captain
Cost: 50,000,000 Gold, 30 Weeks

Basic Affinity to Healing Via Aether- (Passive Ability, Other: Aetheric Voyager) Whenever possessor obtains Aether element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Aether Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +50 to all stats
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element allies gain +10 to all stats
Requires: Basic Command of Aether
Cost: 40,000 Gold, 2 Weeksh

Basic Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 50 points
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 to all stats while in a Zone of Aether
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Aether- (Active Ability, Other: Aetheric Voyager) Possessor may spend an action to summon 5 Elementals that are Aether element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Aether, Emanate Aether
Cost: 300,000 Gold, 2 Weeks

Control of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor has a 20% chance of being able to cancel the actions of Aether element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Aether Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense if possessor has any Aether-element items equipped that provide a Defense bonus
Requires: Basic Aether Synchronization, Basic Defenses against Aether, Basic Weaponization of Aether
Cost: 200,000 Gold, 2 Weeks

Detect Aether- (Passive Ability, Aetheric Voyager) Possessor gains +1% To Hit against Aether element targets
Requires: Apprentice Divining Attunement, Basic Aether Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Aether- (Technique Ability, Other: Aetheric Voyager) Possessor may use 'Elemental Attack-Conversion: Aether' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Aether element and no other technique is used. Said action becomes solely the element Aether.
Requires: Improved Weaponization of Aether
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Aether- (Technique Ability, Other: Aetheric Voyager) Possessor may use 'Elemental Invocation of Aether' in conjunction with an 'Elemental Attack' action so long as possessor is Aether element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Aether
Cost: 200,000 Gold, 2 Week

Emanate Aether- (Passive Ability, Other: Aetheric Voyager) Whenever possessor absorbs Damage that is Aether element Damage, Possessor may choose to deal 10,000 Flat Aether element Damage to up to 10 targets
Requires: Absorb Aether, Aether Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Aether- (Passive Ability, Aetheric Voyager) If possessor is Aether element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Aether
Requires: Basic Understanding of the Heart of Aether
Requires: 200,000 Gold, 2 Weeks

Expert Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Aether element Damage dealt to possessor (not including healing) is halved, Aether element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Aether element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Aether Synchronization, 100 other Aetheric Voyager Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Aether, Aetheric Voyager
Cost: 5,000,000 Gold, 2 Weeks

Improved Aether Elemental Emanation- (Passive Ability, Other: Aetheric Voyager) Possessor's 'Call Forth the Living Aether' ability may summon entities up to Level 20
Requires: Call Forth the Living Aether
Cost: 200,000 Gold, 2 Weeks

Improved Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 10% Aether Resistance
Requires: Apprentice Aether Resistance, Basic Defenses against Aether
Cost: 500,000 Gold, 2 Weeks

Improved Affinity to Healing Via Aether- (Passive Ability, Other: Aetheric Voyager) Whenever possessor obtains Aether element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Aether
Cost: 500,000 Gold, 2 Weeks

Improved Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Aether, Basic Understanding of the Heart of Aether
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +5,000 Defense against Aether
Requires: Apprentice Defenses Against Aether, Basic Aether Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +2,000 Defense if possessor has any Aether-element items equipped that provide a Defense bonus
Requires: Apprentice Aether Synchronization, Improved Defenses against Aether, Improved Weaponization of Aether
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element allies gain +250 to all stats
Requires: Improved Command of Aether, Apprentice Understanding of the Heart of Aether
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Aether
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +1,000 to all stats while in a Zone of Aether
Requires: Apprentice Zonal Acclimation of Aether
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Aether Empowerment- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 to all stats while in a Zone of Aether, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Aether
Requires: Empowered by Aether, Nourished by Aether, Improved Zonal Acclimation of Aether
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains the element Aether while in Aetheric Voyager stances
Requires: Meditative Assumption of Aether, Adept Aether Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor may choose, at the beginning of a thread, to become solely Aether element
Requires: Basic Aether Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Aether- (Passive Ability, Other: Aetheric Voyager) Possessor may use the Technique 'Elemental Attack-Conversion: Aether' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Aether element.
Requires: Elemental Attack-Conversion: Aether
Cost: 500,000 Gold, 2 Weeks

Nourish Aether- (Passive Ability, Other: Aetheric Voyager) Whenever possessor deals HP or MP healing to an Aether element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Aether, Nourished by Aether
Cost: 200,000 Gold, 2 Weeks

Nourished By Aether- (Passive Ability, Aetheric Voyager) If possessor is Aether element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Aether
Requires: Basic Understanding of the Heart of Aether
Requires: 200,000 Gold, 2 Weeks

Nullify Aether- (Passive Ability, Other: Aetheric Voyager) Possessor may remove the element Aether from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Aether-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Aether-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Aether from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Aether Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +5% Dodge against Aether element individuals
Requires: Improved Defenses Against Aether, Improved Understanding of the Heart of Aether, Defenses that Utilize Aether
Cost: 200,000 Gold, 2 Weeks

Project Aether- (Passive Ability, Other: Aetheric Voyager) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Aether
Requires: Improved Weaponization of Aether
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Aether- (Passive Ability, Other: Aetheric Voyager) If possessor is Aether element and performs an 'Elemental Attack' action that is solely Aether element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Aether
Cost: 500,000 Gold, 2 Weeks

Reconsume Aether Elemental Spawn- (Passive Ability, Other: Aetheric Voyager) Possessor may, at the start of any round, unsummon one of possessor's Aether element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Aether Elemental Emanation, Improved Affinity to Healing Via Aether
Cost: 200,000 Gold, 2 Weeks

Reflect Aether- (Passive Ability, Other: Aetheric Voyager) Possessor Reflects Aether against sources below Level 20 if Level 20 or greater
Requires: Aether Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Aether- (Passive Ability, Other: Aetheric Voyager) If possessor's last action was solely Aether element either due to this ability or the technique 'Elemental Attack-Conversion: Aether', possessor may make any of possessor's offensive actions solely Aether element.
Requires: Nonsynchronous Elemental Attack-Conversion: Aether, Adept Aether Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Aether Emanation- (Passive Ability, Other: Aetheric Voyager) Whenever possessor absorbs Damage that is Aether element Damage, Possessor may choose to deal 10,000 Flat Aether element HP Healing to up to 10 targets that are Aether element
Requires: Emanate Aether, Nourish Aether
Cost: 300,000 Gold, 1 Week

Stability Within Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains 25% minor negative status effect resistance while in a Zone of Aether
Requires: Basic Understanding of the Heart of Aether, Defenses that Utilize Aether
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Aether element individual
Requires: Improved Understanding of the Heart of Aether
Cost: 200,000 Gold, 2 Weeks

Uplifted By Aether- (Passive Ability, Aetheric Voyager) If possessor is Aether element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Aether
Requires: Basic Understanding of the Heart of Aether
Requires: 200,000 Gold, 2 Weeks

Zonal Aether Control- (Passive Ability, Other: Aetheric Voyager) Possessor may, at the start of each round, choose one Zone of Aether that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Aether, Improved Zonal Acclimation of Aether
Cost: 1,000,000 Gold, 2 Weeks


~Other: Antifoundational Metaphysicist (Other: Turpitude)

The First Antifoundational Metaphysicist- (Passive Ability, Other: Antifoundational Metaphysicist) This ability does nothing on its own outside of being usable for combos
Not for Sale


~Other: Archpoisoner of 1,000 Venoms (Other: Toxin)~

Absorb Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor Absorbs Toxin against sources below Level 20 if Level 20 or greater
Requires: Toxin Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Amounts of Toxin element Damage possessor deals are increased by 10,000 points, Toxin element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Toxin element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Archpoisoner of 1,000 Venoms, 50 other Other: Archpoisoner of 1,000 Venoms Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Whenever possessor obtains Toxin element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Toxin
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Toxin
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +500 Defense against Toxin
Requires: Basic Defenses Against Toxin
Cost: 100,000 Gold, 2 Weeks

Apprentice Toxin Resistance- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains 5% Toxin Resistance
Requires: Basic Toxin Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 to all stats for each Toxin element item equipped, Possessor's Toxin element pets and summons gain +250 to all stats
Requires: Basic Toxin Synchronization, 3 other Other: Archpoisoner of 1,000 Venoms abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element allies gain +100 to all stats
Requires: Apprentice Command of Toxin, Basic Understanding of the Heart of Toxin
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Quantities of Toxin element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Toxin
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +500 to all stats while in a Zone of Toxin
Requires: Basic Zonal Acclimation of Toxin
Cost: 100,000 Gold, 2 Weeks

Archpoisoner of 1,000 Venoms- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor ignores (1 * (Possessor Level/5), rounded down)% Toxin Resistance, Possessor ignores Toxin Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Toxin Synchronization, 10 other Other: Archpoisoner of 1,000 Venoms abilities
Cost: 125,000 Gold, 4 Weeks

Basic Acceleration Within Toxin's Dominion- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Toxin
Requires: Basic Zonal Acclimation of Toxin
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Whenever possessor obtains Toxin element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Toxin Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element pets and summons gain +50 to all stats
Requires: Basic Toxin Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 Defense against Toxin
Requires: Basic Toxin Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Toxin Resistance- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains 1% Toxin Resistance
Requires: Basic Toxin Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to all stats if Toxin element
Requires: Knowledge of Esoteric Elements, Alchemist, Assassin, Shadow Blade, Thief, Calif of Corrosion, Blight Druid, Spy
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element allies gain +10 to all stats
Requires: Basic Command of Toxin
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Quantities of Toxin element Damage dealt by possessor are increased by 50 points
Requires: Basic Toxin Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 to all stats while in a Zone of Toxin
Requires: Basic Toxin Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Toxin- (Active Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may spend an action to summon 5 Elementals that are Toxin element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Toxin, Emanate Toxin
Cost: 300,000 Gold, 2 Weeks

Control of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor has a 20% chance of being able to cancel the actions of Toxin element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Toxin Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +500 Defense if possessor has any Toxin-element items equipped that provide a Defense bonus
Requires: Basic Toxin Synchronization, Basic Defenses against Toxin, Basic Weaponization of Toxin
Cost: 200,000 Gold, 2 Weeks

Detect Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +1% To Hit against Toxin element targets
Requires: Apprentice Divining Attunement, Basic Toxin Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Toxin- (Technique Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may use 'Elemental Attack-Conversion: Toxin' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Toxin element and no other technique is used. Said action becomes solely the element Toxin.
Requires: Improved Weaponization of Toxin
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Toxin- (Technique Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may use 'Elemental Invocation of Toxin' in conjunction with an 'Elemental Attack' action so long as possessor is Toxin element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Toxin
Cost: 200,000 Gold, 2 Week

Emanate Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Whenever possessor absorbs Damage that is Toxin element Damage, Possessor may choose to deal 10,000 Flat Toxin element Damage to up to 10 targets
Requires: Absorb Toxin, Toxin Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) If possessor is Toxin element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Toxin
Requires: Basic Understanding of the Heart of Toxin
Requires: 200,000 Gold, 2 Weeks

Expert Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Toxin element Damage dealt to possessor (not including healing) is halved, Toxin element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Toxin element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Toxin Synchronization, 100 other Other: Archpoisoner of 1,000 Venoms Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Quantities of Toxin element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Toxin, Other: Archpoisoner of 1,000 Venoms
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Whenever possessor obtains Toxin element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Toxin
Cost: 500,000 Gold, 2 Weeks

Improved Command of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Toxin, Basic Understanding of the Heart of Toxin
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +5,000 Defense against Toxin
Requires: Apprentice Defenses Against Toxin, Basic Toxin Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +2,000 Defense if possessor has any Toxin-element items equipped that provide a Defense bonus
Requires: Apprentice Toxin Synchronization, Improved Defenses against Toxin, Improved Weaponization of Toxin
Cost: 500,000 Gold, 2 Weeks

Improved Toxin Elemental Emanation- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's 'Call Forth the Living Toxin' ability may summon entities up to Level 20
Requires: Call Forth the Living Toxin
Cost: 200,000 Gold, 2 Weeks

Improved Toxin Resistance- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains 10% Toxin Resistance
Requires: Apprentice Toxin Resistance, Basic Defenses against Toxin
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element allies gain +250 to all stats
Requires: Improved Command of Toxin, Apprentice Understanding of the Heart of Toxin
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Quantities of Toxin element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Toxin
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +1,000 to all stats while in a Zone of Toxin
Requires: Apprentice Zonal Acclimation of Toxin
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Toxin Empowerment- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +500 to all stats while in a Zone of Toxin, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Toxin
Requires: Empowered by Toxin, Nourished by Toxin, Improved Zonal Acclimation of Toxin
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains the element Toxin while in Archpoisoner of 1,000 Venoms stances
Requires: Meditative Assumption of Toxin, Adept Toxin Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may choose, at the beginning of a thread, to become solely Toxin element
Requires: Basic Toxin Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may use the Technique 'Elemental Attack-Conversion: Toxin' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Toxin element.
Requires: Elemental Attack-Conversion: Toxin
Cost: 500,000 Gold, 2 Weeks

Nourish Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Whenever possessor deals HP or MP healing to an Toxin element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Toxin, Nourished by Toxin
Cost: 200,000 Gold, 2 Weeks

Nourished By Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) If possessor is Toxin element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Toxin
Requires: Basic Understanding of the Heart of Toxin
Requires: 200,000 Gold, 2 Weeks

Nullify Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may remove the element Toxin from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Toxin-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Toxin-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Toxin from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Toxin Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Toxin Resistance, Basic Weaponization of Toxin
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains 5% Acid: Deadly Toxin Resistance
Requires: Basic Toxin Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +5% Dodge against Toxin element individuals
Requires: Improved Defenses Against Toxin, Improved Understanding of the Heart of Toxin, Defenses that Utilize Toxin
Cost: 200,000 Gold, 2 Weeks

Project Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Toxin
Requires: Improved Weaponization of Toxin
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) If possessor is Toxin element and performs an 'Elemental Attack' action that is solely Toxin element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Toxin
Cost: 500,000 Gold, 2 Weeks

Reconsume Toxin Elemental Spawn- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may, at the start of any round, unsummon one of possessor's Toxin element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Toxin Elemental Emanation, Improved Affinity to Healing Via Toxin
Cost: 200,000 Gold, 2 Weeks

Reflect Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor Reflects Toxin against sources below Level 20 if Level 20 or greater
Requires: Toxin Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) If possessor's last action was solely Toxin element either due to this ability or the technique 'Elemental Attack-Conversion: Toxin', possessor may make any of possessor's offensive actions solely Toxin element.
Requires: Nonsynchronous Elemental Attack-Conversion: Toxin, Adept Toxin Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Toxin Emanation- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Whenever possessor absorbs Damage that is Toxin element Damage, Possessor may choose to deal 10,000 Flat Toxin element HP Healing to up to 10 targets that are Toxin element
Requires: Emanate Toxin, Nourish Toxin
Cost: 300,000 Gold, 1 Week

Stability Within Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains 25% minor negative status effect resistance while in a Zone of Toxin
Requires: Basic Understanding of the Heart of Toxin, Defenses that Utilize Toxin
Requires: 500,000 Gold, 2 Weeks

Toxin Battle-Aura- (Stance Ability, Other: Archpoisoner of 1,000 Venoms) Possessor deals 10,000 Flat Toxin element Damage to each opponent at the start of each round
Requires: Emanate Toxin, Improved Weaponization of Toxin
Cost: 200,000 Gold, 3 Weeks

Toxin Body Form- (Stance Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +200 Defense against Toxin, Possessor gains 15% Toxin Resistance, Possessor may deal 5,000 Flat Toxin element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Toxin, Other: Archpoisoner of 1,000 Venoms, Basic Toxin Resistance, Apprentice Understanding of the Heart of Toxin, Apprentice Defenses Against Toxin
Cost: 300,000 Gold, 3 Weeks

Toxin Immunity- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains Toxin Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Toxin Resistance, Other: Archpoisoner of 1,000 Venoms, Level 20
Cost: 500,000 Gold, 2 Weeks

Toxin Manipulation- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may choose one of the following at the beginning of each round if Toxin element: Create a Zone of Toxin, Remove a Zone of Toxin created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Toxin by either possessor or a source below Level 20, Add Toxin to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Toxin element on a Toxin element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Toxin, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Toxin, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Toxin element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Toxin to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Toxin, 5% Toxin Resistance, or +50 Defense against Toxin and 1% Toxin Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Toxin Synchronization, 5 other Other: Archpoisoner of 1,000 Venoms abilities
Cost: 400,000 Gold, 3 Weeks

Understanding of the Bonds of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Toxin element individual
Requires: Improved Understanding of the Heart of Toxin
Cost: 200,000 Gold, 2 Weeks

Uplifted By Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) If possessor is Toxin element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Toxin
Requires: Basic Understanding of the Heart of Toxin
Requires: 200,000 Gold, 2 Weeks

Zonal Toxin Control- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor may, at the start of each round, choose one Zone of Toxin that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Toxin, Improved Zonal Acclimation of Toxin
Cost: 1,000,000 Gold, 2 Weeks


~Other: Artist of Dawn (Other: Beauty)~

Basic Beauty Synchronization- (Passive Ability, Other: Artist of Dawn) Possessor gains +25 to all stats if possessor is Beauty element
Requires: Knowledge of Esoteric Elements, Chromatic Conductor, Radiant Hierophant, Geomancer, Eternal Champion, Flux Baron, Transmuter
Cost: 50,000,000 Gold, 30 Weeks


~Other: Chromatic Conductor (Other: Color)~

Basic Color Synchronization- (Passive Ability, Other: Chromatic Conductor) Possessor gains +25 to all stats if possessor is Color element
Requires: Knowledge of Esoteric Elements, Enchanter, Illusionist, Radiant Hierophant, Transmuter, Crafter, Musician, Bard
Cost: 50,000,000 Gold, 30 Weeks

♢Chromaguard- (Passive Ability, Other: Chromatic Conductor) When an instance of possessor is replicated, possessor may choose which, if any, of possessor's non-Universe elements it possesses, and possessor may choose to obtain a buff that stacks 200 times that removes those chosen elements from possessor while the replicated instance of possessor exists; possessor controls the decisions of replicated copies of possessor unless possessor is afflicted with Charm, Dominion, Confusion, or Insanity or is being controlled by another individual; this ability is not replicated onto copies of possessor


~Other: Coinlord (Other: Wealth)~

Absorb Wealth- (Passive Ability, Other: Coinlord) Possessor Absorbs Wealth against sources below Level 20 if Level 20 or greater
Requires: Wealth Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Wealth Synchronization- (Passive Ability, Other: Coinlord) Amounts of Wealth element Damage possessor deals are increased by 10,000 points, Wealth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Wealth element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Coinlord, 50 other Coinlord Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Wealth- (Passive Ability, Other: Coinlord) Whenever possessor obtains Wealth element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Wealth
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Wealth
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +500 Defense against Wealth
Requires: Basic Defenses Against Wealth
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +100 to all stats
Requires: Apprentice Command of Wealth, Basic Understanding of the Heart of Wealth
Cost: 100,000 Gold, 2 Weeks

Apprentice Wealth Resistance- (Passive Ability, Other: Coinlord) Possessor gains 5% Wealth Resistance
Requires: Basic Wealth Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Requires: Basic Wealth Synchronization, 3 other Coinlord abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Wealth
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +500 to all stats while in a Zone of Wealth
Requires: Basic Zonal Acclimation of Wealth
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Wealth's Dominion- (Passive Ability, Other: Coinlord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Wealth
Requires: Basic Zonal Acclimation of Wealth
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Wealth- (Passive Ability, Other: Coinlord) Whenever possessor obtains Wealth element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Wealth Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Requires: Basic Wealth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 Defense against Wealth
Requires: Basic Wealth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +10 to all stats
Requires: Basic Command of Wealth
Cost: 40,000 Gold, 2 Weeks

Basic Wealth Resistance- (Passive Ability, Other: Coinlord) Possessor gains 1% Wealth Resistance
Requires: Basic Wealth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Requires: Knowledge of Esoteric Elements, Merchant
Cost: 500,000,000 Gold, 30 Weeks

Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Requires: Basic Wealth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 to all stats while in a Zone of Wealth
Requires: Basic Wealth Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Wealth- (Active Ability, Other: Coinlord) Possessor may spend an action to summon 5 Elementals that are Wealth element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Wealth, Emanate Wealth
Cost: 300,000 Gold, 2 Weeks

Coinlord- (Passive Ability, Other: Coinlord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wealth Resistance, Possessor ignores Wealth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Wealth Synchronization, 10 other Coinlord abilities
Cost: 125,000 Gold, 4 Weeks

Control of Wealth- (Passive Ability, Other: Coinlord) Possessor has a 20% chance of being able to cancel the actions of Wealth element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Wealth Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Wealth- (Passive Ability, Other: Coinlord) Possessor gains +500 Defense if possessor has any Wealth-element items equipped that provide a Defense bonus
Requires: Basic Wealth Synchronization, Basic Defenses against Wealth, Basic Weaponization of Wealth
Cost: 200,000 Gold, 2 Weeks

Detect Wealth- (Passive Ability, Coinlord) Possessor gains +1% To Hit against Wealth element targets
Requires: Apprentice Divining Attunement, Basic Wealth Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Wealth- (Technique Ability, Other: Coinlord) Possessor may use 'Elemental Attack-Conversion: Wealth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Wealth element and no other technique is used. Said action becomes solely the element Wealth.
Requires: Improved Weaponization of Wealth
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Wealth- (Technique Ability, Other: Coinlord) Possessor may use 'Elemental Invocation of Wealth' in conjunction with an 'Elemental Attack' action so long as possessor is Wealth element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Wealth
Cost: 200,000 Gold, 2 Week

Emanate Wealth- (Passive Ability, Other: Coinlord) Whenever possessor absorbs Damage that is Wealth element Damage, Possessor may choose to deal 10,000 Flat Wealth element Damage to up to 10 targets
Requires: Absorb Wealth, Wealth Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Wealth- (Passive Ability, Coinlord) If possessor is Wealth element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Wealth
Requires: Basic Understanding of the Heart of Wealth
Requires: 200,000 Gold, 2 Weeks

Expert Wealth Synchronization- (Passive Ability, Other: Coinlord) Wealth element Damage dealt to possessor (not including healing) is halved, Wealth element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Wealth element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Wealth Synchronization, 100 other Coinlord Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Wealth, Coinlord
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Wealth- (Passive Ability, Other: Coinlord) Whenever possessor obtains Wealth element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Wealth
Cost: 500,000 Gold, 2 Weeks

Improved Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Wealth, Basic Understanding of the Heart of Wealth
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +5,000 Defense against Wealth
Requires: Apprentice Defenses Against Wealth, Basic Wealth Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Wealth- (Passive Ability, Other: Coinlord) Possessor gains +2,000 Defense if possessor has any Wealth-element items equipped that provide a Defense bonus
Requires: Apprentice Wealth Synchronization, Improved Defenses against Wealth, Improved Weaponization of Wealth
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +250 to all stats
Requires: Improved Command of Wealth, Apprentice Understanding of the Heart of Wealth
Cost: 500,000 Gold, 2 Weeks

Improved Wealth Elemental Emanation- (Passive Ability, Other: Coinlord) Possessor's 'Call Forth the Living Wealth' ability may summon entities up to Level 20
Requires: Call Forth the Living Wealth
Cost: 200,000 Gold, 2 Weeks

Improved Wealth Resistance- (Passive Ability, Other: Coinlord) Possessor gains 10% Wealth Resistance
Requires: Apprentice Wealth Resistance, Basic Defenses against Wealth
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Wealth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +1,000 to all stats while in a Zone of Wealth
Requires: Apprentice Zonal Acclimation of Wealth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Wealth Empowerment- (Passive Ability, Other: Coinlord) Possessor gains +500 to all stats while in a Zone of Wealth, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Wealth
Requires: Empowered by Wealth, Nourished by Wealth, Improved Zonal Acclimation of Wealth
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Wealth- (Passive Ability, Other: Coinlord) Possessor gains the element Wealth while in Coinlord stances
Requires: Meditative Assumption of Wealth, Adept Wealth Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Lays Golden Eggs (Wealth Variant)- (Passive Ability, Other: Coinlord) Every week possessor produces one of the item 'Golden Egg (Wealth Variant)'
Requires: Lays Golden Eggs, Basic Wealth Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Lays Golden Eggs- (Passive Ability, Other: Coinlord) Every week possessor produces one of the item 'Golden Egg'
Requires: Aerial Traits
Cost: 10,000,000 Gold, 2 Weeks

Meditative Assumption of Wealth- (Passive Ability, Other: Coinlord) Possessor may choose, at the beginning of a thread, to become solely Wealth element
Requires: Basic Wealth Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Wealth- (Passive Ability, Other: Coinlord) Possessor may use the Technique 'Elemental Attack-Conversion: Wealth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Wealth element.
Requires: Elemental Attack-Conversion: Wealth
Cost: 500,000 Gold, 2 Weeks

Nourish Wealth- (Passive Ability, Other: Coinlord) Whenever possessor deals HP or MP healing to an Wealth element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Wealth, Nourished by Wealth
Cost: 200,000 Gold, 2 Weeks

Nourished By Wealth- (Passive Ability, Coinlord) If possessor is Wealth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Wealth
Requires: Basic Understanding of the Heart of Wealth
Requires: 200,000 Gold, 2 Weeks

Nullify Wealth- (Passive Ability, Other: Coinlord) Possessor may remove the element Wealth from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Wealth-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Wealth-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Wealth from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Wealth Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +5% Dodge against Wealth element individuals
Requires: Improved Defenses Against Wealth, Improved Understanding of the Heart of Wealth, Defenses that Utilize Wealth
Cost: 200,000 Gold, 2 Weeks

Project Wealth- (Passive Ability, Other: Coinlord) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Wealth
Requires: Improved Weaponization of Wealth
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Wealth- (Passive Ability, Other: Coinlord) If possessor is Wealth element and performs an 'Elemental Attack' action that is solely Wealth element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Wealth
Cost: 500,000 Gold, 2 Weeks

Reconsume Wealth Elemental Spawn- (Passive Ability, Other: Coinlord) Possessor may, at the start of any round, unsummon one of possessor's Wealth element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Wealth Elemental Emanation, Improved Affinity to Healing Via Wealth
Cost: 200,000 Gold, 2 Weeks

Reflect Wealth- (Passive Ability, Other: Coinlord) Possessor Reflects Wealth against sources below Level 20 if Level 20 or greater
Requires: Wealth Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Wealth- (Passive Ability, Other: Coinlord) If possessor's last action was solely Wealth element either due to this ability or the technique 'Elemental Attack-Conversion: Wealth', possessor may make any of possessor's offensive actions solely Wealth element.
Requires: Nonsynchronous Elemental Attack-Conversion: Wealth, Adept Wealth Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Screw the Rules, I Have Money!- (Passive Ability, Other: Coinlord) If possessor is Wealth element and is carrying 500,000,000 Gold or more, possessor's stat caps are raised by 5,000 points
Requires: Control of Wealth
Cost: 100,000,000 Gold, 1 Week

Soothing Wealth Emanation- (Passive Ability, Other: Coinlord) Whenever possessor absorbs Damage that is Wealth element Damage, Possessor may choose to deal 10,000 Flat Wealth element HP Healing to up to 10 targets that are Wealth element
Requires: Emanate Wealth, Nourish Wealth
Cost: 300,000 Gold, 1 Week

Stability Within Wealth- (Passive Ability, Other: Coinlord) Possessor gains 25% minor negative status effect resistance while in a Zone of Wealth
Requires: Basic Understanding of the Heart of Wealth, Defenses that Utilize Wealth
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Wealth element individual
Requires: Improved Understanding of the Heart of Wealth
Cost: 200,000 Gold, 2 Weeks

Uplifted By Wealth- (Passive Ability, Coinlord) If possessor is Wealth element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Wealth
Requires: Basic Understanding of the Heart of Wealth
Requires: 200,000 Gold, 2 Weeks

Wealth Battle-Aura- (Stance Ability, Other: Coinlord) Possessor deals 10,000 Flat Wealth element Damage to each opponent at the start of each round
Requires: Emanate Wealth, Improved Weaponization of Wealth
Cost: 200,000 Gold, 3 Weeks

Wealth Body Form- (Stance Ability, Other: Coinlord) Possessor gains +200 Defense against Wealth, Possessor gains 15% Wealth Resistance, Possessor may deal 5,000 Flat Wealth element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Wealth, Coinlord, Basic Wealth Resistance, Apprentice Understanding of the Heart of Wealth, Apprentice Defenses Against Wealth
Cost: 300,000 Gold, 3 Weeks

Wealth Immunity- (Passive Ability, Other: Coinlord) Possessor gains Wealth Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Wealth Resistance, Coinlord, Level 20
Cost: 500,000 Gold, 2 Weeks

Wealth Manipulation- (Passive Ability, Other: Coinlord) Possessor may choose one of the following at the beginning of each round if Wealth element: Create a Zone of Wealth, Remove a Zone of Wealth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wealth by either possessor or a source below Level 20, Add Wealth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Wealth element on a Wealth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wealth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wealth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Wealth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wealth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wealth, 5% Wealth Resistance, or +50 Defense against Wealth and 1% Wealth Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Wealth Synchronization, 5 other Coinlord abilities
Cost: 400,000 Gold, 3 Weeks

Zonal Wealth Control- (Passive Ability, Other: Coinlord) Possessor may, at the start of each round, choose one Zone of Wealth that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Wealth, Improved Zonal Acclimation of Wealth
Cost: 1,000,000 Gold, 2 Weeks

~Other: Commoner (Other: Basic)~

Absorb Basic- (Passive Ability, Other: Commoner) Possessor Absorbs Basic against sources below Level 20 if Level 20 or greater
Requires: Basic Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Basic Synchronization- (Passive Ability, Other: Commoner) Amounts of Basic element Damage possessor deals are increased by 10,000 points, Basic element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Basic element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Commoner, 50 other Other: Commoner Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Basic- (Passive Ability, Other: Commoner) Whenever possessor obtains Basic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Basic
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Basic- (Passive Ability, Other: Commoner) Possessor's Basic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Basic
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Basic- (Passive Ability, Other: Commoner) Possessor gains +500 Defense against Basic
Requires: Basic Defenses Against Basic
Cost: 100,000 Gold, 2 Weeks

Apprentice Basic Resistance- (Passive Ability, Other: Commoner) Possessor gains 5% Basic Resistance
Requires: Basic Basic Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Basic Synchronization- (Passive Ability, Other: Commoner) Possessor gains +50 to all stats for each Basic element item equipped, Possessor's Basic element pets and summons gain +250 to all stats
Requires: Basic Basic Synchronization, 3 other Other: Commoner abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Basic- (Passive Ability, Other: Commoner) Possessor's Basic element allies gain +100 to all stats
Requires: Apprentice Command of Basic, Basic Understanding of the Heart of Basic
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Basic- (Passive Ability, Other: Commoner) Quantities of Basic element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Basic
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Basic- (Passive Ability, Other: Commoner) Possessor gains +500 to all stats while in a Zone of Basic
Requires: Basic Zonal Acclimation of Basic
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Basic's Dominion- (Passive Ability, Other: Commoner) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Basic
Requires: Basic Zonal Acclimation of Basic
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Basic- (Passive Ability, Other: Commoner) Whenever possessor obtains Basic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Basic Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Basic Resistance- (Passive Ability, Other: Commoner) Possessor gains 1% Basic Resistance
Requires: Basic Basic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Basic Synchronization- (Passive Ability, Other: Commoner) Possessor gains +25 to all stats if Basic element
Requires: Knowledge of Esoteric Elements
Cost: 50,000,000 Gold, 30 Weeks

Basic Battle-Aura- (Stance Ability, Other: Commoner) Possessor deals 10,000 Flat Basic element Damage to each opponent at the start of each round
Requires: Emanate Basic, Improved Weaponization of Basic
Cost: 200,000 Gold, 3 Weeks

Basic Body Form- (Stance Ability, Other: Commoner) Possessor gains +200 Defense against Basic, Possessor gains 15% Basic Resistance, Possessor may deal 5,000 Flat Basic element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Basic, Other: Commoner, Basic Basic Resistance, Apprentice Understanding of the Heart of Basic, Apprentice Defenses Against Basic
Cost: 300,000 Gold, 3 Weeks

Basic Command of Basic- (Passive Ability, Other: Commoner) Possessor's Basic element pets and summons gain +50 to all stats
Requires: Basic Basic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Basic- (Passive Ability, Other: Commoner) Possessor gains +50 Defense against Basic
Requires: Basic Basic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Immunity- (Passive Ability, Other: Commoner) Possessor gains Basic Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Basic Resistance, Other: Commoner, Level 20
Cost: 500,000 Gold, 2 Weeks

Basic Manipulation- (Passive Ability, Other: Commoner) Possessor may choose one of the following at the beginning of each round if Basic element: Create a Zone of Basic, Remove a Zone of Basic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Basic by either possessor or a source below Level 20, Add Basic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Basic element on a Basic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Basic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Basic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Basic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Basic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Basic, 5% Basic Resistance, or +50 Defense against Basic and 1% Basic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Basic Synchronization, 5 other Other: Commoner abilities
Cost: 400,000 Gold, 3 Weeks

Basic Understanding of the Heart of Basic- (Passive Ability, Other: Commoner) Possessor's Basic element allies gain +10 to all stats
Requires: Basic Command of Basic
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Basic- (Passive Ability, Other: Commoner) Quantities of Basic element Damage dealt by possessor are increased by 50 points
Requires: Basic Basic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Basic- (Passive Ability, Other: Commoner) Possessor gains +50 to all stats while in a Zone of Basic
Requires: Basic Basic Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Basic- (Active Ability, Other: Commoner) Possessor may spend an action to summon 5 Elementals that are Basic element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Basic, Emanate Basic
Cost: 300,000 Gold, 2 Weeks

Commoner- (Passive Ability, Other: Commoner) Possessor ignores (1 * (Possessor Level/5), rounded down)% Basic Resistance, Possessor ignores Basic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Basic Synchronization, 10 other Other: Commoner abilities
Cost: 125,000 Gold, 4 Weeks

Control of Basic- (Passive Ability, Other: Commoner) Possessor has a 20% chance of being able to cancel the actions of Basic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Basic Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Basic- (Passive Ability, Other: Commoner) Possessor gains +500 Defense if possessor has any Basic-element items equipped that provide a Defense bonus
Requires: Basic Basic Synchronization, Basic Defenses against Basic, Basic Weaponization of Basic
Cost: 200,000 Gold, 2 Weeks

Detect Basic- (Passive Ability, Other: Commoner) Possessor gains +1% To Hit against Basic element targets
Requires: Apprentice Divining Attunement, Basic Basic Synchronization
Cost: 100,000 Gold, 2 Weeks

Emanate Basic- (Passive Ability, Other: Commoner) Whenever possessor absorbs Damage that is Basic element Damage, Possessor may choose to deal 10,000 Flat Basic element Damage to up to 10 targets
Requires: Absorb Basic, Basic Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Basic- (Passive Ability, Other: Commoner) If possessor is Basic element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Basic
Requires: Basic Understanding of the Heart of Basic
Requires: 200,000 Gold, 2 Weeks

Expert Basic Synchronization- (Passive Ability, Other: Commoner) Basic element Damage dealt to possessor (not including healing) is halved, Basic element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Basic element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Basic Synchronization, 100 other Other: Commoner Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Basic- (Passive Ability, Other: Commoner) Quantities of Basic element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Basic, Other: Commoner
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Basic- (Passive Ability, Other: Commoner) Whenever possessor obtains Basic element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Basic
Cost: 500,000 Gold, 2 Weeks

Improved Command of Basic- (Passive Ability, Other: Commoner) Possessor's Basic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Basic, Basic Understanding of the Heart of Basic
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Basic- (Passive Ability, Other: Commoner) Possessor gains +5,000 Defense against Basic
Requires: Apprentice Defenses Against Basic, Basic Basic Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Basic- (Passive Ability, Other: Commoner) Possessor gains +2,000 Defense if possessor has any Basic-element items equipped that provide a Defense bonus
Requires: Apprentice Basic Synchronization, Improved Defenses against Basic, Improved Weaponization of Basic
Cost: 500,000 Gold, 2 Weeks

Improved Basic Elemental Emanation- (Passive Ability, Other: Commoner) Possessor's 'Call Forth the Living Basic' ability may summon entities up to Level 20
Requires: Call Forth the Living Basic
Cost: 200,000 Gold, 2 Weeks

Improved Basic Resistance- (Passive Ability, Other: Commoner) Possessor gains 10% Basic Resistance
Requires: Apprentice Basic Resistance, Basic Defenses against Basic
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Basic- (Passive Ability, Other: Commoner) Possessor's Basic element allies gain +250 to all stats
Requires: Improved Command of Basic, Apprentice Understanding of the Heart of Basic
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Basic- (Passive Ability, Other: Commoner) Quantities of Basic element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Basic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Basic- (Passive Ability, Other: Commoner) Possessor gains +1,000 to all stats while in a Zone of Basic
Requires: Apprentice Zonal Acclimation of Basic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Basic Empowerment- (Passive Ability, Other: Commoner) Possessor gains +500 to all stats while in a Zone of Basic, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Basic
Requires: Empowered by Basic, Nourished by Basic, Improved Zonal Acclimation of Basic
Cost: 1,000,000 Gold, 2 Weeks

Local, Home-Owning Citizen- (Passive Ability, Other: Commoner) Possessor may append 'Local, Home-Owning Citizen ' to the beginning of possessor's name while possessor has a Large Structure Pet or summon; If possessor is Basic element and has a Large Structure Pet or summon, possessor gains +1 Fame
Not for Sale

Meditative Assumption of Basic- (Passive Ability, Other: Commoner) Possessor may choose, at the beginning of a thread, to become solely Basic element
Requires: Basic Basic Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Meditative Assumption of Gettin' Slapped in the Face- (Stance Ability, Other: Commoner) Possessor, at the start of each round, is cured of Fatigued: Asleep, and, regardless of whether that did anything, is dealt 15,000 Flat Physical element Damage
Not for Sale

Nourished By Basic- (Passive Ability, Other: Commoner) If possessor is Basic element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Basic
Requires: Basic Understanding of the Heart of Basic
Requires: 200,000 Gold, 2 Weeks

Nourish Basic- (Passive Ability, Other: Commoner) Whenever possessor deals HP or MP healing to an Basic element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Basic, Nourished by Basic
Cost: 200,000 Gold, 2 Weeks

Nullify Basic- (Passive Ability, Other: Commoner) Possessor may remove the element Basic from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Basic-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Basic-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Basic from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Basic Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Basic- (Passive Ability, Other: Commoner) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Basic Resistance, Basic Weaponization of Basic
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Basic- (Passive Ability, Other: Commoner) Possessor gains 5% Poison: Damage Effect Resistance
Requires: Basic Basic Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Basic- (Passive Ability, Other: Commoner) Possessor gains +5% Dodge against Basic element individuals
Requires: Improved Defenses Against Basic, Improved Understanding of the Heart of Basic, Defenses that Utilize Basic
Cost: 200,000 Gold, 2 Weeks

Reconsume Basic Elemental Spawn- (Passive Ability, Other: Commoner) Possessor may, at the start of any round, unsummon one of possessor's Basic element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Basic Elemental Emanation, Improved Affinity to Healing Via Basic
Cost: 200,000 Gold, 2 Weeks

Reflect Basic- (Passive Ability, Other: Commoner) Possessor Reflects Basic against sources below Level 20 if Level 20 or greater
Requires: Basic Immunity
Cost: 500,000 Gold, 2 Weeks

Soothing Basic Emanation- (Passive Ability, Other: Commoner) Whenever possessor absorbs Damage that is Basic element Damage, Possessor may choose to deal 10,000 Flat Basic element HP Healing to up to 10 targets that are Basic element
Requires: Emanate Basic, Nourish Basic
Cost: 300,000 Gold, 1 Week

Uplifted By Basic- (Passive Ability, Other: Commoner) If possessor is Basic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Basic
Requires: Basic Understanding of the Heart of Basic
Requires: 200,000 Gold, 2 Weeks

Zonal Basic Control- (Passive Ability, Other: Commoner) Possessor may, at the start of each round, choose one Zone of Basic that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Basic, Improved Zonal Acclimation of Basic
Cost: 1,000,000 Gold, 2 Weeks


~Other: Concordant Ordinator (Order)~

Apprentice Affinity to Healing Via Order- (Passive Ability, Other: Concordant Ordinator) Whenever possessor obtains Order element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Order
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Order- (Passive Ability, Other: Concordant Ordinator) Possessor's Order element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Order
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +500 Defense against Order
Requires: Basic Defenses Against Order
Cost: 100,000 Gold, 2 Weeks

Apprentice Order Resistance- (Passive Ability, Other: Concordant Ordinator) Possessor gains 5% Order Resistance
Requires: Basic Order Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Order Synchronization- (Passive Ability, Other: Concordant Ordinator) Possessor gains +50 to all stats for each Order element item equipped, Possessor's Order element pets and summons gain +250 to all stats
Requires: Basic Order Synchronization, 3 other Concordant Ordinator abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Order- (Passive Ability, Other: Concordant Ordinator) Possessor's Order element allies gain +100 to all stats
Requires: Apprentice Command of Order, Basic Understanding of the Heart of Order
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Order- (Passive Ability, Other: Concordant Ordinator) Quantities of Order element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Order
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +500 to all stats while in a Zone of Order
Requires: Basic Zonal Acclimation of Order
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Order's Dominion- (Passive Ability, Other: Concordant Ordinator) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Order
Requires: Basic Zonal Acclimation of Order
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Order- (Passive Ability, Other: Concordant Ordinator) Whenever possessor obtains Order element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Order Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Order- (Passive Ability, Other: Concordant Ordinator) Possessor's Order element pets and summons gain +50 to all stats
Requires: Basic Order Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +50 Defense against Order
Requires: Basic Order Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Order Resistance- (Passive Ability, Other: Concordant Ordinator) Possessor gains 1% Order Resistance
Requires: Basic Order Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Order Synchronization- (Passive Ability, Other: Concordant Ordinator) Possessor gains +25 to all stats if possessor is Order element
Requires: Lawbringer, Diviner, High Judge, Police Officer
Cost: 100,000,000 Gold, 5 Weeks

Basic Understanding of the Heart of Order- (Passive Ability, Other: Concordant Ordinator) Possessor's Order element allies gain +10 to all stats
Requires: Basic Command of Order
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Order- (Passive Ability, Other: Concordant Ordinator) Quantities of Order element Damage dealt by possessor are increased by 50 points
Requires: Basic Order Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +50 to all stats while in a Zone of Order
Requires: Basic Order Synchronization
Cost: 40,000 Gold, 2 Weeks

Concordant Ordinator- (Passive Ability, Other: Concordant Ordinator) Possessor ignores (1 * (Possessor Level/5), rounded down)% Order Resistance, Possessor ignores Order Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Order Synchronization, 10 other Other: Concordant Ordinator abilities
Cost: 125,000 Gold, 4 Weeks

Control of Order- (Passive Ability, Other: Concordant Ordinator) Possessor has a 20% chance of being able to cancel the actions of Order element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Order Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +500 Defense if possessor has any Order-element items equipped that provide a Defense bonus
Requires: Basic Order Synchronization, Basic Defenses against Order, Basic Weaponization of Order
Cost: 200,000 Gold, 2 Weeks

Detect Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +1% To Hit against Order element targets
Requires: Apprentice Divining Attunement, Basic Order Synchronization
Cost: 100,000 Gold, 2 Weeks

Empowered By Order- (Passive Ability, Other: Concordant Ordinator) If possessor is Order element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Order
Requires: Basic Understanding of the Heart of Order
Requires: 200,000 Gold, 2 Weeks

Improved Affinity to Healing Via Order- (Passive Ability, Other: Concordant Ordinator) Whenever possessor obtains Order element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Order
Cost: 500,000 Gold, 2 Weeks

Improved Command of Order- (Passive Ability, Other: Concordant Ordinator) Possessor's Order element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Order, Basic Understanding of the Heart of Order
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +5,000 Defense against Order
Requires: Apprentice Defenses Against Order, Basic Order Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +2,000 Defense if possessor has any Order-element items equipped that provide a Defense bonus
Requires: Apprentice Order Synchronization, Improved Defenses against Order, Improved Weaponization of Order
Cost: 500,000 Gold, 2 Weeks

Improved Order Resistance- (Passive Ability, Other: Concordant Ordinator) Possessor gains 10% Order Resistance
Requires: Apprentice Order Resistance, Basic Defenses against Order
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Order- (Passive Ability, Other: Concordant Ordinator) Possessor's Order element allies gain +250 to all stats
Requires: Improved Command of Order, Apprentice Understanding of the Heart of Order
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Order- (Passive Ability, Other: Concordant Ordinator) Quantities of Order element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Order
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +1,000 to all stats while in a Zone of Order
Requires: Apprentice Zonal Acclimation of Order
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Order Empowerment- (Passive Ability, Other: Concordant Ordinator) Possessor gains +500 to all stats while in a Zone of Order, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Order
Requires: Empowered by Order, Nourished by Order, Improved Zonal Acclimation of Order
Cost: 1,000,000 Gold, 2 Weeks

Meditative Assumption of Order- (Passive Ability, Other: Concordant Ordinator) Possessor may choose, at the beginning of a thread, to become solely Order element
Requires: Basic Order Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nourished By Order- (Passive Ability, Other: Concordant Ordinator) If possessor is Order element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Order
Requires: Basic Understanding of the Heart of Order
Requires: 200,000 Gold, 2 Weeks

Nourish Order- (Passive Ability, Other: Concordant Ordinator) Whenever possessor deals HP or MP healing to an Order element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Order, Nourished by Order
Cost: 200,000 Gold, 2 Weeks

Order Manipulation- (Passive Ability, Other: Concordant Ordinator) Possessor may choose one of the following at the beginning of each round if Order element: Create a Zone of Order, Remove a Zone of Order created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Order by either possessor or a source below Level 20, Add Order to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Order element on a Order element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Order, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Order, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Order element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Order to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Order, 5% Order Resistance, or +50 Defense against Order and 1% Order Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Order Synchronization, 5 other Concordant Ordinator abilities
Cost: 400,000 Gold, 3 Weeks

Partial Channeling of the Wrath of Order- (Passive Ability, Other: Concordant Ordinator) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Order Resistance, Basic Weaponization of Order
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Order- (Passive Ability, Other: Concordant Ordinator) Possessor gains +5% Dodge against Order element individuals
Requires: Improved Defenses Against Order, Improved Understanding of the Heart of Order, Defenses that Utilize Order
Cost: 200,000 Gold, 2 Weeks

Reconsume Order Elemental Spawn- (Passive Ability, Other: Concordant Ordinator) Possessor may, at the start of any round, unsummon one of possessor's Order element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Order Elemental Emanation, Improved Affinity to Healing Via Order
Cost: 200,000 Gold, 2 Weeks

Uplifted By Order- (Passive Ability, Other: Concordant Ordinator) If possessor is Order element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Order
Requires: Basic Understanding of the Heart of Order
Requires: 200,000 Gold, 2 Weeks

Zonal Order Control- (Passive Ability, Other: Concordant Ordinator) Possessor may, at the start of each round, choose one Zone of Order that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Order, Improved Zonal Acclimation of Order
Cost: 1,000,000 Gold, 2 Weeks


~Other: Corroded Wretch (Other: Rust)~

Basic Rust Synchronization- (Passive Ability, Other: Corroded Wretch) Possessor gains +25 to all stats if possessor is Rust element
Requires: Inclusion of SAN, Inclusion of INF, Inclusion of RES, Heir to the Future
Cost: 50,000,000 Gold, 30 Weeks


~Other: Cosmic Mathematician (Other: Numerals)~

Adept Numerals Synchronization- (Passive Ability, Other: Cosmic Mathematician) Amounts of Numerals element Damage possessor deals are increased by 10,000 points, Numerals element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Numerals element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Cosmic Mathematician, 50 other Cosmic Mathematician Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Numerals Synchronization- (Passive Ability, Other: Cosmic Mathematician) Possessor gains +50 to all stats for each Numerals element item equipped, Possessor's Numerals element pets and summons gain +250 to all stats
Requires: Basic Numerals Synchronization, 3 other Cosmic Mathematician abilities
Cost: 125,000 Gold, 2 Weeks

Basic Numerals Synchronization- (Passive Ability, Other: Cosmic Mathematician) Possessor gains +25 to all stats if possessor is Numerals element
Requires: Knowledge of Esoteric Elements, Scholar, Scientist, Mentalist, Engineer, Ethereal Mage, Transmuter, Diviner, Seer
Cost: 100,000,000 Gold, 60 Weeks

Cosmic Mathematician- (Passive Ability, Other: Cosmic Mathematician) Possessor ignores (1 * (Possessor Level/5), rounded down)% Numerals Resistance, Possessor ignores Numerals Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Numerals Synchronization, 10 other Cosmic Mathematician abilities
Cost: 125,000 Gold, 4 Weeks

Judge of How Many Sides Shapes Have- (Passive Ability, Other: Cosmic Mathematician) Possessor may choose how many entities any side of battle counts as containing at any point in time, provided that all entities of higher Level than wielder and all sides of battle with a Level 80 or greater entity on them agree to let possessor
Not for Sale

Unfathomable Undercrash: Cool Thy Numbers and Thy Tits, Thot- (Technique Ability, Other: Cosmic Mathematician) Possessor may use 'Unfathomable Undercrash: Cool Thy Numbers and Thy Tits, Thot' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor has not previously used an Undercrash during the thread, no other Technique, Undercrash, or Overcrash is being used, and possessor has a unique Container named 'Yeet Boi Ebineezer's Skateboard Protractor' equipped. Said action gains +49,000 Melee Attack, becomes solely the elements Ice & Numerals, and applies an unremovable debuff to one of its targets that prevents its possessor's stats from being altered by buffs, debuffs, or status effects from sources that are not 5 Levels greater than its source, prevents its possessor from benefiting from minor positive status effects, and that prevents its possessor from inflicting Charm. Said action's user may not, as an effect that is not a debuff, use Overcrashes the remainder of the thread.
Not for Sale

Unfathomable Undercrash: Gonna Heckin' Shred Those Nines Till They Twerk Like Sixes - (Technique Ability, Other: Cosmic Mathematician) Possessor may use 'Unfathomable Undercrash: Gonna Heckin' Shred Those Nines Till They Twerk Like Sixes' in conjunction with an 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor has not previously used an Undercrash during the thread, no other Technique, Undercrash, or Overcrash is being used, and possessor has a unique Container named 'Yeet Boi Ebineezer's Skateboard Protractor' equipped. Said action gains +96,699.6 Melee Attack, becomes solely the elements Numerals & Physical & Devastation, and applies an unremovable debuff to one of its targets that causes all nines in its possessor's stats to count as sixes for purposes of calculations that are part of their possessor's actions. Said action's user may not, as an effect that is not a debuff, use Overcrashes the remainder of the thread.
Not for Sale

Unfathomable Undercrash: Radical Mathematical Power Ollie: Ur Inbox Is My Bae: Let's Pump It Up! - (Technique Ability, Other: Cosmic Mathematician) Possessor may use 'Unfathomable Undercrash: Radical Mathematical Power Ollie: Ur Inbox Is My Bae: Let's Pump It Up!' in conjunction with an 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor has not previously used an Undercrash during the thread, no other Technique, Undercrash, or Overcrash is being used, and possessor has a unique Container named 'Yeet Boi Ebineezer's Skateboard Protractor' equipped. Said action gains +88,888 Melee Attack, counts the number of rows in all row order formations in the battlespace it is in, counts the number of prior rounds during which its performer placed a buff on the non-self ally that its possessor placed buffs on the most, provided there is a singular such ally, and, provided that both numbers are at least 3, (first announces 'THERE ARE <the number of rows in all row order formations in the battlespace it is in, represented in text form in all caps> GROOVY AF CURVES TANKIN' THERE WAY ROUND THIS PLACE, AND I JUST CRUNK'D 'EM ALL!', then announces 'HO'S GETTING SALTY 'BOUT HOW WE JUST GOT LIT <the number of prior rounds during which its performer placed a buff on the non-self ally that its possessor placed buffs on the most, provided there is a singular such ally, represented in text form in all caps> TIMES ALL UP IN THEIR FACES!', and then, if the number of rows in all row order formations in the battlespace it is in is greater than the number of prior rounds during which its performer placed a buff on the non-self ally that its possessor placed buffs on the most, provided there is a singular such ally, gives its performer a buff that is unremovable by lower-Level sources and is unremovable by equal-Level opposing sources, that places its possessor in every row in the battlespace, obtaining all positive benefits from being in each, including benefits granted by opponents' formations as though its possessor were on their side unless the formation's granter possesses double the Base MIN or more than possessor does, which ends when its possessor voluntarily leaves the battlespace or when battle end, but, if the number of prior rounds during which its performer placed a buff on the non-self ally that its possessor placed buffs on the most, provided there is a singular such ally, represented in text form in all caps is greater than the number of rows in all row order formations in the battlespace it is in, instead grants its possessor a buff that allows its possessor to take a bonus action at the start of each round, which may only be non-offensive, may not target non-performer individuals other than the singular individual who was, at the time of this Technique's use the non-self ally that its possessor placed buffs on the most, which must target said individual if performed, and which may not grant any individual additional actions (including through the effect of actions the replicate or buffs they produce), with those bonus actions not being counterable (including pre-emptively) by entities that are below this action's performer's Level, provided those entities are not Numerals element, with the bonus actions gaining the elements Numerals and Ice).
Not for Sale


~Other: Cosmic Ruler (Other: Astral)~

Absorb Astral- (Passive Ability, Other: Cosmic Ruler) Possessor Absorbs Astral against sources below Level 20 if Level 20 or greater
Requires: Astral Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Astral Synchronization- (Passive Ability, Other: Cosmic Ruler) Amounts of Astral element Damage possessor deals are increased by 10,000 points, Astral element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Astral element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Cosmic Ruler, 50 other Cosmic Ruler Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Astral- (Passive Ability, Other: Cosmic Ruler) Whenever possessor obtains Astral element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Astral
Cost: 200,000 Gold, 2 Weeks

Apprentice Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 5% Astral Resistance
Requires: Basic Astral Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Astral Synchronization- (Passive Ability, Cosmic Ruler) Possessor gains +50 to all stats for each Astral element item equipped, Possessor's Astral element pets and summons gain +250 to all stats
Requires: Basic Astral Synchronization, 3 other Cosmic Ruler abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Astral
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +500 Defense against Astral
Requires: Basic Defenses Against Astral
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +100 to all stats
Requires: Apprentice Command of Astral, Basic Understanding of the Heart of Astral
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Astral
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +500 to all stats while in a Zone of Astral
Requires: Basic Zonal Acclimation of Astral
Cost: 100,000 Gold, 2 Weeks

Astral Battle-Aura- (Stance Ability, Other: Cosmic Ruler) Possessor deals 10,000 Flat Astral element Damage to each opponent at the start of each round
Requires: Emanate Astral, Improved Weaponization of Astral
Cost: 200,000 Gold, 3 Weeks

Astral Body Form- (Stance Ability, Other: Cosmic Ruler) Possessor gains +200 Defense against Astral, Possessor gains 15% Astral Resistance, Possessor may deal 5,000 Flat Astral element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Astral, Cosmic Ruler, Basic Astral Resistance, Apprentice Understanding of the Heart of Astral, Apprentice Defenses Against Astral
Cost: 300,000 Gold, 3 Weeks

Astral Immunity- (Passive Ability, Other: Cosmic Ruler) Possessor gains Astral Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Astral Resistance, Cosmic Ruler, Level 20
Cost: 500,000 Gold, 2 Weeks

Astral Manipulation- (Passive Ability, Other: Cosmic Ruler) Possessor may choose one of the following at the beginning of each round if Astral element: Create a Zone of Astral, Remove a Zone of Astral created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Astral by either possessor or a source below Level 20, Add Astral to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Astral element on a Astral element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Astral, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Astral, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Astral element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Astral to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Astral, 5% Astral Resistance, or +50 Defense against Astral and 1% Astral Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Astral Synchronization, 5 other Cosmic Ruler abilities
Cost: 400,000 Gold, 3 Weeks

Basic Acceleration Within Astral's Dominion- (Passive Ability, Other: Cosmic Ruler) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Astral
Requires: Basic Zonal Acclimation of Astral
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Astral- (Passive Ability, Other: Cosmic Ruler) Whenever possessor obtains Astral element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Astral Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 1% Astral Resistance
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Astral Synchronization- (Passive Ability, Other: Cosmic Ruler) Possessor gains +25 to all stats if possessor is Astral element
Requires: Knowledge of Esoteric Elements, Astromancer, Starkeeper, Charter of Astrogeomantic Power, Attuned to Terrain: Space
Cost: 50,000,000 Gold, 30 Weeks

Basic Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +50 to all stats
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 Defense against Astral
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +10 to all stats
Requires: Basic Command of Astral
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 50 points
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 to all stats while in a Zone of Astral
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Astral- (Active Ability, Other: Cosmic Ruler) Possessor may spend an action to summon 5 Elementals that are Astral element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Astral, Emanate Astral
Cost: 300,000 Gold, 2 Weeks

Control of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor has a 20% chance of being able to cancel the actions of Astral element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Astral Manipulation
Cost: 500,000 Gold, 2 Weeks

Cosmic Ruler- (Passive Ability, Other: Cosmic Ruler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Astral Resistance, Possessor ignores Astral Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Astral Synchronization, 10 other Cosmic Ruler abilities
Cost: 125,000 Gold, 4 Weeks

Defenses that Utilize Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +500 Defense if possessor has any Astral-element items equipped that provide a Defense bonus
Requires: Basic Astral Synchronization, Basic Defenses against Astral, Basic Weaponization of Astral
Cost: 200,000 Gold, 2 Weeks

Detect Astral- (Passive Ability, Cosmic Ruler) Possessor gains +1% To Hit against Astral element targets
Requires: Apprentice Divining Attunement, Basic Astral Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Astral- (Technique Ability, Other: Cosmic Ruler) Possessor may use 'Elemental Attack-Conversion: Astral' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Astral element and no other technique is used. Said action becomes solely the element Astral.
Requires: Improved Weaponization of Astral
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Astral- (Technique Ability, Other: Cosmic Ruler) Possessor may use 'Elemental Invocation of Astral' in conjunction with an 'Elemental Attack' action so long as possessor is Astral element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Astral
Cost: 200,000 Gold, 2 Week

Emanate Astral- (Passive Ability, Other: Cosmic Ruler) Whenever possessor absorbs Damage that is Astral element Damage, Possessor may choose to deal 10,000 Flat Astral element Damage to up to 10 targets
Requires: Absorb Astral, Astral Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Astral- (Passive Ability, Cosmic Ruler) If possessor is Astral element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Astral
Requires: Basic Understanding of the Heart of Astral
Requires: 200,000 Gold, 2 Weeks

Expert Astral Synchronization- (Passive Ability, Other: Cosmic Ruler) Astral element Damage dealt to possessor (not including healing) is halved, Astral element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Astral element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Astral Synchronization, 100 other Cosmic Ruler Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +2,500 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Improved Command of Astral, Apprentice Understanding of the Heart of Astral, Cosmic Ruler
Cost: 5,000,000 Gold, 2 Weeks

Greater Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Astral, Cosmic Ruler
Cost: 5,000,000 Gold, 2 Weeks

Greater Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +500 to all stats
Requires: Greater Command of Astral, Improved Understanding of the Heart of Astral
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Astral- (Passive Ability, Other: Cosmic Ruler) Whenever possessor obtains Astral element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Astral
Cost: 500,000 Gold, 2 Weeks

Improved Astral Elemental Emanation- (Passive Ability, Other: Cosmic Ruler) Possessor's 'Call Forth the Living Astral' ability may summon entities up to Level 20
Requires: Call Forth the Living Astral
Cost: 200,000 Gold, 2 Weeks

Improved Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 10% Astral Resistance
Requires: Apprentice Astral Resistance, Basic Defenses against Astral
Cost: 500,000 Gold, 2 Weeks

Improved Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Astral, Basic Understanding of the Heart of Astral
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +5,000 Defense against Astral
Requires: Apprentice Defenses Against Astral, Basic Astral Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +2,000 Defense if possessor has any Astral-element items equipped that provide a Defense bonus
Requires: Apprentice Astral Synchronization, Improved Defenses against Astral, Improved Weaponization of Astral
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +250 to all stats
Requires: Improved Command of Astral, Apprentice Understanding of the Heart of Astral
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Astral
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +1,000 to all stats while in a Zone of Astral
Requires: Apprentice Zonal Acclimation of Astral
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Astral Empowerment- (Passive Ability, Other: Cosmic Ruler) Possessor gains +500 to all stats while in a Zone of Astral, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Astral
Requires: Empowered by Astral, Nourished by Astral, Improved Zonal Acclimation of Astral
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains the element Astral while in Cosmic Ruler stances
Requires: Meditative Assumption of Astral, Adept Astral Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor may choose, at the beginning of a thread, to become solely Astral element
Requires: Basic Astral Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Astral- (Passive Ability, Other: Cosmic Ruler) Possessor may use the Technique 'Elemental Attack-Conversion: Astral' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Astral element.
Requires: Elemental Attack-Conversion: Astral
Cost: 500,000 Gold, 2 Weeks

Nourish Astral- (Passive Ability, Other: Cosmic Ruler) Whenever possessor deals HP or MP healing to an Astral element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Astral, Nourished by Astral
Cost: 200,000 Gold, 2 Weeks

Nourished By Astral- (Passive Ability, Cosmic Ruler) If possessor is Astral element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Astral
Requires: Basic Understanding of the Heart of Astral
Requires: 200,000 Gold, 2 Weeks

Nullify Astral- (Passive Ability, Other: Cosmic Ruler) Possessor may remove the element Astral from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Astral-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Astral-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Astral from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Astral Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +5% Dodge against Astral element individuals
Requires: Improved Defenses Against Astral, Improved Understanding of the Heart of Astral, Defenses that Utilize Astral
Cost: 200,000 Gold, 2 Weeks

Project Astral- (Passive Ability, Other: Cosmic Ruler) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Astral
Requires: Improved Weaponization of Astral
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Astral- (Passive Ability, Other: Cosmic Ruler) If possessor is Astral element and performs an 'Elemental Attack' action that is solely Astral element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Astral
Cost: 500,000 Gold, 2 Weeks

Reconsume Astral Elemental Spawn- (Passive Ability, Other: Cosmic Ruler) Possessor may, at the start of any round, unsummon one of possessor's Astral element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Astral Elemental Emanation, Improved Affinity to Healing Via Astral
Cost: 200,000 Gold, 2 Weeks

Reflect Astral- (Passive Ability, Other: Cosmic Ruler) Possessor Reflects Astral against sources below Level 20 if Level 20 or greater
Requires: Astral Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Astral- (Passive Ability, Other: Cosmic Ruler) If possessor's last action was solely Astral element either due to this ability or the technique 'Elemental Attack-Conversion: Astral', possessor may make any of possessor's offensive actions solely Astral element.
Requires: Nonsynchronous Elemental Attack-Conversion: Astral, Adept Astral Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Astral Emanation- (Passive Ability, Other: Cosmic Ruler) Whenever possessor absorbs Damage that is Astral element Damage, Possessor may choose to deal 10,000 Flat Astral element HP Healing to up to 10 targets that are Astral element
Requires: Emanate Astral, Nourish Astral
Cost: 300,000 Gold, 1 Week

Stability Within Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains 25% minor negative status effect resistance while in a Zone of Astral
Requires: Basic Understanding of the Heart of Astral, Defenses that Utilize Astral
Requires: 500,000 Gold, 2 Weeks

Starmind- (Passive Ability, Cosmic Ruler) If possessor is Astral element and in a Zone of Astral, possessor gains +500,000 MP and may not be dealt MP Damage by individuals below Level 40
Requires: Absorb Astral, Greater Understanding of the Heart of Astral, Level 40
Cost: 2,000,000 Gold, 3 Weeks

Understanding of the Bonds of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Astral element individual
Requires: Improved Understanding of the Heart of Astral
Cost: 200,000 Gold, 2 Weeks

Uplifted By Astral- (Passive Ability, Cosmic Ruler) If possessor is Astral element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Astral
Requires: Basic Understanding of the Heart of Astral
Requires: 200,000 Gold, 2 Weeks

Zonal Astral Control- (Passive Ability, Other: Cosmic Ruler) Possessor may, at the start of each round, choose one Zone of Astral that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Astral, Improved Zonal Acclimation of Astral
Cost: 1,000,000 Gold, 2 Weeks

~Other: Count of Blood (Other: Blood)~

Absorb Blood- (Passive Ability, Other: Count of Blood) Possessor Absorbs Blood against sources below Level 20 if Level 20 or greater
Requires: Blood Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Blood Synchronization- (Passive Ability, Other: Count of Blood) Amounts of Blood element Damage possessor deals are increased by 10,000 points, Blood element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Count of Blood, 50 other Count of Blood Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Blood Puppetry- (Passive Ability, Other: Count of Blood) Possessor's 'Blood Puppetry' ability may affect individuals below Level 40 who are below possessor's Level
Requires: Blood Puppetry, Count of Blood, Enchanter OR Apprentice Puppet Strings Training
Cost: 2,000,000 Gold, 2 Weeks

Animate Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, if any individual present is afflicted with Wounded: Bleeding, summon 1 Blood Servant from the Enemy List; These summons are considered to be Blood Magic summons and Necromancy summons, Max 20 summoned
Requires: Apprentice Command of Blood, Animate Corpses
Cost: 300,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Blood
Cost: 200,000 Gold, 2 Weeks

Apprentice Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 5% Blood Resistance
Requires: Basic Blood Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats for each Blood element item equipped, Possessor's Blood element pets and summons gain +250 to all stats
Requires: Basic Blood Synchronization, 3 other Count of Blood abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Blood
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense against Blood
Requires: Basic Defenses Against Blood
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +100 to all stats
Requires: Apprentice Command of Blood, Basic Understanding of the Heart of Blood
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Blood
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood
Requires: Basic Zonal Acclimation of Blood
Cost: 100,000 Gold, 2 Weeks

Armor Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood if possessor is Blood element
Requires: Blood Armor, Improved Blood Resistance, Improved Defenses against Blood
Cost: 300,000 Gold, 2 Weeks

Automatic Blood Conversion- (Passive Ability, Other: Count of Blood) Possessor may, at the beginning of each round, choose to convert an amount of HP that possessor possesses into MP as would be allowed by a 'Blood Conversion' action performed by possessor
Requires: Blood Conversion, Basic Acceleration Within Blood's Dominion
Cost: 200,000, 2 Weeks

Basic Acceleration Within Blood's Dominion- (Passive Ability, Other: Count of Blood) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Blood
Requires: Basic Zonal Acclimation of Blood
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Blood Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 1% Blood Resistance
Requires: Basic Blood Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element
Requires: Knowledge of Esoteric Elements
Cost: 50,000,000 Gold, 30 Weeks

Basic Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +50 to all stats
Requires: Basic Blood Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 Defense against Blood
Requires: Basic Blood Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +10 to all stats
Requires: Basic Command of Blood
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 50 points
Requires: Basic Blood Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats while in a Zone of Blood
Requires: Basic Blood Synchronization
Cost: 40,000 Gold, 2 Weeks

Become Blood Upon Death- (Passive Ability, Other: Count of Blood) Possessor may choose to leave no corpse upon dying
Requires: Deathshift, Blood Body, Exsanguinate
Cost: 2,000,000 Gold, 2 Weeks

Bleed Magic- (Passive Ability, Other: Count of Blood) Possessor may choose, when afflicted with Wounded: Bleeding, to have said instance of Wounded: Bleeding deal MP Damage based on Max MP instead of HP Damage based on Max HP
Requires: Magic-Containing Blood, Stop Bleeding, Reduce Bleeding
Cost: 300,000 Gold, 2 Weeks

Bleed Money- (Passive Ability, Other: Count of Blood) Possessor may choose, when afflicted with Wounded: Bleeding, to have said instance of Wounded: Bleeding deal Gold Damage based on Current Gold instead of HP Damage based on Max HP
Requires: Merchant, Count of Blood, Stop Bleeding, Reduce Bleeding
Cost: 300,000 Gold, 2 Weeks

Bleeding Immunity- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains Wounded: Bleeding Immunity
Requires: Greater Resist Bleeding
Cost: 300,000 Gold, 1 Week

Bleeding Strike- (Technique Ability, Other: Count of Blood) Possessor may use 'Bleeding Strike' in conjunction with a Melee Attack action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Requires: Vampiric Weaponry
Cost: 200,000 Gold, 2 Weeks

Bleeding Touch- (Technique Ability, Other: Count of Blood) Possessor may use 'Bleeding Touch' in conjunction with a Melee Attack action so long as possessor has no non-'Fist Weapon' weapons equipped, possessor is Blood element, and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Requires: Apprentice Blood Synchronization, Apprentice Weaponization of Blood
Cost: 100,000 Gold, 1 Week

Bleeding Wounds- (Passive Ability, Other: Count of Blood) Possessor's 'Melee Attack' actions may gain '30% inflicts Bleeding'.
Requires: Bleeding Strike, Improved Blood Loss Induction
Cost: 200,000 Gold, 2 Weeks

Blood Armor- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 Defense if possessor is Blood element, Possessor may, at the start of each round, if possessor is Blood element, choose to count as having an additional Blood element Armor equipped that is either a Heavy Armor, a Light Armor, a Robe, a Grand Armor, a Clothes, a Ward, or an Aura for the duration of the round
Requires: Bloodwall
Cost: 200,000 Gold, 2 Weeks

Blood Artistry- (Passive Ability, Other: Count of Blood) Blood Magic buffs with possessor as a source may not be dispelled by sources below Level 20
Requires: Blood Manipulation, Artist
Cost: 200,000 Gold, 2 Weeks

Blood Battle-Aura- (Stance Ability, Other: Count of Blood) Possessor deals 10,000 Flat Blood element Damage to each opponent at the start of each round
Requires: Emanate Blood, Improved Weaponization of Blood
Cost: 200,000 Gold, 3 Weeks

Blood Body Form- (Stance Ability, Other: Count of Blood) Possessor gains +200 Defense against Blood, Possessor gains 15% Blood Resistance, Possessor may deal 5,000 Flat Blood element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Blood, Count of Blood, Basic Blood Resistance, Apprentice Understanding of the Heart of Blood, Apprentice Defenses Against Blood
Cost: 300,000 Gold, 3 Weeks

Blood Body- (Passive Ability, Other: Count of Blood) If possessor is Blood element and is an Ooze, possessor gains 30% Resilience and Regenerates 10,000 HP per round. Possessor may choose at the beginning of a thread to have this ability lose its text for the duration of this thread.
Requires: Count of Blood, Ooze Traits
Cost: 500,000 Gold, 2 Weeks

Blood Bullets- (Passive Ability, Other: Count of Blood) Possessor may choose at the start of a thread to count as having an additional Ammo equipped, Possessor may choose to make possessor's 'Ranged Attack' and 'Point Blank' actions be solely Blood element if possessor is Blood element, Possessor may choose to possess +500 Ranged Attack if possessor is Blood element and has a Gun equipped
Requires: Ammocrafter, Blood Needles, Apprentice Gun Training
Cost: 400,000 Gold, 2 Weeks

Blood Clone- (Passive Ability, Other: Count of Blood) If possessor is Blood element and afflicted with Wounded: Bleeding, provided that no individual who is 19 Levels or more higher than possessor objects, possessor may, once per round, repeat an action possessor performed immediately after said action
Requires: Adept Blood Synchronization, Crimson Majesty, Wings Into Crimson Bats
Cost: 70,000,000 Gold, 2 Weeks

Blood Conversion- (Active Ability, Other: Count of Blood) Possessor may spend an action to convert up to 5,000 points of HP that possessor possesses into MP
Requires: Apprentice Blood Synchronization, Meditative Assumption of Blood, Basic Understanding of the Heart of Blood
Cost: 70,000 Gold, 2 Weeks

Blood Cultist- (Passive Ability, Other: Count of Blood) Blood element spells cast by possessor cost 5,000 less MP, Whenever possessor kills an individual with an action involving the Technique 'Blood Sacrifice' possessor regenerates 5,000 HP and 5,000 MP, to a max of 200 times per round
Requires: Count of Blood, Blood Sacrifice, Priest OR Warlock OR Ritualist
Cost: 400,000 Gold, 2 Weeks

Blood Danmaku- (Passive Ability, Other: Count of Blood) Possessor's Danmaku Attacks count as though they contain an additional Danmaku spell for purposes of To Hit calculation, Possessor's Danmaku Attacks may gain +500 Ranged Attack or +500 Magical Attack, Possessor's Danmaku Attacks may gain the element Blood
Requires: Blood Bullets, Bullet Maestro
Cost: 300,000 Gold, 2 Weeks

Blood Drain- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Drain' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains 'Drains HP'.
Requires: Meditative Assumption of Blood
Cost: 200,000 Gold, 2 Weeks

Blood Drinking- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's Melee Attack actions to not include Melee Attack bonuses from possessor's equipped weapons, to deal 1/2 Damage, and to deal HP Drain
Requires: Improved Drain
Cost: 100,000 Gold, 3 Weeks

Blood Hex- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Message' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains the element Blood and gains a 30% chance of inflicting Hexed.
Requires: Apprentice Blood Synchronization, Apprentice Dark Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Blood Immunity- (Passive Ability, Other: Count of Blood) Possessor gains Blood Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Blood Resistance, Count of Blood, Level 20
Cost: 500,000 Gold, 2 Weeks

Blood Leash- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets gain +200 to all stats as a bonus that cannot raise their stats to more than 2000% of their natural values, Possessor's Blood element pets gain 20% Charm Resistance
Requires: Basic Understanding of the Heart of Blood, Apprentice Beastmaster Knowledge
Cost: 160,000 Gold, 2 Weeks

Blood Manipulation- (Passive Ability, Other: Count of Blood) Possessor may choose one of the following at the beginning of each round if Blood element: Create a Zone of Blood, Remove a Zone of Blood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Blood by either possessor or a source below Level 20, Add Blood to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Blood element on a Blood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Blood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Blood, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Blood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Blood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Blood, 5% Blood Resistance, or +50 Defense against Blood and 1% Blood Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Blood Synchronization, 5 other Count of Blood abilities
Cost: 400,000 Gold, 3 Weeks

Blood Message- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Message' in conjunction with a 'Cast a Spell' action so long as possessor is Blood element and no other technique is used. Said action is delayed for 1-5 rounds. If possessor is not present in battle at the time that said action would occur but has not died or been defeated before said point in time, said action still occurs, with this delaying of said action not stopping due to its source leaving battle; if possessor is still present in battle at said time, said action fails to occur, with things that would occur before and after said action, excluding this check, not occurring.
Requires: Apprentice Blood Synchronization
Cost: 200,000 Gold, 2 Weeks

Blood Mirror Technique- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Mirror Technique' in conjunction with a 'Defend' action so long as possessor is Blood element and no other technique is used. Said action causes its user to gain a buff that lasts 1 round and does not stack that provides its possessor with 'Possessor has a 30% chance of reflecting actions from individuals below Level 40 if possessor is Blood element'
Requires: Bloodwall, Reflected Cuts
Cost: 600,000 Gold, 2 Weeks

Blood Needles- (Passive Ability, Other: Count of Blood) Possessor gains +500 Ranged Attack, Possessor's 'Ranged Attack' and 'Point Blank' actions may gain the element Blood
Requires: Apprentice Weaponization of Blood
Cost: 100,000 Gold, 2 Weeks

Blood Puppetry- (Passive Ability, Other: Count of Blood) Each round, if possessor has a Whip or a Puppet Strings equipped, possessor may choose a single individual who is afflicted with Wounded: Bleeding who is below Level 20, not immune to Charm, and not immune to Minor Status Effects; Possessor has a 20% chance of being able to make all decisions for said individual during said round
Requires: Apprentice Enchantment Attunement, Blood Whip OR Basic Puppet Strings Training OR Channeler
Cost: 300,000 Gold, 2 Weeks

Blood Rebirth- (Passive Ability, Other: Count of Blood) Once per battle, if possessor is killed while Blood element and while afflicted with Wounded: Bleeding, providing that another individual present is afflicted with Wounded: Bleeding and that possessor was killed by a source below Level 60 that is no more than 19 Levels greater than possessor, possessor resurrects immediately after dying, with said resurrection not stopping the checking of win conditions before it occurs
Requires: Bursting Bloodleap, Become Blood Upon Death, Crimson Majesty, Adept Blood Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Blood Sacrifice- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Sacrifice' in conjunction with a 'Melee Attack' action so long as possessor has a Knife equipped or is Blood element and no other technique is used. Said action regenerates possessor's HP by a number of points equal to (Said action's target's HP / 10, rounded up), to a max of 20,000 points if said target is killed.
Requires: Apprentice Blood Synchronization, Apprentice Knife Training OR Apprentice Dark Magic Synchrnoization OR Apprentice Dark Magic Synchrnoization
Cost: 80,000 Gold, 2 Weeks

Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Requires: Keen Scent OR Apprentice Blood Synchronization, Basic Blood Synchronization
Cost: 60,000 Gold, 1 Week

Blood Scrying- (Passive Ability, Other: Count of Blood) Possessor counts a 1 Level higher, to a max of Level 60 for stat-scanning purposes if an individual present is afflicted with Wounded: Bleeding, with said effect not bypassing 'Immune to Under Level X' effects
Requires: Bloodsense
Cost: 400,000 Gold, 2 Weeks

Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Requires: Tracking, Blood Scent
Cost: 100,000 Gold, 2 Weeks

Blood Whip- (Passive Ability, Other: Count of Blood) Possessor may, at the beginning of any round, create and equip a Temporary weapon named 'Blood Whip' that is a Blood element Whip and provides +500 Melee Attack and +500 CON; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.
Requires: Basic Weaponization of Blood, Apprentice Whip Training
Cost: 175,000 Gold, 2 Weeks

Blood Whips- (Passive Ability, Other: Count of Blood) Possessor may choose to create a Weaponx2 instead of a Weapon when creating a weapon with the ability 'Blood Whip'; said Weapon gains an additional +1,000 Melee Attack and +1,000 CON, as well as gaining 'this item's per-item Melee Attack cap is doulbed'
Requires: Blood Whip, Dual Whip-Wielding
Cost: 200,000 Gold, 2 Weeks

Bloodburn- (Passive Ability, Other: Count of Blood) Possessor may pay up to 5,000 HP when casting a spell to reduce said spell's MP cost by an indentical amount
Requires: Blood Conversion
Cost: 200,000 Gold, 2 Weeks

Bloodfire- (Passive Ability, Other: Count of Blood) Possessor gains +250 Magical Attack if Blood element, Possessor may add the element Blood to any of possessor's Fire-element actions
Requires: Apprentice Blood Synchronization, Apprentice Fire Synchronization, Bloodburn
Cost: 300,000 Gold, 2 Weeks

Bloodsense- (Passive Ability, Other: Count of Blood) Possessor may scan the stats of any individual who is afflicted with Wounded: Bleeding at the start of each round
Requires: Apprentice Divining Attunement, Apprentice Blood Synchronization, Blood Tracking
Cost: 300,000 Gold, 2 Weeks

Bloodsliding- (Passive Ability, Other: Count of Blood) Possessor gains +200 AGI if an individual present in battle is afflicted with Wounded: Bleeding
Requires: Basic Blood Synchronization
Cost: 60,000 Gold, 1 Week

Bloodwall- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 Defense while afflicted with Wounded: Bleeding
Requires: Sanguine Shield, Apprentice Blood Synchronization
Cost: 300,000 Gold, 2 Weeks

Bloodwarp- (Passive Ability, Other: Count of Blood) If possessor is Blood element, if an individual in the same battle as possessor is afflicted with Wounded: Bleeding (including possessor), and if an individual in a different battle in the same thread is afflicted with Wounded: Bleeding, and no individual of Level 40 or greater in either the battle possessor is in or the other battle wishes to veto such, possessor may, at the beginning of any round of battle, leave the battle possessor is in and enter the other aforementioned battle
Requires: Short-Distance Bloodwarp, Adept Blood Synchronization OR Wanderer
Cost: 5,000,000 Gold, 3 Weeks

Bloodwave-Projecting Aura- (Stance Ability, Other: Count of Blood) Possessor may deal 60,000 Flat Blood element or Flat Blood & Water element Damage to up to 15 targets at the start of each round while in this stance
Requires: Harbinger of Red Rivers, Control of Blood, Bloodwall
Cost: 2,000,000 Gold, 2 Weeks

Bloody Footprints- (Passive Ability, Other: Count of Blood) If possessor is Blood element and exits one battle to enter a second battle, any of possessor's allies, provided no individual of Level 20 or greater in either battle opposes such, may follow possessor from the first aforementioned battle into the second aforementioned battle
Requires: Meditative Assumption of Blood
Cost: 200,000 Gold, 2 Weeks

Bloody Retribution- (Passive Ability, Other: Count of Blood) Whenever an individual conducts an offensive action that targets possessor, possessor may deal 5,000 Flat Blood element Damage to said individual
Requires: Improved Weaponization of Blood, Bloodwall, Blood Hex
Cost: 300,000 Gold, 2 Weeks

Boil Blood- (Technique Ability, Other: Count of Blood) Possessor may use 'Boil Blood' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains +500 Magical Attack, gains '30% inflicts an instance of Burning that may be cured by its possessor being dealt HP Drain but not being able to be otherwise cured by indivduals below Level 20', and gains the elements Blood and Fire
Requires: Bloodfire, Blood Hex
Cost: 200,000 Gold, 2 Weeks

Breathe Blood- (Passive Ability, Other: Count of Blood) Possessor gains 40% Drowning Resistance and 40% Suffocation Resistance if possessor is in a Zone of Blood
Requires: Apprentice Blood Synchronization, Basic Seakeeper Knowledge OR Basic Viscous Lord Knowledge
Cost: 200,000 Gold, 2 Weeks

Bursting Bloodleap- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, inflict Wounded: Bleeding on an individual below Level 60 that is present in battle, and, if said infliction is successful, move to the row that said individual is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Requires: Veinleap, Greater Weaponization of Blood
Cost: 3,000,000 Gold, 2 Weeks

Call Forth the Living Blood- (Active Ability, Other: Count of Blood) Possessor may spend an action to summon 5 Elementals that are Blood element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Blood, Emanate Blood
Cost: 300,000 Gold, 2 Weeks

Cause Improved Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max HP worth of Physical element Damage per round
Requires: Apprentice Blood Synchronization, Apprentice Weaponization of Blood
Cost: 300,000 Gold, 2 Weeks

Cause Torrential Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round
Requires: Cause Improved Blood Loss, Count of Blood, Level 19
Cost: 3,000,000 Gold, 3 Weeks

Collection of Bled-Out Life Force- (Passive Ability, Other: Count of Blood) If an individual loses CON due to an instance of Wounded: Bleeding with possessor as a source, possessor may, up to 200 times per round, regenerate 20 CON and 2,000 HP
Requires: Induce Bleeding of Life Force, Vampiric
Cost: 100,000 Gold, 1 Week

Collection of Bled-Out Spirit Essence- (Passive Ability, Other: Count of Blood) If an individual loses SPI due to an instance of Wounded: Bleeding with possessor as a source, possessor may, up to 200 times per round, regenerate 20 SPI and 2,000 MP
Requires: Induce Bleeding of Spirit Essence, Vampiric
Cost: 100,000 Gold, 1 Week

Constant Bleeding Immunity- (Passive Ability, Other: Count of Blood) Possessor gains Wounded: Bleeding Immunity
Requires: Bleeding Immunity
Cost: 100,000 Gold, 1 Week

Contagion of Red Tears- (Passive Ability, Other: Count of Blood) If any individual in the same battle as possessor is afflicted with Confusion: Depression or Wounded: Bleeding, each of possessor's oppoents that is in said battle has a 60% chance of being afflicted with Confusion: Depression and Wounded: Bleeding at the start of each round
Requires: Red Sorrow
Cost: 500,000 Gold, 3 Weeks

Control of Blood- (Passive Ability, Other: Count of Blood) Possessor has a 20% chance of being able to cancel the actions of Blood element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Blood Manipulation
Cost: 500,000 Gold, 2 Weeks

Count of Blood- (Passive Ability, Other: Count of Blood) Possessor ignores (1 * (Possessor Level/5), rounded down)% Blood Resistance, Possessor ignores Blood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Blood Synchronization, 10 other Count of Blood abilities
Cost: 125,000 Gold, 4 Weeks

Crimson Majesty- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain that possessor deals are increased by 25,000 points if possessor is Blood element, Possessor's allies gain +500 to all stats as a non-stacking bonus if possessor is Blood element, Possessor's Base STR, Base AGI, Base CON, Base MIN, and Base SPI increase by 1 point, to a max of 80 points, if possessor is Blood element
Requires: Crimson Steward, Immortality through Blood Consumption, Improved Vampirism, Thrallmaking Blood, Improved Discern Lineage, Wings of Blood
Cost: 50,000,000 Gold, 4 Weeks

Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Requires: Red Magister, Improved Understanding of the Heart of Blood, Zonal Blood Control
Cost: 2,000,000 Gold, 2 Weeks

Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
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Curse Bloodline- (Passive Ability, Other: Count of Blood) Actions possessor conducts that involve the technique 'Blood Hex' may inflict the non-stacking debuff 'Possessor gains -500 to all stats and has a 60% chance of inflicting Stat Drain on itself at the start of every round; Possessor's summons obtain a copy of this debuff when summoned'
Requires: Blood Hex, Discern Lineage
Cost: 2,000,000 Gold, 2 Weeks

Cut Mystic Conduits- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding to deal MP Damage based on Max MP and SPI Damage based on Max SPI instead of HP Damage based on Max HP and CON Damage based on Max CON, respectively
Requires: Draining Spell, Hemotheurge, Count of Blood, Improved Weaponization of Blood, Cause Improved Blood Loss, Improved Blood Loss Induction, Bleed Magic
Cost: 1,000,000 Gold, 2 Weeks

Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Requires: Basic Blood Synchronization, Basic Defenses against Blood, Basic Weaponization of Blood
Cost: 200,000 Gold, 2 Weeks

Dessicate Corpse- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, destroy up to 1 corpse of an individual below Level 40
Requires: Exsanguinate
Cost: 200,000 Gold, 2 Weeks

Detect Blood- (Passive Ability, Count of Blood) Possessor gains +1% To Hit against Blood element targets
Requires: Apprentice Divining Attunement, Basic Blood Synchronization
Cost: 100,000 Gold, 2 Weeks

Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is present, Has RP effects
Requires: Bloodsense
Cost: 300,000 Gold, 2 Weeks

Elemental Attack-Conversion: Blood- (Technique Ability, Other: Count of Blood) Possessor may use 'Elemental Attack-Conversion: Blood' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Blood element and no other technique is used. Said action becomes solely the element Blood.
Requires: Improved Weaponization of Blood
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Blood- (Technique Ability, Other: Count of Blood) Possessor may use 'Elemental Invocation of Blood' in conjunction with an 'Elemental Attack' action so long as possessor is Blood element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Blood
Cost: 200,000 Gold, 2 Week

Emanate Blood- (Passive Ability, Other: Count of Blood) Whenever possessor absorbs Damage that is Blood element Damage, Possessor may choose to deal 10,000 Flat Blood element Damage to up to 10 targets
Requires: Absorb Blood, Blood Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Blood- (Passive Ability, Count of Blood) If possessor is Blood element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Blood
Requires: Basic Understanding of the Heart of Blood
Requires: 200,000 Gold, 2 Weeks

Eternal Youth Through Blood Consumption- (Passive Ability, Other: Count of Blood) Possessor gains Fatigued: Elderly Immunity
Requires: Count of Blood, Vampiric
Cost: 20,000,000 Gold, 2 Weeks

Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Blood Synchronization, 100 other Count of Blood Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Exploding Blood Drops- (Passive Ability, Other: Count of Blood) Possessor may, whenever possessor is dealt damage, deal 50,000 Flat Fire element Damage to up to 30 targets up to 10 times per round
Requires: Improved Weaponization of Blood, Basic Fire Synchronization
Cost: 500,000 Gold, 2 Weeks

Exsanguinate- (Technique Ability, Other: Count of Blood) Possessor may use 'Exsanguinate' in conjunction with an 'Overdrive' action so long as possessor is Blood element and no other technique is used. Said action, if targetting an individual below Level 40 that is not immune to either Moderate status effects or Wounded: Bleeding, gains +2,000 Magical Attack, deals double damage (to a max of 50,000,000 additional damage) and gives its target Wounded: Bleeding Immunity
Requires: Cause Torrential Blood Loss, Red Potency
Cost: 2,000,000 Gold, 2 Weeks

Fast Blood Whip Creation- (Passive Ability, Other: Count of Blood) Possessor may create items that possessor would create with the ability 'Blood Whip' at the beginning of a round at the beginning of any of possessor's actions
Requires: Blood Whip
Cost: 20,000 Gold, 1 Weeks

Gaze of Blood- (Passive Ability, Other: Count of Blood) Possessor may, if blood element, at the beginning of each round, choose an individual in the same battle as possessor and have a 30% chance of inflicting Wounded: Bleeding on said individual
Requires: Red Sorrow
Cost: 300,000 Gold, 2 Weeks

Great Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +20,000 HP if Blood element
Requires: Possesses a Large Quantity of Blood, Count of Blood, Improved Defenses Against Blood
Cost: 400,000 Gold, 2 Weeks

Greater Blood Conversion- (Passive Ability, Other: Count of Blood) Possessor's 'Blood Conversion' ability may convcert up to 25,000 points of HP into MP
Requires: Basic Blood Magic Attunement, Improved Blood Conversion, Magic-Containing Blood
Cost: 1,000,000 Gold, 2 Weeks

Greater Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 10%
Requires: Improved Blood Loss Induciton, Count of Blood
Cost: 500,000 Gold, 2 Weeks

Greater Blood Purgation- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element and afflicted with Wounded: Bleeding, choose to be cured of any number of minor negative status effects, paying 20,000 HP for each such effect cured
Requires: Purifying Purgation, Superior Blood Loss Reduction, Blood Manipulation
Cost: 1,000,000 Gold, 2 Weeks

Greater Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 60% Wounded: Bleeding Resistance
Requires: Apprentice Defenses Against Blood, Apprentice Blood Resistance, Resist Bleeding, Stop Bleeding
Cost: 200,000 Gold, 1 Week

Greater Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Blood, Count of Blood
Cost: 5,000,000 Gold, 2 Weeks

Harbinger of Red Rivers- (Passive Ability, Other: Count of Blood) Whenever an individual below Level 40, including possessor, would create a Zone of Water, possessor may choose for a Zone of Blood to instead be created
Requires: Transmute Water Into Blood, Count of Blood
Cost: 3,000,000 Gold, 2 Weeks

Hear the Whispers of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +100 MIN per corpse present, to a max of 200 corpses
Requires: Bloodsense
Cost: 300,000 Gold, 2 Weeks

Immortality Through Blood Consumption- (Passive Ability, Other: Count of Blood) Possessor gains Instant Death immunity against sources below Level 40 if possessor is Blood element
Requires: Count of Blood, Vampiric
Cost: 20,000,000 Gold, 2 Weeks

Implant Blood Message- (Passive Ability, Other: Count of Blood) Possessor may, when using the 'Blood Message' technique, choose a willing ally (not including possessor); if said willing ally and possessor are both in battle when the action that 'Blood Message' was part of would occur, possessor's presence does not cause 'Blood Message' to stop said action from occurring, Has RP effects
Requires: Apprentice Channeling Attunement, Blood Message
Cost: 200,000 Gold, 1 Week

Improved Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Blood
Cost: 500,000 Gold, 2 Weeks

Improved Bleeding Touch- (Passive Ability, Other: Count of Blood) Possessor's 'Bleeding Touch' and 'Lung-Bleeding Touch' techniques have their infliction chances of Wounded: Bleeding raised to 60%. Possessor's 'Lung-Bleeding Touch' ability has its infliction chances of Drowning and Suffocation raised to 60%.
Requires: Lung-Bleeding Touch
Cost: 380,000 Gold, 2 Weeks

Improved Blood Conversion- (Passive Ability, Other: Count of Blood) Possessor's 'Blood Conversion' ability may convert up to 10,000 points of HP into MP
Requires: Blood Conversion
Cost: 100,000 Gold, 2 Weeks

Improved Blood Elemental Emanation- (Passive Ability, Other: Count of Blood) Possessor's 'Call Forth the Living Blood' ability may summon entities up to Level 20
Requires: Call Forth the Living Blood
Cost: 200,000 Gold, 2 Weeks

Improved Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 5%
Requires: Cause Improved Blood Loss
Cost: 300,000 Gold, 2 Weeks

Improved Blood Mana Investiture- (Passive Ability, Other: Count of Blood) Possessor gains +25,000 MP if possessor is Blood element and has over 75,000 HP
Requires: Magic-Containing Blood, Knowledge of Ritual Blood Magic, Apprentice Blood Magic Attunement, Bloodspell
Cost: 400,000 Gold, 2 Weeks

Improved Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 10% Blood Resistance
Requires: Apprentice Blood Resistance, Basic Defenses against Blood
Cost: 500,000 Gold, 2 Weeks

Improved Blood Sacrifice- (Technique Ability, Other: Count of Blood) The amount of HP that possessor's 'Blood Sacrifice' technique may regenerate is raised to 100,000 points.
Requires: Count of Blood, Blood Sacrifice
Cost: 500,000 Gold, 2 Weeks

Improved Blood Weaponry- (Passive Ability, Other: Count of Blood) Weapons created by possessor's 'Blood Whip' and 'Variable Bloodweapon' abilities provide +1,000 additional Melee Attack, Magical Attack, and Ranged Attack (out of the bonus types they already possess) and +1,000 additional points to each stat they provide a bonus to
Requires: Greater Weaponization of Blood, Variable Bloodweapon
Cost: 1,000,000 Gold, 2 Weeks

Improved Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Blood, Basic Understanding of the Heart of Blood
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood
Requires: Apprentice Defenses Against Blood, Basic Blood Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Requires: Apprentice Blood Synchronization, Improved Defenses against Blood, Improved Weaponization of Blood
Cost: 500,000 Gold, 2 Weeks

Improved Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is in any other currently active battle in the thread and is below Level 80 and no individual of Levle 80 or greater in the battle that either said summoner is in or that possessor is in chooses to veto said scanning
Requires: Diviner, Discern Lineage
Cost: 200,000 Gold, 1 Week

Improved Drain- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP dealt by possessor are increased by 500 points
Requires: Basic Blood Synchronization
Cost: 70,000 Gold, 1 Week

Improved Painful Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 60% chance of afflicting their possessor with Pain at the start of every round
Requires: Induce Painful Blood Loss
Cost: 600,000 Gold, 2 Weeks

Improved Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +250 to all stats
Requires: Improved Command of Blood, Apprentice Understanding of the Heart of Blood
Cost: 500,000 Gold, 2 Weeks

Improved Vampirism- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Requires: Red Thirst, Adept Blood Magic Attunement
Cost: 12,000,000 Gold, 2 Weeks

Improved Weakening Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 60% chance of afflicting their possessor with Stat Drain: CON Drain and Stat Drain: STR Drain at the start of every round
Requires: Induce Weakening Blood Loss, Induce Bleeding of Life Force
Cost: 600,000 Gold, 2 Weeks

Improved Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Blood
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 to all stats while in a Zone of Blood
Requires: Apprentice Zonal Acclimation of Blood
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Blood Empowerment- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Blood
Requires: Empowered by Blood, Nourished by Blood, Improved Zonal Acclimation of Blood
Cost: 1,000,000 Gold, 2 Weeks

Incite Blood Rebellion- (Technique Ability, Other: Count of Blood) Possessor may use 'Incite Blood Rebellion' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '60% inflicts Voidstruck: Blood Rebellion'.
Requires: Improved Weaponization of Blood, Blood Puppetry, Improved Command of Blood, Bloodspell, Draining Spell, Open Veins
Cost: 600,000 Gold, 2 Weeks

Incurable Bleeding- (Passive Ability, Other Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to no t be able to be coured by indivudals below Level 40
Requires: Persistent Bleeding
Cost: 1,000,000 Gold, 2 Weeks

Induce Bleeding of Life Force- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max CON worth of Physical element Damage per round
Requires: Cause Torrential Blood Loss, Improved Blood Loss Induction
Cost: 600,000 Gold, 2 Weeks

Induce Bleeding of Spirit Essence- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% of their possessor's Max SPI worth of Physical element SPI Damage at the start of every round
Requires: Cause Torrential Blood Loss, Improved Blood Loss Induction
Cost: 600,000 Gold, 2 Weeks

Induce Painful Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Pain at the start of every round
Requires: Cause Torrential Blood Loss, Improved Blood Loss Induction
Cost: 300,000 Gold, 2 Weeks

Induce Weakening Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Stat Drain: CON Drain and Stat Drain: STR Drain at the start of every round
Requires: Cause Torrential Blood Loss, Improved Blood Loss Induction
Cost: 300,000 Gold, 2 Weeks

Infinite Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor gains the element Blood while in Count of Blood stances
Requires: Meditative Assumption of Blood, Adept Blood Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Invest Power in Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, pay 5,000 MP to obtain a buff that causes the next individual to deal Drain to possessor to obtain 5,000 MP
Requires: Magic-Containing Blood, Apprentice Blood Magic Attunement, Bloodspell
Cost: 300,000 Gold, 2 Weeks

Joy In Bloodletting- (Passive Ability, Other: Count of Blood) Possessor may choose to be cured of Confusion: Depression whenever any individual in the same battle as possessor dies, is afflicted with Wounded: Bleeding, or takes over 500,000 Damage from any attack
Requires: Basic Blood Synchronization
Cost: 50,000 Gold, 1 Week

Killing Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Instant Death at the start of every round if their possessor is below Level 20
Requires: Induce Bleeding of Life Force, Induce Bleeding of Spirit Essence, Induce Painful Blood Loss, Induce Weakneing Blood Loss, Red Potency
Cost: 2,000,000 Gold, 2 Weeks

Lashing Veins- (Passive Ability, Other: Count of Blood) Possessor may deal 60,000 Flat Physical element Damage to any individual in battle at the start of any round that possessor is afflicted with Wounded: Bleeding
Requires: Improved Weaponization of Blood, Count of Blood
Cost: 600,000 Gold, 2 Weeks

Limited Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor gains +1% Dodge if any individual present is afflicted with Wounded: Bleeding
Requires: Apprentice Blood Magic Attunement, Apprentice Blood Synchronization, Apprentice Gate Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Long Blood Whips- (Passive Ability, Other: Count of Blood) Weapons created by possessor's 'Blood Whip' ability gain 'deals full Damage to targets below Level 60 in the back row'
Requires: Improved Weaponization of Blood, Blood Whips, Improved Blood Weapons
Cost: 400,000 Gold, 2 Weeks

Luminous Blood- (Passive Ability, Other: Count of Blood) Possessor gains 5% Dodge if in a Zone of Darkness if possessor is afflicted with Wounded: Bleeding
Requires: Basic Light Synchronization OR Basic Illusion Synchronization, Basic Blood Synchronization
Cost: 20,000 Gold, 1 Week

Lung-Bleeding Touch- (Technique Ability, Other: Count of Blood) Possessor may use 'Lung-Bleeding Touch' in conjunction with a Melee Attack action so long as possessor has no non-'Fist Weapon' weapons equipped, possessor is Blood element, and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding', '30% inflicts Drowning' and '30% inflicts Suffocation'.
Requires: Bleeding Touch
Cost: 500,000 Gold, 2 Weeks

Magic-Containing Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MP if possessor is Blood element and has over 15,000 HP
Requires: Apprentice Blood Synchronization
Cost: 300,000 Gold, 2 Weeks

Meditative Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor may choose, at the beginning of a thread, to become solely Blood element
Requires: Basic Blood Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Mirror of My Blood- (Technique Ability, Other: Count of Blood) Possessor gains '15% may reflect actions from sources below Level 40' if possessor is Blood element and afflicted with Wounded: Bleeding
Requires: Blood Mirror Technique, Blood Control, Possesses a Large Quantity of Blood
Cost: 5,000,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Blood- (Passive Ability, Other: Count of Blood) Possessor may use the Technique 'Elemental Attack-Conversion: Blood' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Blood element.
Requires: Elemental Attack-Conversion: Blood
Cost: 500,000 Gold, 2 Weeks

Nourish Blood- (Passive Ability, Other: Count of Blood) Whenever possessor deals HP or MP healing to an Blood element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Blood, Nourished by Blood
Cost: 200,000 Gold, 2 Weeks

Nourished By Blood- (Passive Ability, Count of Blood) If possessor is Blood element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Blood
Requires: Basic Understanding of the Heart of Blood
Requires: 200,000 Gold, 2 Weeks

Nullify Blood- (Passive Ability, Other: Count of Blood) Possessor may remove the element Blood from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Blood-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Blood-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Blood from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Blood Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Open Veins and Feast- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins and Feast' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding' and 'Drains HP'.
Requires: Open Veins, Blood Drain, Blood Drinking
Cost: 300,000 Gold, 1 Week

Open Veins- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Requires: Induce Painful Blood Loss, Apprentice Weaponization of Blood, Improved Blood Loss Induction
Cost: 200,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Blood- (Passive Ability, Other: Count of Blood) Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may gain 5% inflicts Voidstruck: Blood Rebellion
Requires: Basic Blood Resistance, Basic Weaponization of Blood
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Blood- (Passive Ability, Other: Count of Blood) Possessor gains 5% Voidstruck: Blood Rebellion Resistance
Requires: Basic Blood Resistance
Cost: 40,000 Gold, 2 Weeks

Persistant Bleeding- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to gains 'Individuals below Level 40 may not use their natural auto-recovery chances as granted by the Rules Thread to cure themselves of instances of Wounded: Bleeding with possessor as a source', Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to gain 'Individuals below Level 40 possessor no natural per-round auto-recovery chance as listed in the Rules Thread from instances of Wounded: Bleeding with possessor as a source'
Requires: Induce Bleeding of Life Force, Induce Bleeding of Spirit Essence, Induce Painful Blood Loss, Induce Weakneing Blood Loss
Cost: 1,000,000 Gold, 2 Weeks

Possesses a Large Quantity of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 HP
Requires: Basic Blood Synchronization
Cost: 30,000 Gold, 1 Week

Predict the Flow of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5% Dodge against Blood element individuals
Requires: Improved Defenses Against Blood, Improved Understanding of the Heart of Blood, Defenses that Utilize Blood
Cost: 200,000 Gold, 2 Weeks

Project Blood- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Blood
Requires: Improved Weaponization of Blood
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element and performs an 'Elemental Attack' action that is solely Blood element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Blood
Cost: 500,000 Gold, 2 Weeks

Purifying Purgation- (Passive Ability, Other: Count of Blood) Possessor's per-round chances of automatic recovery from minor negative status effects are increased by 30% if possessor is afflicted with Wounded: Bleeding, Possessor has a 30% chance of being cured of each minor negative status effect that possessor is afflicted with at the start of each round
Requires: Improved Healing Through Blood, Apprentice Blood Synchronization, Purity of Blood
Cost: 300,000 Gold, 2 Weeks

Purity of Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to recover from one minor negative status effect at the start of each round that comes from a source below Level 60 and gains 30% Minor Status Effect Resistance
Requires: Apprentice Blood Synchronization, Improved Blood Resistance, Improved Defenses Against Blood, Improved Understanding of the Heart of Blood
Cost: 500,000 Gold, 3 Weeks

Quality Blood- (Passive Ability, Other: Count of Blood) Possessor gains 5% Minor Status Effect Resistance if Blood element
Requires: Basic Blood Synchronization
Cost: 200,000 Gold, 1 Week

Reconsume Blood Elemental Spawn- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, unsummon one of possessor's Blood element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Blood Elemental Emanation, Improved Affinity to Healing Via Blood
Cost: 200,000 Gold, 2 Weeks

Red Magic- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Magical Attack if possessor is Blood element
Requires: Red Wounds, Hemotheurge, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Red Magister- (Passive Ability, Other: Count of Blood) Possessor suffers no negative effects from being afflicted with Wounded: Bleeding, Possessor gains +5,000 to all stats if Blood element
Requires: Red Vitality, Red Wisdom, Red Potency, Red Thirst, Red Sorrow, Adept Blood Synchronization, Bleeding Immunity, Superior Bleeding Reduction, Superior Resist Bleeding
Cost: 50,000,000 Gold, 2 Weeks

Red Mantle- (Passive Ability, Other: Count of Blood) Possessor Regenerates 50,000 HP per round if possessor is Blood element and afflicted with Wounded: Bleeding
Requires: Bloodwall, Red Wounds, Blood Manipulation, Improved Healing Through Blood, Regenerative Blood
Cost: 5,000,000 Gold, 2 Weeks

Red Murder- (Passive Ability, Other: Count of Blood) Individuals below Level 40 who are killed by Blood-element Damage with possessor as a source may not be resurrected by individuals below Level 40
Requires: Red Potency
Cost: 5,000,000 Gold, 2 Weeks

Red Potency- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor ignores the Blood Resistance, Immunity, Reflection and Apsorption of individuals below Level 40
Requires: Red Wounds, Level 31
Cost: 5,000,000 Gold, 2 Weeks

Red Sorrow- (Passive Ability, Other: Count of Blood) At the start of each round, possessor may have a 60% chance of afflicting Wounded: Bleeding on any individual in battle who is afflicted with Confusion: Depression
Requires: Red Wounds, Blood Hex, Improved Blood Loss Induction
Cost: 1,000,000 Gold, 2 Weeks

Red Thirst- (Passive Ability, Other: Count of Blood) Quantities of HP Drain dealt by possessor that are not part of mutli-hit actions are increased by 50,000 points
Requires: Red Wounds
Cost: 5,000,000 Gold, 2 Weeks

Red Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +50,000 HP if possessor is Blood element
Requires: Red Mantle, Great Vitality, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Red Wisdom- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MIN and +50,000 MP if possessor is Blood element
Requires: Red Magic, Vampiric Wisdom
Cost: 5,000,000 Gold, 2 Weeks

Red Wounds- (Passive Ability, Other: Count of Blood) Possessor may choose for instances of the status effect Wounded: Bleeding that possessor is the source of to deal Blood element Damage and Blood element Stat Damage instead of Physical element Damage and Stat Damage, with said choice being made at the time of the affliction of said status effects
Requires: Greater Weaponization of Blood, Vampiric Weaponry, Blood Sacrifice
Cost: 5,000,000 Gold, 3 Weeks

Reduce Bleeding- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 1% of possessor's Max HP
Requires: Apprentice Blood Synchronization, Basic Blood Resistance, Basic Affinity to Healing Via Blood
Cost: 80,000 Gold, 2 Weeks

Reflect Blood- (Passive Ability, Other: Count of Blood) Possessor Reflects Blood against sources below Level 20 if Level 20 or greater
Requires: Blood Immunity
Cost: 500,000 Gold, 2 Weeks

Reflected Cuts- (Passive Ability, Other: Count of Blood) If possessor is Blood element an would be afflicted with Wounded: Bleeding by a source below Level 60, possessor has a 20% chance of not being afflicted with said status effect and having an optional 100% chance of inflicting Wounded: Bleeding on the source of said effect
Requires: Improved Defenses Against Blood, Reflect Blood
Cost: 600,000 Gold, 2 Weeks

Regeneritive Blood- (Passive Ability, Other: Count of Blood) Possessor Regenerates 5,000 HP per round if possessor is Blood element
Requires: Apprentice Healing Through Blood, Purity of Blood
Cost: 300,000 Gold, 2 Weeks

Relentless Tempest of Blood- (Passive Ability, Other: Count of Blood) If possessor's last action was solely Blood element either due to this ability or the technique 'Elemental Attack-Conversion: Blood', possessor may make any of possessor's offensive actions solely Blood element.
Requires: Nonsynchronous Elemental Attack-Conversion: Blood, Adept Blood Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 30% Wounded: Bleeding Resistance
Requires: Basic Defenses Against Blood, Basic Blood Resistance
Cost: 70,000 Gold, 1 Week

Sanguine Glee- (Passive Ability, Other: Count of Blood) Possessor may choose to be afflicted with any one minor positive status effect, to regenerate 50,000 HP, and to regenerate 50,000 MP each time possessor kills an individual if possessor is Blood element
Requires: Joy in Bloodletting, Vampiric
Cost: 2,000,000 Gold, 2 Weeks

Sanguine Shield- (Passive Ability, Other: Count of Blood) Possessor gains +200 Defense while possessor's Current HP is lower than possessor's Max MP if possessor is Blood element
Requires: Basic Blood Synchronization, Defenses that Utilize Blood
Cost: 100,000 Gold, 2 Weeks

Sanguine Soverignty- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose for quantities of HP Drain, MP Drain, Stat Point Drain, and Gold Drain dealt by individuals below Level 60 that are below possessor's Level to be set to 0 points
Requires: Tyrant of Crimson Rain, Adept Blood Synchronization, Bleed Magic, Bleed Money
Cost: 20,000,000 Gold, 2 Weeks

Scintillating Blood Whips- (Passive Ability, Other: Count of Blood) Weapons created by possessor's 'Blood Whip' ability gain '30% may inflict Confusion'
Requires: Scintillating Blood, Blood Whip
Cost: 200,000 Gold, 1 Week

Scintillating Blood Wings- (Passive Ability, Other: Count of Blood) If possessor possesses a buff from an ability posssessor possesses called 'Wings of Blood', possessor may, at the beginning of each round, choose to have a 30% chance of inflcting Confusion on each opponent
Requires: Scintillating Blood, Wings of Blood
Cost: 200,000 Gold, 1 Week

Scintillating Blood- (Passive Ability, Other: Count of Blood) Possessor has a 30% chance of inflicting Confusion on each opponent at the start of each round if possessor is Blood element, Light element, or Illusion element and is afflicted with Wounded: Bleeding
Requires: Luminous Blood, Possesses a Large Quantity of Blood
Cost: 300,000 Gold, 2 Weeks

Sculpt Blood Minions- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, if any individual present is afflicted with Wounded: Bleeding, summon 1 Sculpted Blood Minion from the Enemy List; These summons are considered to be Blood Magic summons and Golomancy summons, Max 20 summoned
Requires: Apprentice Command of Blood, Apprentice Golomancy Attunement
Cost: 300,000 Gold, 2 Weeks

Short-Distance Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a present ally, not inclding possessor, is afflicted with Wounded: Bleeding, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Requires: Limited Bloodwarp, Count of Blood
Cost: 500,000 Gold, 2 Weeks

Soothing Blood Emanation- (Passive Ability, Other: Count of Blood) Whenever possessor absorbs Damage that is Blood element Damage, Possessor may choose to deal 10,000 Flat Blood element HP Healing to up to 10 targets that are Blood element
Requires: Emanate Blood, Nourish Blood
Cost: 300,000 Gold, 1 Week

Stability Within Blood- (Passive Ability, Other: Count of Blood) Possessor gains 25% minor negative status effect resistance while in a Zone of Blood
Requires: Basic Understanding of the Heart of Blood, Defenses that Utilize Blood
Requires: 500,000 Gold, 2 Weeks

Stigmata- (Passive Ability, Other: Count of Blood) If possessor is afflicted with Wounded: Bleeding, Divine Magic spells cost possessor 2,000 less MP to cast
Requires: Apprentice Divine Magic Attunement, Basic Blood Synchronization
Cost: 60,000 Gold, 1 Week

Stop Bleeding- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to be cured of Wounded: Bleeding at the start of any round or any of possessor's actions
Requires: Apprentice Blood Synchronization, Basic Blood Resistance, Basic Affinity to Healing Via Blood
Cost: 70,000 Gold, 2 Weeks

Superior Bleeding Reduction- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 2% of possessor's Max HP
Requires: Reduce Bleeding, Stop Bleeding
Cost: 1,000,000 Gold, 2 Weeks

Superior Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 30%
Requires: Greater Blood Loss Induciton, Red Wounds, Cause Torrential Blood Loss, Level 20
Cost: 3,000,000 Gold, 2 Weeks

Superior Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 100% Wounded: Bleeding Resistance
Requires: Improved Defenses Against Blood, Improved Blood Resistance, Greater Resist Bleeding
Cost: 400,000 Gold, 1 Week

Tend Plants With Blood- (Passive Ability, Other: Count of Blood) Possessor's Plant pets and summons gain +200 to all stats as a buff that stacks 5 times at the start of each round during which any individual in the same battle is afflicted with Wounded: Bleeding
Requires: Botanist, Count of Blood
Cost: 800,000 Gold, 2 Weeks

The Wounds Will Bleed- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding to have a 60% chance of inflicting Wounded on their possessor at the start of every round
Requires: Bleeding Wounds, Red Wounds
Cost: 2,000,000 Gold, 2 Weeks

Thorns of Blood- (Passive Ability, Other: Count of Blood) Possessor may deal 200,000 Flat Blood element Damage to any individual in battle at the start of any round that possessor is afflicted with Wounded: Bleeding
Requires: Lashing Veins, Red Magister, Greater Weaponization of Blood, Defenses that Utilize Blood
Cost: 3,000,000 Gold, 2 Weeks

Thrallmaking Blood- (Passive Ability, Other: Count of Blood) Possessor may choose to have a 60% chance of afflicting any individual who deals Drain to possessor with Charm immediately after said Drain is dealt to possessor
Requires: Invest Power Into Blood, Vampiric
Cost: 3,000,000 Gold, 2 Weeks

Transmute Water Into Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the beginning of each round, turn one Zone of Water present that was created by either possessor or a source below Level 60 into a Zone of Blood
Requires: Zonal Blood Control, Apprentice Water Synchronization, Apprentice Transmutation Attunement
Cost: 400,000 Gold, 2 Weeks

Triggered Blood Message- (Passive Ability, Other: Count of Blood) When possessor uses the technique 'Blood Message' possessor may instead choose a willing ally and, instead of delaying said action for a set number of rounds, choose to delay said action until said individual is afflicted with Wounded: Bleeding, with a max of 1 action being delayable in this manner at any given time
Requires: Implant Blood Message, Bloodsense, Apprentice Enchantment Attunement
Cost: 500,000 Gold, 2 Weeks

Tyrant of Crimson Rain- (Passive Ability, Other: Count of Blood) If possessor is Blood element an in a Zone of Blood and Water, possessor regenerates 100,000 HP per round, If possessor is Blood element and in a Zone of Blood and Water, possessor may deal 300,000 Flat Blood element Damage to any individual within said Zone at the start of each round, If possessor is in a Zone of Blood, possessor's Blood element allies gain +300 to all stats as a non-stacking bonus that cannot raise their stats above 1,000,000
Requires: Harbinger of Red Rivers, Crimson Majesty
Cost: 5,000,000 Gold, 2 Weeks

Understanding of the Bonds of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Blood element individual
Requires: Improved Understanding of the Heart of Blood
Cost: 200,000 Gold, 2 Weeks

Unified Knowledge of Blood and Blood Magic- (Passive Ability, Other: Count of Blood) Possessor may count Hemotheurge abilities possessor possesses as Count of Blood abilities (including for prerequisite purposes), Possessor may count Count of Blood abilities possessor possesses as Hemotheurge abilities (including for prerequisite purposes)
Requires: Hemotheurge, Red Wisdom
Cost: 5,000,000 Gold, 2 Weeks

Uplifted By Blood- (Passive Ability, Count of Blood) If possessor is Blood element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Blood
Requires: Basic Understanding of the Heart of Blood
Requires: 200,000 Gold, 2 Weeks

Vampiric Weaponry- (Passive Ability, Other: Count of Blood) Possessor's Melee Attack actions may gain 'Drains HP' if possessor has a weapon equipped.
Requires: Vampiric
Cost: 2,000,000 Gold, 2 Weeks

Vampiric Wisdom- (Passive Ability, Other: Count of Blood) Possessor may scan the stats any individual that possessor deals drain to, Possessor gains +5,000 MIN, possessor's 'Magical Attack' actions may gain 'Drains HP' or 'Drains MP' if possessor is Blood element.
Requires: Vampiric
Cost: 30,000,000 Gold, 3 Weeks

Vampiric- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Requires: Open Veins and Feast, Count of Blood
Cost: 5,000,000 Gold, 4 Weeks

Variable Bloodweapon- (Passive Ability, Other: Count of Blood) Possessor may, at the beginning of any round, create and equip a Temporary weapon named 'Bloodweapon' that is a Blood element weapon of any base weapon subtyp and provides +500 Melee Attack, Magical Attack, or Ranged Attack (chosen at the time of its creation) and +500 to any one chosen stat out of STR, AGI, CON, MIN, and SPI; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.
Requires: Blood Whip, 30 abilities from Weapon-based classes
Cost: 600,000 Gold, 2 Weeks

Veinleap- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a willing ally is present, not inclding possessor, inflict Wounded: Bleeding on said ally, and, if said infliction is successful, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Requires: Bloodwarp, Cause Torrential Blood Loss, Open Veins
Cost: 600,000 Gold, 2 Weeks

Veintearer Bloodbullet Creation- (Passive Ability, Other: Count of Blood) Possessor's 'Ranged Attack' and 'Point Blank' actions may gain '30% inflicts Wounded: Bleeding' if possessor has a Gun equipped and is Blood element
Requires: Blood Bullets, Cause Torrential Blood Loss
Cost: 400,000 Gold, 2 Weeks

Vexing Bloodline Curse- (Passive Ability, Other: Count of Blood) Actions possessor conducts that involve the technique 'Blood Hex' may inflict the non-stacking debuff 'Possessor has a 60% chance of being afflicted with Hexed, Hexed: Ill Fortune, and Hexed: Backlash at the start of each round; Possessor's summons obtain a copy of this debuff when summoned'
Requires: Curse Bloodline, Vampiric Wisdom OR Warlock
Cost: 600,000 Gold, 2 Weeks

Waterproof Bloodcoat- (Passive Ability, Other: Count of Blood) Possessor gains 30% Water Resistance and +500 Defense if Blood element
Requires: Armor Against Blood, Breathe Blood
Cost: 700,000 Gold, 2 Weeks

Whipless Blood Puppetry- (Passive Ability, Other: Count of Blood) Possessor's 'Blood Puppetry' ability loses the restriction 'If possessor has a Whip named 'Blood Whip' or a Puppet Strings equipped'
Requires: Blood Puppetry
Cost: 100,000 Gold, 1 Week

Wings Into Crimson Bats- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element and possesses a buff created by an ability called 'Wings of Blood', choose to lose said buff and deal 500,000 Flat Blood element Damage to up to 50 targets
Requires: Red Magister, Blood Control
Cost: 5,000,000 Gold, 2 Weeks

Wings of Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element, choose to gain a buff that provides +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, +200 Defense, and 20% Earth Resistance, with said buff not stacking, and said buff not being able to be re-acquired for 5 rounds after it is lost
Requires: Red Magister, Blood Control
Cost: 1,000,000 Gold, 2 Weeks

Write in Blood- (Passive Ability, Other: Count of Blood) Buffs with possessor as a source that come from Blood element spells last 1 round longer if they already last at least 5 rounds
Requires: Blood Manipulation
Cost: 40,000 Gold, 2 Weeks

X-Bleed- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round to individuals below Level 60
Requires: Cause Torrential Blood Loss, Adept Blood Synchronization
Cost: 12,000,000 Gold, 2 Weeks

Youth-Granting Blood- (Passive Ability, Other: Count of Blood) Possessor may choose for individuals who deal Drain to possessor to gain Fatigued: Elderly Immunity
Requires: Eternal Youth Through Blood Consumption, Invest Power in Blood
Cost: 2,000,000 Gold, 1 Week

Zonal Blood Control- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, choose one Zone of Blood that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Blood, Improved Zonal Acclimation of Blood
Cost: 1,000,000 Gold, 2 Weeks


~Other: Destiny Weaver (Other: Fate)~

Absorb Fate- (Passive Ability, Other: Destiny Weaver) Possessor Absorbs Fate against sources below Level 20 if Level 20 or greater
Requires: Fate Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Amounts of Fate element Damage possessor deals are increased by 10,000 points, Fate element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fate element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Destiny Weaver, 50 other Destiny Weaver Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Fate
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Fate
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense against Fate
Requires: Basic Defenses Against Fate
Cost: 100,000 Gold, 2 Weeks

Apprentice Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 5% Fate Resistance
Requires: Basic Fate Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Requires: Basic Fate Synchronization, 3 other Destiny Weaver abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +100 to all stats
Requires: Apprentice Command of Fate, Basic Understanding of the Heart of Fate
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Fate
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate
Requires: Basic Zonal Acclimation of Fate
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Fate's Dominion- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fate
Requires: Basic Zonal Acclimation of Fate
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Fate Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +50 to all stats
Requires: Basic Fate Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 Defense against Fate
Requires: Basic Fate Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 1% Fate Resistance
Requires: Basic Fate Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Requires: Knowledge of Esoteric Elements, Enchanter, Controller, Enslaver, Diviner, Crafter, Magewright
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +10 to all stats
Requires: Basic Command of Fate
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 50 points
Requires: Basic Fate Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 to all stats while in a Zone of Fate
Requires: Basic Fate Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to summon 5 Elementals that are Fate element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Fate, Emanate Fate
Cost: 300,000 Gold, 2 Weeks

Control of Fate- (Passive Ability, Other: Destiny Weaver) Possessor has a 20% chance of being able to cancel the actions of Fate element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Fate Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Requires: Basic Fate Synchronization, Basic Defenses against Fate, Basic Weaponization of Fate
Cost: 200,000 Gold, 2 Weeks

Destiny Weaver- (Passive Ability, Other: Destiny Weaver) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fate Resistance, Possessor ignores Fate Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Fate Synchronization, 10 other Destiny Weaver abilities
Cost: 125,000 Gold, 4 Weeks

Detect Fate- (Passive Ability, Destiny Weaver) Possessor gains +1% To Hit against Fate element targets
Requires: Apprentice Divining Attunement, Basic Fate Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fate element and no other technique is used. Said action becomes solely the element Fate.
Requires: Improved Weaponization of Fate
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Invocation of Fate' in conjunction with an 'Elemental Attack' action so long as possessor is Fate element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Fate
Cost: 200,000 Gold, 2 Week

Emanate Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element Damage to up to 10 targets
Requires: Absorb Fate, Fate Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fate
Requires: Basic Understanding of the Heart of Fate
Requires: 200,000 Gold, 2 Weeks

Expert Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Fate element Damage dealt to possessor (not including healing) is halved, Fate element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fate element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Fate Synchronization, 100 other Destiny Weaver Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fate Battle-Aura- (Stance Ability, Other: Destiny Weaver) Possessor deals 10,000 Flat Fate element Damage to each opponent at the start of each round
Requires: Emanate Fate, Improved Weaponization of Fate
Cost: 200,000 Gold, 3 Weeks

Fate Body Form- (Stance Ability, Other: Destiny Weaver) Possessor gains +200 Defense against Fate, Possessor gains 15% Fate Resistance, Possessor may deal 5,000 Flat Fate element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Fate, Destiny Weaver, Basic Fate Resistance, Apprentice Understanding of the Heart of Fate, Apprentice Defenses Against Fate
Cost: 300,000 Gold, 3 Weeks

Fate Immunity- (Passive Ability, Other: Destiny Weaver) Possessor gains Fate Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Fate Resistance, Destiny Weaver, Level 20
Cost: 500,000 Gold, 2 Weeks

Fate Manipulation- (Passive Ability, Other: Destiny Weaver) Possessor may choose one of the following at the beginning of each round if Fate element: Create a Zone of Fate, Remove a Zone of Fate created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fate by either possessor or a source below Level 20, Add Fate to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fate element on a Fate element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fate, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fate, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fate element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fate to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fate, 5% Fate Resistance, or +50 Defense against Fate and 1% Fate Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Fate Synchronization, 5 other Destiny Weaver abilities
Cost: 400,000 Gold, 3 Weeks

Greater Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Fate, Destiny Weaver
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Fate
Cost: 500,000 Gold, 2 Weeks

Improved Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Fate, Basic Understanding of the Heart of Fate
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5,000 Defense against Fate
Requires: Apprentice Defenses Against Fate, Basic Fate Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +2,000 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Requires: Apprentice Fate Synchronization, Improved Defenses against Fate, Improved Weaponization of Fate
Cost: 500,000 Gold, 2 Weeks

Improved Fate Elemental Emanation- (Passive Ability, Other: Destiny Weaver) Possessor's 'Call Forth the Living Fate' ability may summon entities up to Level 20
Requires: Call Forth the Living Fate
Cost: 200,000 Gold, 2 Weeks

Improved Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 10% Fate Resistance
Requires: Apprentice Fate Resistance, Basic Defenses against Fate
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +250 to all stats
Requires: Improved Command of Fate, Apprentice Understanding of the Heart of Fate
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Fate
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +1,000 to all stats while in a Zone of Fate
Requires: Apprentice Zonal Acclimation of Fate
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Fate Empowerment- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fate
Requires: Empowered by Fate, Nourished by Fate, Improved Zonal Acclimation of Fate
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains the element Fate while in Destiny Weaver stances
Requires: Meditative Assumption of Fate, Adept Fate Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Manipulate Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to cause a target to obtain either +500 to all stats or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times
Requires: Control of Fate
Cost: 5,000,000 Gold, 2 Weeks

Manipulate Fate: A Curse Upon You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed
Requires: Manipulate Fate
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Dark Destiny- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed: Ill Fortune
Requires: Manipulate Fate
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Destined to Miss- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking debuff that causes their target to gain -40% To Hit for its next action, with said penalty being increased to -80% against individuals below Level 20
Requires: Fate Manipulation
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Destined to Strike True- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their target to gain +40% To Hit for its next action, with said bonus being increased to +80% against individuals below Level 20
Requires: Manipulate Fate
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Not Luck But An Ill Destiny- (Passive Ability, Other: Destiny Weaver) Infliction instances of Hexed and Hexed: Ill Fortune afflicted by possessor's 'Manipulate Fate' ability possess no natural per-round recovery rate and may not be cured by sources of lower Level than possessor who are below Level 45
Requires: Manipulate Fate: A Curse Upon You, Manipulate Fate: Dark Destiny
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Only One Of His Kind Shall Kill You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their possessor to gain +3,000 Defense against all individuals who are do not possess any nonbase entity subtypes who are not a base entity subtype that is chosen by possessor at the time said effect is applied
Requires: Manipulate Fate
Cost: 2,000,000 Gold, 2 Weeks

Meditative Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose, at the beginning of a thread, to become solely Fate element
Requires: Basic Fate Synchronization
Cost: 1,000,000 Gold, 10 Weeks

♢Nexus of Fates- (Stance Ability, Other: Destiny Weaver) At the start of each round, possessor may transfer up to (Possessor's Level) Fate element or Enchantment buffs or debuffs from targets that are either willing or lower Level than possessor to targets that are either willing or lower Level than possessor
Not for Sale

Nonsynchronous Elemental Attack-Conversion: Fate- (Passive Ability, Other: Destiny Weaver) Possessor may use the Technique 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fate element.
Requires: Elemental Attack-Conversion: Fate
Cost: 500,000 Gold, 2 Weeks

Nourish Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor deals HP or MP healing to an Fate element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Fate, Nourished by Fate
Cost: 200,000 Gold, 2 Weeks

Nourished By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fate
Requires: Basic Understanding of the Heart of Fate
Requires: 200,000 Gold, 2 Weeks

Nullify Fate- (Passive Ability, Other: Destiny Weaver) Possessor may remove the element Fate from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fate-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fate-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fate from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Fate Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5% Dodge against Fate element individuals
Requires: Improved Defenses Against Fate, Improved Understanding of the Heart of Fate, Defenses that Utilize Fate
Cost: 200,000 Gold, 2 Weeks

Project Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fate
Requires: Improved Weaponization of Fate
Cost: 3,000,000 Gold, 2 Weeks

♢Prophetic Spell- (Stance Ability, Other: Destiny Weaver) Possessor may use 'Prophetic Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as no other Technique is being used and possessor is casting a Fate element spell as part of said action. Said action may be delayed up to (Possessor's Level) rounds, and, if it is its performer's only delayed action at the time, it may not be countered, including preemptively, by entities below its performer's Level without its performer's permission.
Not for Sale

Prosperous Venting of Excess Fate- (Passive Ability, Other: Destiny Weaver) If possessor is Fate element and performs an 'Elemental Attack' action that is solely Fate element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Fate
Cost: 500,000 Gold, 2 Weeks

Reconsume Fate Elemental Spawn- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of any round, unsummon one of possessor's Fate element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Fate Elemental Emanation, Improved Affinity to Healing Via Fate
Cost: 200,000 Gold, 2 Weeks

Reflect Fate- (Passive Ability, Other: Destiny Weaver) Possessor Reflects Fate against sources below Level 20 if Level 20 or greater
Requires: Fate Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Fate- (Passive Ability, Other: Destiny Weaver) If possessor's last action was solely Fate element either due to this ability or the technique 'Elemental Attack-Conversion: Fate', possessor may make any of possessor's offensive actions solely Fate element.
Requires: Nonsynchronous Elemental Attack-Conversion: Fate, Adept Fate Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Right Hand of Inevitability- (Passive Ability, Other: Destiny Weaver) Once per thread, possessor may inflict Instant Death: Doomed on any one target that is not 20 or more Levels greater than possessor
Not for Sale

Soothing Fate Emanation- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element HP Healing to up to 10 targets that are Fate element
Requires: Emanate Fate, Nourish Fate
Cost: 300,000 Gold, 1 Week

Stability Within Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains 25% minor negative status effect resistance while in a Zone of Fate
Requires: Basic Understanding of the Heart of Fate, Defenses that Utilize Fate
Requires: 500,000 Gold, 2 Weeks

The Power of Walshandeth- (Passive Ability, Destiny Weaver) Possessor gains +(100 * X) to all unmodified stats, Possessor gains 1 Bonus Week per month, X is equal to the number of months possessor has possessed this ability, to a max of 200
Not for Sale

Understanding of the Bonds of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Fate element individual
Requires: Improved Understanding of the Heart of Fate
Cost: 200,000 Gold, 2 Weeks

Uplifted By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fate
Requires: Basic Understanding of the Heart of Fate
Requires: 200,000 Gold, 2 Weeks

Zonal Fate Control- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of each round, choose one Zone of Fate that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Fate, Improved Zonal Acclimation of Fate
Cost: 1,000,000 Gold, 2 Weeks

~Basic Fate Realization Principle- (Passive Ability, Other: Destiny Weaver) Possessor may choose for sources below Level 60 to be unable to stop the application of buffs that come from delayed actions or actions that were originally performed on rounds earlier than the current round of battle.
Not for Sale

~Other: Deus Omnium (Other: Divinity)~

Apprentice Divine Synchronization- (Passive Ability, Other: Deus Omnium) Possessor gains +500 to all stats for each Divine element item equipped, Possessor's Divine element pets and summons gain +2,500 to all stats
Requires: Basic Divine Synchronization, 3 other Deus Omnium abilities
Cost: 12,500,000 Gold, 4 Weeks

Basic Acceleration Within Divine's Dominion- (Passive Ability, Other: Deus Omnium) Possessor gains +1,250 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Divine, If possessor possesses 20 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead obtains +2,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes, or, if possessor possesses 100 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead gains +5,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, or, if possessor instead possesses 250 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead gains +7,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Zonal Acclimation of Divine
Cost: 3,000,000 Gold, 2 Weeks

Basic Defenses Against Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +250 Defense against Divine, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +500 Defense against Divine, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +1,000 Defense against Divine, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, possessor gains +2,000 Defense against Divine
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks

Basic Divine Synchronization- (Passive Ability, Other: Deus Omnium) Possessor gains +125 to all stats if Divine element
Requires: Knowledge of Esoteric Elements, Sublime Presence, Divinity Traits
Cost: 150,000,000 Gold, 30 Weeks

Basic Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 250 points, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 500 points, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 1,000 points, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 2,500 points
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks

Basic Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +250 to all stats while in a Zone of Divine, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +500 to all stats while in a Zone of Divine, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +1,000 to all stats while in a Zone of Divine, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, possessor gains +2,000 to all stats while in a Zone of Divine
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks

Deus Omnium- (Passive Ability, Other: Deus Omnium) Possessor ignores (1 * (Possessor Level/5), rounded down)% Divine Resistance, Possessor ignores Divine Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Divine Synchronization, 10 other Deus Omnium abilities
Cost: 12,500,000 Gold, 8 Weeks


~Other: Divine Philosopher (Other: Azoth)~

Absorb Azoth- (Passive Ability, Other: Divine Philosopher) Possessor Absorbs Azoth against sources below Level 20 if Level 20 or greater
Requires: Azoth Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Amounts of Azoth element Damage possessor deals are increased by 10,000 points, Azoth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Azoth element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Divine Philosopher, 50 other Divine Philosopher Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Azoth
Cost: 200,000 Gold, 2 Weeks

Apprentice Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 5% Azoth Resistance
Requires: Basic Azoth Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 to all stats for each Azoth element item equipped, Possessor's Azoth element pets and summons gain +250 to all stats
Requires: Basic Azoth Synchronization, 3 other Divine Philosopher abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Azoth
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 Defense against Azoth
Requires: Basic Defenses Against Azoth
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +100 to all stats
Requires: Apprentice Command of Azoth, Basic Understanding of the Heart of Azoth
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Azoth
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 to all stats while in a Zone of Azoth
Requires: Basic Zonal Acclimation of Azoth
Cost: 100,000 Gold, 2 Weeks

Azoth Battle-Aura- (Stance Ability, Other: Divine Philosopher) Possessor deals 10,000 Flat Azoth element Damage to each opponent at the start of each round
Requires: Emanate Azoth, Improved Weaponization of Azoth
Cost: 200,000 Gold, 3 Weeks

Azoth Body Form- (Stance Ability, Other: Divine Philosopher) Possessor gains +200 Defense against Azoth, Possessor gains 15% Azoth Resistance, Possessor may deal 5,000 Flat Azoth element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Azoth, Divine Philosopher, Basic Azoth Resistance, Apprentice Understanding of the Heart of Azoth, Apprentice Defenses Against Azoth
Cost: 300,000 Gold, 3 Weeks

Azoth Immunity- (Passive Ability, Other: Divine Philosopher) Possessor gains Azoth Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Azoth Resistance, Divine Philosopher, Level 20
Cost: 500,000 Gold, 2 Weeks

Azoth Manipulation- (Passive Ability, Other: Divine Philosopher) Possessor may choose one of the following at the beginning of each round if Azoth element: Create a Zone of Azoth, Remove a Zone of Azoth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Azoth by either possessor or a source below Level 20, Add Azoth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Azoth element on a Azoth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Azoth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Azoth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Azoth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Azoth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Azoth, 5% Azoth Resistance, or +50 Defense against Azoth and 1% Azoth Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Azoth Synchronization, 5 other Divine Philosopher abilities
Cost: 400,000 Gold, 3 Weeks

Basic Acceleration Within Azoth's Dominion- (Passive Ability, Other: Divine Philosopher) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Azoth
Requires: Basic Zonal Acclimation of Azoth
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Azoth Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 1% Azoth Resistance
Requires: Basic Azoth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Possessor gains +25 to all stats if Azoth element
Requires: Knowledge of Esoteric Elements
Cost: 50,000,000 Gold, 30 Weeks

Basic Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element pets and summons gain +50 to all stats
Requires: Basic Azoth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 Defense against Azoth
Requires: Basic Azoth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +10 to all stats
Requires: Basic Command of Azoth
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 50 points
Requires: Basic Azoth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 to all stats while in a Zone of Azoth
Requires: Basic Azoth Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Azoth- (Active Ability, Other: Divine Philosopher) Possessor may spend an action to summon 5 Elementals that are Azoth element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Azoth, Emanate Azoth
Cost: 300,000 Gold, 2 Weeks

छCatalyze Ineffable Curative- (Technique Ability, Divine Philosopher) Possessor may use ‘Catalyze Ineffable Curative’ in conjunction with any non-offensive 'Magical Attack' or 'Cast a Spell' action that is not Azoth element. Said action gains +10,000 additional Magical Attack, gains the element Azoth, may become solely Azoth element, and cures (a debuff and a minor or moderate negative status effect that come from sources that is not 10 or more Levels higher than this action's performer) from each of its targets.
Not for Sale

Control of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor has a 20% chance of being able to cancel the actions of Azoth element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Azoth Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 Defense if possessor has any Azoth-element items equipped that provide a Defense bonus
Requires: Basic Azoth Synchronization, Basic Defenses against Azoth, Basic Weaponization of Azoth
Cost: 200,000 Gold, 2 Weeks

Detect Azoth- (Passive Ability, Divine Philosopher) Possessor gains +1% To Hit against Azoth element targets
Requires: Apprentice Divining Attunement, Basic Azoth Synchronization
Cost: 100,000 Gold, 2 Weeks

Divine Philosopher- (Passive Ability, Other: Divine Philosopher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Azoth Resistance, Possessor ignores Azoth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Azoth Synchronization, 10 other Divine Philosopher abilities
Cost: 125,000 Gold, 4 Weeks

Elemental Attack-Conversion: Azoth- (Technique Ability, Other: Divine Philosopher) Possessor may use 'Elemental Attack-Conversion: Azoth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Azoth element and no other technique is used. Said action becomes solely the element Azoth.
Requires: Improved Weaponization of Azoth
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Azoth- (Technique Ability, Other: Divine Philosopher) Possessor may use 'Elemental Invocation of Azoth' in conjunction with an 'Elemental Attack' action so long as possessor is Azoth element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Azoth
Cost: 200,000 Gold, 2 Week

Emanate Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor absorbs Damage that is Azoth element Damage, Possessor may choose to deal 10,000 Flat Azoth element Damage to up to 10 targets
Requires: Absorb Azoth, Azoth Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Azoth- (Passive Ability, Divine Philosopher) If possessor is Azoth element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Azoth
Requires: Basic Understanding of the Heart of Azoth
Requires: 200,000 Gold, 2 Weeks

Expert Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Azoth element Damage dealt to possessor (not including healing) is halved, Azoth element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Azoth element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Azoth Synchronization, 100 other Divine Philosopher Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Azoth, Divine Philosopher
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Azoth Elemental Emanation- (Passive Ability, Other: Divine Philosopher) Possessor's 'Call Forth the Living Azoth' ability may summon entities up to Level 20
Requires: Call Forth the Living Azoth
Cost: 200,000 Gold, 2 Weeks

Improved Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 10% Azoth Resistance
Requires: Apprentice Azoth Resistance, Basic Defenses against Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Azoth, Basic Understanding of the Heart of Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +5,000 Defense against Azoth
Requires: Apprentice Defenses Against Azoth, Basic Azoth Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +2,000 Defense if possessor has any Azoth-element items equipped that provide a Defense bonus
Requires: Apprentice Azoth Synchronization, Improved Defenses against Azoth, Improved Weaponization of Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +250 to all stats
Requires: Improved Command of Azoth, Apprentice Understanding of the Heart of Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +1,000 to all stats while in a Zone of Azoth
Requires: Apprentice Zonal Acclimation of Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Azoth Empowerment- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 to all stats while in a Zone of Azoth, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Azoth
Requires: Empowered by Azoth, Nourished by Azoth, Improved Zonal Acclimation of Azoth
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains the element Azoth while in Divine Philosopher stances
Requires: Meditative Assumption of Azoth, Adept Azoth Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor may choose, at the beginning of a thread, to become solely Azoth element
Requires: Basic Azoth Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Azoth- (Passive Ability, Other: Divine Philosopher) Possessor may use the Technique 'Elemental Attack-Conversion: Azoth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Azoth element.
Requires: Elemental Attack-Conversion: Azoth
Cost: 500,000 Gold, 2 Weeks

Nourish Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor deals HP or MP healing to an Azoth element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Azoth, Nourished by Azoth
Cost: 200,000 Gold, 2 Weeks

Nourished By Azoth- (Passive Ability, Divine Philosopher) If possessor is Azoth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Azoth
Requires: Basic Understanding of the Heart of Azoth
Requires: 200,000 Gold, 2 Weeks

Nullify Azoth- (Passive Ability, Other: Divine Philosopher) Possessor may remove the element Azoth from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Azoth-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Azoth-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Azoth from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Azoth Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may gain 5% inflicts Dissolving: Universal Solvent
Requires: Basic Azoth Resistance, Basic Weaponization of Azoth
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains 5% Dissolving: Universal Solvent Resistance
Requires: Basic Azoth Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +5% Dodge against Azoth element individuals
Requires: Improved Defenses Against Azoth, Improved Understanding of the Heart of Azoth, Defenses that Utilize Azoth
Cost: 200,000 Gold, 2 Weeks

Project Azoth- (Passive Ability, Other: Divine Philosopher) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Azoth
Requires: Improved Weaponization of Azoth
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Azoth- (Passive Ability, Other: Divine Philosopher) If possessor is Azoth element and performs an 'Elemental Attack' action that is solely Azoth element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Azoth
Cost: 500,000 Gold, 2 Weeks

Reconsume Azoth Elemental Spawn- (Passive Ability, Other: Divine Philosopher) Possessor may, at the start of any round, unsummon one of possessor's Azoth element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Azoth Elemental Emanation, Improved Affinity to Healing Via Azoth
Cost: 200,000 Gold, 2 Weeks

Reflect Azoth- (Passive Ability, Other: Divine Philosopher) Possessor Reflects Azoth against sources below Level 20 if Level 20 or greater
Requires: Azoth Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Azoth- (Passive Ability, Other: Divine Philosopher) If possessor's last action was solely Azoth element either due to this ability or the technique 'Elemental Attack-Conversion: Azoth', possessor may make any of possessor's offensive actions solely Azoth element.
Requires: Nonsynchronous Elemental Attack-Conversion: Azoth, Adept Azoth Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Azoth Emanation- (Passive Ability, Other: Divine Philosopher) Whenever possessor absorbs Damage that is Azoth element Damage, Possessor may choose to deal 10,000 Flat Azoth element HP Healing to up to 10 targets that are Azoth element
Requires: Emanate Azoth, Nourish Azoth
Cost: 300,000 Gold, 1 Week

Stability Within Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains 25% minor negative status effect resistance while in a Zone of Azoth
Requires: Basic Understanding of the Heart of Azoth, Defenses that Utilize Azoth
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Azoth element individual
Requires: Improved Understanding of the Heart of Azoth
Cost: 200,000 Gold, 2 Weeks

Uplifted By Azoth- (Passive Ability, Divine Philosopher) If possessor is Azoth element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Azoth
Requires: Basic Understanding of the Heart of Azoth
Requires: 200,000 Gold, 2 Weeks

Zonal Azoth Control- (Passive Ability, Other: Divine Philosopher) Possessor may, at the start of each round, choose one Zone of Azoth that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Azoth, Improved Zonal Acclimation of Azoth
Cost: 1,000,000 Gold, 2 Weeks


~Other: Dreamshaper (Other: Dream)~

Absorb Dream- (Passive Ability, Other: Dreamshaper) Possessor Absorbs Dream against sources below Level 20 if Level 20 or greater
Requires: Dream Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Dream Synchronization- (Passive Ability, Other: Dreamshaper) Amounts of Dream element Damage possessor deals are increased by 10,000 points, Dream element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Dream element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Dreamshaper, 50 other Dreamshaper Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor obtains Dream element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Dream
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Dream
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +500 Defense against Dream
Requires: Basic Defenses Against Dream
Cost: 100,000 Gold, 2 Weeks

Apprentice Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 5% Dream Resistance
Requires: Basic Dream Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Dream Synchronization- (Passive Ability, Dreamshaper) Possessor gains +50 to all stats for each Dream element item equipped, Possessor's Dream element pets and summons gain +250 to all stats
Requires: Basic Dream Synchronization, 3 other Dreamshaper abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 20 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 30 or is willing to any combination of base elements
Requires: Basic Relementalization of Local Reality, Apprentice Dream Synchronization, Level 20
Cost: 30,000,000 Gold, 2 Weeks

Apprentice Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 20 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 20 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 20 or lower from the enemy list that is normally fightable for drops
Requires: Basic Reshaping of Local Reality, Apprentice Dream Synchronization, Level 20
Cost: 30,000,000 Gold, 2 Weeks

Apprentice Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 20 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 20 or lower from the enemy list that is normally fightable for drops that is present
Requires: Basic Reshaping of Self, Good Imagination, Creative
Cost: 60,000,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +100 to all stats
Requires: Apprentice Command of Dream, Basic Understanding of the Heart of Dream
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Dream
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +500 to all stats while in a Zone of Dream
Requires: Basic Zonal Acclimation of Dream
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Dream's Dominion- (Passive Ability, Other: Dreamshaper) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Dream
Requires: Basic Zonal Acclimation of Dream
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor obtains Dream element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Dream Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element pets and summons gain +50 to all stats
Requires: Basic Dream Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Control of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may make the decisions for every individual below Level 20 in the same battle
Requires: Basic Reshaping of Local Reality
Cost: 20,000,000 Gold, 2 Weeks

Basic Defenses Against Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +50 Defense against Dream
Requires: Basic Dream Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 1% Dream Resistance
Requires: Basic Dream Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Dream Synchronization- (Passive Ability, Dreamshaper) Possessor gains +25 to all stats if Dream element
Requires: Knowledge of Esoteric Elements, Gatekeeper, Master Wanderer, Master Illusionist, Master Summoner, Master Magewright
Cost: 150,000,000 Gold, 90 Weeks

Basic Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 20 or is willing to any combination of base elements
Requires: Basic Reshaping of Local Reality
Cost: 15,000,000 Gold, 2 Weeks

Basic Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 5 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 5 or lower from the enemy list that is normally fightable for drops
Requires: Basic Dream Synchronization
Cost: 15,000,000 Gold, 2 Weeks

Basic Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 5 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 5 or lower from the enemy list that is normally fightable for drops that is present
Requires: Apprentice Reshaping of Local Reality, Apprentice Dream Synchronization, Level 20
Cost: 60,000,000 Gold, 2 Weeks

Basic Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +10 to all stats
Requires: Basic Command of Dream
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 50 points
Requires: Basic Dream Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +50 to all stats while in a Zone of Dream
Requires: Basic Dream Synchronization
Cost: 40,000 Gold, 2 Weeks

But the Candy Kingdoms MUST Contain the Birds of Living Fire- (Passive Ability, Other: Dreamshaper) Whenever possessor creates a Battlespace through the ability 'Dreaming of Distant Worlds' possessor may immediately summon up to 10 entities from the Enemy List that are normally fightable for drops and are below Level 60, with said summons appearing in said battlespace
Requires: Dreaming of Distant Worlds, Improved Understanding of the Heart of Dream, Pull Beasts From Dreams, Understanding of the Essence of Dreams, Summoner
Cost: 80,000,000 Gold, 2 Weeks

Call Forth the Living Dream- (Active Ability, Other: Dreamshaper) Possessor may spend an action to summon 5 Elementals that are Dream element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Dream, Emanate Dream
Cost: 300,000 Gold, 2 Weeks

Contageous Slumber- (Passive Ability, Other: Dreamshaper) At the start of each round that possessor is afflicted with Fatigued: Asleep, possessor may inflict Fatigued: Asleep on up to 5 other individuals in the same battlespace
Requires: Basic Biomancy Attunement, Basic Psychic Arts Attunement, Cute While Sleeping
Cost: 1,000,000 Gold, 2 Weeks

Control of Dream- (Passive Ability, Other: Dreamshaper) Possessor has a 20% chance of being able to cancel the actions of Dream element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Dream Manipulation
Cost: 500,000 Gold, 2 Weeks

Create Reality-Dreamworld Overlay- (Passive Ability, Dreamshaper) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may create a phantom terrain of Dreamscape and attach an effect to said phantom terrain that does not stack on the same phantom terrain or across different phantom terrains that provides possessor with +1,000 to all stats and possessor's allies with +500 to all stats.
Not for Sale

Daydreaming- (Passive Ability, Dreamshaper) Possessor may choose to count as afflicted with Fatigued: Asleep at any time
Not for Sale

Defenses that Utilize Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +500 Defense if possessor has any Dream-element items equipped that provide a Defense bonus
Requires: Basic Dream Synchronization, Basic Defenses against Dream, Basic Weaponization of Dream
Cost: 200,000 Gold, 2 Weeks

Detect Dream- (Passive Ability, Dreamshaper) Possessor gains +1% To Hit against Dream element targets
Requires: Apprentice Divining Attunement, Basic Dream Synchronization
Cost: 100,000 Gold, 2 Weeks

Distorting the Waking World- (Passive Ability, Other: Dreamshaper) At the start of each round, if possessor is Dream element, possessor may change any present Phantom Terrain that either comes from a source below Level 60 or that is of a type with a corresponding Square Mile in stock in the Shop into any type with a corresponding Square Mile in stock and may choose to change any Terrain present that is of a type with a a corresponding Square Mile in stock in the Shop into any type with a corresponding Square Mile in stock
Requires: Zonal Dream Control, Relementalization of Local Reality, Reshaping of Local Reality, Dream Sculpting, Meditative Assumption of Dream
Cost: 80,000,000 Gold, 2 Weeks

Dream Battle-Aura- (Stance Ability, Other: Dreamshaper) Possessor deals 10,000 Flat Dream element Damage to each opponent at the start of each round
Requires: Emanate Dream, Improved Weaponization of Dream
Cost: 200,000 Gold, 3 Weeks

Dream Body Form- (Stance Ability, Other: Dreamshaper) Possessor gains +200 Defense against Dream, Possessor gains 15% Dream Resistance, Possessor may deal 5,000 Flat Dream element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Dream, Dreamshaper, Basic Dream Resistance, Apprentice Understanding of the Heart of Dream, Apprentice Defenses Against Dream
Cost: 300,000 Gold, 3 Weeks

Dream Immunity- (Passive Ability, Other: Dreamshaper) Possessor gains Dream Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Dream Resistance, Dreamshaper, Level 20
Cost: 500,000 Gold, 2 Weeks

Dream Manipulation- (Passive Ability, Other: Dreamshaper) Possessor may choose one of the following at the beginning of each round if Dream element: Create a Zone of Dream, Remove a Zone of Dream created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Dream by either possessor or a source below Level 20, Add Dream to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Dream element on a Dream element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Dream, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Dream, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Dream element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Dream to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Dream, 5% Dream Resistance, or +50 Defense against Dream and 1% Dream Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Dream Synchronization, 5 other Dreamshaper abilities
Cost: 400,000 Gold, 3 Weeks

Dreamflight- (Passive Ability, Dreamshaper) Possessor gains +300 AGI and 15% Earth Resistance while in a Zone of Dream
Not For Sale

Dreaming Mind- (Passive Ability, Other: Dreamshaper) Possessor may, for prerequisite purposes, treat 'Dreamshaper' abilities as 'Mentalist' abilities and 'Mentalist' abilities as 'Dreamshaper' abilities
Not for Sale

Dreaming of Distant Worlds- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of any round that possessor is Dream element and afflicted with Fatigued: Asleep, create another battlespace and place a Zone of Dream in it
Requires: Improved Reshaping of Local Reality, Improved Relementalization of Local Reality, Create Reality-Dreamworld Overlay, Oneironaut, Alter Dream Content, Level 40
Cost: 200,000,000 Gold, 2 Weeks

Dreaming the Timeless Dream- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, individuals below Level 80 who are not 10 or more Levels greater than possessor do not reset possessor unless possessor chooses such if they would otherwise reset possessor to a prior state (though all other things they would reset are still reset)
Requires: Uplifted by Dream, Zonal Dream Control, Restful Sleeper, Absorb Dream, Level 40
Cost: 50,000,000 Gold, 2 Weeks

Dreamscape Sculpting- (Passive Ability, Other: Dreamshaper) Whenever possessor creates a Battlespace through the ability 'Dreaming of Distant Worlds' possessor may set the terrain of said battlespace to Dreamscape and, if possessor does so, may create up to 5 Phantom Terrains that possessor possesses Attuned to Terrain: <Terrain Name> abilities for and place them in said battlespace
Cost: 50,000,000 Gold, 2 Weeks

Dreamshaper- (Passive Ability, Other: Dreamshaper) Possessor ignores (1 * (Possessor Level/5), rounded down)% Dream Resistance, Possessor ignores Dream Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Dream Synchronization, 10 other Dreamshaper abilities
Cost: 125,000 Gold, 4 Weeks

Elemental Attack-Conversion: Dream- (Technique Ability, Other: Dreamshaper) Possessor may use 'Elemental Attack-Conversion: Dream' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Dream element and no other technique is used. Said action becomes solely the element Dream.
Requires: Improved Weaponization of Dream
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Dream- (Technique Ability, Other: Dreamshaper) Possessor may use 'Elemental Invocation of Dream' in conjunction with an 'Elemental Attack' action so long as possessor is Dream element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Dream
Cost: 200,000 Gold, 2 Week

Emanate Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor absorbs Damage that is Dream element Damage, Possessor may choose to deal 10,000 Flat Dream element Damage to up to 10 targets
Requires: Absorb Dream, Dream Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Dream- (Passive Ability, Dreamshaper) If possessor is Dream element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Dream
Requires: Basic Understanding of the Heart of Dream
Requires: 200,000 Gold, 2 Weeks

Expert Dream Synchronization- (Passive Ability, Other: Dreamshaper) Dream element Damage dealt to possessor (not including healing) is halved, Dream element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Dream element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Dream Synchronization, 100 other Dreamshaper Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fling Into Dream- (Active Ability, Other: Dreamshaper) Possessor may spend an action to move an entity of Level 59 or Lower that is not 5 or more Levels greater than possessor from possessor's current battlespace into any other battlespace in the same battle so long as no individual of Level 60 or greater in either battlespace objects
Requires: Improved Zonal Acclimation of Dream, Improved Weaponization of Dream
Cost: 30,000,000 Gold, 2 Weeks

Greater Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Dream, Dreamshaper
Cost: 5,000,000 Gold, 2 Weeks

Head-Is-A-Beehive Unexpected Defense Methodology- (Passive Ability, Other: Dreamshaper) Once per thread, if possessor is Dream element, when possessor is targeted by an attack coming from a source that is not either 5 or more Levels greater than possessor, Dream or Illusion element, or Level 80 or greater, possessor may choose to take 0 HP Damage from said attack, summon 15 Insects of lower Level than possessor that are below Level 60 that are normally fightable for drops on the Enemy List, and have a 100% chance of inflicting Confusion and Fatigued: Asleep on the source of said attack
Requires: Dreamshaper, Vermin Master OR Architect, Illusionist OR Spy OR Thief OR Ninja, Level 40
Cost: 60,000,000 Gold, 2 Weeks

I Can Hold Stuff With My Imagination!- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor gains a Weapon slot.
Requires: Improved Reshaping of Self, Expert Psychic Arts Attunement
Cost: 1,000,000,000 Gold, 10 Weeks

I Dreamt the World Would End Last Night- (Passive Ability, Other: Dreamshaper) At the start of each round, if possessor is Dream or Destruction element and is afflicted with Fatigued: Asleep, possessor may trigger an Eschatalogical Escalation
Requires: Dreamshaper, Eschatologist, Foundation of Eschatalogical Escalation

Improved Affinity to Healing Via Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor obtains Dream element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Dream
Cost: 500,000 Gold, 2 Weeks

Improved Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Dream, Basic Understanding of the Heart of Dream
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +5,000 Defense against Dream
Requires: Apprentice Defenses Against Dream, Basic Dream Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +2,000 Defense if possessor has any Dream-element items equipped that provide a Defense bonus
Requires: Apprentice Dream Synchronization, Improved Defenses against Dream, Improved Weaponization of Dream
Cost: 500,000 Gold, 2 Weeks

Improved Dream Elemental Emanation- (Passive Ability, Other: Dreamshaper) Possessor's 'Call Forth the Living Dream' ability may summon entities up to Level 20
Requires: Call Forth the Living Dream
Cost: 200,000 Gold, 2 Weeks

Improved Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 10% Dream Resistance
Requires: Apprentice Dream Resistance, Basic Defenses against Dream
Cost: 500,000 Gold, 2 Weeks

Improved Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 50 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 50 or is willing to any combination of base elements
Requires: Relementalization of Local Reality, Control of Dream, Level 50
Cost: 50,000,000 Gold, 2 Weeks

Improved Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 50 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 50 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 50 or lower from the enemy list that is normally fightable for drops
Requires: Reshaping of Local Reality, Control of Dream, Level 50
Cost: 50,000,000 Gold, 2 Weeks

Improved Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 50 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 50 or lower from the enemy list that is normally fightable for drops that is present
Requires: Improved Reshaping of Local Reality, Improved Relementalization of Local Reality, Numinous Item Acquisition
Cost: 100,000,000 Gold, 2 Weeks

Improved Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +250 to all stats
Requires: Improved Command of Dream, Apprentice Understanding of the Heart of Dream
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Dream
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +1,000 to all stats while in a Zone of Dream
Requires: Apprentice Zonal Acclimation of Dream
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Dream Empowerment- (Passive Ability, Other: Dreamshaper) Possessor gains +500 to all stats while in a Zone of Dream, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Dream
Requires: Empowered by Dream, Nourished by Dream, Improved Zonal Acclimation of Dream
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains the element Dream while in Dreamshaper stances
Requires: Meditative Assumption of Dream, Adept Dream Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Kaleidoscopic Slumbering Masquerade Raiment- (Passive Ability, Other: Dreamshaper) At the start of each round, if possessor is Dream element and afflicted with Fatigued: Asleep, possessor may change the elements of possessor's equipped or carried Armor items to any combination of base elements and may change the subtypes of said items to any combination of base Armor subtypes as a non-stacking buff present on the item it is affecting.
Requires: Reshaping of Self, Clothier OR Diplomat OR Spy
Cost: 60,000,000 Gold, 2 Weeks

Meditative Assumption of Dream- (Passive Ability, Other: Dreamshaper) Possessor may choose, at the beginning of a thread, to become solely Dream element
Requires: Basic Dream Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Dream- (Passive Ability, Other: Dreamshaper) Possessor may use the Technique 'Elemental Attack-Conversion: Dream' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Dream element.
Requires: Elemental Attack-Conversion: Dream
Cost: 500,000 Gold, 2 Weeks

Nourish Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor deals HP or MP healing to an Dream element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Dream, Nourished by Dream
Cost: 200,000 Gold, 2 Weeks

Nourished By Dream- (Passive Ability, Dreamshaper) If possessor is Dream element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Dream
Requires: Basic Understanding of the Heart of Dream
Requires: 200,000 Gold, 2 Weeks

Nullify Dream- (Passive Ability, Other: Dreamshaper) Possessor may remove the element Dream from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Dream-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Dream-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Dream from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Dream Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Numinous Item Acquisition- (Passive Ability, Other: Dreamshaper) At the start of each round, possessor may create up to 20 Temporary items that are in-stock in the shop and worth under 40,000,000 Gold
Requires: Create Reality-Dreamworld Overlay, Creative, Can Make Things Up On the Fly, Reshaping of Local Reality
Cost: 80,000,000 Gold, 2 Weeks

Optionally Imaginary- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, possessor gains +5% Dodge and may choose to not be targeted by individuals below Level 20
Requires: Unreal Wounds, Meditative Assumption of Dream, Basic Understanding of the Heart of Dream, Illusionist, Enchanter
Cost: 80,000,000 Gold, 2 Weeks

Predict the Flow of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +5% Dodge against Dream element individuals
Requires: Improved Defenses Against Dream, Improved Understanding of the Heart of Dream, Defenses that Utilize Dream
Cost: 200,000 Gold, 2 Weeks

Project Dream- (Passive Ability, Other: Dreamshaper) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Dream
Requires: Improved Weaponization of Dream
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Dream- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and performs an 'Elemental Attack' action that is solely Dream element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Dream
Cost: 500,000 Gold, 2 Weeks

Reality's Paintbrush- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of up to ten individuals who are below Level 60 or is willing to any combination of base elements and may change the element of up to 5 Zones that are present that come from sources below Level 60 to any combination of base elements
Requires: Improved Relementalization of Local Reality, Painter (2)
Cost: 200,000,000 Gold, 2 Weeks

Reconsume Dream Elemental Spawn- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of any round, unsummon one of possessor's Dream element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Dream Elemental Emanation, Improved Affinity to Healing Via Dream
Cost: 200,000 Gold, 2 Weeks

Reflect Dream- (Passive Ability, Other: Dreamshaper) Possessor Reflects Dream against sources below Level 20 if Level 20 or greater
Requires: Dream Immunity
Cost: 500,000 Gold, 2 Weeks

Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 40 or is willing to any combination of base elements
Requires: Apprentice Relementalization of Local Reality, Dreamshaper, Level 40
Cost: 50,000,000 Gold, 2 Weeks

Relentless Tempest of Dream- (Passive Ability, Other: Dreamshaper) If possessor's last action was solely Dream element either due to this ability or the technique 'Elemental Attack-Conversion: Dream', possessor may make any of possessor's offensive actions solely Dream element.
Requires: Nonsynchronous Elemental Attack-Conversion: Dream, Adept Dream Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 40 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 40 or lower from the enemy list that is normally fightable for drops
Requires: Apprentice Reshaping of Local Reality, Dreamshaper, Level 40
Cost: 50,000,000 Gold, 2 Weeks

Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 40 or lower from the enemy list that is normally fightable for drops that is present
Requires: Reshaping of Local Reality, Relementalization of Local Reality, Apprentice Reshaping of Self, Good at Playing Pretend
Cost: 60,000,000 Gold, 2 Weeks

Restful Sleeper- (Passive Ability, Other: Dreamshaper) Possessor regenerates 15,000 HP and 2,000 MP at the start of each round that possessor is afflicted with Fatigued: Asleep
Not for Sale

Soothing Dream Emanation- (Passive Ability, Other: Dreamshaper) Whenever possessor absorbs Damage that is Dream element Damage, Possessor may choose to deal 10,000 Flat Dream element HP Healing to up to 10 targets that are Dream element
Requires: Emanate Dream, Nourish Dream
Cost: 300,000 Gold, 1 Week

Stability Within Dream- (Passive Ability, Other: Dreamshaper) Possessor gains 25% minor negative status effect resistance while in a Zone of Dream
Requires: Basic Understanding of the Heart of Dream, Defenses that Utilize Dream
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Dream element individual
Requires: Improved Understanding of the Heart of Dream
Cost: 200,000 Gold, 2 Weeks

Unreal Wounds- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may choose to not take Damage from sources below Level 20 and may ignore the offensive actions of individuals below Level 20
Requires: Basic Relementalization of Local Reality
Cost: 15,000,000 Gold, 2 Weeks

Uplifted By Dream- (Passive Ability, Dreamshaper) If possessor is Dream element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Dream
Requires: Basic Understanding of the Heart of Dream
Requires: 200,000 Gold, 2 Weeks

Zonal Dream Control- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of each round, choose one Zone of Dream that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Dream, Improved Zonal Acclimation of Dream
Cost: 1,000,000 Gold, 2 Weeks

~Basic Skills In Entering And Exiting Conceptual Realms- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of any round, leave possessor's current battlespace and enter any other battlespace that is part of the same battle that contains at least one entity that possesses the subtype Conceptual, provided that no entity in either the battlespace possessor is leaving or the battlespace that possessor is entering that is Level 60 or greater objects
Not for Sale

~Other: Dross-Choked Reveler (Other: Rot)~

Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element
Requires: Inclusion of SAN, Inclusion of INF, Inclusion of RES, Ocean Prince
Cost: 50,000,000 Gold, 30 Weeks


~Other: Dynamic Allsculptor (Flux)~

Absorb Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor Absorbs Flux against sources below Level 20 if Level 20 or greater
Requires: Flux Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Flux Synchronization- (Passive Ability, Other: Dynamic Allsculptor) Amounts of Flux element Damage possessor deals are increased by 10,000 points, Flux element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Flux element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Dynamic Allsculptor, 50 other Other: Dynamic Allsculptor Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Flux- (Passive Ability, Other: Dynamic Allsculptor) Whenever possessor obtains Flux element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Flux Affinity to Healing Via Flux
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor's Flux element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Flux Command of Flux
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +500 Defense against Flux
Requires: Flux Defenses Against Flux
Cost: 100,000 Gold, 2 Weeks

Apprentice Flux Resistance- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains 5% Flux Resistance
Requires: Basic Flux Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Flux Synchronization- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +50 to all stats for each Flux element item equipped, Possessor's Flux element pets and summons gain +250 to all stats
Requires: Basic Flux Synchronization, 3 other Other: Dynamic Allsculptor abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor's Flux element allies gain +100 to all stats
Requires: Apprentice Command of Flux, Basic Understanding of the Heart of Flux
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculptor) Quantities of Flux element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Flux
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +500 to all stats while in a Zone of Flux
Requires: Basic Zonal Acclimation of Flux
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Flux's Dominion- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Flux
Requires: Basic Zonal Acclimation of Flux
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Flux- (Passive Ability, Other: Dynamic Allsculptor) Whenever possessor obtains Flux element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Flux Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor's Flux element pets and summons gain +50 to all stats
Requires: Basic Flux Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +50 Defense against Flux
Requires: Basic Flux Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Flux Resistance- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains 1% Flux Resistance
Requires: Basic Flux Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Flux Synchronization- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +25 to all stats if possessor is Flux element
Requires: Knowledge of Esoteric Elements, (Flux Baron, Anarchomancer, Transmuter, Alchemist, Auramancer, Enchanter, AND Controller) OR Xaos Comptroller
Cost: 50,000,000 Gold, 30 Weeks

Basic Understanding of the Heart of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor's Flux element allies gain +10 to all stats
Requires: Basic Command of Flux
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculptor) Quantities of Flux element Damage dealt by possessor are increased by 50 points
Requires: Basic Flux Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +50 to all stats while in a Zone of Flux
Requires: Basic Flux Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Flux- (Active Ability, Other: Dynamic Allsculptor) Possessor may spend an action to summon 5 Elementals that are Flux element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Flux, Emanate Flux
Cost: 300,000 Gold, 2 Weeks

Control of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor has a 20% chance of being able to cancel the actions of Flux element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Flux Manipulation
Cost: 500,000 Gold, 2 Weeks

Defense Flux- (Passive Ability, Other: Dynamic Allsculptor) At the start of each round, if possesor is Flux element, possessor may give itself a non-stacking buff that provides +2,000 Defense against any one base element
Requires: Defenses that Utilize Flux
Cost: 2,000,000 Gold, 2 Weeks

Defenses that Utilize Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +500 Defense if possessor has any Flux-element items equipped that provide a Defense bonus
Requires: Basic Flux Synchronization, Basic Defenses against Flux, Basic Weaponization of Flux
Cost: 200,000 Gold, 2 Weeks

Detect Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +1% To Hit against Flux element targets
Requires: Apprentice Divining Attunement, Basic Flux Synchronization
Cost: 100,000 Gold, 2 Weeks

Dynamic Allsculptor- (Passive Ability, Other: Dynamic Allsculptor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Flux Resistance, Possessor ignores Flux Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Flux Synchronization, 10 other Other: Dynamic Allsculptor abilities
Cost: 125,000 Gold, 4 Weeks

Dynamic Element Stance- (Stance Ability, Other: Dynamic Allsculptor) At the start of each round, possessor may give itself a non-stacking buff that makes it solely either any one base element, solely Flux element, or solely any one base element and Flux element
Requires: Meditative Assumption of Flux
Cost: 3,000,000 Gold, 2 Weeks

Dynamic Self-Resculpting- (Passive Ability, Other: Dynamic Allsculptor) At the start of each round, if possessor is Flux element, possessor may give itself a single instance of a buff that stacks 200 times that provides +200 to one stat and -200 to any one other stat
Requires: Flux Manipulation, Basic Understanding of the Heart of Flux
Cost: 3,000,000 Gold, 2 Weeks

Elemental Attack-Conversion: Flux- (Technique Ability, Other: Dynamic Allsculptor) Possessor may use 'Elemental Attack-Conversion: Flux' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Flux element and no other technique is used. Said action becomes solely the element Flux.
Requires: Improved Weaponization of Flux
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Flux- (Technique Ability, Other: Dynamic Allsculptor) Possessor may use 'Elemental Invocation of Flux' in conjunction with an 'Elemental Attack' action so long as possessor is Flux element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Flux
Cost: 200,000 Gold, 2 Week

Emanate Flux- (Passive Ability, Other: Dynamic Allsculptor) Whenever possessor absorbs Damage that is Flux element Damage, Possessor may choose to deal 10,000 Flat Flux element Damage to up to 10 targets
Requires: Absorb Flux, Flux Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Flux- (Passive Ability, Other: Dynamic Allsculptor) If possessor is Flux element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Flux
Requires: Flux Understanding of the Heart of Flux
Requires: 200,000 Gold, 2 Weeks

Expert Flux Synchronization- (Passive Ability, Other: Dynamic Allsculptor) Flux element Damage dealt to possessor (not including healing) is halved, Flux element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Flux element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Flux Synchronization, 100 other Other: Dynamic Allsculptor Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Flux Battle-Aura- (Stance Ability, Other: Dynamic Allsculptor) Possessor deals 10,000 Flat Flux element Damage to each opponent at the start of each round
Requires: Emanate Flux, Improved Weaponization of Flux
Cost: 200,000 Gold, 3 Weeks

Flux Body Form- (Stance Ability, Other: Dynamic Allsculptor) Possessor gains +200 Defense against Flux, Possessor gains 15% Flux Resistance, Possessor may deal 5,000 Flat Flux element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Flux, Dynamic Allsculptor, Basic Flux Resistance, Apprentice Understanding of the Heart of Flux, Apprentice Defenses Against Flux
Cost: 300,000 Gold, 3 Weeks

Flux Immunity- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains Flux Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Flux Resistance, Other: Dynamic Allsculptor, Level 20
Cost: 500,000 Gold, 2 Weeks

Flux Manipulation- (Passive Ability, Other: Dynamic Allsculptor) Possessor may choose one of the following at the beginning of each round if Flux element: Create a Zone of Flux, Remove a Zone of Flux created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Flux by either possessor or a source below Level 20, Add Flux to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Flux element on a Flux element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Flux, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Flux, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Flux element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Flux to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Flux, 5% Flux Resistance, or +50 Defense against Flux and 1% Flux Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Flux Synchronization, 5 other Dynamic Allsculptor abilities
Cost: 400,000 Gold, 3 Weeks

Greater Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculptor) Quantities of Flux element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Flux, Dynamic Allsculptor
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Flux- (Passive Ability, Other: Dynamic Allsculptor) Whenever possessor obtains Flux element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Flux
Cost: 500,000 Gold, 2 Weeks

Improved Command of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor's Flux element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Flux, Basic Understanding of the Heart of Flux
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +5,000 Defense against Flux
Requires: Apprentice Defenses Against Flux, Basic Flux Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +2,000 Defense if possessor has any Flux-element items equipped that provide a Defense bonus
Requires: Apprentice Flux Synchronization, Improved Defenses against Flux, Improved Weaponization of Flux
Cost: 500,000 Gold, 2 Weeks

Improved Flux Elemental Emanation- (Passive Ability, Other: Dynamic Allsculptor) Possessor's 'Call Forth the Living Flux' ability may summon entities up to Level 20
Requires: Call Forth the Living Flux
Cost: 200,000 Gold, 2 Weeks

Improved Flux Resistance- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains 10% Flux Resistance
Requires: Apprentice Flux Resistance, Basic Defenses against Flux
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor's Flux element allies gain +250 to all stats
Requires: Improved Command of Flux, Apprentice Understanding of the Heart of Flux
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculptor) Quantities of Flux element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Flux
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +1,000 to all stats while in a Zone of Flux
Requires: Apprentice Zonal Acclimation of Flux
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Flux Empowerment- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +500 to all stats while in a Zone of Flux, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Flux
Requires: Empowered by Flux, Nourished by Flux, Improved Zonal Acclimation of Flux
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains the element Flux while in Dynamic Allsculptor stances
Requires: Meditative Assumption of Flux, Adept Flux Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor may choose, at the beginning of a thread, to become solely Flux element
Requires: Basic Flux Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor may use the Technique 'Elemental Attack-Conversion: Flux' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Flux element.
Requires: Elemental Attack-Conversion: Flux
Cost: 500,000 Gold, 2 Weeks

Nourish Flux- (Passive Ability, Other: Dynamic Allsculptor) Whenever possessor deals HP or MP healing to an Flux element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Flux, Nourished by Flux
Cost: 200,000 Gold, 2 Weeks

Nourished By Flux- (Passive Ability, Other: Dynamic Allsculptor) If possessor is Flux element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Flux
Requires: Basic Understanding of the Heart of Flux
Requires: 200,000 Gold, 2 Weeks

Nullify Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor may remove the element Flux from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Flux-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Flux-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Flux from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Flux Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Flux Resistance, Basic Weaponization of Flux
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains 5% Overload: Flux Destabilization Resistance
Requires: Basic Flux Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +5% Dodge against Flux element individuals
Requires: Improved Defenses Against Flux, Improved Understanding of the Heart of Flux, Defenses that Utilize Flux
Cost: 200,000 Gold, 2 Weeks

Project Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Flux
Requires: Improved Weaponization of Flux
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Flux- (Passive Ability, Other: Dynamic Allsculptor) If possessor is Flux element and performs an 'Elemental Attack' action that is solely Flux element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Flux
Cost: 500,000 Gold, 2 Weeks

Reconsume Flux Elemental Spawn- (Passive Ability, Other: Dynamic Allsculptor) Possessor may, at the start of any round, unsummon one of possessor's Flux element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Flux Elemental Emanation, Improved Affinity to Healing Via Flux
Cost: 200,000 Gold, 2 Weeks

Reflect Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor Reflects Flux against sources below Level 20 if Level 20 or greater
Requires: Flux Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Flux- (Passive Ability, Other: Dynamic Allsculptor) If possessor's last action was solely Flux element either due to this ability or the technique 'Elemental Attack-Conversion: Flux', possessor may make any of possessor's offensive actions solely Flux element.
Requires: Nonsynchronous Elemental Attack-Conversion: Flux, Adept Flux Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Flux Emanation- (Passive Ability, Other: Dynamic Allsculptor) Whenever possessor absorbs Damage that is Flux element Damage, Possessor may choose to deal 10,000 Flat Flux element HP Healing to up to 10 targets that are Flux element
Requires: Emanate Flux, Nourish Flux
Cost: 300,000 Gold, 1 Week


Stability Within Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains 25% minor negative status effect resistance while in a Zone of Flux
Requires: Basic Understanding of the Heart of Flux, Defenses that Utilize Flux
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Flux element individual
Requires: Improved Understanding of the Heart of Flux
Cost: 200,000 Gold, 2 Weeks

Uplifted By Flux- (Passive Ability, Other: Dynamic Allsculptor) If possessor is Flux element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Flux
Requires: Basic Understanding of the Heart of Flux
Requires: 200,000 Gold, 2 Weeks

Zonal Flux Control- (Passive Ability, Other: Dynamic Allsculptor) Possessor may, at the start of each round, choose one Zone of Flux that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Flux, Improved Zonal Acclimation of Flux
Cost: 1,000,000 Gold, 2 Weeks


~Other: Elemental Researcher~

Absorb Formus- (Passive Ability, Other: Elemental Researcher) Possessor Absorbs Formus against sources below Level 20 if Level 20 or greater
Requires: Formus Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Amounts of Formus element Damage possessor deals are increased by 10,000 points, Formus element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Formus element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Elemental Researcher, 50 other Elemental Researcher Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Formus element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Formus
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Formus
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against Formus
Requires: Basic Defenses Against Formus
Cost: 100,000 Gold, 2 Weeks

Apprentice Formus Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 5% Formus Resistance
Requires: Basic Formus Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats for each Formus element item equipped, Possessor's Formus element pets and summons gain +250 to all stats
Requires: Basic Formus Synchronization, 3 other Elemental Researcher abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element allies gain +100 to all stats
Requires: Apprentice Command of Formus, Basic Understanding of the Heart of Formus
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Formus
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 to all stats while in a Zone of Formus
Requires: Basic Zonal Acclimation of Formus
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Formus's Dominion- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Formus
Requires: Basic Zonal Acclimation of Formus
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Formus element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Formus Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element pets and summons gain +50 to all stats
Requires: Basic Formus Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 Defense against Formus
Requires: Basic Formus Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Formus Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 1% Formus Resistance
Requires: Basic Formus Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Requires: Knowledge of Esoteric Elements, The class-name abilities of 5 different non-base element-based classes
Cost: 100,000,000 Gold, 60 Weeks

Basic Theoretical Element Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is an element that has 'Theoretical Element' in its name
Requires: Elemental Researcher
Cost: 10,000,000 Gold, 5 Weeks

Basic Understanding of the Heart of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element allies gain +10 to all stats
Requires: Basic Command of Formus
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 50 points
Requires: Basic Formus Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats while in a Zone of Formus
Requires: Basic Formus Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Formus- (Active Ability, Other: Elemental Researcher) Possessor may spend an action to summon 5 Elementals that are Formus element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Formus, Emanate Formus
Cost: 300,000 Gold, 2 Weeks

Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Requires: Elemental Researcher, Doombringer, Transmuter, Theoretical Mage-Scientist, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 3 Weeks

Control of Formus- (Passive Ability, Other: Elemental Researcher) Possessor has a 20% chance of being able to cancel the actions of Formus element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Formus Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense if possessor has any Formus-element items equipped that provide a Defense bonus
Requires: Basic Formus Synchronization, Basic Defenses against Formus, Basic Weaponization of Formus
Cost: 200,000 Gold, 2 Weeks

Detect Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +1% To Hit against Formus element targets
Requires: Apprentice Divining Attunement, Basic Formus Synchronization
Cost: 100,000 Gold, 2 Weeks

Experimental Element Synchronization: Theoretical Experimental 22-J- (Passive Ability, Other: Elemental Researcher) Possessor may choose at the beginning of a thread to become solely Theoretical Experimental Element 22-J element
Not for Sale

Elemental Attack-Conversion: Formus- (Technique Ability, Other: Elemental Researcher) Possessor may use 'Elemental Attack-Conversion: Formus' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Formus element and no other technique is used. Said action becomes solely the element Formus.
Requires: Improved Weaponization of Formus
Cost: 500,000 Gold, 2 Weeks

Elemental Researcher- (Passive Ability, Other: Elemental Researcher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Formus Resistance, Possessor ignores Formus Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Formus Synchronization, 10 other Other: Elemental Researcher abilities
Cost: 125,000 Gold, 4 Weeks

Elemental Stability-Focus of Cute Pets - (Passive Ability, Other: Elemental Researcher) Cute Pets is always Manifested while possessor is present and cannot be de-manifested, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Not for Sale

Elemental Stability-Focus of Not Bees - (Passive Ability, Other: Elemental Researcher) Not Bees is always Manifested while possessor is present and cannot be de-manifested, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale

Emanate Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor absorbs Damage that is Formus element Damage, Possessor may choose to deal 10,000 Flat Formus element Damage to up to 10 targets
Requires: Absorb Formus, Formus Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Formus- (Passive Ability, Other: Elemental Researcher) If possessor is Formus element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Formus
Requires: Basic Understanding of the Heart of Formus
Requires: 200,000 Gold, 2 Weeks

Expert Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Formus element Damage dealt to possessor (not including healing) is halved, Formus element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Formus element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Formus Synchronization, 100 other Other: Elemental Researcher Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Formus Battle-Aura- (Stance Ability, Other: Elemental Researcher) Possessor deals 10,000 Flat Formus element Damage to each opponent at the start of each round
Requires: Emanate Formus, Improved Weaponization of Formus
Cost: 200,000 Gold, 3 Weeks

Formus Body Form- (Stance Ability, Other: Elemental Researcher) Possessor gains +200 Defense against Formus, Possessor gains 15% Formus Resistance, Possessor may deal 5,000 Flat Formus element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Formus, Elemental Researcher, Basic Formus Resistance, Apprentice Understanding of the Heart of Formus, Apprentice Defenses Against Formus
Cost: 300,000 Gold, 3 Weeks

Formus Immunity- (Passive Ability, Other: Elemental Researcher) Possessor gains Formus Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Formus Resistance, Other: Elemental Researcher, Level 20
Cost: 500,000 Gold, 2 Weeks

Formus Manipulation- (Passive Ability, Other: Elemental Researcher) Possessor may choose one of the following at the beginning of each round if Formus element: Create a Zone of Formus, Remove a Zone of Formus created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Formus by either possessor or a source below Level 20, Add Formus to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Formus element on a Formus element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Formus, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Formus, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Formus element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Formus to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Formus, 5% Formus Resistance, or +50 Defense against Formus and 1% Formus Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Formus Synchronization, 5 other Elemental Researcher abilities
Cost: 400,000 Gold, 3 Weeks

Holds the Last Bit of Cute Pets Mana- (Passive Ability, Other: Elemental Researcher) Possessor gains +1 SPI
Not for Sale

Holds the Last Bit of Grandeur Mana- (Passive Ability, Other: Elemental Researcher) Possessor gains +1 SPI
Not for Sale

Greater Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Formus, Elemental Researcher
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Formus element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Formus
Cost: 500,000 Gold, 2 Weeks

Improved Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Formus, Basic Understanding of the Heart of Formus
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +5,000 Defense against Formus
Requires: Apprentice Defenses Against Formus, Basic Formus Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +2,000 Defense if possessor has any Formus-element items equipped that provide a Defense bonus
Requires: Apprentice Formus Synchronization, Improved Defenses against Formus, Improved Weaponization of Formus
Cost: 500,000 Gold, 2 Weeks

Improved Formus Elemental Emanation- (Passive Ability, Other: Elemental Researcher) Possessor's 'Call Forth the Living Formus' ability may summon entities up to Level 20
Requires: Call Forth the Living Formus
Cost: 200,000 Gold, 2 Weeks

Improved Formus Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 10% Formus Resistance
Requires: Apprentice Formus Resistance, Basic Defenses against Formus
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element allies gain +250 to all stats
Requires: Improved Command of Formus, Apprentice Understanding of the Heart of Formus
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Formus
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +1,000 to all stats while in a Zone of Formus
Requires: Apprentice Zonal Acclimation of Formus
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Formus Empowerment- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 to all stats while in a Zone of Formus, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Formus
Requires: Empowered by Formus, Nourished by Formus, Improved Zonal Acclimation of Formus
Cost: 1,000,000 Gold, 2 Weeks

Meditative Assumption of Formus- (Passive Ability, Other: Elemental Researcher) Possessor may choose, at the beginning of a thread, to become solely Formus element
Requires: Basic Formus Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Meditative Assumption of Samurai Detective from the Investigation of Meditative Assumptions and Forms of Forms of Meditative Assumptions- (Stance Ability, Elemental Researcher) Possessor's PC Type becomes Samurai Detective, All abilities whose name includes 'Meditative Assumption' become Stances for all individuals in possessor's battlespace, Possessor gains +2 Fame and +3 Obscurity
Not for Sale

Mister Businessman- (Passive Ability, Elemental Researcher) Possessor gains and manifests the element Business, Possessor may, up to once per month, post in the ability shop to gain 20,000,000 Gold, Possessor counts as possessing the awards 'Local Businessman', 'Businessman', 'Businessguy', 'Man of the Business', and 'International Power CEO', as well as counting as additionally possessing the name 'Mister Businessman'
Not for Sale

Nonsynchronous Elemental Attack-Conversion: Formus- (Passive Ability, Other: Elemental Researcher) Possessor may use the Technique 'Elemental Attack-Conversion: Formus' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Formus element.
Requires: Elemental Attack-Conversion: Formus
Cost: 500,000 Gold, 2 Weeks

Nourished By Formus- (Passive Ability, Other: Elemental Researcher) If possessor is Formus element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Formus
Requires: Basic Understanding of the Heart of Formus
Requires: 200,000 Gold, 2 Weeks

Nourish Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor deals HP or MP healing to an Formus element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Formus, Nourished by Formus
Cost: 200,000 Gold, 2 Weeks

Nullify Formus- (Passive Ability, Other: Elemental Researcher) Possessor may remove the element Formus from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Formus-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Formus-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Formus from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Formus Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Formus Resistance, Basic Weaponization of Formus
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains 5% Antimatter: Elemental Deletion Resistance
Requires: Basic Formus Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +5% Dodge against Formus element individuals
Requires: Improved Defenses Against Formus, Improved Understanding of the Heart of Formus, Defenses that Utilize Formus
Cost: 200,000 Gold, 2 Weeks

Reconsume Formus Elemental Spawn- (Passive Ability, Other: Elemental Researcher) Possessor may, at the start of any round, unsummon one of possessor's Formus element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Formus Elemental Emanation, Improved Affinity to Healing Via Formus
Cost: 200,000 Gold, 2 Weeks

Reflect Formus- (Passive Ability, Other: Elemental Researcher) Possessor Reflects Formus against sources below Level 20 if Level 20 or greater
Requires: Formus Immunity
Cost: 500,000 Gold, 2 Weeks

Soothing Formus Emanation- (Passive Ability, Other: Elemental Researcher) Whenever possessor absorbs Damage that is Formus element Damage, Possessor may choose to deal 10,000 Flat Formus element HP Healing to up to 10 targets that are Formus element
Requires: Emanate Formus, Nourish Formus
Cost: 300,000 Gold, 1 Week

Theoretical Element Attunement- (Passive Ability, Other: Elemental Researcher) Abilities whose name includes 'Theoretical Experimental Element' in their name cost 2 weeks less if possessor has an ability from the class 'Elemental Researcher' whose name is identical to the name of the ability being purchased, only without the word 'Experimenal' and with any one string of characters between 'Element' and the end of the respective element's name, removed.
Requires: Basic Theoretical Element Synchronization
Cost: 400,000,000 Gold, 12 Weeks

Uplifted By Formus- (Passive Ability, Other: Elemental Researcher) If possessor is Formus element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Formus
Requires: Basic Understanding of the Heart of Formus
Requires: 200,000 Gold, 2 Weeks

Zonal Formus Control- (Passive Ability, Other: Elemental Researcher) Possessor may, at the start of each round, choose one Zone of Formus that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Formus, Improved Zonal Acclimation of Formus
Cost: 1,000,000 Gold, 2 Weeks


---Elemental Researcher: Automaton Inspector---

Apprentice Theoretical Experimental Element 02-B Synchronization- (Passive Ability, Other: Elemental Researcher: Automaton Inspector) Possessor gains +50 to all stats for each Theoretical Experimental Element 02-B element item equipped, Possessor's Theoretical Experimental Element 02-B element pets and summons gain +250 to all stats
Requires: Basic Theoretical Experimental Element 02-B Synchronization, 3 other Elemental Researcher: Automaton Inspector abilities
Cost: 125,000 Gold, 2 Weeks

Automaton Inspector- (Passive Ability, Other: Elemental Researcher: Automaton Inspector) Possessor ignores (1 * (Possessor Level/5), rounded down)% Theoretical Experimental Element 02-B Resistance, Possessor ignores Theoretical Experimental Element 02-B Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Theoretical Experimental Element 02-B Synchronization, 10 other Other: Elemental Researcher: Automaton Inspector abilities
Cost: 125,000 Gold, 4 Weeks

Basic Theoretical Experimental Element 02-B Synchronization- (Passive Ability, Other: Elemental Researcher: Automaton Inspector) Possessor gains +25 to all stats if Theoretical Experimental Element 02-B element
Requires: Elemental Researcher, Detective, Diviner, Swordsman, Ninja, Engineer, Reality Coder, Numinous Archivist, Cosmic Mathematician, Resonant Historian, Adept Technology Synchronization, Adept Roboticist Knowledge
Cost: 26,000,000 Gold, 26 Weeks


---Elemental Researcher: Designer of Innovative Infinity (Innovation)---

Absorb Innovation- (Passive Ability, Other: Elemental Researcher) Possessor Absorbs Innovation against sources below Level 20 if Level 20 or greater, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Innovation Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Innovation Synchronization- (Passive Ability, Other: Elemental Researcher) Amounts of Innovation element Damage possessor deals are increased by 10,000 points, Innovation element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Innovation element Spells, and may not be converted into other types of slots by individuals below Level 100, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Designer of Innovative Infinity, 50 other Infinity Designer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Innovation- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Innovation element HP Healing or MP Healing, said amount is increased by 1,000 points, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Affinity to Healing Via Innovation
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor's Innovation element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Command of Innovation
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Defenses Against Innovation
Cost: 100,000 Gold, 2 Weeks

Apprentice Innovation Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 5% Innovation Resistance, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Innovation Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats for each Innovation element item equipped, Possessor's Innovation element pets and summons gain +250 to all stats, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Synchronization, 3 other Infinity Designer abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor's Innovation element allies gain +100 to all stats, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Command of Innovation, Basic Understanding of the Heart of Innovation
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Innovation- (Passive Ability, Other: Elemental Researcher) Quantities of Innovation element Damage dealt by possessor are increased by 500 points, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Weaponization of Innovation
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 to all stats while in a Zone of Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Zonal Acclimation of Innovation
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Innovation's Dominion- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Zonal Acclimation of Innovation
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Innovation- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Innovation element HP Healing or MP Healing, said amount is increased by 500 points, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor's Innovation element pets and summons gain +50 to all stats, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 Defense against Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Innovation Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 1% Innovation Resistance, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Innovation Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if Innovation element, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Not for sale

Basic Understanding of the Heart of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor's Innovation element allies gain +10 to all stats, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Command of Innovation
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Innovation- (Passive Ability, Other: Elemental Researcher) Quantities of Innovation element Damage dealt by possessor are increased by 50 points, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats while in a Zone of Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Innovation- (Active Ability, Other: Elemental Researcher) Possessor may spend an action to summon 5 Elementals that are Innovation element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Understanding of the Heart of Innovation, Emanate Innovation
Cost: 300,000 Gold, 2 Weeks

Control of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor has a 20% chance of being able to cancel the actions of Innovation element individuals below Level 20, with things that would occur before and after said actions still occurring, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Innovation Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense if possessor has any Innovation-element items equipped that provide a Defense bonus, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Synchronization, Basic Defenses against Innovation, Basic Weaponization of Innovation
Cost: 200,000 Gold, 2 Weeks

Detect Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +1% To Hit against Innovation element targets, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Divining Attunement, Basic Innovation Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Innovation- (Technique Ability, Other: Elemental Researcher) Possessor may use 'Elemental Attack-Conversion: Innovation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Innovation element and no other technique is used. Said action becomes solely the element Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Weaponization of Innovation
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Innovation- (Technique Ability, Other: Elemental Researcher) Possessor may use 'Elemental Invocation of Innovation' in conjunction with an 'Elemental Attack' action so long as possessor is Innovation element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Weaponization of Innovation
Cost: 200,000 Gold, 2 Weeks

Emanate Innovation- (Passive Ability, Other: Elemental Researcher) Whenever possessor absorbs Damage that is Innovation element Damage, Possessor may choose to deal 10,000 Flat Innovation element Damage to up to 10 targets, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Absorb Innovation, Innovation Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Innovation- (Passive Ability, Other: Elemental Researcher) If possessor is Innovation element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Understanding of the Heart of Innovation
Requires: 200,000 Gold, 2 Weeks

Expert Innovation Synchronization- (Passive Ability, Other: Elemental Researcher) Innovation element Damage dealt to possessor (not including healing) is halved, Innovation element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Innovation element accessories, and may not be converted into other types of slot by individuals below Level 100, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Adept Innovation Synchronization, 100 other Other: Elemental Researcher Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Innovation- (Passive Ability, Other: Elemental Researcher) Quantities of Innovation element Damage dealt by possessor are increased by 25,000 points, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Weaponization of Innovation, Designer of Innovative Infinity
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Innovation- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Innovation element HP Healing or MP Healing, said amount is increased by 5,000 points, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Affinity to Healing Via Innovation
Cost: 500,000 Gold, 2 Weeks

Improved Command of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor's Innovation element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Command of Innovation, Basic Understanding of the Heart of Innovation
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +5,000 Defense against Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Defenses Against Innovation, Basic Innovation Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +2,000 Defense if possessor has any Innovation-element items equipped that provide a Defense bonus, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Innovation Synchronization, Improved Defenses against Innovation, Improved Weaponization of Innovation
Cost: 500,000 Gold, 2 Weeks

Improved Innovation Elemental Emanation- (Passive Ability, Other: Elemental Researcher) Possessor's 'Call Forth the Living Innovation' ability may summon entities up to Level 20, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Call Forth the Living Innovation
Cost: 200,000 Gold, 2 Weeks

Improved Innovation Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 10% Innovation Resistance, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Innovation Resistance, Basic Defenses against Innovation
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor's Innovation element allies gain +250 to all stats, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Command of Innovation, Apprentice Understanding of the Heart of Innovation
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Innovation- (Passive Ability, Other: Elemental Researcher) Quantities of Innovation element Damage dealt by possessor are increased by 5,000 points, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Weaponization of Innovation
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +1,000 to all stats while in a Zone of Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Zonal Acclimation of Innovation
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Innovation Empowerment- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 to all stats while in a Zone of Innovation, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Empowered by Innovation, Nourished by Innovation, Improved Zonal Acclimation of Innovation
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains the element Innovation while in Infinity Designer stances, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Meditative Assumption of Innovation, Adept Innovation Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Designer of Innovative Infinity- (Passive Ability, Other: Elemental Researcher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Innovation Resistance, Possessor ignores Innovation Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Innovation Synchronization, 10 other Infinity Designer abilities
Cost: 125,000 Gold, 4 Weeks

Innovation Battle-Aura- (Stance Ability, Other: Elemental Researcher) Possessor deals 10,000 Flat Innovation element Damage to each opponent at the start of each round, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Emanate Innovation, Improved Weaponization of Innovation
Cost: 200,000 Gold, 3 Weeks

Innovation Body Form- (Stance Ability, Other: Elemental Researcher) Possessor gains +200 Defense against Innovation, Possessor gains 15% Innovation Resistance, Possessor may deal 5,000 Flat Innovation element Damage to any individual who conducts an offensive action that targets possessor, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Meditative Assumption of Innovation, Designer of Innovative Infinity, Basic Innovation Resistance, Apprentice Understanding of the Heart of Innovation, Apprentice Defenses Against Innovation
Cost: 300,000 Gold, 3 Weeks

Innovation Immunity- (Passive Ability, Other: Elemental Researcher) Possessor gains Innovation Immunity against sources below Level 20 if Level 20 or greater, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Innovation Resistance, Designer of Innovative Infinity, Level 20
Cost: 500,000 Gold, 2 Weeks

Innovation Manipulation- (Passive Ability, Other: Elemental Researcher) Possessor may choose one of the following at the beginning of each round if Innovation element: Create a Zone of Innovation, Remove a Zone of Innovation created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Innovation by either possessor or a source below Level 20, Add Innovation to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Innovation element on a Innovation element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Innovation, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Innovation, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Innovation element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Innovation to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Innovation, 5% Innovation Resistance, or +50 Defense against Innovation and 1% Innovation Resistance until the end of the round as a non-stacking buff, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Innovation Synchronization, 5 other Infinity Designer abilities
Cost: 400,000 Gold, 3 Weeks

Meditative Assumption of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor may choose, at the beginning of a thread, to become solely Innovation element, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Innovation Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Innovation- (Passive Ability, Other: Elemental Researcher) Possessor may use the Technique 'Elemental Attack-Conversion: Innovation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Innovation element, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Elemental Attack-Conversion: Innovation
Cost: 500,000 Gold, 2 Weeks

Nourished By Innovation- (Passive Ability, Other: Elemental Researcher) If possessor is Innovation element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Understanding of the Heart of Innovation
Requires: 200,000 Gold, 2 Weeks

Nourish Innovation- (Passive Ability, Other: Elemental Researcher) Whenever possessor deals HP or MP healing to an Innovation element individual, possessor deals 300 additional points, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Apprentice Affinity to Healing Via Innovation, Nourished by Innovation
Cost: 200,000 Gold, 2 Weeks

Nullify Innovation- (Passive Ability, Other: Elemental Researcher) Possessor may remove the element Innovation from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Innovation-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Innovation-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Innovation from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Adept Innovation Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +5% Dodge against Innovation element individuals, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Defenses Against Innovation, Improved Understanding of the Heart of Innovation, Defenses that Utilize Innovation
Cost: 200,000 Gold, 2 Weeks

Project Innovation- (Passive Ability, Other: Elemental Researcher) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Weaponization of Innovation
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Innovation- (Passive Ability, Other: Elemental Researcher) If possessor is Innovation element and performs an 'Elemental Attack' action that is solely Innovation element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Weaponization of Innovation
Cost: 500,000 Gold, 2 Weeks

Reconsume Innovation Elemental Spawn- (Passive Ability, Other: Elemental Researcher) Possessor may, at the start of any round, unsummon one of possessor's Innovation element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Innovation Elemental Emanation, Improved Affinity to Healing Via Innovation
Cost: 200,000 Gold, 2 Weeks

Reflect Innovation- (Passive Ability, Other: Elemental Researcher) Possessor Reflects Innovation against sources below Level 20 if Level 20 or greater, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Innovation Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Innovation- (Passive Ability, Other: Elemental Researcher) If possessor's last action was solely Innovation element either due to this ability or the technique 'Elemental Attack-Conversion: Innovation', possessor may make any of possessor's offensive actions solely Innovation element, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Nonsynchronous Elemental Attack-Conversion: Innovation, Adept Magic Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Innovation Emanation- (Passive Ability, Other: Elemental Researcher) Whenever possessor absorbs Damage that is Innovation element Damage, Possessor may choose to deal 10,000 Flat Innovation element HP Healing to up to 10 targets that are Innovation element, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Emanate Innovation, Nourish Innovation
Cost: 300,000 Gold, 1 Week

Stability Within Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains 25% minor negative status effect resistance while in a Zone of Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Understanding of the Heart of Innovation, Defenses that Utilize Innovation
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Innovation- (Passive Ability, Other: Elemental Researcher) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Innovation element individual, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Improved Understanding of the Heart of Innovation
Cost: 200,000 Gold, 2 Weeks

Uplifted By Innovation- (Passive Ability, Other: Elemental Researcher) If possessor is Innovation element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Innovation, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Basic Understanding of the Heart of Innovation
Requires: 200,000 Gold, 2 Weeks

Zonal Innovation Control- (Passive Ability, Other: Elemental Researcher) Possessor may, at the start of each round, choose one Zone of Innovation that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80, This counts as a 'Designer of Innovative Infinity' class ability for purposes that check such a conditional
Requires: Control of Innovation, Improved Zonal Acclimation of Innovation
Cost: 1,000,000 Gold, 2 Weeks


---Elemental Researcher: Not-Beekeeper (Not Bees)---
This doesn't get normal abilities, so please don't template it.

Absorb Not Bees- (Passive Ability, Other: Elemental Researcher) Possessor Absorbs Not Bees against sources below Level 20 if Level 20 or greater, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Not Bees Immunity
Cost: 500,000 Gold, 2 Weeks

Apprentice Not Bees Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 5% Not Bees Resistance, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Basic Not Bees Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Not Bees Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against Insects whose name includes 'Bee', This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Basic Not Bees Synchronization, 3 other Not-Beekeeper abilities
Cost: 125,000 Gold, 2 Weeks

Basic Defenses Against Not Bees- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 Defense against Not Bees, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Basic Not Bees Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Not Bees Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 1% Not Bees Resistance, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Basic Not Bees Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Not Bees Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor deals 25 additional Damage to Insects whose name includes 'Bee', This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Elemental Researcher, Scholar of History, Vermin Lord
Cost: 50,000,000 Gold, 5 Weeks

Basic Weaponization of Not Bees- (Passive Ability, Other: Elemental Researcher) Quantities of Not Bees element Damage dealt by possessor are increased by 50 points, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Basic Not Bees Synchronization
Cost: 40,000 Gold, 2 Weeks

Bee-Deleting Gaze- (Passive Ability, Other: Elemental Researcher) At the start of each round, if possessor is Not Bees element, possessor has a 15% chance of inflicting Instant Death and Vanished on each Insect below Level 40 in possessor's battlespace whose name includes 'Bee', This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale

Defenses that Utilize Not Bees- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense if possessor has any Not Bees-element items equipped that provide a Defense bonus, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Basic Not Bees Synchronization, Basic Defenses against Not Bees, Basic Weaponization of Not Bees
Cost: 200,000 Gold, 2 Weeks

Diluted Assumption of Not Bees- (Passive Ability, Other: Elemental Researcher) Possessor may reduce the quantities of extra Damage dealt to possessor because possessor is Not Bees element by 15%, with this effect only reducing said extra Damage and being unable to reduce other Damage quantities or portions of Damage quantities even if increased, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Meditative Assumption of Not Bees, Defenses that Utilize Not Bees, Radiate Not Bees, Not Beekeeper
Cost: 3,000,000 Gold, 3 Weeks

Doesn't Die If Its Butt Is Torn Off- (Passive Ability, Other: Elemental Researcher) If possessor is Not Bees element, possessor cannot inflict Wounded on itself and suffers no Damage from instances of Wounded that do not come from sources of Level 60 or greater, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale

Elemental Attack-Conversion: Not Bees- (Technique Ability, Not-Beekeeper) Possessor may use 'Elemental Attack-Conversion: Not Bees' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Not Bees element and no other technique is used. Said action becomes solely the element Not Bees, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Improved Weaponization of Not Bees
Cost: 500,000 Gold, 2 Weeks

Emanate Not Bees- (Passive Ability, Not-Beekeeper) Whenever possessor absorbs Damage that is Not Bees element Damage, Possessor may choose to deal 10,000 Flat Not Bees element Damage to up to 10 targets, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Absorb Not Bees, Not Bees Manipulation
Cost: 100,000 Gold, 2 Weeks

Grab Thing that Isn't a Bee- (Active Ability, Other: Elemental Researcher) Possessor, if Not Bees element, may spend an action to gain control of target non-unique summon that is not an Insect and whose name does not include 'Bee', This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale

Immune to Bee Stings- (Passive Ability, Other: Elemental Researcher) If possessor is Not Bees element, possessor gains Poison Immunity against Insects, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale

Improved Not Bees Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 10% Not Bees Resistance, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Apprentice Not Bees Resistance, Basic Defenses against Not Bees
Cost: 500,000 Gold, 2 Weeks

Not Bees Immunity- (Passive Ability, Other: Elemental Researcher) Possessor gains Not Bees Immunity against sources below Level 20 if Level 20 or greater, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Improved Not Bees Resistance, Not-Beekeeper, Level 20
Cost: 500,000 Gold, 2 Weeks

Just Says No to Bees- (Passive Ability, Other: Elemental Researcher) Possessor gains Poison: Somehow Got High on Bees Immunity, Possessor Reflects the actions of entities below Level 40 that inflict Poison: Somehow Got High on Bees, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale

Knows The Least-Favorite Letter Doesn't Count- (Passive Ability, Other: Elemental Researcher) If counting the number of letters in something, possessor does not count the letter 'B' (including 'b'), This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale

Man Amidst the Bees Who is Not the Trees that are Not the Bees- (Passive Ability, Other: Not-Beekeper) If possessor is Not Bees element, possessor may choose to count as solely possessing the subtype Human and/or solely possessing the elements Not Bees and Basic, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: General, Human Traits, Botanist, Commoner, Diluted Assumption of Not Bees, Mentalist, Illusionist
Cost: 30,000,000 Gold, 2 Weeks

Meditative Assumption of Not Bees- (Passive Ability, Other: Elemental Researcher) Possessor may choose, at the beginning of a thread, to become solely Not Bees element, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Basic Not Bees Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Never Down for Honey- (Passive Ability, Other: Elemental Researcher) Possessor ignores the effects of Consumables whose name includes Honey unless they are used by sources 20 or more Levels greater than possessor, they are used by sources of Level 60 or greater, or they are worth over, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional 100,000,000 Gold
Not for Sale

Nonsynchronous Elemental Attack-Conversion: Not Bees- (Passive Ability, Other: Elemental Researcher) Possessor may use the Technique 'Elemental Attack-Conversion: Not Bees' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Not Bees element, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Elemental Attack-Conversion: Not Bees
Cost: 500,000 Gold, 2 Weeks

Not-Beekeeper- (Passive Ability, Other: Elemental Researcher) Possessor cannot equip Insects whose name includes 'Bee' as pets, Possessor's non-Insect pets gain +5,000 to all stats as a constantly applied effect, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Apprentice Not Bees Synchronization, 10 other Not-Beekeeper abilities
Cost: 125,000 Gold, 4 Weeks

Not Bees Manipulation- (Passive Ability, Other: Elemental Researcher) Possessor may choose one of the following at the beginning of each round if Not Bees element: Create a Zone of Not Bees, Remove a Zone of Not Bees created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Not Bees by either possessor or a source below Level 20, Add Not Bees to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Not Bees element on a Not Bees element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Not Bees, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Not Bees, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Not Bees element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Not Bees to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Not Bees, 5% Not Bees Resistance, or +50 Defense against Not Bees and 1% Not Bees Resistance until the end of the round as a non-stacking buff, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Apprentice Not Bees Synchronization, 5 other Not-Beekeeper abilities
Cost: 400,000 Gold, 3 Weeks

Nullify Not Bees- (Passive Ability, Other: Elemental Researcher) Possessor may remove the element Not Bees from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Not Bees-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Not Bees-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Not Bees from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Adept Not Bees Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Radiate Not Bees- (Passive Ability, Other: Elemental Researcher) Whenever possessor absorbs Damage that is Not Bees element Damage, Possessor may choose to deal 25,000 Flat Not Bees element Damage to up to 10 targets, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Requires: Emanate Not Bees, Greater Weaponization of Not Bees
Cost: 100,000 Gold, 2 Weeks

Reggy-Steggy Assumption of Not Bees- (Passive Ability, Other: Elemental Researcher) If possessor is not an Insect, possessor is additionally the element Not Bees, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale

Slambammin' Assumption of Not Bees- (Stance Ability, Other: Elemental Researcher) Possessor loses the subtype Insect, cannot gain the subtype Insect, and gains the element Not Bees, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale

Slambammin' Assumption of Not Bees: Fully Loaded- (Passive Ability, Other: Elemental Researcher) If possessor is Not Bees element, possessor gains all base subtypes that are not Insect; Possessor may not be a passenger in Insects, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional
Not for Sale


---Elemental Researcher: Vital Artisan (Animae)---

Basic Animae Synchronization- (Passive Ability, Other: Vital Artisan) Possessor gains +25 to all stats if possessor is Animae element, This counts as a 'Vital Artisan' class ability for purposes that check such a conditional
Not for Sale


---Elemental Researcher: Wondergroomer (Cute Pets)---

Basic Cute Pets Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Cute Pets element, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Requires: Knowledge of Esoteric Elements, Beastmaster, Architect, Skykeeper, Seakeeper, Druid
Cost: 50,000,000 Gold, 30 Weeks

Meditative Assumption of Cute Pets- (Passive Ability, Other: Elemental Researcher) Possessor may choose, at the beginning of a thread, to become solely Cute Pets element, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Not for Sale

Puppy Dog Eye Attack- (Technique Ability, Other: Elemental Researcher) Possessor may use 'Puppy Dog Eye Attack' in conjunction with a 'Magical Attack', 'Snipe' or 'Cast a Spell' action. Said action gains '40% inflicts Impaired: Mute: Can Only Make A Joyful 'Squeeeeeeee!' Noise', This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Not for Sale

Puppy-Laser Eyebeams- (Passive Ability, Other: Elemental Researcher) Possessor may deal 60,000 Flat 'Cute Pets' element Damage to each opponent at the start of each round, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Not for Sale

Suuuuuupercute Pet Grooming Techniques- (Passive Ability, Other: Elemental Researcher) Possessor's pets' actions may gain '30% inflicts Charm' or have their Charm infliction chances increased by 15%, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Not for Sale

Supreme Kitty Friskiness- (Passive Ability, Other: Elemental Researcher) If possessor is Cute Pets element, Possessor obtains Confusion: Depression Immunity, Agility may become wielder's turn-order-determining stat and possessor's Charm infliction chances are increased by 30%, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional
Not for Sale



~Other: Endless One (Eternity)~

Basic Eternity Synchronization- (Passive Ability, Other: Endless One) Possessor gains +125 to all stats if Eternity element
Requires: Knowledge of Esoteric Elements, Master Heavy Armor Proficieny, Master Unarmed Technique Attunement, Master Protection Magic Attunement, Master Warding Synchronization, Master Energy Synchronization, Master Earth Synchronization, Notion-Crafter, Conceptual Traits, Living Legend
Cost: 150,000,000 Gold, 90 Weeks


~Other: Enigmatic Stranger (Mystery)~

Basic Mystery Synchronization- (Passive Ability, Other: Enigmatic Stranger) Possessor gains +125 to all stats if possessor is Mystery element
Not For Sale

Countless Rumors Concerning Their Varied Powers- (Passive Ability, Other: Enigmatic Stranger) Possessor gains an additional Core Class
Not for Sale

Enigmatic Schemes- (Passive Ability, Other: Enigmatic Stranger) Possessor counts the number of Schemes possessor has completed, with multiple instances of completion of the same Scheme counting multiple times, towards the number of Enigmatic Stranger abilities possessor possesses, including for prerequisite purposes
Requires: Character type of Enigma Man, Enigmatic Stranger, Level 40
Cost: 200,000,000 Gold, 2 Weeks

Fog of Unknowable Graces- (Passive Ability, Other: Enigmatic Stranger) Once per round, before any individual's action, if possessor's stats have not been scanned and possessor is Mystery element, if possessor possesses a buff that came from a spell, possessor may choose a different spell equipped at the time of the casting by the spell's caster that has a Gold value no more than 20% greater than the value of the original spell cast (not counting previous applications of this ability or other Enigmatic Stranger abilities or Schemes), that would have been castable by that caster at that time, and that does not possess an costs other than HP and MP to cast, to convert that buff into a buff providable by said second spell, with said buff converting counting as still coming from a spell cast by that individual at that time
Not for Sale

Mysterious Schemer- (Passive Ability, Other: Enigmatic Stranger) The number of Schemes possessor has completed counts towards the number of Enigmatic Stranger abilities possessor possesses for prerequisite purposes
Requires: Enigmatic Stranger(?)
Cost: 50,000,000 Gold, 2 Weeks

Suspiciously Dynamic Family Tree- (Passive Ability, Other: Enigmatic Stranger) Possessor may, at the start of each round, choose to designate each ally as a 'Father', 'Mother', 'Aunt', 'Uncle', 'Cousin', 'Son', 'Daughter', 'Child', 'Parent', 'Sister', or 'Brother', with 'Grand-' as an optional prefix, any number of instances of 'Great ' up to possessor's Fame appended as prefixes, with 'Step-' as an optional prefix and ', <Any number up to possessor's Fame> Times Removed' as an optional suffix, with these designations being non-stacking buffs that last until the end of the round
Not for Sale


~Other: Enlightened Sensei (Other: Ki)~

Absorb Ki- (Passive Ability, Other: Enlightened Sensei) Possessor Absorbs Ki against sources below Level 20 if Level 20 or greater
Requires: Ki Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Amounts of Ki element Damage possessor deals are increased by 10,000 points, Ki element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Ki element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Enlightened Sensei, 50 other Enlightened Sensei Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Ki
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Ki
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +500 Defense against Ki
Requires: Basic Defenses Against Ki
Cost: 100,000 Gold, 2 Weeks

Apprentice Ki Resistance- (Passive Ability, Other: Enlightened Sensei) Possessor gains 5% Ki Resistance
Requires: Basic Ki Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Ki Synchronization- (Passive Ability, Enlightened Sensei) Possessor gains +50 to all stats for each Ki element item equipped, Possessor's Ki element pets and summons gain +250 to all stats
Requires: Basic Ki Synchronization, 3 other Enlightened Sensei abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +100 to all stats
Requires: Apprentice Command of Ki, Basic Understanding of the Heart of Ki
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Ki
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +500 to all stats while in a Zone of Ki
Requires: Basic Zonal Acclimation of Ki
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Ki's Dominion- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ki
Requires: Basic Zonal Acclimation of Ki
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Ki Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +50 to all stats
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 Defense against Ki
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Ki Resistance- (Passive Ability, Other: Enlightened Sensei) Possessor gains 1% Ki Resistance
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Requires: Knowledge of Esoteric Elements, Monk, Warrior, Combatant, Kinetic Emperor, Protector
Cost: 50,000,000 Gold, 30 Weeks

Basic Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +10 to all stats
Requires: Basic Command of Ki
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 50 points
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 to all stats while in a Zone of Ki
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks

Can Confusingly Turn Personal Internal Ki-Flow Into Cars- (Active Ability, Other: Enlightened Sensei) If an entity or effect checks if possessor is Ki element and possessor would respond as being Ki element, possessor may, provided that said entity does not possess 'Expert Divining Attunement' or a greater tier of Diviner and is not Level 80 or greater, choose to instead have said entity or effect consider possessor to possess Vehicle as an element, and, if possessor does so, have a 200% chance of inflicting Confusion on the entity or the source of the effect
Not for Sale

Call Forth the Living Ki- (Active Ability, Other: Enlightened Sensei) Possessor may spend an action to summon 5 Elementals that are Ki element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Ki, Emanate Ki
Cost: 300,000 Gold, 2 Weeks

Control of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor has a 20% chance of being able to cancel the actions of Ki element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Ki Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +500 Defense if possessor has any Ki-element items equipped that provide a Defense bonus
Requires: Basic Ki Synchronization, Basic Defenses against Ki, Basic Weaponization of Ki
Cost: 200,000 Gold, 2 Weeks

Detect Ki- (Passive Ability, Enlightened Sensei) Possessor gains +1% To Hit against Ki element targets
Requires: Apprentice Divining Attunement, Basic Ki Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Ki- (Technique Ability, Other: Enlightened Sensei) Possessor may use 'Elemental Attack-Conversion: Ki' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ki element and no other technique is used. Said action becomes solely the element Ki.
Requires: Improved Weaponization of Ki
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Ki- (Technique Ability, Other: Enlightened Sensei) Possessor may use 'Elemental Invocation of Ki' in conjunction with an 'Elemental Attack' action so long as possessor is Ki element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Ki
Cost: 200,000 Gold, 2 Week

Emanate Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor absorbs Damage that is Ki element Damage, Possessor may choose to deal 10,000 Flat Ki element Damage to up to 10 targets
Requires: Absorb Ki, Ki Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Ki- (Passive Ability, Enlightened Sensei) If possessor is Ki element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Ki
Requires: Basic Understanding of the Heart of Ki
Requires: 200,000 Gold, 2 Weeks

Enlightened Force-Conversion- (Passive Ability, Other: Enlightened Sensei) Possessor may change the element Physical into the element Ki in the elements of any of possessor's actions, attacks, or instances of Damage dealt; Possessor may change the element Ki into the element Physical in the elements of any of possessor's actions, attacks, or instances of Damage dealt
Requires: Force Monk
Cost: 6,000,000 Gold, 2 Weeks

Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Ki Synchronization, 10 other Enlightened Sensei abilities
Cost: 125,000 Gold, 4 Weeks

Greater Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Ki, Enlightened Sensei
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Ki
Cost: 500,000 Gold, 2 Weeks

Improved Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Ki, Basic Understanding of the Heart of Ki
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +5,000 Defense against Ki
Requires: Apprentice Defenses Against Ki, Basic Ki Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses That Utilize Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +2,000 Defense if possessor has any Ki-element items equipped that provide a Defense bonus
Requires: Apprentice Ki Synchronization, Improved Defenses against Ki, Improved Weaponization of Ki
Cost: 500,000 Gold, 2 Weeks

Improved Ki Elemental Emanation- (Passive Ability, Other: Enlightened Sensei) Possessor's 'Call Forth the Living Ki' ability may summon entities up to Level 20
Requires: Call Forth the Living Ki
Cost: 200,000 Gold, 2 Weeks

Improved Ki Resistance- (Passive Ability, Other: Enlightened Sensei) Possessor gains 10% Ki Resistance
Requires: Apprentice Ki Resistance, Basic Defenses against Ki
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +250 to all stats
Requires: Improved Command of Ki, Apprentice Understanding of the Heart of Ki
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Ki
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +1,000 to all stats while in a Zone of Ki
Requires: Apprentice Zonal Acclimation of Ki
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Ki Empowerment- (Passive Ability, Other: Enlightened Sensei) Possessor gains +500 to all stats while in a Zone of Ki, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Ki
Requires: Empowered by Ki, Nourished by Ki, Improved Zonal Acclimation of Ki
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains the element Ki while in Enlightened Sensei stances
Requires: Meditative Assumption of Ki, Adept Ki Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Ki Battle-Aura- (Stance Ability, Other: Enlightened Sensei) Possessor deals 10,000 Flat Ki element Damage to each opponent at the start of each round
Requires: Emanate Ki, Improved Weaponization of Ki
Cost: 200,000 Gold, 3 Weeks

Ki Body Form- (Stance Ability, Other: Enlightened Sensei) Possessor gains +200 Defense against Ki, Possessor gains 15% Ki Resistance, Possessor may deal 5,000 Flat Ki element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Ki, Enlightened Sensei, Basic Ki Resistance, Apprentice Understanding of the Heart of Ki, Apprentice Defenses Against Ki
Cost: 300,000 Gold, 3 Weeks

Ki Immunity- (Passive Ability, Other: Enlightened Sensei) Possessor gains Ki Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Ki Resistance, Enlightened Sensei, Level 20
Cost: 500,000 Gold, 2 Weeks

Ki Manipulation- (Passive Ability, Other: Enlightened Sensei) Possessor may choose one of the following at the beginning of each round if Ki element: Create a Zone of Ki, Remove a Zone of Ki created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ki by either possessor or a source below Level 20, Add Ki to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ki element on a Ki element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ki, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ki, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ki element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ki to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ki, 5% Ki Resistance, or +50 Defense against Ki and 1% Ki Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Ki Synchronization, 5 other Enlightened Sensei abilities
Cost: 400,000 Gold, 3 Weeks

Manifest Car Ki- (Active Ability, Other: Enlightened Sensei) If possessor is Ki element, possessor may spend an action to acquire a non-stacking buff that gives its possessor's Vehicle transformations the element Ki and +500 to all stats; said buff also makes its possessor unable to be prevented from transforming into Vehicles by debuffs or Constant Effects from sources below Level 20
Not for Sale

Manifest Car Made from Ki- (Active Ability, Other: Enlightened Sensei) Possessor may spend an action to create (and optionally equip and, if equipped, transform into) a Temporary Vehicle Transformation called 'Car Made from Ki' that has stats equal to the average of (possessor's value in the stat in question) and (possessor's SPI stat) (all subject to capping), that is Ki element, that possesses possessor's attack bonuses that come from Ki element items and from all abilities (subject to capping), that possesses possessor's To Hit, Critical, Dodge, and Resilience values (subject to capping), that possesses possessor's Resistances and Immunities, that is possessor's Level, that possesses possessor's Defense that comes from Ki element items and from all abilities (subject to capping), that additionally possesses the subtype Machine, and that may take 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions that are solely Ki element.
Not for Sale

Meditative Assumption of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor may choose, at the beginning of a thread, to become solely Ki element
Requires: Basic Ki Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Ki- (Passive Ability, Other: Enlightened Sensei) Possessor may use the Technique 'Elemental Attack-Conversion: Ki' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ki element.
Requires: Elemental Attack-Conversion: Ki
Cost: 500,000 Gold, 2 Weeks

Nourish Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor deals HP or MP healing to an Ki element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Ki, Nourished by Ki
Cost: 200,000 Gold, 2 Weeks

Nourished By Ki- (Passive Ability, Enlightened Sensei) If possessor is Ki element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Ki
Requires: Basic Understanding of the Heart of Ki
Requires: 200,000 Gold, 2 Weeks

Nullify Ki- (Passive Ability, Other: Enlightened Sensei) Possessor may remove the element Ki from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Ki-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Ki-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Ki from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Ki Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +5% Dodge against Ki element individuals
Requires: Improved Defenses Against Ki, Improved Understanding of the Heart of Ki, Defenses that Utilize Ki
Cost: 200,000 Gold, 2 Weeks

Project Ki- (Passive Ability, Other: Enlightened Sensei) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Ki
Requires: Improved Weaponization of Ki
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Ki- (Passive Ability, Other: Enlightened Sensei) If possessor is Ki element and performs an 'Elemental Attack' action that is solely Ki element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Ki
Cost: 500,000 Gold, 2 Weeks

Reconsume Ki Elemental Spawn- (Passive Ability, Other: Enlightened Sensei) Possessor may, at the start of any round, unsummon one of possessor's Ki element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Ki Elemental Emanation, Improved Affinity to Healing Via Ki
Cost: 200,000 Gold, 2 Weeks

Reflect Ki- (Passive Ability, Other: Enlightened Sensei) Possessor Reflects Ki against sources below Level 20 if Level 20 or greater
Requires: Ki Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Ki- (Passive Ability, Other: Enlightened Sensei) If possessor's last action was solely Ki element either due to this ability or the technique 'Elemental Attack-Conversion: Ki', possessor may make any of possessor's offensive actions solely Ki element.
Requires: Nonsynchronous Elemental Attack-Conversion: Ki, Adept Ki Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Ki Emanation- (Passive Ability, Other: Enlightened Sensei) Whenever possessor absorbs Damage that is Ki element Damage, Possessor may choose to deal 10,000 Flat Ki element HP Healing to up to 10 targets that are Ki element
Requires: Emanate Ki, Nourish Ki
Cost: 300,000 Gold, 1 Week

Stability Within Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains 25% minor negative status effect resistance while in a Zone of Ki
Requires: Basic Understanding of the Heart of Ki, Defenses that Utilize Ki
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Ki element individual
Requires: Improved Understanding of the Heart of Ki
Cost: 200,000 Gold, 2 Weeks

Uplifted By Ki- (Passive Ability, Enlightened Sensei) If possessor is Ki element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Ki
Requires: Basic Understanding of the Heart of Ki
Requires: 200,000 Gold, 2 Weeks

Zonal Ki Control- (Passive Ability, Other: Enlightened Sensei) Possessor may, at the start of each round, choose one Zone of Ki that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Ki, Improved Zonal Acclimation of Ki
Cost: 1,000,000 Gold, 2 Weeks

~Other: Eroded Idol (Other: Decay)~

Basic Decay Synchronization- (Passive Ability, Other: Eroded Idol) Possessor gains +25 to all stats if possessor is Decay element
Requires: Inclusion of SAN, Inclusion of INF, Inclusion of RES, Mountain King
Cost: 50,000,000 Gold, 30 Weeks

~Other: Esoteric Wiseman (Other: Mystic)~

Absorb Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor Absorbs Mystic against sources below Level 20 if Level 20 or greater
Requires: Mystic Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Mystic Synchronization- (Passive Ability, Other: Esoteric Wiseman) Amounts of Mystic element Damage possessor deals are increased by 10,000 points, Mystic element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Mystic element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Esoteric Wiseman, 50 other Esoteric Wiseman Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +2,500 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Esoteric Wiseman, Improved Command of Mystic, Apprentice Understanding of the Heart of Mystic, Nourish Mystic
Cost: 2,500,000 Gold, 2 Weeks

Advanced Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +5000 to all stats
Requires: Esoteric Wiseman, Improved Command of Mystic, Improved Understanding of the Heart of Mystic, Soothing Mystic Emanation
Cost: 2,500,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Mystic
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Mystic
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +500 Defense against Mystic
Requires: Basic Defenses Against Mystic
Cost: 100,000 Gold, 2 Weeks

Apprentice Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 5% Mystic Resistance
Requires: Basic Mystic Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Mystic Synchronization- (Passive Ability, Esoteric Wiseman) Possessor gains +50 to all stats for each Mystic element item equipped, Possessor's Mystic element pets and summons gain +250 to all stats
Requires: Basic Mystic Synchronization, 3 other Esoteric Wiseman abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +100 to all stats
Requires: Apprentice Command of Mystic, Basic Understanding of the Heart of Mystic
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Mystic
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +500 to all stats while in a Zone of Mystic
Requires: Basic Zonal Acclimation of Mystic
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Mystic's Dominion- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Mystic
Requires: Basic Zonal Acclimation of Mystic
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Mystic Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +50 to all stats
Requires: Basic Mystic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +50 Defense against Mystic
Requires: Basic Mystic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 1% Mystic Resistance
Requires: Basic Mystic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Mystic Synchronization- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +25 to all stats if Mystic element
Requires: Knowledge of Esoteric Elements, Card Mystic, Magus, Wizard, Enchanter, Summoner, Illusionist, Arcane Vizier, Weirdworker, Veilwalker, Abjurer, Diviner, Necromancer, Elementalist, Conjurer, Controller, Ioun Master, Seer, Sage, Scholar, Magewright, Healer
Cost: 50,000,000 Gold, 30 Weeks

Basic Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +10 to all stats
Requires: Basic Command of Mystic
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 50 points
Requires: Basic Mystic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +50 to all stats while in a Zone of Mystic
Requires: Basic Mystic Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Mystic- (Active Ability, Other: Esoteric Wiseman) Possessor may spend an action to summon 5 Elementals that are Mystic element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Mystic, Emanate Mystic
Cost: 300,000 Gold, 2 Weeks

Control of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor has a 20% chance of being able to cancel the actions of Mystic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Mystic Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +500 Defense if possessor has any Mystic-element items equipped that provide a Defense bonus
Requires: Basic Mystic Synchronization, Basic Defenses against Mystic, Basic Weaponization of Mystic
Cost: 200,000 Gold, 2 Weeks

Detect Mystic- (Passive Ability, Esoteric Wiseman) Possessor gains +1% To Hit against Mystic element targets
Requires: Apprentice Divining Attunement, Basic Mystic Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Mystic- (Technique Ability, Other: Esoteric Wiseman) Possessor may use 'Elemental Attack-Conversion: Mystic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Mystic element and no other technique is used. Said action becomes solely the element Mystic.
Requires: Improved Weaponization of Mystic
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Mystic- (Technique Ability, Other: Esoteric Wiseman) Possessor may use 'Elemental Invocation of Mystic' in conjunction with an 'Elemental Attack' action so long as possessor is Mystic element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Mystic
Cost: 200,000 Gold, 2 Week

Emanate Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor absorbs Damage that is Mystic element Damage, Possessor may choose to deal 10,000 Flat Mystic element Damage to up to 10 targets
Requires: Absorb Mystic, Mystic Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Mystic- (Passive Ability, Esoteric Wiseman) If possessor is Mystic element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Mystic
Requires: Basic Understanding of the Heart of Mystic
Requires: 200,000 Gold, 2 Weeks

Esoteric Wiseman- (Passive Ability, Other: Esoteric Wiseman) Possessor ignores (1 * (Possessor Level/5), rounded down)% Mystic Resistance, Possessor ignores Mystic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Mystic Synchronization, 10 other Esoteric Wiseman abilities
Cost: 125,000 Gold, 4 Weeks

Expert Mystic Synchronization- (Passive Ability, Other: Esoteric Wiseman) Mystic element Damage dealt to possessor (not including healing) is halved, Mystic element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Mystic element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Mystic Synchronization, 100 other Esoteric Wiseman Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Grand Unifying Theorem- (Passive Ability, Other: Esoteric Wiseman) Possessor may choose to count Wizard Magic, Enchantment, Summoner Magic, Illusion Magic, Ethereal Magic, Protection Magic, Divination, Necromancy, Elemental Magic, Healer Magic, Ritual Magic, and Gate Magic spells as any combination of the above instead of their normal subtype for abilities from any of the classes Wizard, Enchanter, Summoner, Illusionist, Veilwalker, Abjurer, Diviner, Necromancer, Elementalist, Healer, Ritualist, and Wanderer
Requires: Adept Scholar, Esoteric Wiseman, True Magic, Wanderer, Ritualist, Level 40
Cost: 100,000,000 Gold, 20 Weeks

Greater Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Mystic, Esoteric Wiseman
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Mystic
Cost: 500,000 Gold, 2 Weeks

Improved Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Mystic, Basic Understanding of the Heart of Mystic
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +5,000 Defense against Mystic
Requires: Apprentice Defenses Against Mystic, Basic Mystic Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +2,000 Defense if possessor has any Mystic-element items equipped that provide a Defense bonus
Requires: Apprentice Mystic Synchronization, Improved Defenses against Mystic, Improved Weaponization of Mystic
Cost: 500,000 Gold, 2 Weeks

Improved Mystic Elemental Emanation- (Passive Ability, Other: Esoteric Wiseman) Possessor's 'Call Forth the Living Mystic' ability may summon entities up to Level 20
Requires: Call Forth the Living Mystic
Cost: 200,000 Gold, 2 Weeks

Improved Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 10% Mystic Resistance
Requires: Apprentice Mystic Resistance, Basic Defenses against Mystic
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +250 to all stats
Requires: Improved Command of Mystic, Apprentice Understanding of the Heart of Mystic
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Mystic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +1,000 to all stats while in a Zone of Mystic
Requires: Apprentice Zonal Acclimation of Mystic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Mystic Empowerment- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +500 to all stats while in a Zone of Mystic, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Mystic
Requires: Empowered by Mystic, Nourished by Mystic, Improved Zonal Acclimation of Mystic
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains the element Mystic while in Esoteric Wiseman stances
Requires: Meditative Assumption of Mystic, Adept Mystic Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor may choose, at the beginning of a thread, to become solely Mystic element
Requires: Basic Mystic Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Mystic Battle-Aura- (Stance Ability, Other: Esoteric Wiseman) Possessor deals 10,000 Flat Mystic element Damage to each opponent at the start of each round
Requires: Emanate Mystic, Improved Weaponization of Mystic
Cost: 200,000 Gold, 3 Weeks

Mystic Body Form- (Stance Ability, Other: Esoteric Wiseman) Possessor gains +200 Defense against Mystic, Possessor gains 15% Mystic Resistance, Possessor may deal 5,000 Flat Mystic element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Mystic, Esoteric Wiseman, Basic Mystic Resistance, Apprentice Understanding of the Heart of Mystic, Apprentice Defenses Against Mystic
Cost: 300,000 Gold, 3 Weeks

Mystic Immunity- (Passive Ability, Other: Esoteric Wiseman) Possessor gains Mystic Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Mystic Resistance, Esoteric Wiseman, Level 20
Cost: 500,000 Gold, 2 Weeks

Mystic Manipulation- (Passive Ability, Other: Esoteric Wiseman) Possessor may choose one of the following at the beginning of each round if Mystic element: Create a Zone of Mystic, Remove a Zone of Mystic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Mystic by either possessor or a source below Level 20, Add Mystic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Mystic element on a Mystic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Mystic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Mystic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Mystic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Mystic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Mystic, 5% Mystic Resistance, or +50 Defense against Mystic and 1% Mystic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Mystic Synchronization, 5 other Esoteric Wiseman abilities
Cost: 400,000 Gold, 3 Weeks

Nonsynchronous Elemental Attack-Conversion: Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor may use the Technique 'Elemental Attack-Conversion: Mystic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Mystic element.
Requires: Elemental Attack-Conversion: Mystic
Cost: 500,000 Gold, 2 Weeks

Nourish Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor deals HP or MP healing to an Mystic element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Mystic, Nourished by Mystic
Cost: 200,000 Gold, 2 Weeks

Nourished By Mystic- (Passive Ability, Esoteric Wiseman) If possessor is Mystic element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Mystic
Requires: Basic Understanding of the Heart of Mystic
Requires: 200,000 Gold, 2 Weeks

Nullify Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor may remove the element Mystic from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Mystic-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Mystic-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Mystic from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Mystic Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +5% Dodge against Mystic element individuals
Requires: Improved Defenses Against Mystic, Improved Understanding of the Heart of Mystic, Defenses that Utilize Mystic
Cost: 200,000 Gold, 2 Weeks

Project Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Mystic
Requires: Improved Weaponization of Mystic
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Mystic- (Passive Ability, Other: Esoteric Wiseman) If possessor is Mystic element and performs an 'Elemental Attack' action that is solely Mystic element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Mystic
Cost: 500,000 Gold, 2 Weeks

Reconsume Mystic Elemental Spawn- (Passive Ability, Other: Esoteric Wiseman) Possessor may, at the start of any round, unsummon one of possessor's Mystic element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Mystic Elemental Emanation, Improved Affinity to Healing Via Mystic
Cost: 200,000 Gold, 2 Weeks

Reflect Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor Reflects Mystic against sources below Level 20 if Level 20 or greater
Requires: Mystic Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Mystic- (Passive Ability, Other: Esoteric Wiseman) If possessor's last action was solely Mystic element either due to this ability or the technique 'Elemental Attack-Conversion: Mystic', possessor may make any of possessor's offensive actions solely Mystic element.
Requires: Nonsynchronous Elemental Attack-Conversion: Mystic, Adept Mystic Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Mystic Emanation- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor absorbs Damage that is Mystic element Damage, Possessor may choose to deal 10,000 Flat Mystic element HP Healing to up to 10 targets that are Mystic element
Requires: Emanate Mystic, Nourish Mystic
Cost: 300,000 Gold, 1 Week

Spellweaver- (Passive Ability, Other: Esoteric Wiseman) Possessor may, at the start of any round, exchange any non-unique spell in possessor's possession for any spell of a base subtype that is tied to a class that possessor possesses the class-name ability for that is In Stock in the shop that is worth an equal or lower quantity of Gold
Requires: Esoteric Wiseman, Control of Mystic
Cost: 40,000,000 Gold, 3 Weeks

Stability Within Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 25% minor negative status effect resistance while in a Zone of Mystic
Requires: Basic Understanding of the Heart of Mystic, Defenses that Utilize Mystic
Requires: 500,000 Gold, 2 Weeks

True Magic- (Passive Ability, Other: Esoteric Wiseman) If possessor is Mystic element, possessor may replace the element Magic with the element Mystic in any of possessor's actions and may treat the element Mystic as the element Magic for purposes of Arcane Vizier abilities
Requires: Advanced Understanding of the Heart of Mystic, Basic Weaponization of Mystic, Control of Mystic, Esoteric Wiseman
Cost: 50,000,000 Gold, 5 Weeks

Uncounterable Casting- (Passive Ability, Other: Esoteric Wiseman) If possessor is Mystic element, possessor's 'Cast a Spell' actions may not be countered by individuals of equal Level to possessor or lower Level than possessor who are below Level 60 without possessor's permission
Requires: Fast Spellcasting, Apprentice Mystic Synchronization
Cost: 2,000,000 Gold, 2 Weeks

Understanding of the Bonds of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Mystic element individual
Requires: Improved Understanding of the Heart of Mystic
Cost: 200,000 Gold, 2 Weeks

Uplifted By Mystic- (Passive Ability, Esoteric Wiseman) If possessor is Mystic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Mystic
Requires: Basic Understanding of the Heart of Mystic
Requires: 200,000 Gold, 2 Weeks

Zonal Mystic Control- (Passive Ability, Other: Esoteric Wiseman) Possessor may, at the start of each round, choose one Zone of Mystic that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Mystic, Improved Zonal Acclimation of Mystic
Cost: 1,000,000 Gold, 2 Weeks


~Other: Exchequer of Loss (Other: Regret)

A Wretched Shadow- (Passive Ability, Other: Exchequer of Loss) Has RP effects
Not For Sale

Basic Regret Synchronization- (Passive Ability, Other: Exchequer of Loss) If possessor is Regret element, possessor gains +9,088 to all stats as an uncapped bonus if possessor possesses any opponents within the same battlespace
Not for Sale


~Other: Existence Sculptor (Other: Form)~

Basic Form Synchronization- (Passive Ability, Other: Existence Sculptor) Possessor gains +25 to all stats if possessor is Form element
Requires: Knowledge of Esoteric Elements, Geomancer, Flux Baron, Crafter, Golomancer, Evermason, Transmuter, Enchanter, Healer, Artificer, Magewright, Warlock, Smith
Cost: 100,000,000 Gold, 60 Weeks


~Other: Faceted Marquessa (Other: Crystal (2))~

Absorb Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor Absorbs Crystal(2) against sources below Level 20 if Level 20 or greater
Requires: Crystal(2) Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Crystal(2) Synchronization- (Passive Ability, Other: Faceted Marquessa) Amounts of Crystal(2) element Damage possessor deals are increased by 10,000 points, Crystal(2) element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Crystal(2) element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Faceted Marquessa, 50 other Other: Faceted Marquessa Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Whenever possessor obtains Crystal(2) element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Crystal(2)
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor's Crystal(2) element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Crystal(2)
Cost: 125,000 Gold, 2 Weeks

Apprentice Crystal(2) Resistance- (Passive Ability, Other: Faceted Marquessa) Possessor gains 5% Crystal(2) Resistance
Requires: Basic Crystal(2) Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Crystal(2) Synchronization- (Passive Ability, Other: Faceted Marquessa) Possessor gains +50 to all stats for each Crystal(2) element item equipped, Possessor's Crystal(2) element pets and summons gain +250 to all stats
Requires: Basic Crystal(2) Synchronization, 3 other Other: Faceted Marquessa abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +500 Defense against Crystal(2)
Requires: Basic Defenses Against Crystal(2)
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor's Crystal(2) element allies gain +100 to all stats
Requires: Apprentice Command of Crystal(2), Basic Understanding of the Heart of Crystal(2)
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Quantities of Crystal(2) element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Crystal(2)
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +500 to all stats while in a Zone of Crystal(2)
Requires: Basic Zonal Acclimation of Crystal(2)
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Crystal(2)'s Dominion- (Passive Ability, Other: Faceted Marquessa) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Crystal(2)
Requires: Basic Zonal Acclimation of Crystal(2)
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Whenever possessor obtains Crystal(2) element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Crystal(2) Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor's Crystal(2) element pets and summons gain +50 to all stats
Requires: Basic Crystal(2) Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Command of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor's Crystal(2) element pets and summons gain +50 to all stats
Requires: Basic Crystal(2) Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Crystal (2) Synchronization- (Passive Ability, Other: Faceted Marquessa) Possessor gains +25 to all stats if Crystal (2) element
Requires: Knowledge of Esoteric Elements, Mountain King, Magewright, Artifacer, Ioun Master, Jeweler, Merchant
Cost: 50,000,000 Gold, 30 Weeks

Basic Crystal(2) Resistance- (Passive Ability, Other: Faceted Marquessa) Possessor gains 1% Crystal(2) Resistance
Requires: Basic Crystal(2) Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +50 Defense against Crystal(2)
Requires: Basic Crystal(2) Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor's Crystal(2) element allies gain +10 to all stats
Requires: Basic Command of Crystal(2)
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Quantities of Crystal(2) element Damage dealt by possessor are increased by 50 points
Requires: Basic Crystal(2) Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +50 to all stats while in a Zone of Crystal(2)
Requires: Basic Crystal(2) Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Crystal(2)- (Active Ability, Other: Faceted Marquessa) Possessor may spend an action to summon 5 Elementals that are Crystal(2) element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Crystal(2), Emanate Crystal(2)
Cost: 300,000 Gold, 2 Weeks

Control of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor has a 20% chance of being able to cancel the actions of Crystal(2) element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Crystal(2) Manipulation
Cost: 500,000 Gold, 2 Weeks

Crystal(2) Battle-Aura- (Stance Ability, Other: Faceted Marquessa) Possessor deals 10,000 Flat Crystal(2) element Damage to each opponent at the start of each round
Requires: Emanate Crystal(2), Improved Weaponization of Crystal(2)
Cost: 200,000 Gold, 3 Weeks

Crystal(2) Body Form- (Stance Ability, Other: Faceted Marquessa) Possessor gains +200 Defense against Crystal(2), Possessor gains 15% Crystal(2) Resistance, Possessor may deal 5,000 Flat Crystal(2) element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Crystal(2), Faceted Marquessa, Basic Crystal(2) Resistance, Apprentice Understanding of the Heart of Crystal(2), Apprentice Defenses Against Crystal(2)
Cost: 300,000 Gold, 3 Weeks

Crystal(2) Immunity- (Passive Ability, Other: Faceted Marquessa) Possessor gains Crystal(2) Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Crystal(2) Resistance, Other: Faceted Marquessa, Level 20
Cost: 500,000 Gold, 2 Weeks

Crystal(2) Manipulation- (Passive Ability, Other: Faceted Marquessa) Possessor may choose one of the following at the beginning of each round if Crystal(2) element: Create a Zone of Crystal(2), Remove a Zone of Crystal(2) created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Crystal(2) by either possessor or a source below Level 20, Add Crystal(2) to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Crystal(2) element on a Crystal(2) element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Crystal(2), place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Crystal(2), Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Crystal(2) element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Crystal(2) to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Crystal(2), 5% Crystal(2) Resistance, or +50 Defense against Crystal(2) and 1% Crystal(2) Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Crystal(2) Synchronization, 5 other Other: Faceted Marquessa abilities
Cost: 400,000 Gold, 3 Weeks

Defenses that Utilize Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +500 Defense if possessor has any Crystal(2)-element items equipped that provide a Defense bonus
Requires: Basic Crystal(2) Synchronization, Basic Defenses against Crystal(2), Basic Weaponization of Crystal(2)
Cost: 200,000 Gold, 2 Weeks

Detect Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +1% To Hit against Crystal(2) element targets
Requires: Apprentice Divining Attunement, Basic Crystal(2) Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Crystal(2)- (Technique Ability, Other: Faceted Marquessa) Possessor may use 'Elemental Attack-Conversion: Crystal(2)' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Crystal(2) element and no other technique is used. Said action becomes solely the element Crystal(2).
Requires: Improved Weaponization of Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Crystal(2)- (Technique Ability, Other: Faceted Marquessa) Possessor may use 'Elemental Invocation of Crystal(2)' in conjunction with an 'Elemental Attack' action so long as possessor is Crystal(2) element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Crystal(2)
Cost: 200,000 Gold, 2 Week

Emanate Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Whenever possessor absorbs Damage that is Crystal(2) element Damage, Possessor may choose to deal 10,000 Flat Crystal(2) element Damage to up to 10 targets
Requires: Absorb Crystal(2), Crystal(2) Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Crystal(2)- (Passive Ability, Other: Faceted Marquessa) If possessor is Crystal(2) element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Crystal(2)
Requires: Basic Understanding of the Heart of Crystal(2)
Requires: 200,000 Gold, 2 Weeks

Expert Crystal(2) Synchronization- (Passive Ability, Other: Faceted Marquessa) Crystal(2) element Damage dealt to possessor (not including healing) is halved, Crystal(2) element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Crystal(2) element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Crystal(2) Synchronization, 100 other Other: Faceted Marquessa Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Faceted Marquessa- (Passive Ability, Other: Faceted Marquessa) Possessor ignores (1 * (Possessor Level/5), rounded down)% Crystal(2) Resistance, Possessor ignores Crystal(2) Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Crystal(2) Synchronization, 10 other Other: Faceted Marquessa abilities
Cost: 125,000 Gold, 4 Weeks

Greater Weaponization of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Quantities of Crystal(2) element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Crystal(2), Other: Faceted Marquessa
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Whenever possessor obtains Crystal(2) element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Improved Command of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor's Crystal(2) element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Crystal(2), Basic Understanding of the Heart of Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Improved Crystal(2) Elemental Emanation- (Passive Ability, Other: Faceted Marquessa) Possessor's 'Call Forth the Living Crystal(2)' ability may summon entities up to Level 20
Requires: Call Forth the Living Crystal(2)
Cost: 200,000 Gold, 2 Weeks

Improved Crystal(2) Resistance- (Passive Ability, Other: Faceted Marquessa) Possessor gains 10% Crystal(2) Resistance
Requires: Apprentice Crystal(2) Resistance, Basic Defenses against Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +5,000 Defense against Crystal(2)
Requires: Apprentice Defenses Against Crystal(2), Basic Crystal(2) Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +2,000 Defense if possessor has any Crystal(2)-element items equipped that provide a Defense bonus
Requires: Apprentice Crystal(2) Synchronization, Improved Defenses against Crystal(2), Improved Weaponization of Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor's Crystal(2) element allies gain +250 to all stats
Requires: Improved Command of Crystal(2), Apprentice Understanding of the Heart of Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Quantities of Crystal(2) element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +1,000 to all stats while in a Zone of Crystal(2)
Requires: Apprentice Zonal Acclimation of Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Crystal(2) Empowerment- (Passive Ability, Other: Faceted Marquessa) Possessor gains +500 to all stats while in a Zone of Crystal(2), Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Crystal(2)
Requires: Empowered by Crystal(2), Nourished by Crystal(2), Improved Zonal Acclimation of Crystal(2)
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains the element Crystal(2) while in Faceted Marquessa stances
Requires: Meditative Assumption of Crystal(2), Adept Crystal(2) Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor may choose, at the beginning of a thread, to become solely Crystal(2) element
Requires: Basic Crystal(2) Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor may use the Technique 'Elemental Attack-Conversion: Crystal(2)' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Crystal(2) element.
Requires: Elemental Attack-Conversion: Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Nourish Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Whenever possessor deals HP or MP healing to an Crystal(2) element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Crystal(2), Nourished by Crystal(2)
Cost: 200,000 Gold, 2 Weeks

Nourished By Crystal(2)- (Passive Ability, Other: Faceted Marquessa) If possessor is Crystal(2) element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Crystal(2)
Requires: Basic Understanding of the Heart of Crystal(2)
Requires: 200,000 Gold, 2 Weeks

Nullify Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor may remove the element Crystal(2) from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Crystal(2)-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Crystal(2)-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Crystal(2) from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Crystal(2) Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Crystal(2) Resistance, Crystal(2) Weaponization of Crystal(2)
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains 5% Entomed: Shard Prison Resistance
Requires: Basic Crystal(2) Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +5% Dodge against Crystal(2) element individuals
Requires: Improved Defenses Against Crystal(2), Improved Understanding of the Heart of Crystal(2), Defenses that Utilize Crystal(2)
Cost: 200,000 Gold, 2 Weeks

Project Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Crystal(2)
Requires: Improved Weaponization of Crystal(2)
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Crystal(2)- (Passive Ability, Other: Faceted Marquessa) If possessor is Crystal(2) element and performs an 'Elemental Attack' action that is solely Crystal(2) element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Crystal(2)
Cost: 500,000 Gold, 2 Weeks

Reconsume Crystal(2) Elemental Spawn- (Passive Ability, Other: Faceted Marquessa) Possessor may, at the start of any round, unsummon one of possessor's Crystal(2) element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Crystal(2) Elemental Emanation, Improved Affinity to Healing Via Crystal(2)
Cost: 200,000 Gold, 2 Weeks

Reflect Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor Reflects Crystal(2) against sources below Level 20 if Level 20 or greater
Requires: Crystal(2) Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) If possessor's last action was solely Crystal(2) element either due to this ability or the technique 'Elemental Attack-Conversion: Crystal(2)', possessor may make any of possessor's offensive actions solely Crystal(2) element.
Requires: Nonsynchronous Elemental Attack-Conversion: Crystal(2), Adept Crystal(2) Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Crystal(2) Emanation- (Passive Ability, Other: Faceted Marquessa) Whenever possessor absorbs Damage that is Crystal(2) element Damage, Possessor may choose to deal 10,000 Flat Crystal(2) element HP Healing to up to 10 targets that are Crystal(2) element
Requires: Emanate Crystal(2), Nourish Crystal(2)
Cost: 300,000 Gold, 1 Week

Stability Within Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains 25% minor negative status effect resistance while in a Zone of Crystal(2)
Requires: Basic Understanding of the Heart of Crystal(2), Defenses that Utilize Crystal(2)
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Crystal(2) element individual
Requires: Improved Understanding of the Heart of Crystal(2)
Cost: 200,000 Gold, 2 Weeks

Uplifted By Crystal(2)- (Passive Ability, Other: Faceted Marquessa) If possessor is Crystal(2) element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Crystal(2)
Requires: Crystal(2) Understanding of the Heart of Crystal(2)
Requires: 200,000 Gold, 2 Weeks

Zonal Crystal(2) Control- (Passive Ability, Other: Faceted Marquessa) Possessor may, at the start of each round, choose one Zone of Crystal(2) that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Crystal(2), Improved Zonal Acclimation of Crystal(2)
Cost: 1,000,000 Gold, 2 Weeks

~Other: Flamingo Disco Legend Man (Other: Tacky)~

Absorb Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor Absorbs Tacky against sources below Level 20 if Level 20 or greater
Requires: Tacky Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Tacky Synchronization- (Passive Ability, Other: Flamingo Disco Legend Man) Amounts of Tacky element Damage possessor deals are increased by 10,000 points, Tacky element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Tacky element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Flamingo Disco Legend Man, 50 other Flamingo Disco Legend Man Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Affinity for Boistrously-Adorned Sweaters- (Passive Ability, Other: Flamingo Disco Legend Man) Tacky-element armors equipped by possessor whose name includes 'Sweater' provide +300 Defense
Requires: Basic Tacky Synchronization, Basic Clothes Mastery
Cost: 100,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Whenever possessor obtains Tacky element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Tacky
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Tacky
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +500 Defense against Tacky
Requires: Basic Defenses Against Tacky
Cost: 100,000 Gold, 2 Weeks

Apprentice Tacky Resistance- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains 5% Tacky Resistance
Requires: Basic Tacky Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Tacky Synchronization- (Passive Ability, Flamingo Disco Legend Man) Possessor gains +50 to all stats for each Tacky element item equipped, Possessor's Tacky element pets and summons gain +250 to all stats
Requires: Basic Tacky Synchronization, 3 other Flamingo Disco Legend Man abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element allies gain +100 to all stats
Requires: Apprentice Command of Tacky, Basic Understanding of the Heart of Tacky
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Tacky
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +500 to all stats while in a Zone of Tacky
Requires: Basic Zonal Acclimation of Tacky
Cost: 100,000 Gold, 2 Weeks

Attention-Grabbing Master-Tourist Gesture Frenzy- (Technique Ability, Other: Flamingo Disco Legend Man) Possessor may use 'Attention-Grabbing Master-Tourist Gesture Frenzy' in conjunction with a 'Cast a Spell' action so long as possessor is Tacky element and no other technique is used. Said action gains '20% inflicts Charm: Impressed' and '20% inflicts Confusion', and possessor's opponents below Level 60 that are not Immune to Confusion may not perform counters for the remainder of the round.
Requires: Tourist of Everywhere, Improved Weaponization of Tacky
Cost: 17,000,000 Gold, 2 Weeks

Basic Acceleration Within Tacky's Dominion- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Tacky
Requires: Basic Zonal Acclimation of Tacky
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Whenever possessor obtains Tacky element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Tacky Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element pets and summons gain +50 to all stats
Requires: Basic Tacky Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +50 Defense against Tacky
Requires: Basic Tacky Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Tacky Resistance- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains 1% Tacky Resistance
Requires: Basic Tacky Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Tacky Synchronization- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +25 to all stats if possessor is Tacky element
Requires: Plastic Flamingo Appreciator, Somehow Makes Loud Clothing Louder, Unaffected by Trends, Knowledge of Esoteric Elements, Basic Dance Attunement, Basic Leadership Attunement
Cost: 50,000,000 Gold, 30 Weeks

Basic Understanding of the Heart of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element allies gain +10 to all stats
Requires: Basic Command of Tacky
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 50 points
Requires: Basic Tacky Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +50 to all stats while in a Zone of Tacky
Requires: Basic Tacky Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Tacky- (Active Ability, Other: Flamingo Disco Legend Man) Possessor may spend an action to summon 5 Elementals that are Tacky element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Tacky, Emanate Tacky
Cost: 300,000 Gold, 2 Weeks

Control of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor has a 20% chance of being able to cancel the actions of Tacky element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Tacky Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +500 Defense if possessor has any Tacky-element items equipped that provide a Defense bonus
Requires: Basic Tacky Synchronization, Basic Defenses against Tacky, Basic Weaponization of Tacky
Cost: 200,000 Gold, 2 Weeks

Detect Tacky- (Passive Ability, Flamingo Disco Legend Man) Possessor gains +1% To Hit against Tacky element targets
Requires: Apprentice Divining Attunement, Basic Tacky Synchronization
Cost: 100,000 Gold, 2 Weeks

Disco Legend Stance- (Stance Ability, Other: Flamingo Disco Legend Man) Possessor gains the element Tacky, possessor gains +300 SPI, and possessor's Impaired: Blind infliction chances are increased by 30%
Requires: The Flamingo Bob, Flamingo Disco Legend Man, Meditative Assumption of Tacky
Cost: 3,000,000 Gold, 2 Weeks

Elemental Attack-Conversion: Tacky- (Technique Ability, Other: Flamingo Disco Legend Man) Possessor may use 'Elemental Attack-Conversion: Tacky' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Tacky element and no other technique is used. Said action becomes solely the element Tacky.
Requires: Improved Weaponization of Tacky
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Tacky- (Technique Ability, Other: Flamingo Disco Legend Man) Possessor may use 'Elemental Invocation of Tacky' in conjunction with an 'Elemental Attack' action so long as possessor is Tacky element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Tacky
Cost: 200,000 Gold, 2 Week

Emanate Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Whenever possessor absorbs Damage that is Tacky element Damage, Possessor may choose to deal 10,000 Flat Tacky element Damage to up to 10 targets
Requires: Absorb Tacky, Tacky Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Tacky- (Passive Ability, Flamingo Disco Legend Man) If possessor is Tacky element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Tacky
Requires: Basic Understanding of the Heart of Tacky
Requires: 200,000 Gold, 2 Weeks

Expert Tacky Synchronization- (Passive Ability, Other: Flamingo Disco Legend Man) Tacky element Damage dealt to possessor (not including healing) is halved, Tacky element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Tacky element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Tacky Synchronization, 100 other Flamingo Disco Legend Man Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Flamingo Disco Legend Man- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor ignores (1 * (Possessor Level/5), rounded down)% Tacky Resistance, Possessor ignores Tacky Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Tacky Synchronization, 10 other Flamingo Disco Legend Man abilities
Cost: 125,000 Gold, 4 Weeks

Glowy Plaid Footprints- (Passive Ability, Other: Flamingo Disco Legend Man) If possessor is Tacky element, whenever possessor conducts a 'Switch Rows' action, possessor may attach an effect that causes Tacky element individuals to gain +2% Dodge and +2% To Hit to a zone, with said effect stacking 5 times per zone and 5 times across all zones
Requires: Rhinestone Soul, Basic Acceleration Within Tacky's Domain
Cost: 800,000 Gold, 2 Weeks

Greater Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Tacky, Flamingo Disco Legend Man
Cost: 5,000,000 Gold, 2 Weeks

Holiday-Stylin Sweater Baron- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's first accessory slot gained through the ability 'Lei-and-Sunglasses-Always Approach' may equip Amulets whose name includes 'Wreath' or 'Garland', Possessor gains +20,000 uncapped Defense if possessor has a Clothes item whose name includes 'Sweater' that is Tacky element equipped if possessor is Tacky element
Requires: Lei-and-Sunglasses-Always Approach, Basic Ice Synchronization
Cost: 3,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Whenever possessor obtains Tacky element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Tacky
Cost: 500,000 Gold, 2 Weeks

Improved Command of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Tacky, Basic Understanding of the Heart of Tacky
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +5,000 Defense against Tacky
Requires: Apprentice Defenses Against Tacky, Basic Tacky Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +2,000 Defense if possessor has any Tacky-element items equipped that provide a Defense bonus
Requires: Apprentice Tacky Synchronization, Improved Defenses against Tacky, Improved Weaponization of Tacky
Cost: 500,000 Gold, 2 Weeks

Improved Tacky Elemental Emanation- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's 'Call Forth the Living Tacky' ability may summon entities up to Level 20
Requires: Call Forth the Living Tacky
Cost: 200,000 Gold, 2 Weeks

Improved Tacky Resistance- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains 10% Tacky Resistance
Requires: Apprentice Tacky Resistance, Basic Defenses against Tacky
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element allies gain +250 to all stats
Requires: Improved Command of Tacky, Apprentice Understanding of the Heart of Tacky
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Tacky
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +1,000 to all stats while in a Zone of Tacky
Requires: Apprentice Zonal Acclimation of Tacky
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Tacky Empowerment- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +500 to all stats while in a Zone of Tacky, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Tacky
Requires: Empowered by Tacky, Nourished by Tacky, Improved Zonal Acclimation of Tacky
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains the element Tacky while in Flamingo Disco Legend Man stances
Requires: Meditative Assumption of Tacky, Adept Tacky Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Lei-and-Sunglasses-Always Approach- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor, if Tacky element, gains two additional accessory slots, the first of which may only be used to equip Amulets whose name includes 'Lei', and the second of which may only be used to equip Eyewear whose name includes 'Sunglasses'; if either of these slots is not filled, possessor's accessories worth under 300,000,000 Gold lose all of their text unless considered Cursed or unable to be equipped normally
Requires: Tourist of Everywhere, Expert Diplomat, Basic Defenses that Utilize Tacky
Cost: 20,000,000 Gold, 2 Weeks

Mah Hats Ar Plastic- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's equipped Hats gain the elements Physical and Technology and each provides possessor with +3,000 additional Defense
Requires: Flamingo Disco Legend Man, Diplomat, Clothier
Cost: 15,000,000 Gold, 2 Weeks

Meditative Assumption of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor may choose, at the beginning of a thread, to become solely Tacky element
Requires: Basic Tacky Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor may use the Technique 'Elemental Attack-Conversion: Tacky' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Tacky element.
Requires: Elemental Attack-Conversion: Tacky
Cost: 500,000 Gold, 2 Weeks

Nourish Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Whenever possessor deals HP or MP healing to an Tacky element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Tacky, Nourished by Tacky
Cost: 200,000 Gold, 2 Weeks

Nourished By Tacky- (Passive Ability, Flamingo Disco Legend Man) If possessor is Tacky element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Tacky
Requires: Basic Understanding of the Heart of Tacky
Requires: 200,000 Gold, 2 Weeks

Nullify Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor may remove the element Tacky from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Tacky-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Tacky-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Tacky from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Tacky Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +5% Dodge against Tacky element individuals
Requires: Improved Defenses Against Tacky, Improved Understanding of the Heart of Tacky, Defenses that Utilize Tacky
Cost: 200,000 Gold, 2 Weeks

Project Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Tacky
Requires: Improved Weaponization of Tacky
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) If possessor is Tacky element and performs an 'Elemental Attack' action that is solely Tacky element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Tacky
Cost: 500,000 Gold, 2 Weeks

Reconsume Tacky Elemental Spawn- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor may, at the start of any round, unsummon one of possessor's Tacky element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Tacky Elemental Emanation, Improved Affinity to Healing Via Tacky
Cost: 200,000 Gold, 2 Weeks

Reflect Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor Reflects Tacky against sources below Level 20 if Level 20 or greater
Requires: Tacky Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) If possessor's last action was solely Tacky element either due to this ability or the technique 'Elemental Attack-Conversion: Tacky', possessor may make any of possessor's offensive actions solely Tacky element.
Requires: Nonsynchronous Elemental Attack-Conversion: Tacky, Adept Tacky Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Rhinestone Soul- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +200 uncapped SPI if possessor is Tacky element
Requires: Apprentice Tacky Synchroinization
Cost: 7,000,000 Gold, 2 Weeks

Soothing Tacky Emanation- (Passive Ability, Other: Flamingo Disco Legend Man) Whenever possessor absorbs Damage that is Tacky element Damage, Possessor may choose to deal 10,000 Flat Tacky element HP Healing to up to 10 targets that are Tacky element
Requires: Emanate Tacky, Nourish Tacky
Cost: 300,000 Gold, 1 Week

Sparkletastic Motion- (Passive Ability, Other: Flamingo Disco Legend Man) Whenever possessor switches rows, up to 3 times per round, possessor may choose to have a 60% chance of inflicting Imparied: Blind or Impaired: Blind: Constant Glare on up to 20 opponents
Requires: Rhinestone Soul, Basic Acceleration Within Tacky's Domain
Cost: 2,000,000 Gold, 2 Weeks

Stability Within Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains 25% minor negative status effect resistance while in a Zone of Tacky
Requires: Basic Understanding of the Heart of Tacky, Defenses that Utilize Tacky
Requires: 500,000 Gold, 2 Weeks

Tacky Battle-Aura- (Stance Ability, Other: Flamingo Disco Legend Man) Possessor deals 10,000 Flat Tacky element Damage to each opponent at the start of each round
Requires: Emanate Tacky, Improved Weaponization of Tacky
Cost: 200,000 Gold, 3 Weeks

Tacky Body Form- (Stance Ability, Other: Flamingo Disco Legend Man) Possessor gains +200 Defense against Tacky, Possessor gains 15% Tacky Resistance, Possessor may deal 5,000 Flat Tacky element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Tacky, Flamingo Disco Legend Man, Basic Tacky Resistance, Apprentice Understanding of the Heart of Tacky, Apprentice Defenses Against Tacky
Cost: 300,000 Gold, 3 Weeks

Tacky Immunity- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains Tacky Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Tacky Resistance, Flamingo Disco Legend Man, Level 20
Cost: 500,000 Gold, 2 Weeks

Tacky Manipulation- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor may choose one of the following at the beginning of each round if Tacky element: Create a Zone of Tacky, Remove a Zone of Tacky created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Tacky by either possessor or a source below Level 20, Add Tacky to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Tacky element on a Tacky element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Tacky, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Tacky, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Tacky element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Tacky to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Tacky, 5% Tacky Resistance, or +50 Defense against Tacky and 1% Tacky Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Tacky Synchronization, 5 other Flamingo Disco Legend Man abilities
Cost: 400,000 Gold, 3 Weeks

The Flamingo Bob- (Technique Ability, Other: Flamingo Disco Legend Man) Possessor may use 'The Flamingo Bob' in conjunction with a 'Magical Attack', 'Overdrive', 'Grand Spell', or 'Cast a Spell' action so long as possessor is Tacky element, said action involves the casting of a Dance spell, and no other technique is used. Said action gains the element Tacky, gains +200 additional Magical Attack, has all of its minor and moderate status effect infliction chances raised by 30%, and counts as coming from a source whose name is solely 'Bob'
Requires: Basic Dance Attunement, Basic Tacky Synchronization
Cost: 200,000 Gold, 2 Weeks

The True Lord of the Dance- (Passive Ability, Other: Flamingo Disco Legend Man) If possessor is Tacky element, possessor's opponents below Level 60 may not counter possessor's actions that involve casting Dance spells, Whenever possessor, if possessor is Tacky element, conducts an action, possessor may remove a single stacked instance of a Dance or Dancer buff applied to any one individual by a source other than possessor that is below Level 80, Possessor gains +2,000 AGI and +2,000 SPI if possessor is Tacky element, Possessor gains +5% Dodge if Tacky element
Requires: Adept Dance Attunement, Adept Tacky Synchronization, Glow Plaid Footprints, Sparkletastic Motion, Disco Legend Stance
Cost: 200,000,000 Gold, 5 Weeks

This YELLING Means I Am SPEAKING FOREIGN- (Passive Ability, Other: Flamingo Disco Legend Man) Sources below Level 20 may not prevent possessor from applying debuffs or giving other individuals actions
Requires: Tourist of Everywhere
Cost: 200,000 Gold, 2 Weeks

Tourist of Everywhere- (Passive Ability, Other: Flamingo Disco Legend Man) If possessor is Tacky element and has a Tacky-element armor equipped, possessor gains +500 Defense against effects attached to Zones
Requires: Basic Understanding of the Heart of Tacky, Wanderer, Basic Weaponization of Tacky
Cost: 5,000,000 Gold, 2 Weeks

Understanding of the Bonds of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Tacky element individual
Requires: Improved Understanding of the Heart of Tacky
Cost: 200,000 Gold, 2 Weeks

Uplifted By Tacky- (Passive Ability, Flamingo Disco Legend Man) If possessor is Tacky element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Tacky
Requires: Basic Understanding of the Heart of Tacky
Requires: 200,000 Gold, 2 Weeks

Zonal Tacky Control- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor may, at the start of each round, choose one Zone of Tacky that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Tacky, Improved Zonal Acclimation of Tacky
Cost: 1,000,000 Gold, 2 Weeks

~Other: Flesh Sculptor (Other: Flesh)~

Basic Flesh Synchronization- (Passive Ability, Other: Flesh Sculptor) Possessor gains +25 to all stats if possessor is Flesh element
Requires: Inclusion of SAN, Inclusion of INF, Inclusion of RES, Kinetic Emperor
Cost: 50,000,000 Gold, 30 Weeks


~Other: Gambler (Other: Fortune)~

Absorb Fortune- (Passive Ability, Other: Gambler) Possessor Absorbs Fortune against sources below Level 20 if Level 20 or greater
Requires: Fortune Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Fortune Synchronization- (Passive Ability, Other: Gambler) Amounts of Fortune element Damage possessor deals are increased by 10,000 points, Fortune element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fortune element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Gambler, 50 other Gambler Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Fortune- (Passive Ability, Other: Gambler) Whenever possessor obtains Fortune element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Fortune
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Fortune
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Fortune- (Passive Ability, Other: Gambler) Possessor gains +500 Defense against Fortune
Requires: Basic Defenses Against Fortune
Cost: 100,000 Gold, 2 Weeks

Apprentice Fortune Resistance- (Passive Ability, Other: Gambler) Possessor gains 5% Fortune Resistance
Requires: Basic Fortune Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Fortune Synchronization- (Passive Ability, Gambler) Possessor gains +50 to all stats for each Fortune element item equipped, Possessor's Fortune element pets and summons gain +250 to all stats
Requires: Basic Fortune Synchronization, 3 other Gambler abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +100 to all stats
Requires: Apprentice Command of Fortune, Basic Understanding of the Heart of Fortune
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Fortune
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Fortune- (Passive Ability, Other: Gambler) Possessor gains +500 to all stats while in a Zone of Fortune
Requires: Basic Zonal Acclimation of Fortune
Cost: 100,000 Gold, 2 Weeks

Aura of Good Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored: Good Fortune at the start of each round
Requires: Lasting Favor, Lucky
Cost: 1,000,000 Gold, 2 Weeks

Aura of Ill Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's opponenets may be afflicted with Hexed: Ill Fortune at the start of each round with a 100% chance of infliction
Requires: Apprentice Weaponization of Fortune, Unfortunate Spell
Cost: 1,000,000 Gold, 2 Weeks

Aura of Luck's Favored One- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Good Fortune' stance, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored at the start of each round
Requires: Lasting Favor, Lucky
Cost: 1,000,000 Gold, 2 Weeks

Aura of Vexsome Fortune- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Ill Fortune' stance, up to 30 of possessor's opponents may be afflicted with Hexed at the start of each round with a 100% chance of infliction
Requires: Apprentice Weaponization of Fortune, Unfortunate Spell
Cost: 1,000,000 Gold, 2 Weeks

Basic Acceleration Within Fortune's Dominion- (Passive Ability, Other: Gambler) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fortune
Requires: Basic Zonal Acclimation of Fortune
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Fortune- (Passive Ability, Other: Gambler) Whenever possessor obtains Fortune element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Fortune Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element pets and summons gain +50 to all stats
Requires: Basic Fortune Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Fortune- (Passive Ability, Other: Gambler) Possessor gains +50 Defense against Fortune
Requires: Basic Fortune Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Fortune Resistance- (Passive Ability, Other: Gambler) Possessor gains 1% Fortune Resistance
Requires: Basic Fortune Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Fortune Synchronization- (Passive Ability, Other: Gambler) Possessor gains +25 to all stats if possessor is Fortune element
Requires: Thief, Enchanter, Knowledge of Esoteric Elements
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +10 to all stats
Requires: Basic Command of Fortune
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 50 points
Requires: Basic Fortune Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Fortune- (Passive Ability, Other: Gambler) Possessor gains +50 to all stats while in a Zone of Fortune
Requires: Basic Fortune Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Fortune- (Active Ability, Other: Gambler) Possessor may spend an action to summon 5 Elementals that are Fortune element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Fortune, Emanate Fortune
Cost: 300,000 Gold, 2 Weeks

Control of Fortune- (Passive Ability, Other: Gambler) Possessor has a 20% chance of being able to cancel the actions of Fortune element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Fortune Manipulation
Cost: 500,000 Gold, 2 Weeks

Critical Strike- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor targets an opponent who is below Level 60 and performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '1' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a hit that is not considered being dodged if it would have been dodged normally, with said hit becoming an automatic Critical
Requires: Aura of Good Fortune, Gambler
Cost: 5,000,000 Gold, 2 Weeks

Defenses that Utilize Fortune- (Passive Ability, Other: Gambler) Possessor gains +500 Defense if possessor has any Fortune-element items equipped that provide a Defense bonus
Requires: Basic Fortune Synchronization, Basic Defenses against Fortune, Basic Weaponization of Fortune
Cost: 200,000 Gold, 2 Weeks

Detect Fortune- (Passive Ability, Gambler) Possessor gains +1% To Hit against Fortune element targets
Requires: Apprentice Divining Attunement, Basic Fortune Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Fortune- (Technique Ability, Other: Gambler) Possessor may use 'Elemental Attack-Conversion: Fortune' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fortune element and no other technique is used. Said action becomes solely the element Fortune.
Requires: Improved Weaponization of Fortune
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Fortune- (Technique Ability, Other: Gambler) Possessor may use 'Elemental Invocation of Fortune' in conjunction with an 'Elemental Attack' action so long as possessor is Fortune element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Fortune
Cost: 200,000 Gold, 2 Week

Emanate Fortune- (Passive Ability, Other: Gambler) Whenever possessor absorbs Damage that is Fortune element Damage, Possessor may choose to deal 10,000 Flat Fortune element Damage to up to 10 targets
Requires: Absorb Fortune, Fortune Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Fortune- (Passive Ability, Gambler) If possessor is Fortune element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fortune
Requires: Basic Understanding of the Heart of Fortune
Requires: 200,000 Gold, 2 Weeks

Eternal Favor- (Passive Ability, Gambler) If possessor is Fortune element, possessor may choose to have no natural per-round chance of the positive status effect Favored disappearing from possessor
Requires: Lasting Favor, Apprentice Fortune Synchronization
Cost: 2,000,000 Gold, 2 Weeks

Expert Fortune Synchronization- (Passive Ability, Other: Gambler) Fortune element Damage dealt to possessor (not including healing) is halved, Fortune element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fortune element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Fortune Synchronization, 100 other Gambler Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fortunate Powerattack- (Passive Ability, Gambler) If possessor is Fortune element, Possessor's 'Powerful Attack' actions' minimum miss chance is lowered to 45% if above 45%.
Requires: Basic Weaponization of Fortune, Powerful Attack
Cost: 2,000,000 Gold, 2 Weeks

Fortune Battle-Aura- (Stance Ability, Other: Gambler) Possessor deals 10,000 Flat Fortune element Damage to each opponent at the start of each round
Requires: Emanate Fortune, Improved Weaponization of Fortune
Cost: 200,000 Gold, 3 Weeks

Fortune Body Form- (Stance Ability, Other: Gambler) Possessor gains +200 Defense against Fortune, Possessor gains 15% Fortune Resistance, Possessor may deal 5,000 Flat Fortune element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Fortune, Gambler, Basic Fortune Resistance, Apprentice Understanding of the Heart of Fortune, Apprentice Defenses Against Fortune
Cost: 300,000 Gold, 3 Weeks

Fortune Favors the Badass- (Passive Ability, Gambler) If possessor is a devout worshipper of the Twin Lucks pantheon, possessor counts as 10 Levels higher for worshipper benefits, to a max of possessor's actual Level
Not for Sale

Fortune Immunity- (Passive Ability, Other: Gambler) Possessor gains Fortune Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Fortune Resistance, Gambler, Level 20
Cost: 500,000 Gold, 2 Weeks

Fortune Manipulation- (Passive Ability, Other: Gambler) Possessor may choose one of the following at the beginning of each round if Fortune element: Create a Zone of Fortune, Remove a Zone of Fortune created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fortune by either possessor or a source below Level 20, Add Fortune to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fortune element on a Fortune element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fortune, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fortune, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fortune element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fortune to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fortune, 5% Fortune Resistance, or +50 Defense against Fortune and 1% Fortune Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Fortune Synchronization, 5 other Gambler abilities
Cost: 400,000 Gold, 3 Weeks

Gambler's Mind- (Passive Ability, Gambler) A value is attached to this ability. Every month, possessor may choose to re-roll this ability a single time. Possessor is forced to re-roll this value every 6 months. This value is randomly determined to be a value between 1 and 20. Possessor uses this value as its Base MIN, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points.
Not for Sale

Gambler's Spirit- (Passive Ability, Gambler) A value is attached to this ability. Every month, possessor may choose to re-roll this ability a single time. Possessor is forced to re-roll this value every 6 months. This value is randomly determined to be a value between 1 and 20. Possessor uses this value as its Base SPI, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points.
Not for Sale

Gambler- (Passive Ability, Other: Gambler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fortune Resistance, Possessor ignores Fortune Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Fortune Synchronization, 10 other Gambler abilities
Cost: 125,000 Gold, 4 Weeks

Greater Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Fortune, Gambler
Cost: 5,000,000 Gold, 2 Weeks

Hard to Hex- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed on possessor, if successful, must be rerolled once
Requires: Defenses that Utilize Fortune
Cost: 1,000,000 Gold, 2 Weeks

Hexbounce- (Passive Ability, Gambler) If possessor is Fortune element and would be afflicted with the status effect Hexed or any of its sub-status effects by a source below Level 60, possessor may choose instead to not be afflicted with Hexed and inflicted Hexed on the source of said infliction
Requires: Unhexable, Quite Lucky, Aura of Good Fortune, Aura of Ill Fortune
Cost: 4,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Fortune- (Passive Ability, Other: Gambler) Whenever possessor obtains Fortune element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Fortune
Cost: 500,000 Gold, 2 Weeks

Improved Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Fortune, Basic Understanding of the Heart of Fortune
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Fortune- (Passive Ability, Other: Gambler) Possessor gains +5,000 Defense against Fortune
Requires: Apprentice Defenses Against Fortune, Basic Fortune Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Fortune- (Passive Ability, Other: Gambler) Possessor gains +2,000 Defense if possessor has any Fortune-element items equipped that provide a Defense bonus
Requires: Apprentice Fortune Synchronization, Improved Defenses against Fortune, Improved Weaponization of Fortune
Cost: 500,000 Gold, 2 Weeks

Improved Fortune Elemental Emanation- (Passive Ability, Other: Gambler) Possessor's 'Call Forth the Living Fortune' ability may summon entities up to Level 20
Requires: Call Forth the Living Fortune
Cost: 200,000 Gold, 2 Weeks

Improved Fortune Resistance- (Passive Ability, Other: Gambler) Possessor gains 10% Fortune Resistance
Requires: Apprentice Fortune Resistance, Basic Defenses against Fortune
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +250 to all stats
Requires: Improved Command of Fortune, Apprentice Understanding of the Heart of Fortune
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Fortune
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Fortune- (Passive Ability, Other: Gambler) Possessor gains +1,000 to all stats while in a Zone of Fortune
Requires: Apprentice Zonal Acclimation of Fortune
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Fortune Empowerment- (Passive Ability, Other: Gambler) Possessor gains +500 to all stats while in a Zone of Fortune, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fortune
Requires: Empowered by Fortune, Nourished by Fortune, Improved Zonal Acclimation of Fortune
Cost: 1,000,000 Gold, 2 Weeks

Increased Critical Threshold- (Passive Ability, Gambler) Possessor's 'Critical Strike' ability triggers on a roll of '1' to '5' instead of just on a roll of '1'
Requires: Critical Strike, Level 39
Cost: 5,000,000 Gold, 2 Weeks

Increased Fumble Threshold- (Passive Ability, Gambler) Possessor's 'Induce Horrific Fumbles' ability triggers on a roll of '96' to '100' instead of just on a roll of '100'
Requires: Critical Strike, Level 39
Cost: 5,000,000 Gold, 2 Weeks

Induce Horrific Fumbles- (Passive Ability, Gambler) If possessor is Fortune element, when an opponent of possessor who is below Level 60 performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '100' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a miss that is considered being dodged if it would have been dodged normally, with said hit having a further 25% chance of having its target then re-selected randomly from the allies of its source, including its source, who could have been originally targeted by it, with all calculations for said hit being re-performed in said case
Requires: Aura of Ill Fortune, Gambler
Cost: 5,000,000 Gold, 2 Weeks

Infinite Assumption of Fortune- (Passive Ability, Other: Gambler) Possessor gains the element Fortune while in Gambler stances
Requires: Meditative Assumption of Fortune, Adept Fortune Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Lasting Favor- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor would have to roll for the natural per-round disappearance of the positive status effect Favored from possessor, possessor rolls twice and chooses the result
Reuires: Basic Fortune Synchronization
Cost: 1,000,000 Gold, 2 Weeks

Lucky in Love- (Passive Ability, Other: Gambler) Possessor's Charm infliction chances are increased by 15%
Not for Sale

Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 7 of possessor's allies gain 7% Resilience, 7% Dodge, 7% Critical, and 107% To Hit
Requires: Basic Fortune Synchronization
Cost: 7,777,777 Gold, 2 Weeks

Meditative Assumption of Fortune- (Passive Ability, Other: Gambler) Possessor may choose, at the beginning of a thread, to become solely Fortune element
Requires: Basic Fortune Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Fortune- (Passive Ability, Other: Gambler) Possessor may use the Technique 'Elemental Attack-Conversion: Fortune' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fortune element.
Requires: Elemental Attack-Conversion: Fortune
Cost: 500,000 Gold, 2 Weeks

Nourish Fortune- (Passive Ability, Other: Gambler) Whenever possessor deals HP or MP healing to an Fortune element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Fortune, Nourished by Fortune
Cost: 200,000 Gold, 2 Weeks

Nourished By Fortune- (Passive Ability, Gambler) If possessor is Fortune element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fortune
Requires: Basic Understanding of the Heart of Fortune
Requires: 200,000 Gold, 2 Weeks

Nullify Fortune- (Passive Ability, Other: Gambler) Possessor may remove the element Fortune from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fortune-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fortune-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fortune from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Fortune Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Fortune- (Passive Ability, Other: Gambler) Possessor gains +5% Dodge against Fortune element individuals
Requires: Improved Defenses Against Fortune, Improved Understanding of the Heart of Fortune, Defenses that Utilize Fortune
Cost: 200,000 Gold, 2 Weeks

Project Fortune- (Passive Ability, Other: Gambler) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fortune
Requires: Improved Weaponization of Fortune
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Fortune- (Passive Ability, Other: Gambler) If possessor is Fortune element and performs an 'Elemental Attack' action that is solely Fortune element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Fortune
Cost: 500,000 Gold, 2 Weeks

Quite Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 77 of possessor's allies gain 24% Resilience, 24% Dodge, 24% Critical, and 124% To Hit
Requires: Lucky, Apprentice Fortune Synchronization
Cost: 7,777,777 Gold, 2 Weeks

Reconsume Fortune Elemental Spawn- (Passive Ability, Other: Gambler) Possessor may, at the start of any round, unsummon one of possessor's Fortune element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Fortune Elemental Emanation, Improved Affinity to Healing Via Fortune
Cost: 200,000 Gold, 2 Weeks

Reflect Fortune- (Passive Ability, Other: Gambler) Possessor Reflects Fortune against sources below Level 20 if Level 20 or greater
Requires: Fortune Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Fortune- (Passive Ability, Other: Gambler) If possessor's last action was solely Fortune element either due to this ability or the technique 'Elemental Attack-Conversion: Fortune', possessor may make any of possessor's offensive actions solely Fortune element.
Requires: Nonsynchronous Elemental Attack-Conversion: Fortune, Adept Fortune Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Fortune Emanation- (Passive Ability, Other: Gambler) Whenever possessor absorbs Damage that is Fortune element Damage, Possessor may choose to deal 10,000 Flat Fortune element HP Healing to up to 10 targets that are Fortune element
Requires: Emanate Fortune, Nourish Fortune
Cost: 300,000 Gold, 1 Week

Stability Within Fortune- (Passive Ability, Other: Gambler) Possessor gains 25% minor negative status effect resistance while in a Zone of Fortune
Requires: Basic Understanding of the Heart of Fortune, Defenses that Utilize Fortune
Requires: 500,000 Gold, 2 Weeks

Stroke of Luck- (Passive Ability, Gambler) Possessor may, once per thread, reroll a value that possessor rolled, provided that no opponent who is either Fate element or Level 60 or greater objects
Requires: Basic Fortune Synchronization
Cost: 2,000,000 Gold, 2 Weeks

Triple Rainbow Mode- (Stance Ability, Gambler) Possessor may gain three base elements while in this stance.
Not for Sale

Understanding of the Bonds of Fortune- (Passive Ability, Other: Gambler) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Fortune element individual
Requires: Improved Understanding of the Heart of Fortune
Cost: 200,000 Gold, 2 Weeks

Unfortunate Spell- (Technique Ability, Gambler) Possessor may used 'Unfortunate Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor is Fortune element and possessor casts a spell as part of said action. Said action gains '60% inflicts Hexed: Ill Fortune'.
Requires: Basic Weaponization of Fortune
Cost: 100,000 Gold, 2 Weeks

Unhexable- (Passive Ability, Gambler) If possessor is Fortune element, possessor gains Hexed Immunity
Requires: Hard to Hex
Cost: 2,000,000 Gold, 2 Weeks

Uplifted By Fortune- (Passive Ability, Gambler) If possessor is Fortune element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fortune
Requires: Basic Understanding of the Heart of Fortune
Requires: 200,000 Gold, 2 Weeks

Wielder of Ill Fortune- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed with possessor as a source, if unsuccessful, may be rerolled once
Requires: Basic Weaponization of Fortune
Cost: 2,000,000 Gold, 2 Weeks

Zonal Fortune Control- (Passive Ability, Other: Gambler) Possessor may, at the start of each round, choose one Zone of Fortune that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Fortune, Improved Zonal Acclimation of Fortune
Cost: 1,000,000 Gold, 2 Weeks

~Other: Geistly Legate (Other: Phantom)~

Basic Phantom Synchronization- (Passive Ability, Other: Geistly Legate) Possessor gains +25 to all stats if possessor is Phantom element
Requires: Knowledge of Esoteric Elements, Ethereal Mage, Deathless One, Necromancer, Wanderer, Protector
Cost: 50,000,000 Gold, 30 Weeks


~Other: Genesis Architect (Other: Life)~

Absorb Life- (Passive Ability, Other: Genesis Architect) Possessor Absorbs Life against sources below Level 20 if Level 20 or greater
Requires: Life Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Life Synchronization- (Passive Ability, Other: Genesis Architect) Amounts of Life element Damage possessor deals are increased by 10,000 points, Life element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Life element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Genesis Architect, 50 other Genesis Architect Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Animal-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Animal allies gain +5,000 HP
Requires: Vitalizing Life Force
Cost: 200,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Life
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Life
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense against Life
Requires: Basic Defenses Against Life
Cost: 100,000 Gold, 2 Weeks

Apprentice Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 5% Life Resistance
Requires: Basic Life Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Life Synchronization- (Passive Ability, Genesis Architect) Possessor gains +50 to all stats for each Life element item equipped, Possessor's Life element pets and summons gain +250 to all stats
Requires: Basic Life Synchronization, 3 other Genesis Architect abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +100 to all stats
Requires: Apprentice Command of Life, Basic Understanding of the Heart of Life
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Life
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 to all stats while in a Zone of Life
Requires: Basic Zonal Acclimation of Life
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Life's Dominion- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Life
Requires: Basic Zonal Acclimation of Life
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Life Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +50 to all stats
Requires: Basic Life Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 Defense against Life
Requires: Basic Life Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 1% Life Resistance
Requires: Basic Life Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Life Synchronization- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to all stats if possessor is Life element
Requires: Knowledge of Esoteric Elements, Summoner, Druid, Architect, Scholar of Monsters
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +10 to all stats
Requires: Basic Command of Life
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 50 points
Requires: Basic Life Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 to all stats while in a Zone of Life
Requires: Basic Life Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Life- (Active Ability, Other: Genesis Architect) Possessor may spend an action to summon 5 Elementals that are Life element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Life, Emanate Life
Cost: 300,000 Gold, 2 Weeks

Control of Life- (Passive Ability, Other: Genesis Architect) Possessor has a 20% chance of being able to cancel the actions of Life element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Life Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense if possessor has any Life-element items equipped that provide a Defense bonus
Requires: Basic Life Synchronization, Basic Defenses against Life, Basic Weaponization of Life
Cost: 200,000 Gold, 2 Weeks

Detect Life- (Passive Ability, Genesis Architect) Possessor gains +1% To Hit against Life element targets
Requires: Apprentice Divining Attunement, Basic Life Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Life- (Technique Ability, Other: Genesis Architect) Possessor may use 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Life element and no other technique is used. Said action becomes solely the element Life.
Requires: Improved Weaponization of Life
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Life- (Technique Ability, Other: Genesis Architect) Possessor may use 'Elemental Invocation of Life' in conjunction with an 'Elemental Attack' action so long as possessor is Life element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Life
Cost: 200,000 Gold, 2 Week

Emanate Life- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element Damage to up to 10 targets
Requires: Absorb Life, Life Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Life- (Passive Ability, Genesis Architect) If possessor is Life element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Life
Requires: Basic Understanding of the Heart of Life
Requires: 200,000 Gold, 2 Weeks

Essence Helix Reconfiguration- (Passive Ability, Other: Genesis Architect) Whenever an individual below Level 60 summons an individual of Level 40 or lower from the Enemy List that is normally fightable for drops, possessor may change the summoned entity to any other individual of Level 40 or lower from the Enemy List that is normally fightable for drops, with said new summon counting towards whatever summon caps said original summon, in its natural state, would have counted towards, as well as counting towards any summon caps that apply toward said new summon that do no also apply to said original summon should any such caps exist
Requires: Control of Life, Second Genesis
Cost: 15,000,000 Gold, 3 Weeks

Expert Life Synchronization- (Passive Ability, Other: Genesis Architect) Life element Damage dealt to possessor (not including healing) is halved, Life element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Life element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Life Synchronization, 100 other Genesis Architect Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Filled with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor is afflicted with Rejuvenation at the start of every round
Requires: 'Through Life, Regeneration'
Cost: 200,000 Gold, 2 Weeks

First Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 20 and is normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Apprentice Life Synchronization
Cost: 10,000,000 Gold, 3 Weeks

Font of Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies regenerate 5,000 HP at the start of each round
Requires: Overflowing with Life
Cost: 600,000 Gold, 2 Weeks

Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Life Synchronization, 10 other Genesis Architect abilities
Cost: 125,000 Gold, 4 Weeks

Greater Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Life, Genesis Architect
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Life
Cost: 500,000 Gold, 2 Weeks

Improved Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Life, Basic Understanding of the Heart of Life
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +5,000 Defense against Life
Requires: Apprentice Defenses Against Life, Basic Life Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Life- (Passive Ability, Other: Genesis Architect) Possessor gains +2,000 Defense if possessor has any Life-element items equipped that provide a Defense bonus
Requires: Apprentice Life Synchronization, Improved Defenses against Life, Improved Weaponization of Life
Cost: 500,000 Gold, 2 Weeks

Improved Life Elemental Emanation- (Passive Ability, Other: Genesis Architect) Possessor's 'Call Forth the Living Life' ability may summon entities up to Level 20
Requires: Call Forth the Living Life
Cost: 200,000 Gold, 2 Weeks

Improved Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 10% Life Resistance
Requires: Apprentice Life Resistance, Basic Defenses against Life
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +250 to all stats
Requires: Improved Command of Life, Apprentice Understanding of the Heart of Life
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Life
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +1,000 to all stats while in a Zone of Life
Requires: Apprentice Zonal Acclimation of Life
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Life Empowerment- (Passive Ability, Other: Genesis Architect) Possessor gains +500 to all stats while in a Zone of Life, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Life
Requires: Empowered by Life, Nourished by Life, Improved Zonal Acclimation of Life
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Life- (Passive Ability, Other: Genesis Architect) Possessor gains the element Life while in Genesis Architect stances
Requires: Meditative Assumption of Life, Adept Life Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Life Battle-Aura- (Stance Ability, Other: Genesis Architect) Possessor deals 10,000 Flat Life element Damage to each opponent at the start of each round
Requires: Emanate Life, Improved Weaponization of Life
Cost: 200,000 Gold, 3 Weeks

Life Body Form- (Stance Ability, Other: Genesis Architect) Possessor gains +200 Defense against Life, Possessor gains 15% Life Resistance, Possessor may deal 5,000 Flat Life element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Life, Genesis Architect, Basic Life Resistance, Apprentice Understanding of the Heart of Life, Apprentice Defenses Against Life
Cost: 300,000 Gold, 3 Weeks

Life Immunity- (Passive Ability, Other: Genesis Architect) Possessor gains Life Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Life Resistance, Genesis Architect, Level 20
Cost: 500,000 Gold, 2 Weeks

Life Manipulation- (Passive Ability, Other: Genesis Architect) Possessor may choose one of the following at the beginning of each round if Life element: Create a Zone of Life, Remove a Zone of Life created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Life by either possessor or a source below Level 20, Add Life to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Life element on a Life element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Life, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Life, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Life element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Life to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Life, 5% Life Resistance, or +50 Defense against Life and 1% Life Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Life Synchronization, 5 other Genesis Architect abilities
Cost: 400,000 Gold, 3 Weeks

Life-Flow-Filled Zone Creation- (Passive Ability, Other: Genesis Architect) Whenever possessor creates a Zone, possessor may attach an effect to it that causes all of possessor's allies (including possessor) that are in said zone to regenerate 10,000 HP at the start of every round, with said effect stacking 5 times across zones and not stacking on the same Zone
Requires: Vivifying Zone Creation, Overflowing with Life
Cost: 400,000 Gold, 2 Weeks

Meditative Assumption of Life- (Passive Ability, Other: Genesis Architect) Possessor may choose, at the beginning of a thread, to become solely Life element
Requires: Basic Life Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Naturally Resistant to Death- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor gains 20% Instant Death Resistance against sources below Level 80
Requires: Defenses that Utilize Life
Cost: 3,000,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Life- (Passive Ability, Other: Genesis Architect) Possessor may use the Technique 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Life element.
Requires: Elemental Attack-Conversion: Life
Cost: 500,000 Gold, 2 Weeks

Nourish Life- (Passive Ability, Other: Genesis Architect) Whenever possessor deals HP or MP healing to an Life element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Life, Nourished by Life
Cost: 200,000 Gold, 2 Weeks

Nourished By Life- (Passive Ability, Genesis Architect) If possessor is Life element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Life
Requires: Basic Understanding of the Heart of Life
Requires: 200,000 Gold, 2 Weeks

Nullify Life- (Passive Ability, Other: Genesis Architect) Possessor may remove the element Life from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Life-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Life-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Life from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Life Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Overflowing with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies are afflicted with Rejuvenation at the start of every round
Requires: Filled with Life, Apprentice Life Synchronization
Cost: 300,000 Gold, 2 Weeks

Plant-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Plant allies gain +5,000 HP
Requires: Vitalizing Life Force
Cost: 200,000 Gold, 2 Weeks

Predict the Flow of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +5% Dodge against Life element individuals
Requires: Improved Defenses Against Life, Improved Understanding of the Heart of Life, Defenses that Utilize Life
Cost: 200,000 Gold, 2 Weeks

Project Life- (Passive Ability, Other: Genesis Architect) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Life
Requires: Improved Weaponization of Life
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element and performs an 'Elemental Attack' action that is solely Life element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Life
Cost: 500,000 Gold, 2 Weeks

Reconsume Life Elemental Spawn- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of any round, unsummon one of possessor's Life element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Life Elemental Emanation, Improved Affinity to Healing Via Life
Cost: 200,000 Gold, 2 Weeks

Reflect Life- (Passive Ability, Other: Genesis Architect) Possessor Reflects Life against sources below Level 20 if Level 20 or greater
Requires: Life Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Life- (Passive Ability, Other: Genesis Architect) If possessor's last action was solely Life element either due to this ability or the technique 'Elemental Attack-Conversion: Life', possessor may make any of possessor's offensive actions solely Life element.
Requires: Nonsynchronous Elemental Attack-Conversion: Life, Adept Life Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Second Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 40 and is normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Adept Life Synchronization, First Genesis, Apprentice Understanding of the Heart of Life, Level 20
Cost: 50,000,000 Gold, 3 Weeks

Soothing Life Emanation- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element HP Healing to up to 10 targets that are Life element
Requires: Emanate Life, Nourish Life
Cost: 300,000 Gold, 1 Week

Stability Within Life- (Passive Ability, Other: Genesis Architect) Possessor gains 25% minor negative status effect resistance while in a Zone of Life
Requires: Basic Understanding of the Heart of Life, Defenses that Utilize Life
Requires: 500,000 Gold, 2 Weeks

Third Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 60 and is normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Expert Life Synchronization, Second Genesis, Improved Understanding of the Heart of Life, Level 40
Cost: 100,000,000 Gold, 3 Weeks

Through Life, Rebirth- (Passive Ability, Other: Genesis Architect) If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect
Requires: Overflowing with Life
Cost: 2,000,000 Gold, 3 Weeks

Through Life, Regeneration- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor regenerates 5,000 HP at the start of every round
Requires: Basic Life Synchronization
Cost: 200,000 Gold, 2 Weeks

Understanding of the Bonds of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Life element individual
Requires: Improved Understanding of the Heart of Life
Cost: 200,000 Gold, 2 Weeks

Uplifted By Life- (Passive Ability, Genesis Architect) If possessor is Life element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Life
Requires: Basic Understanding of the Heart of Life
Requires: 200,000 Gold, 2 Weeks

Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's allies gain +5,000 HP
Requires: Basic Life Synchronization
Cost: 200,000 Gold, 2 Weeks

Vivifying Zone Creation- (Passive Ability, Other: Genesis Architect) Whenever possessor creates a Zone, possessor may attach an effect to it that gives all of possessor's allies (including possessor) that are in said zone +10,000 HP, with said effect stacking 5 times across zones and not stacking on the same Zone
Requires: Vitalizing Life Force, Geomancer, Apprentice Zonal Acclimation of Life
Cost: 400,000 Gold, 2 Weeks

Zonal Life Control- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, choose one Zone of Life that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Life, Improved Zonal Acclimation of Life
Cost: 1,000,000 Gold, 2 Weeks

~Other: Grease Monkey (Other: Steam)~

Basic Steam Synchronization- (Passive Ability, Other: Grease Monkey) Possessor gains +25 to all stats if possessor is Steam element
Requires: Knowledge of Esoteric Elements, Crafter, Gearwright, Mechanist, Gunner, Thief, Scientist
Cost: 50,000,000 Gold, 30 Weeks


~Other: Haxxor (Other: Hax)~

Basic Hax Synchronization- (Passive Ability, Haxxor) Possessor gains +125 to all stats if Hax element
Requires: Knowledge of Esoteric Elements, Master Scientist, Master Wizard, Master Reality Coder, Heir of Dust, Genesis Architect, Destiny Weaver, Gambler, Temporal Primarch, Reality Arranger, 20 Base STR, 20 Base AGI, 20 Base CON, 20 Base MIN, 20 Base SPI
Not For Sale

Lockdown Time!- (Passive Ability, Haxxor) Possessor may, at the beginning of each round, choose one Constant Effect possessed by each non-unique opponent who is not 20 or more Levels greater than possessor and remove its text until the beginning of the next round as a non-stacking debuff, Possessor's Time element opponents who are below Level 80 have their turn-order-determining stat sums halved, rounded down
Not for Sale

My Code Is Unbreakable- (Passive Ability, Other: Haxxor) Possessor's Coded Being summons may gain the element Hax and are Immune to sources below Level 60
Not for Sale


~Other: Hedonist (Other: Pleasure)~

Basic Pleasure Synchronization- (Passive Ability, Other: Hedonist) Possessor gains +25 to all stats if possessor is Pleasure element
Requires: Knowledge of Esoteric Elements, Chef, Crafter, Alchemist, Transmuter, Channeler, Biomancer, Ebon Chancellor, Blazing Sultan, Countess of Power
Cost: 50,000,000 Gold, 30 Weeks


~Other: Heir of Dust (Other: Destruction)~

Absorb Destruction- (Passive Ability, Other: Heir of Dust) Possessor Absorbs Destruction against sources below Level 20 if Level 20 or greater
Requires: Destruction Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Destruction Synchronization- (Passive Ability, Other: Heir of Dust) Amounts of Destruction element Damage possessor deals are increased by 10,000 points, Destruction element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Destruction element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Heir of Dust, 50 other Heir of Dust Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor obtains Destruction element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Destruction
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Destruction
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 Defense against Destruction
Requires: Basic Defenses Against Destruction
Cost: 100,000 Gold, 2 Weeks

Apprentice Destruction Resistance- (Passive Ability, Other: Heir of Dust) Possessor gains 5% Destruction Resistance
Requires: Basic Destruction Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Destruction Synchronization- (Passive Ability, Heir of Dust) Possessor gains +50 to all stats for each Destruction element item equipped, Possessor's Destruction element pets and summons gain +250 to all stats
Requires: Basic Destruction Synchronization, 3 other Heir of Dust abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element allies gain +100 to all stats
Requires: Apprentice Command of Destruction, Basic Understanding of the Heart of Destruction
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Destruction
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 to all stats while in a Zone of Destruction
Requires: Basic Zonal Acclimation of Destruction
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Destruction's Dominion- (Passive Ability, Other: Heir of Dust) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Destruction
Requires: Basic Zonal Acclimation of Destruction
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor obtains Destruction element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Destruction Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element pets and summons gain +50 to all stats
Requires: Basic Destruction Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +50 Defense against Destruction
Requires: Basic Destruction Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Destruction Resistance- (Passive Ability, Other: Heir of Dust) Possessor gains 1% Destruction Resistance
Requires: Basic Destruction Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Destruction Synchronization- (Passive Ability, Other: Heir of Dust) Possessor gains +25 to all stats if possessor is Destruction element
Requires: Knowledge of Esoteric Elements, Slayer, Lord of War, Ravager, Warrior, Crusher
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element allies gain +10 to all stats
Requires: Basic Command of Destruction
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 50 points
Requires: Basic Destruction Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +50 to all stats while in a Zone of Destruction
Requires: Basic Destruction Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Destruction- (Active Ability, Other: Heir of Dust) Possessor may spend an action to summon 5 Elementals that are Destruction element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Destruction, Emanate Destruction
Cost: 300,000 Gold, 2 Weeks

Control of Destruction- (Passive Ability, Other: Heir of Dust) Possessor has a 20% chance of being able to cancel the actions of Destruction element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Destruction Manipulation
Cost: 500,000 Gold, 2 Weeks

♢Death, Doom, Death- (Passive Ability, Other: Heir of Dust) When possessor inflicts Confusion: Fear on an entity of equal or lower Level and it is not immediately auto-removed by an effect and it is not ignored, possessor may choose to also inflict Instant Death on that entity
Not for Sale

Defenses that Utilize Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 Defense if possessor has any Destruction-element items equipped that provide a Defense bonus
Requires: Basic Destruction Synchronization, Basic Defenses against Destruction, Basic Weaponization of Destruction
Cost: 200,000 Gold, 2 Weeks

Destruction Battle-Aura- (Stance Ability, Other: Heir of Dust) Possessor deals 10,000 Flat Destruction element Damage to each opponent at the start of each round
Requires: Emanate Destruction, Improved Weaponization of Destruction
Cost: 200,000 Gold, 3 Weeks

Destruction Body Form- (Stance Ability, Other: Heir of Dust) Possessor gains +200 Defense against Destruction, Possessor gains 15% Destruction Resistance, Possessor may deal 5,000 Flat Destruction element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Destruction, Heir of Dust, Basic Destruction Resistance, Apprentice Understanding of the Heart of Destruction, Apprentice Defenses Against Destruction
Cost: 300,000 Gold, 3 Weeks

Destruction Immunity- (Passive Ability, Other: Heir of Dust) Possessor gains Destruction Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Destruction Resistance, Heir of Dust, Level 20
Cost: 500,000 Gold, 2 Weeks

Destruction Manipulation- (Passive Ability, Other: Heir of Dust) Possessor may choose one of the following at the beginning of each round if Destruction element: Create a Zone of Destruction, Remove a Zone of Destruction created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Destruction by either possessor or a source below Level 20, Add Destruction to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Destruction element on a Destruction element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Destruction, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Destruction, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Destruction element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Destruction to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Destruction, 5% Destruction Resistance, or +50 Defense against Destruction and 1% Destruction Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Destruction Synchronization, 5 other Heir of Dust abilities
Cost: 400,000 Gold, 3 Weeks

Detect Destruction- (Passive Ability, Heir of Dust) Possessor gains +1% To Hit against Destruction element targets
Requires: Apprentice Divining Attunement, Basic Destruction Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Destruction- (Technique Ability, Other: Heir of Dust) Possessor may use 'Elemental Attack-Conversion: Destruction' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Destruction element and no other technique is used. Said action becomes solely the element Destruction.
Requires: Improved Weaponization of Destruction
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Destruction- (Technique Ability, Other: Heir of Dust) Possessor may use 'Elemental Invocation of Destruction' in conjunction with an 'Elemental Attack' action so long as possessor is Destruction element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Destruction
Cost: 200,000 Gold, 2 Week

Emanate Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor absorbs Damage that is Destruction element Damage, Possessor may choose to deal 10,000 Flat Destruction element Damage to up to 10 targets
Requires: Absorb Destruction, Destruction Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Destruction- (Passive Ability, Heir of Dust) If possessor is Destruction element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Destruction
Requires: Basic Understanding of the Heart of Destruction
Requires: 200,000 Gold, 2 Weeks

Expert Destruction Synchronization- (Passive Ability, Other: Heir of Dust) Destruction element Damage dealt to possessor (not including healing) is halved, Destruction element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Destruction element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Destruction Synchronization, 100 other Heir of Dust Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Grave of All Life- (Passive Ability, Other: Heir of Dust) No one in the same battlespace as possessor may be resurrected
Not for Sale

Greater Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Destruction, Heir of Dust
Cost: 5,000,000 Gold, 2 Weeks

Heir of Dust- (Passive Ability, Other: Heir of Dust) Possessor ignores (1 * (Possessor Level/5), rounded down)% Destruction Resistance, Possessor ignores Destruction Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Destruction Synchronization, 10 other Heir of Dust abilities
Cost: 125,000 Gold, 4 Weeks

Improved Affinity to Healing Via Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor obtains Destruction element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Destruction
Cost: 500,000 Gold, 2 Weeks

Improved Command of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Destruction, Basic Understanding of the Heart of Destruction
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +5,000 Defense against Destruction
Requires: Apprentice Defenses Against Destruction, Basic Destruction Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +2,000 Defense if possessor has any Destruction-element items equipped that provide a Defense bonus
Requires: Apprentice Destruction Synchronization, Improved Defenses against Destruction, Improved Weaponization of Destruction
Cost: 500,000 Gold, 2 Weeks

Improved Destruction Elemental Emanation- (Passive Ability, Other: Heir of Dust) Possessor's 'Call Forth the Living Destruction' ability may summon entities up to Level 20
Requires: Call Forth the Living Destruction
Cost: 200,000 Gold, 2 Weeks

Improved Destruction Resistance- (Passive Ability, Other: Heir of Dust) Possessor gains 10% Destruction Resistance
Requires: Apprentice Destruction Resistance, Basic Defenses against Destruction
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element allies gain +250 to all stats
Requires: Improved Command of Destruction, Apprentice Understanding of the Heart of Destruction
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Destruction
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +1,000 to all stats while in a Zone of Destruction
Requires: Apprentice Zonal Acclimation of Destruction
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Destruction Empowerment- (Passive Ability, Other: Heir of Dust) Possessor gains +500 to all stats while in a Zone of Destruction, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Destruction
Requires: Empowered by Destruction, Nourished by Destruction, Improved Zonal Acclimation of Destruction
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains the element Destruction while in Heir of Dust stances
Requires: Meditative Assumption of Destruction, Adept Destruction Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Destruction- (Passive Ability, Other: Heir of Dust) Possessor may choose, at the beginning of a thread, to become solely Destruction element
Requires: Basic Destruction Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Destruction- (Passive Ability, Other: Heir of Dust) Possessor may use the Technique 'Elemental Attack-Conversion: Destruction' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Destruction element.
Requires: Elemental Attack-Conversion: Destruction
Cost: 500,000 Gold, 2 Weeks

Nourish Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor deals HP or MP healing to an Destruction element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Destruction, Nourished by Destruction
Cost: 200,000 Gold, 2 Weeks

Nourished By Destruction- (Passive Ability, Heir of Dust) If possessor is Destruction element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Destruction
Requires: Basic Understanding of the Heart of Destruction
Requires: 200,000 Gold, 2 Weeks

Nullify Destruction- (Passive Ability, Other: Heir of Dust) Possessor may remove the element Destruction from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Destruction-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Destruction-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Destruction from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Destruction Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +5% Dodge against Destruction element individuals
Requires: Improved Defenses Against Destruction, Improved Understanding of the Heart of Destruction, Defenses that Utilize Destruction
Cost: 200,000 Gold, 2 Weeks

Project Destruction- (Passive Ability, Other: Heir of Dust) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Destruction
Requires: Improved Weaponization of Destruction
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Destruction- (Passive Ability, Other: Heir of Dust) If possessor is Destruction element and performs an 'Elemental Attack' action that is solely Destruction element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Destruction
Cost: 500,000 Gold, 2 Weeks

Reconsume Destruction Elemental Spawn- (Passive Ability, Other: Heir of Dust) Possessor may, at the start of any round, unsummon one of possessor's Destruction element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Destruction Elemental Emanation, Improved Affinity to Healing Via Destruction
Cost: 200,000 Gold, 2 Weeks

Reflect Destruction- (Passive Ability, Other: Heir of Dust) Possessor Reflects Destruction against sources below Level 20 if Level 20 or greater
Requires: Destruction Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Destruction- (Passive Ability, Other: Heir of Dust) If possessor's last action was solely Destruction element either due to this ability or the technique 'Elemental Attack-Conversion: Destruction', possessor may make any of possessor's offensive actions solely Destruction element.
Requires: Nonsynchronous Elemental Attack-Conversion: Destruction, Adept Destruction Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Destruction Emanation- (Passive Ability, Other: Heir of Dust) Whenever possessor absorbs Damage that is Destruction element Damage, Possessor may choose to deal 10,000 Flat Destruction element HP Healing to up to 10 targets that are Destruction element
Requires: Emanate Destruction, Nourish Destruction
Cost: 300,000 Gold, 1 Week

Stability Within Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains 25% minor negative status effect resistance while in a Zone of Destruction
Requires: Basic Understanding of the Heart of Destruction, Defenses that Utilize Destruction
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Destruction element individual
Requires: Improved Understanding of the Heart of Destruction
Cost: 200,000 Gold, 2 Weeks

Uplifted By Destruction- (Passive Ability, Heir of Dust) If possessor is Destruction element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Destruction
Requires: Basic Understanding of the Heart of Destruction
Requires: 200,000 Gold, 2 Weeks

Zonal Destruction Control- (Passive Ability, Other: Heir of Dust) Possessor may, at the start of each round, choose one Zone of Destruction that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Destruction, Improved Zonal Acclimation of Destruction
Cost: 1,000,000 Gold, 2 Weeks

~Ashes Run Through My Veins- (Passive Ability, Other: Heir of Dust) Possessor gains/loses 12.5 HP per point of its HP-determining stat instead of 25, rounded up, possessor gains +(25 * possessor Level) Magical Attack, possessor's offensive actions have a (Possessor's Level/3)% chance of inflicting Instant Death, this ability has no effect if possessor's HP-determining stat is not CON
Not for Sale

~Other: Hermit of Reeds and Lanterns (Other: Marsh)~

Basic Marsh Synchronization- (Passive Ability, Other: Hermit of Reeds and Lanterns) Possessor gains +25 to all stats if possessor is Marsh element
Requires: Knowledge of Esoteric Elements, Hunter, Geomancer, Ocean Prince, Ebon Chancellor, Blazing Sultan, Umbramancer, Summoner, Seer, Wanderer, Vermin Lord, Viscous Lord, Botanist
Cost: 50,000,000 Gold, 30 Weeks


~Other: Hero (Other: Good)~

Basic Good Synchronization of a Greater Era- (Passive Ability, Other: Hero) Possessor gains +125 to all stats if possessor is Good element. This ability counts as 'Basic Good Synchronization' for prerequisite purposes.
Requires: Knowledge of Esoteric Elements, Master Heavenly Protector, Master Champion of the Upper Realms, Master Justicar, Prophet of the Brightest Heavens, (Master Glyph Mage OR Master Healer), Master Paladin, Master Luminary
Cost: 150,000,000 Gold, 90 Weeks

Hero's Resolve- (Passive Ability, Other: Hero) Possessor's actions may not be controlled by opposing sources that are not 20 or more Levels greater than possessor, Possessor gains Dominion Immunity
Not for Sale

Holy Good- (Passive Ability, Other: Hero) Possessor may choose for entities, including itself, to treat Good as a T3 element.
Not for Sale

~Soul-Puncher- (Passive Ability, Other: Hero) Possessor gains +15,000 Magical Attack and Melee Attack, Possessor may ignore the Constant Effects "Fully Disembodied" and "Incorporeal", Possessor may attack individuals of equal or lower Level who are in different battlespaces (to a max of Level 98), The Level range of entities possessor can target in other battlespaces is increased on Noix as an RP effect
Not for Sale


~Other: High Judge (Other: Law)~

Absorb Law- (Passive Ability, Other: High Judge) Possessor Absorbs Law against sources below Level 20 if Level 20 or greater
Requires: Law Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Law Synchronization- (Passive Ability, Other: High Judge) Amounts of Law element Damage possessor deals are increased by 10,000 points, Law element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Law element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: High Judge, 50 other High Judge Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Law
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Law
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +500 Defense against Law
Requires: Basic Defenses Against Law
Cost: 100,000 Gold, 2 Weeks

Apprentice Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 5% Law Resistance
Requires: Basic Law Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Law Synchronization- (Passive Ability, High Judge) Possessor gains +50 to all stats for each Law element item equipped, Possessor's Law element pets and summons gain +250 to all stats
Requires: Basic Law Synchronization, 3 other High Judge abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +100 to all stats
Requires: Apprentice Command of Law, Basic Understanding of the Heart of Law
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Law
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +500 to all stats while in a Zone of Law
Requires: Basic Zonal Acclimation of Law
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Law's Dominion- (Passive Ability, Other: High Judge) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Law
Requires: Basic Zonal Acclimation of Law
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Law Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +50 to all stats
Requires: Basic Law Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +50 Defense against Law
Requires: Basic Law Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 1% Law Resistance
Requires: Basic Law Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Law Synchronization- (Passive Ability, Other: High Judge) Possessor gains +25 to all stats if possessor is Law element
Requires: Knowledge of Esoteric Elements, Judge, Justicar, Puppet Master, Lightbearer, Lawbringer, Ordered Harmony
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +10 to all stats
Requires: Basic Command of Law
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 50 points
Requires: Basic Law Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +50 to all stats while in a Zone of Law
Requires: Basic Law Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Law- (Active Ability, Other: High Judge) Possessor may spend an action to summon 5 Elementals that are Law element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Law, Emanate Law
Cost: 300,000 Gold, 2 Weeks

Can Summon a Singing Police Squad By Clapping- (Active Ability, Other: High Judge) Possessor may spend an action to gain a 100% chance of inflicting Entombed: Incarcerated on up to 300 targets, with said infliction counting as involving a Bardic Music spell
Not for Sale

Control of Law- (Passive Ability, Other: High Judge) Possessor has a 20% chance of being able to cancel the actions of Law element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Law Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Law- (Passive Ability, Other: High Judge) Possessor gains +500 Defense if possessor has any Law-element items equipped that provide a Defense bonus
Requires: Basic Law Synchronization, Basic Defenses against Law, Basic Weaponization of Law
Cost: 200,000 Gold, 2 Weeks

Detect Law- (Passive Ability, High Judge) Possessor gains +1% To Hit against Law element targets
Requires: Apprentice Divining Attunement, Basic Law Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Law- (Technique Ability, Other: High Judge) Possessor may use 'Elemental Attack-Conversion: Law' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Law element and no other technique is used. Said action becomes solely the element Law.
Requires: Improved Weaponization of Law
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Law- (Technique Ability, Other: High Judge) Possessor may use 'Elemental Invocation of Law' in conjunction with an 'Elemental Attack' action so long as possessor is Law element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Law
Cost: 200,000 Gold, 2 Week

Emanate Law- (Passive Ability, Other: High Judge) Whenever possessor absorbs Damage that is Law element Damage, Possessor may choose to deal 10,000 Flat Law element Damage to up to 10 targets
Requires: Absorb Law, Law Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Law- (Passive Ability, High Judge) If possessor is Law element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Law
Requires: Basic Understanding of the Heart of Law
Requires: 200,000 Gold, 2 Weeks

Expert Law Synchronization- (Passive Ability, Other: High Judge) Law element Damage dealt to possessor (not including healing) is halved, Law element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Law element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Law Synchronization, 100 other High Judge Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Law, High Judge
Cost: 5,000,000 Gold, 2 Weeks

High Judge- (Passive Ability, Other: High Judge) Possessor ignores (1 * (Possessor Level/5), rounded down)% Law Resistance, Possessor ignores Law Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Law Synchronization, 10 other High Judge abilities
Cost: 125,000 Gold, 4 Weeks

Improved Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Law
Cost: 500,000 Gold, 2 Weeks

Improved Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Law, Basic Understanding of the Heart of Law
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +5,000 Defense against Law
Requires: Apprentice Defenses Against Law, Basic Law Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Law- (Passive Ability, Other: High Judge) Possessor gains +2,000 Defense if possessor has any Law-element items equipped that provide a Defense bonus
Requires: Apprentice Law Synchronization, Improved Defenses against Law, Improved Weaponization of Law
Cost: 500,000 Gold, 2 Weeks

Improved Law Elemental Emanation- (Passive Ability, Other: High Judge) Possessor's 'Call Forth the Living Law' ability may summon entities up to Level 20
Requires: Call Forth the Living Law
Cost: 200,000 Gold, 2 Weeks

Improved Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 10% Law Resistance
Requires: Apprentice Law Resistance, Basic Defenses against Law
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +250 to all stats
Requires: Improved Command of Law, Apprentice Understanding of the Heart of Law
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Law
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +1,000 to all stats while in a Zone of Law
Requires: Apprentice Zonal Acclimation of Law
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Law Empowerment- (Passive Ability, Other: High Judge) Possessor gains +500 to all stats while in a Zone of Law, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Law
Requires: Empowered by Law, Nourished by Law, Improved Zonal Acclimation of Law
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Law- (Passive Ability, Other: High Judge) Possessor gains the element Law while in High Judge stances
Requires: Meditative Assumption of Law, Adept Law Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Kept the Mail Mostly Running During a Breakdown of Reality- (Passive Ability, Other: High Judge) Possessor gains 40% Rust Resistance, 40% Rot Resistance, 40% Flesh Resistance, 30% Chaos Resistance, and 30% Null Resistance; Rust, Rot, Flesh, Chaos, and Null element sources below Level 80 cannot prevent possessor or one of possessor's allies from trading an item, purchasing an item, or moving a buff or debuff from one allied source to another.
Not for Sale

Law Battle-Aura- (Stance Ability, Other: High Judge) Possessor deals 10,000 Flat Law element Damage to each opponent at the start of each round
Requires: Emanate Law, Improved Weaponization of Law
Cost: 200,000 Gold, 3 Weeks

Law Body Form- (Stance Ability, Other: High Judge) Possessor gains +200 Defense against Law, Possessor gains 15% Law Resistance, Possessor may deal 5,000 Flat Law element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Law, High Judge, Basic Law Resistance, Apprentice Understanding of the Heart of Law, Apprentice Defenses Against Law
Cost: 300,000 Gold, 3 Weeks

Law Immunity- (Passive Ability, Other: High Judge) Possessor gains Law Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Law Resistance, High Judge, Level 20
Cost: 500,000 Gold, 2 Weeks

Law Manipulation- (Passive Ability, Other: High Judge) Possessor may choose one of the following at the beginning of each round if Law element: Create a Zone of Law, Remove a Zone of Law created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Law by either possessor or a source below Level 20, Add Law to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Law element on a Law element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Law, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Law, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Law element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Law to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Law, 5% Law Resistance, or +50 Defense against Law and 1% Law Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Law Synchronization, 5 other High Judge abilities
Cost: 400,000 Gold, 3 Weeks

Meditative Assumption of Law- (Passive Ability, Other: High Judge) Possessor may choose, at the beginning of a thread, to become solely Law element
Requires: Basic Law Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Mindlink to the Cosmic Accordance- (Passive Ability, Other: High Judge) Possessor and possessor's allies gain Confusion Immunity and Insanity Immunity
Not for Sale

Nonsynchronous Elemental Attack-Conversion: Law- (Passive Ability, Other: High Judge) Possessor may use the Technique 'Elemental Attack-Conversion: Law' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Law element.
Requires: Elemental Attack-Conversion: Law
Cost: 500,000 Gold, 2 Weeks

Nourish Law- (Passive Ability, Other: High Judge) Whenever possessor deals HP or MP healing to an Law element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Law, Nourished by Law
Cost: 200,000 Gold, 2 Weeks

Nourished By Law- (Passive Ability, High Judge) If possessor is Law element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Law
Requires: Basic Understanding of the Heart of Law
Requires: 200,000 Gold, 2 Weeks

Nullify Law- (Passive Ability, Other: High Judge) Possessor may remove the element Law from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Law-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Law-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Law from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Law Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Law- (Passive Ability, Other: High Judge) Possessor gains +5% Dodge against Law element individuals
Requires: Improved Defenses Against Law, Improved Understanding of the Heart of Law, Defenses that Utilize Law
Cost: 200,000 Gold, 2 Weeks

Prime Judge- (Passive Ability, Other: High Judge) Possessor chooses the Randomized Attribute Sum for all Damage Formula calculations that do not involve an opponent who is 20 or more Levels greater than possessor or that is above Level 999
Not for Sale

Project Law- (Passive Ability, Other: High Judge) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Law
Requires: Improved Weaponization of Law
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Law- (Passive Ability, Other: High Judge) If possessor is Law element and performs an 'Elemental Attack' action that is solely Law element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Law
Cost: 500,000 Gold, 2 Weeks

Reconsume Law Elemental Spawn- (Passive Ability, Other: High Judge) Possessor may, at the start of any round, unsummon one of possessor's Law element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Law Elemental Emanation, Improved Affinity to Healing Via Law
Cost: 200,000 Gold, 2 Weeks

Reflect Law- (Passive Ability, Other: High Judge) Possessor Reflects Law against sources below Level 20 if Level 20 or greater
Requires: Law Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Law- (Passive Ability, Other: High Judge) If possessor's last action was solely Law element either due to this ability or the technique 'Elemental Attack-Conversion: Law', possessor may make any of possessor's offensive actions solely Law element.
Requires: Nonsynchronous Elemental Attack-Conversion: Law, Adept Law Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Law Emanation- (Passive Ability, Other: High Judge) Whenever possessor absorbs Damage that is Law element Damage, Possessor may choose to deal 10,000 Flat Law element HP Healing to up to 10 targets that are Law element
Requires: Emanate Law, Nourish Law
Cost: 300,000 Gold, 1 Week

Stability Within Law- (Passive Ability, Other: High Judge) Possessor gains 25% minor negative status effect resistance while in a Zone of Law
Requires: Basic Understanding of the Heart of Law, Defenses that Utilize Law
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Law- (Passive Ability, Other: High Judge) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Law element individual
Requires: Improved Understanding of the Heart of Law
Cost: 200,000 Gold, 2 Weeks

Uplifted By Law- (Passive Ability, High Judge) If possessor is Law element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Law
Requires: Basic Understanding of the Heart of Law
Requires: 200,000 Gold, 2 Weeks

Zonal Law Control- (Passive Ability, Other: High Judge) Possessor may, at the start of each round, choose one Zone of Law that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Law, Improved Zonal Acclimation of Law
Cost: 1,000,000 Gold, 2 Weeks


~Other: Hollow Man (Other: Null)~

Absorb Null- (Passive Ability, Other: Hollow Man) Possessor cannot Absorb elements unless possessor is Level 20 or greater if possessor is Null element
Requires: Null Immunity
Cost: 500,000 Gold, 2 Weeks

Abstandard Build: Living World Glitch- (Passive Ability, Other: Hollow Man) Whenever possessor creates a Zone, Terrain, or Phantom Terrain, if possessor is Null or Life element, possessor may attach a non-stacking effect to it that causes it to count as an entity for purposes of the number of entities in its battlespace being counted if this effect's creator desires them to and to count as wielding a Soul weapon
Not for Sale

Adept Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor's base stats are reduced by 1 while possessor is Null element, Possessor cannot possess Spell slots while possessor is Null element
Requires: Hollow Man, 50 other Hollow Man Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Null- Whenever possessor obtains HP Healing or MP Healing, said amount is decreased by 1,000 points if possessor is Null element
Requires: Basic Affinity to Healing Via Null
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons obtain -250 to all stats if possessor is Null element
Requires: Basic Command of Null
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor obtains -500 Defense if possessor is Null element
Requires: Basic Defenses Against Null
Cost: 100,000 Gold, 2 Weeks

Apprentice Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all base elements if possessor is Null element
Requires: Basic Null Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -50 to all stats for each item possessor has equipped if possessor is Null element, Possessor's pets and summons gain -250 to all stats if possessor is Null element
Requires: Basic Null Synchronization, 3 other Hollow Man abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -100 to all stats if possessor is Null element
Requires: Apprentice Command of Null, Basic Understanding of the Heart of Null
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 500 points if possessor is Null element
Requires: Basic Weaponization of Null
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor gains -500 to all stats
Requires: Basic Zonal Acclimation of Null
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Null's Dominion- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -25 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Zonal Acclimation of Null
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 500 points if possessor is Null element
Requires: Basic Null Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -50 to all stats if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -50 Defense if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 1% Weakness to all base elements if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -25 to all stats if possessor is Null element
Requires: Knowledge of Esoteric Elements, Veilwalker, Reality Coder, Monk, Sage
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -10 to all stats if possessor is Null element
Requires: Basic Command of Null
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 50 points if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor gains -50 to all stats while in a Zone of Null
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Bearing A Quiet, Empty Fury Which Moves Not Its Holder's Mind- (Passive Ability, Other: Hollow Man) If possessor is Null element, all stat penalties that possessor's 'True Nature of a Hollow Man' ability applies to its possessor as though they were bonuses are applied to all of possessor's opponents while remaining on possessor
Requires: Conducting Works Apart From Space or Time, Expert Null Synchronization
Cost: 10,000,000 Gold, 3 Weeks

Blank Roots- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor, despite any effects that would come from the ability 'Empty', benefits from buffs possessed by possessor's allies who are either PCs or who are normally fightable for drops on the enemy list (subject to normal stacking as though they were all present on possessor)
Requires: Index of Zero, Glitchdodge
Cost: 10,000,000 Gold, 3 Weeks

Call Forth the Living Null- (Active Ability, Other: Hollow Man) Possessor may spend an action to unsummon 5 of its summons
Requires: Improved Understanding of the Heart of Null, Emanate Null
Cost: 300,000 Gold, 2 Weeks

Can Not- (Passive Ability, Other: Hollow Man) Possessor's actions have a 2% chance of failing to occur
Not for Sale

Charity of Sacrifice- (Passive Ability, Other: Hollow Man) Up to 200 times per round, if possessor is Null element, when possessor would obtain a 'debuff' from one of possessor's 'Hollow Man' abilities, possessor may place it on an opponent
Requires: Blank Roots
Cost: 10,000,000 Gold, 3 Weeks

Conducting Works Apart From Space or Time- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities would cancel one of possessor's actions, said action is instead not cancelled and possessor obtains an additional action after it
Requires: Sustained by Nothing
Cost: 10,000,000 Gold, 3 Weeks

Control of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions have a 20% chance of being cancelled, with things that would occur before and after those actions still occurring
Requires: Null Manipulation
Cost: 500,000 Gold, 2 Weeks

Cored- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's Base Stats are reduced by 3
Requires: Empty
Cost: 10,000,000 Gold, 5 Weeks

Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -500 Defense if possessor is Null element
Requires: Basic Null Synchronization, Basic Defenses against Null, Basic Weaponization of Null
Cost: 200,000 Gold, 2 Weeks

Defenses Weakened Through Null- (Passive Ability, Other: Hollow Man) Possessor obtains -5,000 Defense if possessor is Null element
Not for Sale

Detect Null- (Passive Ability, Other: Hollow Man) Possessor gains -1% To Hit if possessor is Null element
Requires: Apprentice Divining Attunement, Basic Null Synchronization
Cost: 100,000 Gold, 2 Weeks

Echo Body- (Passive Ability, Other: Hollow Man) The first time per thread that possessor is killed, possessor, as an effect that blocks the checking of battle end conditions while it is occurring unless an entity of Level 99 or greater that objects is present, self-resurrects, with (possessor's base MIN and base CON switched and possessor becoming solely the element Null) as a non-stacking buff that cannot be removed by possessor or by other sources that are below Level 99, with effects that reset the tracking of whether effects have occurred yet or not not resetting the tracking of this effect unless they come from sources of Level 100 or greater.
Not for Sale

Elemental Attack-Conversion: Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Attack-Conversion: Null' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Null element; it does not count against the maximum number of techniques that may be used as part of said action. Said action loses all its elements.
Requires: Improved Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Invocation of Null' in conjunction with an 'Elemental Attack' action if possessor is Null element; it does not count against the number of techniques that may be used as part of said action. Said action gains -500 Melee Attack, -500 Magical Attack, and -500 Ranged Attack.
Requires: Improved Weaponization of Null
Cost: 200,000 Gold, 2 Weeks

Emanate Null- (Passive Ability, Other: Hollow Man) Whenever possessor absorbs Damage while possessor is Null element, Possessor obtains a debuff that stacks 200 times that reduces its possessor's Max HP by 10,000
Requires: Absorb Null, Null Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Mind Restore at the start of each round
Requires: Basic Understanding of the Heart of Null
Requires: 200,000 Gold, 2 Weeks

Empty- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor does not benefit from buffs or positive status effects
Requires: Adept Null Synchronization
Cost: 10,000,000 Gold, 5 Weeks

Empty Presence- (Passive Ability, Other: Hollow Man) Possessor may choose for the ability 'Hollow' to not remove the text of some or all of its abilities
Requires: True Nature of a Hollow Man
Cost: 10,000,000 Gold, 3 Weeks

Expert Null Synchronization- (Passive Ability, Other: Hollow Man) If possessor is Null element, Damage dealt by possessor is halved, Stat Damage dealt by possessor is halved, and possessor cannot possess Accessory slots
Requires: Adept Null Synchronization, 100 other Hollow Man Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Glitchdodge- (Passive Ability, Other: Hollow Man) Dodge penalties from possessor's 'Hollow Man' abilities are applied to possessor as though they were bonuses instead of penalties (they remain penalties, however, and would not be affected by things that would affect stat bonuses or prevent stat bonuses from applying)
Requires: Empty Presence
Cost: 10,000,000 Gold, 3 Weeks

Grace of the Empty Order- (Passive Ability, Other: Hollow Man) Possessor may choose to not suffer negative effects from possessor's Hollow Man abilities
Not for Sale

Greater Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are decreased by 25,000 points if possessor is Null element
Requires: Improved Weaponization of Null, Hollow Man
Cost: 5,000,000 Gold, 2 Weeks

Hak Error- (Passive Ability, Other: Hollow Man) Possessor is afflicted with Vanished if possessor transforms into an Aerial
Not for Sale

Holding Nothing Save Emptiness Itself- (Passive Ability, Other: Hollow Man) If possessor is Null element, posessor may, regardless of how many equip slots possessor possesses, equip two weapons, one armor, five accessories, five spells, five consumables, and one pet, equipping any that do not fit into slots onto this ability instead of onto a slot
Requires: Bearing A Quiet, Empty Fury Which Moves Not Its Holder's Mind
Cost: 10,000,000 Gold, 3 Weeks

Hollow- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's non-'Attack', non-'Hollow Man' abilities lose their text
Requires: Cored
Cost: 10,000,000 Gold, 5 Weeks

Hollow Man- (Passive Ability, Other: Hollow Man) Possessor obtains -(1,000 * Possessor Level) to all stats if possessor is Null element
Requires: Apprentice Null Synchronization, 10 other Hollow Man abilities
Cost: 125,000 Gold, 4 Weeks

I Can Never- (Passive Ability, Other: Hollow Man) Possessor cannot learn Wizard abilities
Not for Sale

Improved Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 5,000 points if possessor is Null element
Requires: Apprentice Affinity to Healing Via Null
Cost: 500,000 Gold, 2 Weeks

Improved Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -1,000 to all stats if possessor is Null element
Requires: Apprentice Command of Null, Basic Understanding of the Heart of Null
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -5,000 Defense if possessor is Null element
Requires: Apprentice Defenses Against Null, Basic Null Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -2,000 Defense if possessor is Null element
Requires: Apprentice Null Synchronization, Improved Defenses against Null, Improved Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Improved Null Elemental Emanation- (Passive Ability, Other: Hollow Man) Possessor's 'Call Forth the Living Null' ability may unsummon the summons of possessor's allies that are willing or below Level 40
Requires: Call Forth the Living Null
Cost: 200,000 Gold, 2 Weeks

Improved Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 10% Weakness to all base elements if possessor is Null element
Requires: Apprentice Null Resistance, Basic Defenses against Null
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies obtain -250 to all stats if possessor is Null element
Requires: Improved Command of Null, Apprentice Understanding of the Heart of Null
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 5,000 points if possessor is Null element
Requires: Apprentice Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -1,000 to all stats
Requires: Apprentice Zonal Acclimation of Null
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Null Empowerment- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -500 to all stats, -500 Melee Attack, -500 Magical Attack, -500 Ranged Attack, and -500 Defense
Requires: Empowered by Null, Nourished by Null, Improved Zonal Acclimation of Null
Cost: 1,000,000 Gold, 2 Weeks

Index of Zero- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may cast spells that possessor is carrying but does not have equipped
Requires: True Nature of a Hollow Man
Cost: 10,000,000 Gold, 3 Weeks

Infinite Assumption of Null- (Passive Ability, Other: Hollow Man) Possessor loses all elements while in Hollow Man stances
Requires: Meditative Assumption of Null, Adept Null Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Lonely Existence- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may treat its allies as though they were not in the same battlespace
Requires: No Thousand Selves Not Waging 10,000 Wars
Cost: 10,000,000 Gold, 3 Weeks

Meditative Assumption of Null- (Passive Ability, Other: Hollow Man) Possessor may choose, at the beginning of a thread, to lose all of its elements
Requires: Basic Null Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Never Knowing Why- (Passive Ability, Other: Hollow Man) Possessor cannot scan the stats of allies
Not for Sale

No Longer Wanting, Yet Still- (Passive Ability, Other: Hollow Man) Possessor cannot drain HP, Possessor does not obtain drops from Harvesting Matches, Possessor cannot be dealt CON Damage if Null element
Not for Sale

No Thousand Selves Not Waging 10,000 Wars- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities would reduce the Damage or Stat Damage possessor deals, it instead increases it by a corresponding amount
Requires: Phantom Limb Amputation
Cost: 10,000,000 Gold, 3 Weeks

Nonsynchronous Elemental Attack-Conversion: Null- (Passive Ability, Other: Hollow Man) Possessor (always counts as being in a Zone of Null and always considers its most-recent action to have been solely Null element) while possessor is Null element
Requires: Elemental Attack-Conversion: Null
Cost: 500,000 Gold, 2 Weeks

Nourished By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of being losing the status effect Rejuvenation at the start of each round
Requires: Basic Understanding of the Heart of Null
Requires: 200,000 Gold, 2 Weeks

Nourish Null- (Passive Ability, Other: Hollow Man) Whenever possessor deals HP or MP healing, possessor deals 300 fewer points if possessor is Null element
Requires: Apprentice Affinity to Healing Via Null, Nourished by Null
Cost: 200,000 Gold, 2 Weeks

Null Battle-Aura- (Stance Ability, Other: Hollow Man) Possessor's Max HP is reduced by 10,000 at the start of each round as a debuff that stacks 200 times
Requires: Emanate Null, Improved Weaponization of Null
Cost: 200,000 Gold, 3 Weeks

Null Body Form- (Stance Ability, Other: Hollow Man) Possessor gains -200 Defense if possessor is Null element, Possessor gains 15% Weakness to all base elements if possessor is Null element, Possessor's Max HP is reduced by 5,000 as a debuff that stacks 200 times whenever possessor is targeted with an offensive action if possessor is Null element
Requires: Meditative Assumption of Null, Hollow Man, Basic Null Resistance, Apprentice Understanding of the Heart of Null, Apprentice Defenses Against Null
Cost: 300,000 Gold, 3 Weeks

Null Immunity- (Passive Ability, Other: Hollow Man) Possessor cannot be Immune to elements unless possessor is Level 20 or greater if possessor is Null element
Requires: Improved Null Resistance, Hollow Man, Level 20
Cost: 500,000 Gold, 2 Weeks

Null Manipulation- (Passive Ability, Other: Hollow Man) At the start of each round, if possessor is Null element, possessor loses all buffs that possessor possesses
Requires: Apprentice Null Synchronization, 5 other Hollow Man abilities
Cost: 400,000 Gold, 3 Weeks

Nullify Null- (Passive Ability, Other: Hollow Man) Possessor may remove all elements from actions that target possessor that come from sources that are either below Level 40 or willing
Requires: Adept Null Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Null- (Passive Ability, Other: Hollow Man) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions have their chances of inflicting moderate negative status effects reduced by 5% if possessor is Null element
Requires: Basic Null Resistance, Basic Weaponization of Null
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all moderate negative status effects if possessor is Null element
Requires: Basic Null Resistance
Cost: 40,000 Gold, 2 Weeks

Phantom Limb Amputation- (Passive Ability, Other: Hollow Man) Once per round, if possessor is Null element, when an opponent of equal or lower Level would place a debuff on possessor, possessor may change its text to 'Possessor's <Name of a Hollow Man ability possessed by the individual obtaining this debuff at the time it is obtained that possesses text> ability loses its text' that stacks 5 times
Requires: Charity of Sacrifice
Cost: 10,000,000 Gold, 3 Weeks

Predict the Flow of Null- (Passive Ability, Other: Hollow Man) Possessor gains -5% Dodge if possessor is Null element
Requires: Improved Defenses Against Null, Improved Understanding of the Heart of Null, Defenses that Utilize Null
Cost: 200,000 Gold, 2 Weeks

Project Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may choose for possessor's actions to gain -300 Melee Attack, Ranged Attack, and Magical Attack and lose all elements
Requires: Improved Weaponization of Null
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions deals 5,000 less Damage, and, at the end of each of possessor's actions, possessor obtains a debuff that stacks 200 times that reduces its possessor's Max HP by 5,000.
Requires: Improved Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Reconsume Null Elemental Spawn- (Passive Ability, Other: Hollow Man) Whenever possessor unsummons a summon, possessor's Max HP is reduced by (1,000 * said summons Level, to a Max of 99,000) as a debuff that stacks 200 times
Requires: Improved Null Elemental Emanation, Improved Affinity to Healing Via Null
Cost: 200,000 Gold, 2 Weeks

Reflect Null- (Passive Ability, Other: Hollow Man) Possessor cannot Reflect elements unless possessor is Level 20 or greater if possessor is Null element
Requires: Null Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions lose their elements.
Requires: Nonsynchronous Elemental Attack-Conversion: Null, Adept Null Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Self Not Found Error- (Passive Ability, Other: Hollow Man) Possessor cannot target solely itself with actions and may not target itself with attacks
Not for Sale

Soothing Null Emanation- (Passive Ability, Other: Hollow Man) Whenever possessor absorbs Damage while possessor is Null element, Possessor obtains a debuff that stacks 200 times that reduces Damage its possessor deals by 10,000
Requires: Emanate Null, Nourish Null
Cost: 300,000 Gold, 1 Week

Stability Within Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains a 25% weakness to minor negative status effects
Requires: Basic Understanding of the Heart of Null, Defenses that Utilize Null
Requires: 500,000 Gold, 2 Weeks

Sustained by Nothing- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities or a buff or debuff resulting from one of said abilities would reduce possessor's Max HP, it is instead increased by a corresponding amount
Requires: Lonely Existence
Cost: 10,000,000 Gold, 3 Weeks

True Nature of a Hollow Man- (Passive Ability, Other: Hollow Man) Stat penalties from possessor's 'Hollow Man' abilities are applied to possessor as though they were bonuses instead of penalties (they remain penalties, however, and would not be affected by things that would affect stat bonuses or prevent stat bonuses from applying)
Requires: Hollow
Cost: 10,000,000 Gold, 5 Weeks

Understanding of the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor and all individuals whose stats are linked to possessor's gain -200 to all stats if possessor is Null element
Requires: Improved Understanding of the Heart of Null
Cost: 200,000 Gold, 2 Weeks

Uplifted By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Elevated at the start of each round
Requires: Basic Understanding of the Heart of Null
Requires: 200,000 Gold, 2 Weeks

Yet No Better For My Weeping- (Passive Ability, Other: Hollow Man) Possessor obtains -5,000 CON
Not for Sale

Zonal Null Control- (Passive Ability, Other: Hollow Man) While possessor is Null element, possessor counts as being in no Zones that are not Null element that were created by possessor or possessor's allies
Requires: Control of Null, Improved Zonal Acclimation of Null
Cost: 1,000,000 Gold, 2 Weeks


~Other: Infinity Designer (Other: Progress)~

Absorb Progress- (Passive Ability, Other: Infinity Designer) Possessor Absorbs Progress against sources below Level 20 if Level 20 or greater
Requires: Progress Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Infinity Designer, 50 other Infinity Designer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Progress
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Progress
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense against Progress
Requires: Basic Defenses Against Progress
Cost: 100,000 Gold, 2 Weeks

Apprentice Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 5% Progress Resistance
Requires: Basic Progress Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Progress Synchronization- (Passive Ability, Infinity Designer) Possessor gains +50 to all stats for each Progress element item equipped, Possessor's Progress element pets and summons gain +250 to all stats
Requires: Basic Progress Synchronization, 3 other Infinity Designer abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +100 to all stats
Requires: Apprentice Command of Progress, Basic Understanding of the Heart of Progress
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Progress
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress
Requires: Basic Zonal Acclimation of Progress
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Progress's Dominion- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Progress
Requires: Basic Zonal Acclimation of Progress
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Progress Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element pets and summons gain +50 to all stats
Requires: Basic Progress Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 Defense against Progress
Requires: Basic Progress Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 1% Progress Resistance
Requires: Basic Progress Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Progress Synchronization- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to all stats if possessor is Progress element
Requires: Knowledge of Esoteric Elements, Advanced Understanding of Common Practices of Theoretical Science, Master Technology Synchronization, Master Hypertech Synchronization, Master Gearwright Knowledge, Master Mechanist Knowledge, Master Magewright Proficiency, Master Crafter Proficiency, Master Engineer Proficiency
Cost: 150,000,000 Gold, 90 Weeks

Basic Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +10 to all stats
Requires: Basic Command of Progress
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 50 points
Requires: Basic Progress Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 to all stats while in a Zone of Progress
Requires: Basic Progress Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Progress- (Active Ability, Other: Infinity Designer) Possessor may spend an action to summon 5 Elementals that are Progress element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Progress, Emanate Progress
Cost: 300,000 Gold, 2 Weeks

Control of Progress- (Passive Ability, Other: Infinity Designer) Possessor has a 20% chance of being able to cancel the actions of Progress element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Progress Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
Requires: Basic Progress Synchronization, Basic Defenses against Progress, Basic Weaponization of Progress
Cost: 200,000 Gold, 2 Weeks

Detect Progress- (Passive Ability, Infinity Designer) Possessor gains +1% To Hit against Progress element targets
Requires: Apprentice Divining Attunement, Basic Progress Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Progress element and no other technique is used. Said action becomes solely the element Progress.
Requires: Improved Weaponization of Progress
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Invocation of Progress' in conjunction with an 'Elemental Attack' action so long as possessor is Progress element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Progress
Cost: 200,000 Gold, 2 Weeks

Emanate Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor absorbs Damage that is Progress element Damage, Possessor may choose to deal 10,000 Flat Progress element Damage to up to 10 targets
Requires: Absorb Progress, Progress Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Progress
Requires: Basic Understanding of the Heart of Progress
Requires: 200,000 Gold, 2 Weeks

Expert Progress Synchronization- (Passive Ability, Other: Infinity Designer) Progress element Damage dealt to possessor (not including healing) is halved, Progress element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Progress element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Progress Synchronization, 100 other Infinity Designer Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Progress, Infinity Designer
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Progress
Cost: 500,000 Gold, 2 Weeks

Improved Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Progress, Basic Understanding of the Heart of Progress
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5,000 Defense against Progress
Requires: Apprentice Defenses Against Progress, Basic Progress Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +2,000 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
Requires: Apprentice Progress Synchronization, Improved Defenses against Progress, Improved Weaponization of Progress
Cost: 500,000 Gold, 2 Weeks

Improved Progress Elemental Emanation- (Passive Ability, Other: Infinity Designer) Possessor's 'Call Forth the Living Progress' ability may summon entities up to Level 20
Requires: Call Forth the Living Progress
Cost: 200,000 Gold, 2 Weeks

Improved Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 10% Progress Resistance
Requires: Apprentice Progress Resistance, Basic Defenses against Progress
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +250 to all stats
Requires: Improved Command of Progress, Apprentice Understanding of the Heart of Progress
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Progress
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +1,000 to all stats while in a Zone of Progress
Requires: Apprentice Zonal Acclimation of Progress
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Progress Empowerment- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Progress
Requires: Empowered by Progress, Nourished by Progress, Improved Zonal Acclimation of Progress
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains the element Progress while in Infinity Designer stances
Requires: Meditative Assumption of Progress, Adept Progress Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Infinity Designer- (Passive Ability, Other: Infinity Designer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Progress Resistance, Possessor ignores Progress Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Progress Synchronization, 10 other Infinity Designer abilities
Cost: 125,000 Gold, 4 Weeks

Iterative Perfection of Ice Resistance- (Passive Ability, Other: Infinity Designer) At the start of each round, possessor gains +1% Ice Resistance as a buff that stacks 50 times
Not for Sale

Meditative Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor may choose, at the beginning of a thread, to become solely Progress element
Requires: Basic Progress Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Progress- (Passive Ability, Other: Infinity Designer) Possessor may use the Technique 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Progress element.
Requires: Elemental Attack-Conversion: Progress
Cost: 500,000 Gold, 2 Weeks

Nourished By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Progress
Requires: Basic Understanding of the Heart of Progress
Requires: 200,000 Gold, 2 Weeks

Nourish Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor deals HP or MP healing to an Progress element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Progress, Nourished by Progress
Cost: 200,000 Gold, 2 Weeks

Nullify Progress- (Passive Ability, Other: Infinity Designer) Possessor may remove the element Progress from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Progress-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Progress-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Progress from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Progress Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Origin of Missiles- (Passive Ability, Infinity Designer) If possessor is Level 40 or greater and is Spatial, Progress, Life, or Technology element, possessor may choose to change the targets of any action whose name includes 'Missile' that comes from a source below Level 60 to any other valid targets for said action, may prevent individuals below Level 60 from performing actions whose name includes 'Missile', and may deal 500,000 Flat Damage that is any combination of Progress, Technology, and (Technology & Any One Base Element) to up to 500,000 targets at the beginning of each round
Requires: Genesis Architect, Lord of War, Mechanist, Heir to the Future, Infinity Designer, Reality Arranger, Level 40
Cost: 30,000,000 Gold, 2 Weeks

Predict the Flow of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5% Dodge against Progress element individuals
Requires: Improved Defenses Against Progress, Improved Understanding of the Heart of Progress, Defenses that Utilize Progress
Cost: 200,000 Gold, 2 Weeks

Progress Battle-Aura- (Stance Ability, Other: Infinity Designer) Possessor deals 10,000 Flat Progress element Damage to each opponent at the start of each round
Requires: Emanate Progress, Improved Weaponization of Progress
Cost: 200,000 Gold, 3 Weeks

Progress Body Form- (Stance Ability, Other: Infinity Designer) Possessor gains +200 Defense against Progress, Possessor gains 15% Progress Resistance, Possessor may deal 5,000 Flat Progress element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Progress, Infinity Designer, Basic Progress Resistance, Apprentice Understanding of the Heart of Progress, Apprentice Defenses Against Progress
Cost: 300,000 Gold, 3 Weeks

Progress Immunity- (Passive Ability, Other: Infinity Designer) Possessor gains Progress Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Progress Resistance, Infinity Designer, Level 20
Cost: 500,000 Gold, 2 Weeks

Progress Manipulation- (Passive Ability, Other: Infinity Designer) Possessor may choose one of the following at the beginning of each round if Progress element: Create a Zone of Progress, Remove a Zone of Progress created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Progress by either possessor or a source below Level 20, Add Progress to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Progress element on a Progress element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Progress, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Progress, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Progress element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Progress to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Progress, 5% Progress Resistance, or +50 Defense against Progress and 1% Progress Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Progress Synchronization, 5 other Infinity Designer abilities
Cost: 400,000 Gold, 3 Weeks

Project Progress- (Passive Ability, Other: Infinity Designer) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Progress
Requires: Improved Weaponization of Progress
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Progress- (Passive Ability, Other: Infinity Designer) If possessor is Progress element and performs an 'Elemental Attack' action that is solely Progress element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Progress
Cost: 500,000 Gold, 2 Weeks

Reconsume Progress Elemental Spawn- (Passive Ability, Other: Infinity Designer) Possessor may, at the start of any round, unsummon one of possessor's Progress element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Progress Elemental Emanation, Improved Affinity to Healing Via Progress
Cost: 200,000 Gold, 2 Weeks

Reflect Progress- (Passive Ability, Other: Infinity Designer) Possessor Reflects Progress against sources below Level 20 if Level 20 or greater
Requires: Progress Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Progress- (Passive Ability, Other: Infinity Designer) If possessor's last action was solely Progress element either due to this ability or the technique 'Elemental Attack-Conversion: Progress', possessor may make any of possessor's offensive actions solely Progress element.
Requires: Nonsynchronous Elemental Attack-Conversion: Progress, Adept Progress Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Progress Emanation- (Passive Ability, Other: Infinity Designer) Whenever possessor absorbs Damage that is Progress element Damage, Possessor may choose to deal 10,000 Flat Progress element HP Healing to up to 10 targets that are Progress element
Requires: Emanate Progress, Nourish Progress
Cost: 300,000 Gold, 1 Week

Stability Within Progress- (Passive Ability, Other: Infinity Designer) Possessor gains 25% minor negative status effect resistance while in a Zone of Progress
Requires: Basic Understanding of the Heart of Progress, Defenses that Utilize Progress
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Progress element individual
Requires: Improved Understanding of the Heart of Progress
Cost: 200,000 Gold, 2 Weeks

Uplifted By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Progress
Requires: Basic Understanding of the Heart of Progress
Requires: 200,000 Gold, 2 Weeks

Zonal Progress Control- (Passive Ability, Other: Infinity Designer) Possessor may, at the start of each round, choose one Zone of Progress that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Progress, Improved Zonal Acclimation of Progress
Cost: 1,000,000 Gold, 2 Weeks


~Other: King of Fear (Other: Terror)~

Basic Terror Synchronization- (Passive Ability, Other: King of Fear) Possessor gains +25 to all stats if possessor is Terror element
Requires: Knowledge of Esoteric Elements, Doombringer, Mentalist, Enchanter, Mind Lord, Ebon Chancellor, Warlock
Cost: 50,000,000 Gold, 30 Weeks


~Other: Living Legend (Other: Glory)~

A Companion Remembered Forever- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each thread, possessor may choose a non-unique pet that possessor is carrying, said pet as a buff becomes unique and has its name changed to '<Possessor Name>'s Companion the <Pet Name>'
Requires: A Name Etched In History, Legends Are Always Remembered, Level 20
Cost: 3,000,000 Gold, 2 Weeks

A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
Requires: A Titan Among Men, Unmatched Master's Competence
Cost: 3,000,000 Gold, 2 Weeks

A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
Requires: Champion of the Tales, Known Across the Worlds
Cost: 3,000,000 Gold, 2 Weeks

A Name To Be Feared- (Passive Ability, Ohter: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Confusion: Fear on each opponent at the start of each round
Requires: Champion of the Tales
Cost: 1,000,000 Gold, 2 Weeks

A Name To Be Praised- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Elevated on each ally at the start of each round
Requires: Champion of the Tales
Cost: 1,000,000 Gold, 2 Weeks

A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Requires: A Name Etched In History, Meditative Assumption of Glory
Cost: 5,000,000 Gold, 2 Weeks

A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Requires: Empowered By The Stories, Level 20
Cost: 3,000,000 Gold, 2 Weeks

Absorb Glory- (Passive Ability, Other: Living Legend) Possessor Absorbs Glory against sources below Level 20 if Level 20 or greater
Requires: Glory Immunity
Cost: 500,000 Gold, 2 Weeks

Actualized Legend-Titan Body- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to count as up to (possessor's number of allies) individuals in possessor's row for row-order purposes if all of possessor's opponents are non-unique
Requires: A Titan Among Men
Cost: 3,000,000 Gold, 2 Weeks

Adept Glory Synchronization- (Passive Ability, Other: Living Legend) Amounts of Glory element Damage possessor deals are increased by 10,000 points, Glory element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Glory element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Living Legend, 50 other Living Legend Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Glory
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Glory
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense against Glory
Requires: Basic Defenses Against Glory
Cost: 100,000 Gold, 2 Weeks

Apprentice Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 5% Glory Resistance
Requires: Basic Glory Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
Requires: Basic Glory Synchronization, 3 other Living Legend abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +100 to all stats
Requires: Apprentice Command of Glory, Basic Understanding of the Heart of Glory
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Glory
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 to all stats while in a Zone of Glory
Requires: Basic Zonal Acclimation of Glory
Cost: 100,000 Gold, 2 Weeks

Armed With Legends- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +500 to all stats for each unique item possessor has equipped
Requires: Basic Understanding of the Heart of Glory, Champion of the Tales
Cost: 1,000,000 Gold, 2 Weeks

Armored By One's Own Legend- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +100 Defense for each ally possessor possesses
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks

Awesome Blow- (Technique Ability, Other: Living Legend) Possessor may use 'Awesome Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', or 'Powerful Attack' action if possessor is Glory element. Said action gains '60% inflicts Charm: Impressed' and '30% inflicts Fatigued: Stun'
Requires: Basic Weaponization of Glory
Cost: 1,000,000 Gold, 2 Weeks

Basic Acceleration Within Glory's Dominion- (Passive Ability, Other: Living Legend) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Glory
Requires: Basic Zonal Acclimation of Glory
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Glory Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +50 to all stats
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +50 Defense against Glory
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 1% Glory Resistance
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Requires: Knowledge of Esoteric Elements, Radiant Hierophant, Commander, General, Warlord, Swordsman, Guardian
Cost: 50,000,000 Gold, 30 Weeksb

Basic Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +10 to all stats
Requires: Basic Command of Glory
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 50 points
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Glory- (Passive Ability, Other: Living Legend) Possessor gains +50 to all stats while in a Zone of Glory
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks

♢Boundless Legend Body- (Passive Ability, Other: Living Legend) Possessor's uncapped stats obtain +(Possessor's Fame * 100), Possessor gains +(Possessor's Level) Fame, Possesor's unmodified stats obtain +(Possessor's Level * 50)
Not for Sale

Call Forth the Living Glory- (Active Ability, Other: Living Legend) Possessor may spend an action to summon 5 Elementals that are Glory element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Glory, Emanate Glory
Cost: 300,000 Gold, 2 Weeks

Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Requires: Legions Like Gnats Before You
Cost: 5,000,000 Gold, 5 Weeks

Champion of the Tales- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose at the beginning of each round to gain a 10% chance of inflicting Charm: Impressed or Confusion: Fear on each opponent
Requires: Basic Glory Synchronization
Cost: 3,000,000 Gold, 2 Weeks

Companions Forever Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique allies are afflicted with Elevated at the start of every round
Requires: A Companion Remembered Forever
Cost: 2,000,000 Gold, 2 Weeks

Control of Glory- (Passive Ability, Other: Living Legend) Possessor has a 20% chance of being able to cancel the actions of Glory element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Glory Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense if possessor has any Glory-element items equipped that provide a Defense bonus
Requires: Basic Glory Synchronization, Basic Defenses against Glory, Basic Weaponization of Glory
Cost: 200,000 Gold, 2 Weeks

Destined To Fight The Creeping Horror- (Passive Ability, Other: Living Legend) Possessor gains 5% Resistance to individuals that are not Darkspawn or Horrors, that are below Level 60, and that are not Chaos or Whimsy element, This ability will likely be lost and replaced with something else if its possessor fights a unique Horror or Darkspawn in a player thread
Not for Sale

Detect Glory- (Passive Ability, Living Legend) Possessor gains +1% To Hit against Glory element targets
Requires: Apprentice Divining Attunement, Basic Glory Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Glory- (Technique Ability, Other: Living Legend) Possessor may use 'Elemental Attack-Conversion: Glory' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Glory element and no other technique is used. Said action becomes solely the element Glory.
Requires: Improved Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Glory- (Technique Ability, Other: Living Legend) Possessor may use 'Elemental Invocation of Glory' in conjunction with an 'Elemental Attack' action so long as possessor is Glory element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Glory
Cost: 200,000 Gold, 2 Week

Emanate Glory- (Passive Ability, Other: Living Legend) Whenever possessor absorbs Damage that is Glory element Damage, Possessor may choose to deal 10,000 Flat Glory element Damage to up to 10 targets
Requires: Absorb Glory, Glory Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory
Requires: 200,000 Gold, 2 Weeks

Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Requires: Living Legend Affirmation
Cost: 4,000,000 Gold, 2 Weeks

Expert Glory Synchronization- (Passive Ability, Other: Living Legend) Glory element Damage dealt to possessor (not including healing) is halved, Glory element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Glory element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Glory Synchronization, 100 other Living Legend Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Requires: Legions Like Gnats Before You
Cost: 3,000,000 Gold, 2 Weeks

♢Fulcrum of 10,000 Legends- (Passive Ability, Other: Living Legend) Possessor gains +5 Fame for each unique ally possessor possesses
Not for Sale

Glory Battle-Aura- (Stance Ability, Other: Living Legend) Possessor deals 10,000 Flat Glory element Damage to each opponent at the start of each round
Requires: Emanate Glory, Improved Weaponization of Glory
Cost: 200,000 Gold, 3 Weeks

Glory Body Form- (Stance Ability, Other: Living Legend) Possessor gains +200 Defense against Glory, Possessor gains 15% Glory Resistance, Possessor may deal 5,000 Flat Glory element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Glory, Living Legend, Basic Glory Resistance, Apprentice Understanding of the Heart of Glory, Apprentice Defenses Against Glory
Cost: 300,000 Gold, 3 Weeks

Glory Immunity- (Passive Ability, Other: Living Legend) Possessor gains Glory Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Glory Resistance, Living Legend, Level 20
Cost: 500,000 Gold, 2 Weeks

Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Glory Synchronization, 5 other Living Legend abilities
Cost: 400,000 Gold, 3 Weeks

♢Great, Dread Endmaker Upon Far Black Shores- (Passive Ability, Other: Living Legend) Possessor gains +((Possessor's Fame - target's Fame)/4, to a max of Possessor's Level)% to possessor's Instant Death infliction changes
Not for Sale

Greater Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Glory, Living Legend
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Glory
Cost: 500,000 Gold, 2 Weeks

Improved Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Glory, Basic Understanding of the Heart of Glory
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +5,000 Defense against Glory
Requires: Apprentice Defenses Against Glory, Basic Glory Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Glory- (Passive Ability, Other: Living Legend) Possessor gains +2,000 Defense if possessor has any Glory-element items equipped that provide a Defense bonus
Requires: Apprentice Glory Synchronization, Improved Defenses against Glory, Improved Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks

Improved Glory Elemental Emanation- (Passive Ability, Other: Living Legend) Possessor's 'Call Forth the Living Glory' ability may summon entities up to Level 20
Requires: Call Forth the Living Glory
Cost: 200,000 Gold, 2 Weeks

Improved Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 10% Glory Resistance
Requires: Apprentice Glory Resistance, Basic Defenses against Glory
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +250 to all stats
Requires: Improved Command of Glory, Apprentice Understanding of the Heart of Glory
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Glory- (Passive Ability, Other: Living Legend) Possessor gains +1,000 to all stats while in a Zone of Glory
Requires: Apprentice Zonal Acclimation of Glory
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Glory Empowerment- (Passive Ability, Other: Living Legend) Possessor gains +500 to all stats while in a Zone of Glory, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Glory
Requires: Empowered by Glory, Nourished by Glory, Improved Zonal Acclimation of Glory
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor gains the element Glory while in Living Legend stances
Requires: Meditative Assumption of Glory, Adept Glory Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Known Across the Worlds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of battle, choose for any individual who is either below Level 80 or willing to count as having scanned possessor's stats, Possessor gains +1 Fame, This ability has RP Effects
Requires: Champion of the Tales, Scholar of Dimensions
Cost: 5,000,000 Gold, 2 Weeks

Legends Are Always Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, is unique, and dies, possessor may sacrifice possessor's buff slots to give a willing a buff that provides 3 buff slots that does not stack
Requires: Empowered by the Stories
Cost: 3,000,000 Gold, 2 Weeks

Legends Do Not Falter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor is Immune to negative status effects and debuffs from sources below Level 40
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks

Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Requires: Cannot Die A Mundane Death, A Legend Unequaled, Legends Do Not Falter, The Stories Remember What Is Gone, Uplifted By Glory, Nourished By Glory, Empowered By Glory, Meditative Assumption of Glory, Level 40
Cost: 15,000,000 Gold, 2 Weeks

Legions Like Gnats Before You- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor deals double Damage (to a max of 10,000,000 additional Damage) to non-unique units below Level 60
Requires: A Titan Among Men, Apprentice Weaponization of Glory, Living Legend
Cost: 2,000,000 Gold, 2 Weeks

Living Legend Affirmation- (Passive Ability, Other: Living Legend) If possessor is Glory element, possesses any allies, and is not afflicted with any negative status effects or debuffs, possessor is afflicted with Elevated at the start of every round
Requires: Champion of the Tales
Cost: 3,000,000 Gold, 2 Weeks

Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Glory Synchronization, 10 other Living Legend abilities
Cost: 125,000 Gold, 4 Weeks

Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
Requires: Basic Glory Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Names Lost To History- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may treat unique opponents below Level 50 who are below half possessor's Level as being non-unique
Requires: Footnotes Without Consequence, Level 40
Cost: 5,000,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Glory- (Passive Ability, Other: Living Legend) Possessor may use the Technique 'Elemental Attack-Conversion: Glory' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Glory element.
Requires: Elemental Attack-Conversion: Glory
Cost: 500,000 Gold, 2 Weeks

Nourish Glory- (Passive Ability, Other: Living Legend) Whenever possessor deals HP or MP healing to an Glory element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Glory, Nourished by Glory
Cost: 200,000 Gold, 2 Weeks

Nourished By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory
Requires: 200,000 Gold, 2 Weeks

Nullify Glory- (Passive Ability, Other: Living Legend) Possessor may remove the element Glory from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Glory-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Glory-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Glory from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Glory Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Glory- (Passive Ability, Other: Living Legend) Possessor gains +5% Dodge against Glory element individuals
Requires: Improved Defenses Against Glory, Improved Understanding of the Heart of Glory, Defenses that Utilize Glory
Cost: 200,000 Gold, 2 Weeks

Project Glory- (Passive Ability, Other: Living Legend) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Glory
Requires: Improved Weaponization of Glory
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Glory- (Passive Ability, Other: Living Legend) If possessor is Glory element and performs an 'Elemental Attack' action that is solely Glory element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks

Reconsume Glory Elemental Spawn- (Passive Ability, Other: Living Legend) Possessor may, at the start of any round, unsummon one of possessor's Glory element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Glory Elemental Emanation, Improved Affinity to Healing Via Glory
Cost: 200,000 Gold, 2 Weeks

Reflect Glory- (Passive Ability, Other: Living Legend) Possessor Reflects Glory against sources below Level 20 if Level 20 or greater
Requires: Glory Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Glory- (Passive Ability, Other: Living Legend) If possessor's last action was solely Glory element either due to this ability or the technique 'Elemental Attack-Conversion: Glory', possessor may make any of possessor's offensive actions solely Glory element.
Requires: Nonsynchronous Elemental Attack-Conversion: Glory, Adept Glory Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Renowned As Both a Lover and a Fighter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses at least 5 Fame, possessor's actions may gain 30% inflicts Wounded or 30% inflicts Charm
Requires: Diplomat, Warrior, Basic Glory Synchronization
Requires: 3,000,000 Gold, 2 Weeks

Soothing Glory Emanation- (Passive Ability, Other: Living Legend) Whenever possessor absorbs Damage that is Glory element Damage, Possessor may choose to deal 10,000 Flat Glory element HP Healing to up to 10 targets that are Glory element
Requires: Emanate Glory, Nourish Glory
Cost: 300,000 Gold, 1 Week

Stability Within Glory- (Passive Ability, Other: Living Legend) Possessor gains 25% minor negative status effect resistance while in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory, Defenses that Utilize Glory
Requires: 500,000 Gold, 2 Weeks

The Arrow Always Hits- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor cannot Miss targets below Level 40, and said individuals cannot Dodge possessor's actions or attacks
Requires: Legends Do Not Falter
Cost: 3,000,000 Gold, 2 Weeks

The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Requires: Armed With Legends
Cost: 5,000,000 Gold, 2 Weeks

Understanding of the Bonds of Glory- (Passive Ability, Other: Living Legend) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Glory element individual
Requires: Improved Understanding of the Heart of Glory
Cost: 200,000 Gold, 2 Weeks

Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the same battle as possessor possesses an equal or greater number of abilities from said class
Requires: Empowered By The Stories
Cost: 5,000,000 Gold, 2 Weeks

Uplifted By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory
Requires: 200,000 Gold, 2 Weeks

♢Vast Ineclipsable Self- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to prevent offensive actions from targeting possessor's allies if they do not also target possessor, provided that the performers of said actions are lower Level than possessor and possesses less Fame than possessor and that said allies do not possess more Fame than possessor; If possessor is Glory element, possessor may choose to count as up to (Possessor's Fame) additional individuals for row-order purposes
Not for Sale

Weapons Gilded By Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique weapons that possess a Melee Attack, Magical Attack, or Ranged Attack bonus, should said bonus be under (Possessor Level * 100) or be under (said item's value / 1,000), have said bonus raised to the greater of the two preceding values
Requires: Armed With Legends, Empowered by the Stories, Level 20
Cost: 3,000,000 Gold, 2 Weeks

Zonal Glory Control- (Passive Ability, Other: Living Legend) Possessor may, at the start of each round, choose one Zone of Glory that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Glory, Improved Zonal Acclimation of Glory
Cost: 1,000,000 Gold, 2 Weeks


~Other: Mahkla'Ehptu'Esrii (Other: Ahtu-Eruum)~
Note: This class does not have the standard abilities in it.

Basic Ahtu-Eruum Synchronization- (Passive Ability, Other: Mahkla'Ehptu'Esrii) Possessor may choose not to enter Kalabraak if an opponent of possessor Invokes Dzaatu'Eneeth
Requires: Knowledge of Esoteric Elements, Expert Book Training, Expert Spatial Magic Synchronization, Soldreidrethanoi
Cost: 100,000,000 Gold, 60 Weeks


~Other: Megacelebrity (Glitz)~

Absorb Glitz- (Passive Ability, Other: Megacelebrity) Possessor Absorbs Glitz against sources below Level 20 if Level 20 or greater
Requires: Glitz Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Glitz Synchronization- (Passive Ability, Other: Megacelebrity) Amounts of Glitz element Damage possessor deals are increased by 10,000 points, Glitz element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Glitz element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Megacelebrity, 50 other Other: Megacelebrity Abilities, Level 20
Cost: 5,000,000 Gold, 10 Fame

Apprentice Affinity to Healing Via Glitz- (Passive Ability, Other: Megacelebrity) Whenever possessor obtains Glitz element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Glitz
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Glitz- (Passive Ability, Other: Megacelebrity) Possessor's Glitz element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Glitz
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +500 Defense against Glitz
Requires: Glitz Defenses Against Glitz
Cost: 100,000 Gold, 2 Weeks

Apprentice Glitz Resistance- (Passive Ability, Other: Megacelebrity) Possessor gains 5% Glitz Resistance
Requires: Basic Glitz Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Glitz Synchronization- (Passive Ability, Other: Megacelebrity) Possessor gains +50 to all stats for each Glitz element item equipped, Possessor's Glitz element pets and summons gain +250 to all stats
Requires: Basic Glitz Synchronization, 3 other Other: Megacelebrity abilities
Cost: 125,000 Gold, 2 Fame

Apprentice Understanding of the Heart of Glitz- (Passive Ability, Other: Megacelebrity) Possessor's Glitz element allies gain +100 to all stats
Requires: Apprentice Command of Glitz, Basic Understanding of the Heart of Glitz
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Glitz- (Passive Ability, Other: Megacelebrity) Quantities of Glitz element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Glitz
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +500 to all stats while in a Zone of Glitz
Requires: Basic Zonal Acclimation of Glitz
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Glitz's Dominion- (Passive Ability, Other: Megacelebrity) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Glitz
Requires: Basic Zonal Acclimation of Glitz
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Glitz- (Passive Ability, Other: Megacelebrity) Whenever possessor obtains Glitz element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Glitz Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Glitz- (Passive Ability, Other: Megacelebrity) Possessor's Glitz element pets and summons gain +50 to all stats
Requires: Basic Glitz Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +50 Defense against Glitz
Requires: Basic Glitz Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Glitz Resistance- (Passive Ability, Other: Megacelebrity) Possessor gains 1% Glitz Resistance
Requires: Basic Glitz Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Glitz Synchronization- (Passive Ability, Other: Megacelebrity) Possessor gains +25 to all stats if possessor is Glitz element
Requires: Knowledge of Esoteric Elements, Diplomat OR Bard OR Dancer OR Musician OR Driver OR Monk OR Noble, 60 Fame
Cost: 50,000,000 Gold, 30 Fame

Basic Understanding of the Heart of Glitz- (Passive Ability, Other: Megacelebrity) Possessor's Glitz element allies gain +10 to all stats
Requires: Basic Command of Glitz
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Glitz- (Passive Ability, Other: Megacelebrity) Quantities of Glitz element Damage dealt by possessor are increased by 50 points
Requires: Basic Glitz Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +50 to all stats while in a Zone of Glitz
Requires: Basic Glitz Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Glitz- (Active Ability, Other: Megacelebrity) Possessor may spend an action to summon 5 Elementals that are Glitz element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Glitz, Emanate Glitz
Cost: 300,000 Gold, 2 Weeks

Control of Glitz- (Passive Ability, Other: Megacelebrity) Possessor has a 20% chance of being able to cancel the actions of Glitz element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Glitz Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +500 Defense if possessor has any Glitz-element items equipped that provide a Defense bonus
Requires: Basic Glitz Synchronization, Basic Defenses against Glitz, Basic Weaponization of Glitz
Cost: 200,000 Gold, 2 Weeks

Detect Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +1% To Hit against Glitz element targets
Requires: Apprentice Divining Attunement, Basic Glitz Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Invocation of Glitz- (Technique Ability, Other: Megacelebrity) Possessor may use 'Elemental Invocation of Glitz' in conjunction with an 'Elemental Attack' action so long as possessor is Glitz element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Glitz
Cost: 200,000 Gold, 2 Week

Emanate Glitz- (Passive Ability, Other: Megacelebrity) Whenever possessor absorbs Damage that is Glitz element Damage, Possessor may choose to deal 10,000 Flat Glitz element Damage to up to 10 targets
Requires: Absorb Glitz, Glitz Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Glitz- (Passive Ability, Other: Megacelebrity) If possessor is Glitz element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Glitz
Requires: Basic Understanding of the Heart of Glitz
Requires: 200,000 Gold, 2 Weeks

Expert Glitz Synchronization- (Passive Ability, Other: Megacelebrity) Glitz element Damage dealt to possessor (not including healing) is halved, Glitz element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Glitz element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Glitz Synchronization, 100 other Other: Megacelebrity Abilities, Level 40
Cost: 100,000,000 Gold, 40 Fame

Glitz Battle-Aura- (Stance Ability, Other: Megacelebrity) Possessor deals 10,000 Flat Glitz element Damage to each opponent at the start of each round
Requires: Emanate Glitz, Improved Weaponization of Glitz
Cost: 200,000 Gold, 3 Weeks

Glitz Body Form- (Stance Ability, Other: Megacelebrity) Possessor gains +200 Defense against Glitz, Possessor gains 15% Glitz Resistance, Possessor may deal 5,000 Flat Glitz element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Glitz, Megacelebrity, Basic Glitz Resistance, Apprentice Understanding of the Heart of Glitz, Apprentice Defenses Against Glitz
Cost: 300,000 Gold, 3 Weeks

Glitz Immunity- (Passive Ability, Other: Megacelebrity) Possessor gains Glitz Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Glitz Resistance, Other: Megacelebrity, Level 20
Cost: 500,000 Gold, 2 Weeks

Glitz Manipulation- (Passive Ability, Other: Megacelebrity) Possessor may choose one of the following at the beginning of each round if Glitz element: Create a Zone of Glitz, Remove a Zone of Glitz created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glitz by either possessor or a source below Level 20, Add Glitz to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Glitz element on a Glitz element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glitz, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glitz, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Glitz element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glitz to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glitz, 5% Glitz Resistance, or +50 Defense against Glitz and 1% Glitz Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Glitz Synchronization, 5 other Megacelebrity abilities
Cost: 400,000 Gold, 3 Weeks

Greater Weaponization of Glitz- (Passive Ability, Other: Megacelebrity) Quantities of Glitz element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Glitz, Other: Megacelebrity
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Glitz- (Passive Ability, Other: Megacelebrity) Whenever possessor obtains Glitz element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Glitz
Cost: 500,000 Gold, 2 Weeks

Improved Command of Glitz- (Passive Ability, Other: Megacelebrity) Possessor's Glitz element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Glitz, Basic Understanding of the Heart of Glitz
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +5,000 Defense against Glitz
Requires: Apprentice Defenses Against Glitz, Basic Glitz Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +2,000 Defense if possessor has any Glitz-element items equipped that provide a Defense bonus
Requires: Apprentice Glitz Synchronization, Improved Defenses against Glitz, Improved Weaponization of Glitz
Cost: 500,000 Gold, 2 Weeks

Improved Glitz Elemental Emanation- (Passive Ability, Other: Megacelebrity) Possessor's 'Call Forth the Living Glitz' ability may summon entities up to Level 20
Requires: Call Forth the Living Glitz
Cost: 200,000 Gold, 2 Weeks

Improved Glitz Resistance- (Passive Ability, Other: Megacelebrity) Possessor gains 10% Glitz Resistance
Requires: Apprentice Glitz Resistance, Basic Defenses against Glitz
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Glitz- (Passive Ability, Other: Megacelebrity) Possessor's Glitz element allies gain +250 to all stats
Requires: Improved Command of Glitz, Apprentice Understanding of the Heart of Glitz
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Glitz- (Passive Ability, Other: Megacelebrity) Quantities of Glitz element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Glitz
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +1,000 to all stats while in a Zone of Glitz
Requires: Apprentice Zonal Acclimation of Glitz
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Glitz Empowerment- (Passive Ability, Other: Megacelebrity) Possessor gains +500 to all stats while in a Zone of Glitz, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Glitz
Requires: Empowered by Glitz, Nourished by Glitz, Improved Zonal Acclimation of Glitz
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains the element Glitz while in Megacelebrity stances
Requires: Meditative Assumption of Glitz, Adept Glitz Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Glitz- (Passive Ability, Other: Megacelebrity) Possessor may choose, at the beginning of a thread, to become solely Glitz element
Requires: Basic Glitz Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Megacelebrity- (Passive Ability, Other: Megacelebrity) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glitz Resistance, Possessor ignores Glitz Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Glitz Synchronization, 10 other Other: Megacelebrity abilities
Cost: 125,000 Gold, 4 Fame

Nonsynchronous Elemental Attack-Conversion: Glitz- (Passive Ability, Other: Megacelebrity) Possessor may use the Technique 'Elemental Attack-Conversion: Glitz' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Glitz element.
Requires: Elemental Attack-Conversion: Glitz
Cost: 500,000 Gold, 2 Weeks

Nourish Glitz- (Passive Ability, Other: Megacelebrity) Whenever possessor deals HP or MP healing to an Glitz element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Glitz, Nourished by Glitz
Cost: 200,000 Gold, 2 Weeks

Nourished By Glitz- (Passive Ability, Other: Megacelebrity) If possessor is Glitz element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Glitz
Requires: Basic Understanding of the Heart of Glitz
Requires: 200,000 Gold, 2 Weeks

Nullify Glitz- (Passive Ability, Other: Megacelebrity) Possessor may remove the element Glitz from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Glitz-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Glitz-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Glitz from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Glitz Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Glitz- (Passive Ability, Other: Megacelebrity) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Glitz Resistance, Glitz Weaponization of Glitz
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains 5% Awestruck: Starstruck Resistance
Requires: Basic Glitz Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +5% Dodge against Glitz element individuals
Requires: Improved Defenses Against Glitz, Improved Understanding of the Heart of Glitz, Defenses that Utilize Glitz
Cost: 200,000 Gold, 2 Weeks

Project Glitz- (Passive Ability, Other: Megacelebrity) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Glitz
Requires: Improved Weaponization of Glitz
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Glitz- (Passive Ability, Other: Megacelebrity) If possessor is Glitz element and performs an 'Elemental Attack' action that is solely Glitz element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Glitz
Cost: 500,000 Gold, 2 Weeks

Reconsume Glitz Elemental Spawn- (Passive Ability, Other: Megacelebrity) Possessor may, at the start of any round, unsummon one of possessor's Glitz element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Glitz Elemental Emanation, Improved Affinity to Healing Via Glitz
Cost: 200,000 Gold, 2 Weeks

Reflect Glitz- (Passive Ability, Other: Megacelebrity) Possessor Reflects Glitz against sources below Level 20 if Level 20 or greater
Requires: Glitz Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Glitz- (Passive Ability, Other: Megacelebrity) If possessor's last action was solely Glitz element either due to this ability or the technique 'Elemental Attack-Conversion: Glitz', possessor may make any of possessor's offensive actions solely Glitz element.
Requires: Nonsynchronous Elemental Attack-Conversion: Glitz, Adept Glitz Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Glitz Emanation- (Passive Ability, Other: Megacelebrity) Whenever possessor absorbs Damage that is Glitz element Damage, Possessor may choose to deal 10,000 Flat Glitz element HP Healing to up to 10 targets that are Glitz element
Requires: Emanate Glitz, Nourish Glitz
Cost: 300,000 Gold, 1 Week

Stability Within Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains 25% minor negative status effect resistance while in a Zone of Glitz
Requires: Basic Understanding of the Heart of Glitz, Defenses that Utilize Glitz
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Glitz- (Passive Ability, Other: Megacelebrity) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Glitz element individual
Requires: Improved Understanding of the Heart of Glitz
Cost: 200,000 Gold, 2 Weeks

Uplifted By Glitz- (Passive Ability, Other: Megacelebrity) If possessor is Glitz element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Glitz
Requires: Basic Understanding of the Heart of Glitz
Requires: 200,000 Gold, 2 Weeks

Zonal Glitz Control- (Passive Ability, Other: Megacelebrity) Possessor may, at the start of each round, choose one Zone of Glitz that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Glitz, Improved Zonal Acclimation of Glitz
Cost: 1,000,000 Gold, 2 Weeks


~Other: Mime Don (Other: Dopple)~

Basic Dopple Synchronization- (Passive Ability, Other: Mime Don) Possessor gains +25 to all stats if an ally of possessor is Dopple element
Requires: Knowledge of Esoteric Elements, Spy, Thief, Illusionist, Dancer, Bard, Transmuter, Flux Baron, Channeler
Cost: 50,000,000 Gold, 30 Weeks


~Other: Mobius Conquerer (Other: Infinity)~

Basic Infinity Synchronization- (Passive Ability, Other: Mobius Conqueror) Possessor gains +125 to all stats if Infinity element
Requires: Knowledge of Esoteric Elements, Master Book Training, Master Unarmed Technique Attunement, Master Gate Magic Attunement, Master Enchantment Attunement, Master Energy Synchronization, Reality Arranger, Temporal Primarch, Notion-Crafter, Conceptual Traits, Ward Crafter, Heir of Dust, Cosmic Mathematician, Living Legend
Cost: 150,000,000 Gold, 90 Weeks


~Other: Most August and Baroque Grand-Marquis of Exquisite Provenance (Other: Grandeur)~

Basic Grandeur Synchronization- (Passive Ability, Other: Most August and Baroque Grand-Marquis of Exquisite Provenance) Possessor gains +25 to all stats if Fire element
Requires: Knowledge of Esoteric Elements, Basic Wealth Synchronization, Artificer, Architect, Magewright, Diplomat, Enchanter, Merchant, Smith, Soldreidrethanoi, Mountain King, Wind Duke
Cost: 50,000,000 Gold, 30 Weeks

Grand Poobah of Relics Both Exalted and Temporal- (Passive Ability, Other: Most August and Baroque Grand-Marquis of Exquisite Provenance) Possessor gains +10 Fame, Possessor gains +1 Fame per Unique item possessor has equipped, Possessor gains an additional +1 Fame per Divine Relic possessor has equipped provided that possessor possesses a previously-uncounted-for-this-purpose non-Divine-Relic unique item to count in pairing alongside it
Not for Sale


~Other: Mother of Worlds (Other: Nature)~

Basic Nature Synchronization- (Passive Ability, Other: Mother of Worlds) Possessor gains +25 to all stats if possessor is Nature element
Requires: Knowledge of Esoteric Elements, Druid, Conjurer, Beastmaster, Seakeeper, Skykeeper, Keeper of the Depths, Botanist, Vermin Lord, Geomancer, Ravager, Healer
Cost: 50,000,000 Gold, 30 Weeks

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:49 pm
by Administrator
Element-Based Classes (Nonbase N-Z)

~Other: Necessarian (Other: Addiction)~
(No abilities yet)


~Other: Noble (Other: Nobility)~

Absorb Nobility- (Passive Ability, Other: Noble) Possessor Absorbs Nobility against sources below Level 20 if Level 20 or greater
Requires: Nobility Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Nobility Synchronization- (Passive Ability, Other: Noble) Amounts of Nobility element Damage possessor deals are increased by 10,000 points, Nobility element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Nobility element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Noble, 50 other Noble Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Nobility
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Nobility
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense against Nobility
Requires: Basic Defenses Against Nobility
Cost: 100,000 Gold, 2 Weeks

Apprentice Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 5% Nobility Resistance
Requires: Basic Nobility Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Nobility Synchronization- (Passive Ability, Noble) Possessor gains +50 to all stats for each Nobility element item equipped, Possessor's Nobility element pets and summons gain +250 to all stats
Requires: Basic Nobility Synchronization, 3 other Noble abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +100 to all stats
Requires: Apprentice Command of Nobility, Basic Understanding of the Heart of Nobility
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Nobility
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility
Requires: Basic Zonal Acclimation of Nobility
Cost: 100,000 Gold, 2 Weeks

Away, Peasants- (Passive Ability, Other: Noble) If possessor is Nobility element, at the beginning of each round, possessor may unsummon up to 30 individuals below Level 20 who are non-unique and are not Nobility element or Universe element
Requires: Defenses that Utilize Nobility, Basic Understanding of the Heart of Nobility
Cost: 5,000,000 Gold, 1 Week

Basic Acceleration Within Nobility's Dominion- (Passive Ability, Other: Noble) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Nobility
Requires: Basic Zonal Acclimation of Nobility
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Nobility Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +50 to all stats
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +50 Defense against Nobility
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 1% Nobility Resistance
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Nobility Synchronization- (Passive Ability, Other: Noble) Possessor gains +25 to all stats if possessor is Nobility element
Requires: Knowledge of Esoteric Elements, Basic Wealth Synchronization, Commander, Diplomat
Cost: 50,000,000 Gold, 30 Weeks

Basic Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +10 to all stats
Requires: Basic Command of Nobility
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 50 points
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +50 to all stats while in a Zone of Nobility
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Nobility- (Active Ability, Other: Noble) Possessor may spend an action to summon 5 Elementals that are Nobility element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Nobility, Emanate Nobility
Cost: 300,000 Gold, 2 Weeks

Control of Nobility- (Passive Ability, Other: Noble) Possessor has a 20% chance of being able to cancel the actions of Nobility element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Nobility Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Requires: Basic Nobility Synchronization, Basic Defenses against Nobility, Basic Weaponization of Nobility
Cost: 200,000 Gold, 2 Weeks

Detect Nobility- (Passive Ability, Noble) Possessor gains +1% To Hit against Nobility element targets
Requires: Apprentice Divining Attunement, Basic Nobility Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Nobility element and no other technique is used. Said action becomes solely the element Nobility.
Requires: Improved Weaponization of Nobility
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Invocation of Nobility' in conjunction with an 'Elemental Attack' action so long as possessor is Nobility element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Nobility
Cost: 200,000 Gold, 2 Week

Emanate Nobility- (Passive Ability, Other: Noble) Whenever possessor absorbs Damage that is Nobility element Damage, Possessor may choose to deal 10,000 Flat Nobility element Damage to up to 10 targets
Requires: Absorb Nobility, Nobility Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Nobility
Requires: Basic Understanding of the Heart of Nobility
Requires: 200,000 Gold, 2 Weeks

Expert Nobility Synchronization- (Passive Ability, Other: Noble) Nobility element Damage dealt to possessor (not including healing) is halved, Nobility element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Nobility element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Nobility Synchronization, 100 other Noble Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fairytale Prince- (Passive Ability, Other: Noble) Possessor gains +2 Fame, may summon 1 Human below Level 40 that is normally fightable for drops on the Enemy List who is 5 or more Levels below possessor at the start of each round, and gains '30% may inflict Charm'
Not for Sale

Greater Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Nobility, Noble
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Nobility
Cost: 500,000 Gold, 2 Weeks

Improved Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Nobility, Basic Understanding of the Heart of Nobility
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +5,000 Defense against Nobility
Requires: Apprentice Defenses Against Nobility, Basic Nobility Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +2,000 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Requires: Apprentice Nobility Synchronization, Improved Defenses against Nobility, Improved Weaponization of Nobility
Cost: 500,000 Gold, 2 Weeks

Improved Nobility Elemental Emanation- (Passive Ability, Other: Noble) Possessor's 'Call Forth the Living Nobility' ability may summon entities up to Level 20
Requires: Call Forth the Living Nobility
Cost: 200,000 Gold, 2 Weeks

Improved Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 10% Nobility Resistance
Requires: Apprentice Nobility Resistance, Basic Defenses against Nobility
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +250 to all stats
Requires: Improved Command of Nobility, Apprentice Understanding of the Heart of Nobility
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Nobility
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +1,000 to all stats while in a Zone of Nobility
Requires: Apprentice Zonal Acclimation of Nobility
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Nobility Empowerment- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Nobility
Requires: Empowered by Nobility, Nourished by Nobility, Improved Zonal Acclimation of Nobility
Cost: 1,000,000 Gold, 2 Weeks

In the Good Graces of the Court- (Passive Ability, Noble) Possessor obtains +100 to all stats for each Nobility element ally possessor possesses (to a max of 200 such allies)
Not for Sale

Infinite Assumption of Nobility- (Passive Ability, Other: Noble) Possessor gains the element Nobility while in Noble stances
Requires: Meditative Assumption of Nobility, Adept Nobility Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Lady of the Manor- (Passive Ability, Other: Noble) Possessor gains Charm Immunity (not including sub-status effects) and +500 to all stats if possessor is Nobility element and possesses a Large Structure ally
Not for Sale

Meditative Assumption of Nobility- (Passive Ability, Other: Noble) Possessor may choose, at the beginning of a thread, to become solely Nobility element
Requires: Basic Nobility Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nobility Battle-Aura- (Stance Ability, Other: Noble) Possessor deals 10,000 Flat Nobility element Damage to each opponent at the start of each round
Requires: Emanate Nobility, Improved Weaponization of Nobility
Cost: 200,000 Gold, 3 Weeks

Nobility Body Form- (Stance Ability, Other: Noble) Possessor gains +200 Defense against Nobility, Possessor gains 15% Nobility Resistance, Possessor may deal 5,000 Flat Nobility element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Nobility, Noble, Basic Nobility Resistance, Apprentice Understanding of the Heart of Nobility, Apprentice Defenses Against Nobility
Cost: 300,000 Gold, 3 Weeks

Nobility Immunity- (Passive Ability, Other: Noble) Possessor gains Nobility Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Nobility Resistance, Noble, Level 20
Cost: 500,000 Gold, 2 Weeks

Nobility Manipulation- (Passive Ability, Other: Noble) Possessor may choose one of the following at the beginning of each round if Nobility element: Create a Zone of Nobility, Remove a Zone of Nobility created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Nobility by either possessor or a source below Level 20, Add Nobility to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Nobility element on a Nobility element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Nobility, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Nobility, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Nobility element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Nobility to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Nobility, 5% Nobility Resistance, or +50 Defense against Nobility and 1% Nobility Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Nobility Synchronization, 5 other Noble abilities
Cost: 400,000 Gold, 3 Weeks

Noble- (Passive Ability, Other: Noble) Possessor ignores (1 * (Possessor Level/5), rounded down)% Nobility Resistance, Possessor ignores Nobility Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Nobility Synchronization, 10 other Noble abilities
Cost: 125,000 Gold, 4 Weeks

Noblesse Oblige- (Passive Ability, Other: Noble) If possessor is Nobility element and performed an action that either was offensive and targetted an opponent or was non-offensive and targetted a non-Nobility-element ally during the last 5 rounds, possessor may, at the start of each round, cure up to three debuffs or minor negative status effects (with the three being across all targets and not per target) from lower-level sources that are not Nobility or Universe element from allied non-Nobility-element individuals
Requires: Apprentice Understanding of the Heart of Nobility
Cost: 15,000,000 Gold, 1 Week

Nonsynchronous Elemental Attack-Conversion: Nobility- (Passive Ability, Other: Noble) Possessor may use the Technique 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Nobility element.
Requires: Elemental Attack-Conversion: Nobility
Cost: 500,000 Gold, 2 Weeks

Nourish Nobility- (Passive Ability, Other: Noble) Whenever possessor deals HP or MP healing to an Nobility element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Nobility, Nourished by Nobility
Cost: 200,000 Gold, 2 Weeks

Nourished By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Nobility
Requires: Basic Understanding of the Heart of Nobility
Requires: 200,000 Gold, 2 Weeks

Nullify Nobility- (Passive Ability, Other: Noble) Possessor may remove the element Nobility from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Nobility-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Nobility-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Nobility from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Nobility Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Once and Future King- (Passive Ability, Other: Noble) If possessor has previously been afflicted with Fatigued: Asleep for the entirety of at least 200 rounds in this thread, possessor's base stats are each increased by 2
Not for Sale

Predict the Flow of Nobility- (Passive Ability, Other: Noble) Possessor gains +5% Dodge against Nobility element individuals
Requires: Improved Defenses Against Nobility, Improved Understanding of the Heart of Nobility, Defenses that Utilize Nobility
Cost: 200,000 Gold, 2 Weeks

Project Nobility- (Passive Ability, Other: Noble) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Nobility
Requires: Improved Weaponization of Nobility
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Nobility- (Passive Ability, Other: Noble) If possessor is Nobility element and performs an 'Elemental Attack' action that is solely Nobility element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Nobility
Cost: 500,000 Gold, 2 Weeks

Reconsume Nobility Elemental Spawn- (Passive Ability, Other: Noble) Possessor may, at the start of any round, unsummon one of possessor's Nobility element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Nobility Elemental Emanation, Improved Affinity to Healing Via Nobility
Cost: 200,000 Gold, 2 Weeks

Reflect Nobility- (Passive Ability, Other: Noble) Possessor Reflects Nobility against sources below Level 20 if Level 20 or greater
Requires: Nobility Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Nobility- (Passive Ability, Other: Noble) If possessor's last action was solely Nobility element either due to this ability or the technique 'Elemental Attack-Conversion: Nobility', possessor may make any of possessor's offensive actions solely Nobility element.
Requires: Nonsynchronous Elemental Attack-Conversion: Nobility, Adept Nobility Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Served by Clay Soldiers While In a State of Slumber- (Passive Ability, Noble) Possessor summons up to 5 Golems whose name includes 'Clay' or 'Terra-Cotta' that are normally fightable for drops on the enemy list and are below Level 70 at the start of each round
Not for Sale

Soothing Nobility Emanation- (Passive Ability, Other: Noble) Whenever possessor absorbs Damage that is Nobility element Damage, Possessor may choose to deal 10,000 Flat Nobility element HP Healing to up to 10 targets that are Nobility element
Requires: Emanate Nobility, Nourish Nobility
Cost: 300,000 Gold, 1 Week

Stability Within Nobility- (Passive Ability, Other: Noble) Possessor gains 25% minor negative status effect resistance while in a Zone of Nobility
Requires: Basic Understanding of the Heart of Nobility, Defenses that Utilize Nobility
Requires: 500,000 Gold, 2 Weeks

Training Cost? My Family Name is All that Matters!- (Passive Ability, Other: Noble) The first 50,000,000 Gold worth of payment possessor spends when using possessor's 'Training Time? I Have Money!' ability is automatically provided by this ability
Requires: Noble, Training Time? I Have Money!
Cost: 500,000,000 Gold, 1 Week

Training Time? I Have Money!- (Passive Ability, Other: Noble) Possessor may reduce the cost in weeks of Noble abilities by 1 week for every 50,000,000 Gold possessor spends doing so, to a max of 10 weeks reduction and to a minimum of a cost of 1 week
Requires: Basic Nobility Synchronization
Cost: 100,000,000 Gold, 1 Week

Understanding of the Bonds of Nobility- (Passive Ability, Other: Noble) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Nobility element individual
Requires: Improved Understanding of the Heart of Nobility
Cost: 200,000 Gold, 2 Weeks

Uplifted By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Nobility
Requires: Basic Understanding of the Heart of Nobility
Requires: 200,000 Gold, 2 Weeks

Zonal Nobility Control- (Passive Ability, Other: Noble) Possessor may, at the start of each round, choose one Zone of Nobility that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Nobility, Improved Zonal Acclimation of Nobility
Cost: 1,000,000 Gold, 2 Weeks

~Other: Noise Master (Other: Sonic)~

Absorb Sonic- (Passive Ability, Other: Noise Master) Possessor Absorbs Sonic against sources below Level 20 if Level 20 or greater
Requires: Sonic Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Sonic Synchronization- (Passive Ability, Other: Noise Master) Amounts of Sonic element Damage possessor deals are increased by 10,000 points, Sonic element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Sonic element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Noise Master, 50 other Noise Master Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Sonic- (Passive Ability, Other: Noise Master) Whenever possessor obtains Sonic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Sonic
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Sonic- (Passive Ability, Other: Noise Master) Possessor's Sonic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Sonic
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Sonic- (Passive Ability, Other: Noise Master) Possessor gains +500 Defense against Sonic
Requires: Basic Defenses Against Sonic
Cost: 100,000 Gold, 2 Weeks

Apprentice Sonic Resistance- (Passive Ability, Other: Noise Master) Possessor gains 5% Sonic Resistance
Requires: Basic Sonic Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Sonic Synchronization- (Passive Ability, Noise Master) Possessor gains +50 to all stats for each Sonic element item equipped, Possessor's Sonic element pets and summons gain +250 to all stats
Requires: Basic Sonic Synchronization, 3 other Noise Master abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Sonic- (Passive Ability, Other: Noise Master) Possessor's Sonic element allies gain +100 to all stats
Requires: Apprentice Command of Sonic, Basic Understanding of the Heart of Sonic
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Sonic- (Passive Ability, Other: Noise Master) Quantities of Sonic element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Sonic
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Sonic- (Passive Ability, Other: Noise Master) Possessor gains +500 to all stats while in a Zone of Sonic
Requires: Basic Zonal Acclimation of Sonic
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Sonic's Dominion- (Passive Ability, Other: Noise Master) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Sonic
Requires: Basic Zonal Acclimation of Sonic
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Sonic- (Passive Ability, Other: Noise Master) Whenever possessor obtains Sonic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Sonic Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Sonic- (Passive Ability, Other: Noise Master) Possessor's Sonic element pets and summons gain +50 to all stats
Requires: Basic Sonic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Sonic- (Passive Ability, Other: Noise Master) Possessor gains +50 Defense against Sonic
Requires: Basic Sonic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Sonic Resistance- (Passive Ability, Other: Noise Master) Possessor gains 1% Sonic Resistance
Requires: Basic Sonic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Sonic Synchronization- (Passive Ability, Other: Noise Master) Possessor gains +25 to all stats if possessor is Sonic element
Requires: Knowledge of Esoteric Elements, Musician, Bard, Wizard
Cost: 50,000,000 Gold, 30 Weeks

Basic Understanding of the Heart of Sonic- (Passive Ability, Other: Noise Master) Possessor's Sonic element allies gain +10 to all stats
Requires: Basic Command of Sonic
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Sonic- (Passive Ability, Other: Noise Master) Quantities of Sonic element Damage dealt by possessor are increased by 50 points
Requires: Basic Sonic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Sonic- (Passive Ability, Other: Noise Master) Possessor gains +50 to all stats while in a Zone of Sonic
Requires: Basic Sonic Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Sonic- (Active Ability, Other: Noise Master) Possessor may spend an action to summon 5 Elementals that are Sonic element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Sonic, Emanate Sonic
Cost: 300,000 Gold, 2 Weeks

Control of Sonic- (Passive Ability, Other: Noise Master) Possessor has a 20% chance of being able to cancel the actions of Sonic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Sonic Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Sonic- (Passive Ability, Other: Noise Master) Possessor gains +500 Defense if possessor has any Sonic-element items equipped that provide a Defense bonus
Requires: Basic Sonic Synchronization, Basic Defenses against Sonic, Basic Weaponization of Sonic
Cost: 200,000 Gold, 2 Weeks

Detect Sonic- (Passive Ability, Noise Master) Possessor gains +1% To Hit against Sonic element targets
Requires: Apprentice Divining Attunement, Basic Sonic Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Sonic- (Technique Ability, Other: Noise Master) Possessor may use 'Elemental Attack-Conversion: Sonic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Sonic element and no other technique is used. Said action becomes solely the element Sonic.
Requires: Improved Weaponization of Sonic
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Sonic- (Technique Ability, Other: Noise Master) Possessor may use 'Elemental Invocation of Sonic' in conjunction with an 'Elemental Attack' action so long as possessor is Sonic element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Sonic
Cost: 200,000 Gold, 2 Week

Emanate Sonic- (Passive Ability, Other: Noise Master) Whenever possessor absorbs Damage that is Sonic element Damage, Possessor may choose to deal 10,000 Flat Sonic element Damage to up to 10 targets
Requires: Absorb Sonic, Sonic Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Sonic- (Passive Ability, Noise Master) If possessor is Sonic element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Sonic
Requires: Basic Understanding of the Heart of Sonic
Requires: 200,000 Gold, 2 Weeks

Expert Sonic Synchronization- (Passive Ability, Other: Noise Master) Sonic element Damage dealt to possessor (not including healing) is halved, Sonic element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Sonic element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Sonic Synchronization, 100 other Noise Master Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Sonic- (Passive Ability, Other: Noise Master) Quantities of Sonic element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Sonic, Noise Master
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Sonic- (Passive Ability, Other: Noise Master) Whenever possessor obtains Sonic element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Sonic
Cost: 500,000 Gold, 2 Weeks

Improved Command of Sonic- (Passive Ability, Other: Noise Master) Possessor's Sonic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Sonic, Basic Understanding of the Heart of Sonic
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Sonic- (Passive Ability, Other: Noise Master) Possessor gains +5,000 Defense against Sonic
Requires: Apprentice Defenses Against Sonic, Basic Sonic Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Sonic- (Passive Ability, Other: Noise Master) Possessor gains +2,000 Defense if possessor has any Sonic-element items equipped that provide a Defense bonus
Requires: Apprentice Sonic Synchronization, Improved Defenses against Sonic, Improved Weaponization of Sonic
Cost: 500,000 Gold, 2 Weeks

Improved Sonic Elemental Emanation- (Passive Ability, Other: Noise Master) Possessor's 'Call Forth the Living Sonic' ability may summon entities up to Level 20
Requires: Call Forth the Living Sonic
Cost: 200,000 Gold, 2 Weeks

Improved Sonic Resistance- (Passive Ability, Other: Noise Master) Possessor gains 10% Sonic Resistance
Requires: Apprentice Sonic Resistance, Basic Defenses against Sonic
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Sonic- (Passive Ability, Other: Noise Master) Possessor's Sonic element allies gain +250 to all stats
Requires: Improved Command of Sonic, Apprentice Understanding of the Heart of Sonic
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Sonic- (Passive Ability, Other: Noise Master) Quantities of Sonic element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Sonic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Sonic- (Passive Ability, Other: Noise Master) Possessor gains +1,000 to all stats while in a Zone of Sonic
Requires: Apprentice Zonal Acclimation of Sonic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Sonic Empowerment- (Passive Ability, Other: Noise Master) Possessor gains +500 to all stats while in a Zone of Sonic, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Sonic
Requires: Empowered by Sonic, Nourished by Sonic, Improved Zonal Acclimation of Sonic
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Sonic- (Passive Ability, Other: Noise Master) Possessor gains the element Sonic while in Noise Master stances
Requires: Meditative Assumption of Sonic, Adept Sonic Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Sonic- (Passive Ability, Other: Noise Master) Possessor may choose, at the beginning of a thread, to become solely Sonic element
Requires: Basic Sonic Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Noise Master- (Passive Ability, Other: Noise Master) Possessor ignores (1 * (Possessor Level/5), rounded down)% Sonic Resistance, Possessor ignores Sonic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Sonic Synchronization, 10 other Noise Master abilities
Cost: 125,000 Gold, 4 Weeks

Nonsynchronous Elemental Attack-Conversion: Sonic- (Passive Ability, Other: Noise Master) Possessor may use the Technique 'Elemental Attack-Conversion: Sonic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Sonic element.
Requires: Elemental Attack-Conversion: Sonic
Cost: 500,000 Gold, 2 Weeks

Nourish Sonic- (Passive Ability, Other: Noise Master) Whenever possessor deals HP or MP healing to an Sonic element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Sonic, Nourished by Sonic
Cost: 200,000 Gold, 2 Weeks

Nourished By Sonic- (Passive Ability, Noise Master) If possessor is Sonic element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Sonic
Requires: Basic Understanding of the Heart of Sonic
Requires: 200,000 Gold, 2 Weeks

Nullify Sonic- (Passive Ability, Other: Noise Master) Possessor may remove the element Sonic from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Sonic-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Sonic-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Sonic from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Sonic Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Sonic- (Passive Ability, Other: Noise Master) Possessor gains +5% Dodge against Sonic element individuals
Requires: Improved Defenses Against Sonic, Improved Understanding of the Heart of Sonic, Defenses that Utilize Sonic
Cost: 200,000 Gold, 2 Weeks

Project Sonic- (Passive Ability, Other: Noise Master) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Sonic
Requires: Improved Weaponization of Sonic
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Sonic- (Passive Ability, Other: Noise Master) If possessor is Sonic element and performs an 'Elemental Attack' action that is solely Sonic element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Sonic
Cost: 500,000 Gold, 2 Weeks

Reconsume Sonic Elemental Spawn- (Passive Ability, Other: Noise Master) Possessor may, at the start of any round, unsummon one of possessor's Sonic element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Sonic Elemental Emanation, Improved Affinity to Healing Via Sonic
Cost: 200,000 Gold, 2 Weeks

Reflect Sonic- (Passive Ability, Other: Noise Master) Possessor Reflects Sonic against sources below Level 20 if Level 20 or greater
Requires: Sonic Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Sonic- (Passive Ability, Other: Noise Master) If possessor's last action was solely Sonic element either due to this ability or the technique 'Elemental Attack-Conversion: Sonic', possessor may make any of possessor's offensive actions solely Sonic element.
Requires: Nonsynchronous Elemental Attack-Conversion: Sonic, Adept Sonic Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Sonic Battle-Aura- (Stance Ability, Other: Noise Master) Possessor deals 10,000 Flat Sonic element Damage to each opponent at the start of each round
Requires: Emanate Sonic, Improved Weaponization of Sonic
Cost: 200,000 Gold, 3 Weeks

Sonic Body Form- (Stance Ability, Other: Noise Master) Possessor gains +200 Defense against Sonic, Possessor gains 15% Sonic Resistance, Possessor may deal 5,000 Flat Sonic element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Sonic, Noise Master, Basic Sonic Resistance, Apprentice Understanding of the Heart of Sonic, Apprentice Defenses Against Sonic
Cost: 300,000 Gold, 3 Weeks

Sonic Immunity- (Passive Ability, Other: Noise Master) Possessor gains Sonic Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Sonic Resistance, Noise Master, Level 20
Cost: 500,000 Gold, 2 Weeks

Sonic Manipulation- (Passive Ability, Other: Noise Master) Possessor may choose one of the following at the beginning of each round if Sonic element: Create a Zone of Sonic, Remove a Zone of Sonic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Sonic by either possessor or a source below Level 20, Add Sonic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Sonic element on a Sonic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Sonic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Sonic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Sonic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Sonic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Sonic, 5% Sonic Resistance, or +50 Defense against Sonic and 1% Sonic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Sonic Synchronization, 5 other Noise Master abilities
Cost: 400,000 Gold, 3 Weeks

Soothing Sonic Emanation- (Passive Ability, Other: Noise Master) Whenever possessor absorbs Damage that is Sonic element Damage, Possessor may choose to deal 10,000 Flat Sonic element HP Healing to up to 10 targets that are Sonic element
Requires: Emanate Sonic, Nourish Sonic
Cost: 300,000 Gold, 1 Week

Stability Within Sonic- (Passive Ability, Other: Noise Master) Possessor gains 25% minor negative status effect resistance while in a Zone of Sonic
Requires: Basic Understanding of the Heart of Sonic, Defenses that Utilize Sonic
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Sonic- (Passive Ability, Other: Noise Master) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Sonic element individual
Requires: Improved Understanding of the Heart of Sonic
Cost: 200,000 Gold, 2 Weeks

Uplifted By Sonic- (Passive Ability, Noise Master) If possessor is Sonic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Sonic
Requires: Basic Understanding of the Heart of Sonic
Requires: 200,000 Gold, 2 Weeks

Zonal Sonic Control- (Passive Ability, Other: Noise Master) Possessor may, at the start of each round, choose one Zone of Sonic that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Sonic, Improved Zonal Acclimation of Sonic
Cost: 1,000,000 Gold, 2 Weeks


~Other: Numinous Archivist (Other: Knowledge)~

Absorb Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor Absorbs Knowledge against sources below Level 20 if Level 20 or greater
Requires: Knowledge Immunity
Cost: 500,000 Gold, 2 Weeks

♢Access to the Archive of Wisdom- (Passive Ability, Other: Numinous Archivist) Possessor gains +(1,000 * Possessor's Level) MIN, Possessor checks for the success of scan attempts twice
Not for Sale

Adept Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Amounts of Knowledge element Damage possessor deals are increased by 10,000 points, Knowledge element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Knowledge element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Numinous Archivist, 50 other Other: Numinous Archivist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor obtains Knowledge element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Knowledge
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Knowledge
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 Defense against Knowledge
Requires: Basic Defenses Against Knowledge
Cost: 100,000 Gold, 2 Weeks

Apprentice Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 5% Knowledge Resistance
Requires: Basic Knowledge Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 to all stats for each Knowledge element item equipped, Possessor's Knowledge element pets and summons gain +250 to all stats
Requires: Basic Knowledge Synchronization, 3 other Other: Numinous Archivist abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +100 to all stats
Requires: Apprentice Command of Knowledge, Basic Understanding of the Heart of Knowledge
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Knowledge- (Passive Ability, Other: Numinous Archivist) Quantities of Knowledge element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Knowledge
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 to all stats while in a Zone of Knowledge
Requires: Basic Zonal Acclimation of Knowledge
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Knowledge's Dominion- (Passive Ability, Other: Numinous Archivist) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Knowledge
Requires: Basic Zonal Acclimation of Knowledge
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor obtains Knowledge element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Knowledge Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +50 to all stats
Requires: Basic Knowledge Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 Defense against Knowledge
Requires: Basic Knowledge Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 1% Knowledge Resistance
Requires: Basic Knowledge Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +25 to all stats if possessor is Knowledge element
Requires: Knowledge of Esoteric Elements, Scholar, Magewright, Theoretical Mage-Scientist, Enchanter, Heir to the Future, Mind Lord, Esoteric Wiseman, Diviner, Sage, Ward Crafter, Elder Scribe
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +10 to all stats
Requires: Basic Command of Knowledge
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Knowledge- (Passive Ability, Other: Numinous Archivist) Quantities of Knowledge element Damage dealt by possessor are increased by 50 points
Requires: Basic Knowledge Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 to all stats while in a Zone of Knowledge
Requires: Basic Knowledge Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Knowledge- (Active Ability, Other: Numinous Archivist) Possessor may spend an action to summon 5 Elementals that are Knowledge element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Knowledge, Emanate Knowledge
Cost: 300,000 Gold, 2 Weeks

Control of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor has a 20% chance of being able to cancel the actions of Knowledge element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Knowledge Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 Defense if possessor has any Knowledge-element items equipped that provide a Defense bonus
Requires: Basic Knowledge Synchronization, Basic Defenses against Knowledge, Basic Weaponization of Knowledge
Cost: 200,000 Gold, 2 Weeks

Detect Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +1% To Hit against Knowledge element targets
Requires: Apprentice Divining Attunement, Basic Knowledge Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Knowledge- (Technique Ability, Other: Numinous Archivist) Possessor may use 'Elemental Attack-Conversion: Knowledge' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Knowledge element and no other technique is used. Said action becomes solely the element Knowledge.
Requires: Improved Weaponization of Knowledge
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Knowledge- (Technique Ability, Other: Numinous Archivist) Possessor may use 'Elemental Invocation of Knowledge' in conjunction with an 'Elemental Attack' action so long as possessor is Knowledge element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Knowledge
Cost: 200,000 Gold, 2 Week

Emanate Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor absorbs Damage that is Knowledge element Damage, Possessor may choose to deal 10,000 Flat Knowledge element Damage to up to 10 targets
Requires: Absorb Knowledge, Knowledge Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Knowledge
Requires: Basic Understanding of the Heart of Knowledge
Requires: 200,000 Gold, 2 Weeks

Expert Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Knowledge element Damage dealt to possessor (not including healing) is halved, Knowledge element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Knowledge element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Knowledge Synchronization, 100 other Other: Numinous Archivist Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Knowledge- (Passive Ability, Other: Numinous Archivist) Quantities of Knowledge element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Knowledge, Numinous Archivist
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor obtains Knowledge element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Knowledge
Cost: 500,000 Gold, 2 Weeks

Improved Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Knowledge, Basic Understanding of the Heart of Knowledge
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +5,000 Defense against Knowledge
Requires: Apprentice Defenses Against Knowledge, Basic Knowledge Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +2,000 Defense if possessor has any Knowledge-element items equipped that provide a Defense bonus
Requires: Apprentice Knowledge Synchronization, Improved Defenses against Knowledge, Improved Weaponization of Knowledge
Cost: 500,000 Gold, 2 Weeks

Improved Knowledge Elemental Emanation- (Passive Ability, Other: Numinous Archivist) Possessor's 'Call Forth the Living Knowledge' ability may summon entities up to Level 20
Requires: Call Forth the Living Knowledge
Cost: 200,000 Gold, 2 Weeks

Improved Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 10% Knowledge Resistance
Requires: Apprentice Knowledge Resistance, Basic Defenses against Knowledge
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +250 to all stats
Requires: Improved Command of Knowledge, Apprentice Understanding of the Heart of Knowledge
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Knowledge- (Passive Ability, Other: Numinous Archivist) Quantities of Knowledge element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Knowledge
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +1,000 to all stats while in a Zone of Knowledge
Requires: Apprentice Zonal Acclimation of Knowledge
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Knowledge Empowerment- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 to all stats while in a Zone of Knowledge, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Knowledge
Requires: Empowered by Knowledge, Nourished by Knowledge, Improved Zonal Acclimation of Knowledge
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains the element Knowledge while in Numinous Archivist stances
Requires: Meditative Assumption of Knowledge, Adept Knowledge Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Knowledge Battle-Aura- (Stance Ability, Other: Numinous Archivist) Possessor deals 10,000 Flat Knowledge element Damage to each opponent at the start of each round
Requires: Emanate Knowledge, Improved Weaponization of Knowledge
Cost: 200,000 Gold, 3 Weeks

Knowledge Body Form- (Stance Ability, Other: Numinous Archivist) Possessor gains +200 Defense against Knowledge, Possessor gains 15% Knowledge Resistance, Possessor may deal 5,000 Flat Knowledge element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Knowledge, Numinous Archivist, Basic Knowledge Resistance, Apprentice Understanding of the Heart of Knowledge, Apprentice Defenses Against Knowledge
Cost: 300,000 Gold, 3 Weeks

Knowledge Immunity- (Passive Ability, Other: Numinous Archivist) Possessor gains Knowledge Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Knowledge Resistance, Other: Numinous Archivist, Level 20
Cost: 500,000 Gold, 2 Weeks

Knowledge Manipulation- (Passive Ability, Other: Numinous Archivist) Possessor may choose one of the following at the beginning of each round if Knowledge element: Create a Zone of Knowledge, Remove a Zone of Knowledge created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Knowledge by either possessor or a source below Level 20, Add Knowledge to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Knowledge element on a Knowledge element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Knowledge, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Knowledge, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Knowledge element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Knowledge to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Knowledge, 5% Knowledge Resistance, or +50 Defense against Knowledge and 1% Knowledge Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Knowledge Synchronization, 5 other Numinous Archivist abilities
Cost: 400,000 Gold, 3 Weeks

Meditative Assumption of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may choose, at the beginning of a thread, to become solely Knowledge element
Requires: Basic Knowledge Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may use the Technique 'Elemental Attack-Conversion: Knowledge' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Knowledge element.
Requires: Elemental Attack-Conversion: Knowledge
Cost: 500,000 Gold, 2 Weeks

Nourish Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor deals HP or MP healing to an Knowledge element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Knowledge, Nourished by Knowledge
Cost: 200,000 Gold, 2 Weeks

Nourished By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Knowledge
Requires: Basic Understanding of the Heart of Knowledge
Requires: 200,000 Gold, 2 Weeks

Nullify Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may remove the element Knowledge from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Knowledge-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Knowledge-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Knowledge from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Knowledge Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Numinous Archivist- (Passive Ability, Other: Numinous Archivist) Possessor ignores (1 * (Possessor Level/5), rounded down)% Knowledge Resistance, Possessor ignores Knowledge Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Knowledge Synchronization, 10 other Other: Numinous Archivist abilities
Cost: 125,000 Gold, 4 Weeks

Partial Channeling of the Wrath of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Knowledge Resistance, Basic Weaponization of Knowledge
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains 5% Mindblasted: Too Much Information Resistance
Requires: Basic Knowledge Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +5% Dodge against Knowledge element individuals
Requires: Improved Defenses Against Knowledge, Improved Understanding of the Heart of Knowledge, Defenses that Utilize Knowledge
Cost: 200,000 Gold, 2 Weeks

Project Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Knowledge
Requires: Improved Weaponization of Knowledge
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element and performs an 'Elemental Attack' action that is solely Knowledge element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Knowledge
Cost: 500,000 Gold, 2 Weeks

Reconsume Knowledge Elemental Spawn- (Passive Ability, Other: Numinous Archivist) Possessor may, at the start of any round, unsummon one of possessor's Knowledge element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Knowledge Elemental Emanation, Improved Affinity to Healing Via Knowledge
Cost: 200,000 Gold, 2 Weeks

Reflect Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor Reflects Knowledge against sources below Level 20 if Level 20 or greater
Requires: Knowledge Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor's last action was solely Knowledge element either due to this ability or the technique 'Elemental Attack-Conversion: Knowledge', possessor may make any of possessor's offensive actions solely Knowledge element.
Requires: Nonsynchronous Elemental Attack-Conversion: Knowledge, Adept Knowledge Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Knowledge Emanation- (Passive Ability, Other: Numinous Archivist) Whenever possessor absorbs Damage that is Knowledge element Damage, Possessor may choose to deal 10,000 Flat Knowledge element HP Healing to up to 10 targets that are Knowledge element
Requires: Emanate Knowledge, Nourish Knowledge
Cost: 300,000 Gold, 1 Week

Stability Within Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains 25% minor negative status effect resistance while in a Zone of Knowledge
Requires: Basic Understanding of the Heart of Knowledge, Defenses that Utilize Knowledge
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Knowledge element individual
Requires: Improved Understanding of the Heart of Knowledge
Cost: 200,000 Gold, 2 Weeks

Uplifted By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Knowledge
Requires: Basic Understanding of the Heart of Knowledge
Requires: 200,000 Gold, 2 Weeks

Zonal Knowledge Control- (Passive Ability, Other: Numinous Archivist) Possessor may, at the start of each round, choose one Zone of Knowledge that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Knowledge, Improved Zonal Acclimation of Knowledge
Cost: 1,000,000 Gold, 2 Weeks

~Other: Oracle of Lunacy (Other: Madness)~

Basic Madness Synchronization- (Passive Ability, Other: Oracle of Lunacy) Possessor gains +25 to all stats if possessor is Madness element
Requires: Inclusion of SAN, Inclusion of INF, Inclusion of RES, Mind Lord
Cost: 50,000,000 Gold, 30 Weeks


~Other: Paragon of Resolve (Other: Will)~

A Will Great Enough to Protect the Weak- (Passive Ability, Other: Paragon of Resolve) If possessor is Psychic, Hope, or Will element, whenever one of possessor's Psychic, Hope or Will element summons would be afflicted with a negative status effect, it may choose to use possessor's Resistances/Immunities/Reflections/Absorptions in place of its own to determine if said status effect infliction is successful (but not in regards to other things that come from the same attack, action, or other source as said status effect infliction)
Requires: Defenses that Utilize Will
Cost: 5,000,000 Gold, 2 Weeks

Absorb Will- (Passive Ability, Other: Paragon of Resolve) Possessor Absorbs Will against sources below Level 20 if Level 20 or greater
Requires: Will Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Amounts of Will element Damage possessor deals are increased by 10,000 points, Will element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Will element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Paragon of Resolve, 50 other Paragon of Resolve Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Will
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Will
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense against Will
Requires: Basic Defenses Against Will
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +100 to all stats
Requires: Apprentice Command of Will, Basic Understanding of the Heart of Will
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Will
Cost: 100,000 Gold, 2 Weeks

Apprentice Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 5% Will Resistance
Requires: Basic Will Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Will Synchronization- (Passive Ability, Paragon of Resolve) Possessor gains +50 to all stats for each Will element item equipped, Possessor's Will element pets and summons gain +250 to all stats
Requires: Basic Will Synchronization, 3 other Paragon of Resolve abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 to all stats while in a Zone of Will
Requires: Basic Zonal Acclimation of Will
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Will's Dominion- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Will
Requires: Basic Zonal Acclimation of Will
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Will Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +50 to all stats
Requires: Basic Will Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 Defense against Will
Requires: Basic Will Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +10 to all stats
Requires: Basic Command of Will
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 50 points
Requires: Basic Will Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 1% Will Resistance
Requires: Basic Will Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to all stats if Will element
Requires: Knowledge of Esoteric Elements, Psychic, Mind Lord, Eternal Champion, Warrior, Monk, Channeler, Blazing Sultan, Diplomat, General, Auramancer
Cost: 100,000,000 Gold, 60 Weeks

Basic Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 to all stats while in a Zone of Will
Requires: Basic Will Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Will- (Active Ability, Other: Paragon of Resolve) Possessor may spend an action to summon 5 Elementals that are Will element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Will, Emanate Will
Cost: 300,000 Gold, 2 Weeks

Control of Will- (Passive Ability, Other: Paragon of Resolve) Possessor has a 20% chance of being able to cancel the actions of Will element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Will Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense if possessor has any Will-element items equipped that provide a Defense bonus
Requires: Basic Will Synchronization, Basic Defenses against Will, Basic Weaponization of Will
Cost: 200,000 Gold, 2 Weeks

Detect Will- (Passive Ability, Paragon of Resolve) Possessor gains +1% To Hit against Will element targets
Requires: Apprentice Divining Attunement, Basic Will Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Will- (Technique Ability, Other: Paragon of Resolve) Possessor may use 'Elemental Attack-Conversion: Will' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Will element and no other technique is used. Said action becomes solely the element Will.
Requires: Improved Weaponization of Will
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Will- (Technique Ability, Other: Paragon of Resolve) Possessor may use 'Elemental Invocation of Will' in conjunction with an 'Elemental Attack' action so long as possessor is Will element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Will
Cost: 200,000 Gold, 2 Week

Emanate Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor absorbs Damage that is Will element Damage, Possessor may choose to deal 10,000 Flat Will element Damage to up to 10 targets
Requires: Absorb Will, Will Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Will
Requires: Basic Understanding of the Heart of Will
Requires: 200,000 Gold, 2 Weeks

Greater Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Will, Paragon of Resolve
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Will
Cost: 500,000 Gold, 2 Weeks

Improved Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Will, Basic Understanding of the Heart of Will
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +5,000 Defense against Will
Requires: Apprentice Defenses Against Will, Basic Will Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses That Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +2,000 Defense if possessor has any Will-element items equipped that provide a Defense bonus
Requires: Apprentice Will Synchronization, Improved Defenses against Will, Improved Weaponization of Will
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +250 to all stats
Requires: Improved Command of Will, Apprentice Understanding of the Heart of Will
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Will
Cost: 500,000 Gold, 2 Weeks

Improved Will Elemental Emanation- (Passive Ability, Other: Paragon of Resolve) Possessor's 'Call Forth the Living Will' ability may summon entities up to Level 20
Requires: Call Forth the Living Will
Cost: 200,000 Gold, 2 Weeks

Improved Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 10% Will Resistance
Requires: Apprentice Will Resistance, Basic Defenses against Will
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +1,000 to all stats while in a Zone of Will
Requires: Apprentice Zonal Acclimation of Will
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Will Empowerment- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 to all stats while in a Zone of Will, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Will
Requires: Empowered by Will, Nourished by Will, Improved Zonal Acclimation of Will
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains the element Will while in Paragon of Resolve stances
Requires: Meditative Assumption of Will, Adept Will Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Will- (Passive Ability, Other: Paragon of Resolve) Possessor may choose, at the beginning of a thread, to become solely Will element
Requires: Basic Will Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Mind Fortified by Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50,000 MP and +500 Defense against Stat Damage if possessor is Will element
Requires: Defenses that Utilize Will, Mentalist
Cost: 5,000,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Will- (Passive Ability, Other: Paragon of Resolve) Possessor may use the Technique 'Elemental Attack-Conversion: Will' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Will element.
Requires: Elemental Attack-Conversion: Will
Cost: 500,000 Gold, 2 Weeks

Nourish Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor deals HP or MP healing to an Will element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Will, Nourished by Will
Cost: 200,000 Gold, 2 Weeks

Nourished By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Will
Requires: Basic Understanding of the Heart of Will
Requires: 200,000 Gold, 2 Weeks

Nullify Will- (Passive Ability, Other: Paragon of Resolve) Possessor may remove the element Will from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Will-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Will-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Will from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Will Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Paragon of Resolve- (Passive Ability, Other: Paragon of Resolve) Possessor ignores (1 * (Possessor Level/5), rounded down)% Will Resistance, Possessor ignores Will Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Will Synchronization, 10 other Paragon of Resolve abilities
Cost: 125,000 Gold, 4 Weeks

Predict the Flow of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +5% Dodge against Will element individuals
Requires: Improved Defenses Against Will, Improved Understanding of the Heart of Will, Defenses that Utilize Will
Cost: 200,000 Gold, 2 Weeks

Project Will- (Passive Ability, Other: Paragon of Resolve) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Will
Requires: Improved Weaponization of Will
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Will- (Passive Ability, Other: Paragon of Resolve) If possessor is Will element and performs an 'Elemental Attack' action that is solely Will element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Will
Cost: 500,000 Gold, 2 Weeks

Reconsume Will Elemental Spawn- (Passive Ability, Other: Paragon of Resolve) Possessor may, at the start of any round, unsummon one of possessor's Will element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Will Elemental Emanation, Improved Affinity to Healing Via Will
Cost: 200,000 Gold, 2 Weeks

Reflect Will- (Passive Ability, Other: Paragon of Resolve) Possessor Reflects Will against sources below Level 20 if Level 20 or greater
Requires: Will Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Will- (Passive Ability, Other: Paragon of Resolve) If possessor's last action was solely Will element either due to this ability or the technique 'Elemental Attack-Conversion: Will', possessor may make any of possessor's offensive actions solely Will element.
Requires: Nonsynchronous Elemental Attack-Conversion: Will, Adept Will Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Will Emanation- (Passive Ability, Other: Paragon of Resolve) Whenever possessor absorbs Damage that is Will element Damage, Possessor may choose to deal 10,000 Flat Will element HP Healing to up to 10 targets that are Will element
Requires: Emanate Will, Nourish Will
Cost: 300,000 Gold, 1 Week

Stability Within Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains 25% minor negative status effect resistance while in a Zone of Will
Requires: Basic Understanding of the Heart of Will, Defenses that Utilize Will
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Will element individual
Requires: Improved Understanding of the Heart of Will
Cost: 200,000 Gold, 2 Weeks

Unified Knowledge of Light and Will- (Passive Ability, Other: Paragon of Resolve) Possessor may count Paragon of Resolve abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Paragon of Resolve abilities (including for prerequisite purposes)
Not for Sale

Unified Knowledge of Will and Fire- (Passive Ability, Other: Paragon of Resolve) Possessor may count Paragon of Resolve abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes), Possessor may count Blazing Sultan abilities possessor possesses as Paragon of Resolve abilities (including for prerequisite purposes)
Not for Sale

Unified Knowledge of Will and Suns- (Passive Ability, Other: Paragon of Resolve) Possessor may count Paragon of Resolve abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Paragon of Resolve abilities (including for prerequisite purposes)
Not for Sale

Uplifted By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Will
Requires: Basic Understanding of the Heart of Will
Requires: 200,000 Gold, 2 Weeks

Will Battle-Aura- (Stance Ability, Other: Paragon of Resolve) Possessor deals 10,000 Flat Will element Damage to each opponent at the start of each round
Requires: Emanate Will, Improved Weaponization of Will
Cost: 200,000 Gold, 3 Weeks

Will Body Form- (Stance Ability, Other: Paragon of Resolve) Possessor gains +200 Defense against Will, Possessor gains 15% Will Resistance, Possessor may deal 5,000 Flat Will element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Will, Paragon of Resolve, Basic Will Resistance, Apprentice Understanding of the Heart of Will, Apprentice Defenses Against Will
Cost: 300,000 Gold, 3 Weeks

Will Immunity- (Passive Ability, Other: Paragon of Resolve) Possessor gains Will Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Will Resistance, Paragon of Resolve, Level 20
Cost: 500,000 Gold, 2 Weeks

Will Manipulation- (Passive Ability, Other: Paragon of Resolve) Possessor may choose one of the following at the beginning of each round if Will element: Create a Zone of Will, Remove a Zone of Will created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Will by either possessor or a source below Level 20, Add Will to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Will element on a Will element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Will, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Will, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Will element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Will to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Will, 5% Will Resistance, or +50 Defense against Will and 1% Will Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Will Synchronization, 5 other Paragon of Resolve abilities
Cost: 400,000 Gold, 3 Weeks

Will-Powered Infliction-Block- (Passive Ability, Other: Paragon of Resolve) If possessor does not possess any MIN or SPI Damage, possessor changes automatic instances of status effect infliction phrased as 'inflicts <status effect name>' with no percentile infliction chance that would be inflicted on possessor that come from sources below Level 60 into 100% infliction chances of said effects for said instances of infliction
Requires: Defenses that Utilize Will
Cost: 5,000,000 Gold, 2 Weeks

Zonal Will Control- (Passive Ability, Other: Paragon of Resolve) Possessor may, at the start of each round, choose one Zone of Will that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Will, Improved Zonal Acclimation of Will
Cost: 1,000,000 Gold, 2 Weeks


~Other: Princess of Sweets (Other: Candy)~

Basic Candy Synchronization- (Passive Ability, Other: Princess of Sweets) Possessor gains +25 to all stats if possessor is Candy element
Requires: Knowledge of Esoteric Elements, Smiling Drifter, Chef, Eternal Champion, Crafter
Cost: 50,000,000 Gold, 30 Weeks

Jolly Gumdrop Man- (Passive Ability, Other: Princess of Sweets) Possessor gains the element Candy. Possessor gains +5,000 CON and +50,000 HP. Non-unique Food consumables used by possessor may gain or solely become the element Candy. Possessor may, at the start of any round, acquire and optionally equip up to 10 Food consumables worth under (Possessor's Level * 10,000) Gold whose name includes 'Gumdrop' or that are Candy element. Possessor gains Confusion: Depression Immunity. Possessor is afflicted with Invigorated: High Morale at the start of each round. Possessor's Sonic or Candy element attacks or actions may gain a 50% chance of inflicting Invigorated: Zesty or Paralysis: Sticky.
Not for Sale

Sweets Warrior- (Passive Ability, Other: Princess of Sweets) Possessor gains +25 Melee Attack for every Food item equipped whose name includes 'Candy', 'Lollipop', 'Gumdrop', or 'Sugar'
Not for Sale


~Other: Progenitor of Species (Other: Evolution)~

Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Requires: Evolution Immunity
Cost: 500,000 Gold, 2 Weeks

Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 5% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Requires: Control of Evolution
Cost: 5,000,000 Gold, 2 Weeks

Adept Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Amounts of Evolution element Damage possessor deals are increased by 10,000 points, Evolution element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Evolution element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Progenitor of Species, 50 other Progenitor of Species Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Evolution
Cost: 125,000 Gold, 2 Weeks

Apprentice Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 5% Evolution Resistance
Requires: Basic Evolution Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Evolution Synchronization- (Passive Ability, Progenitor of Species) Possessor gains +50 to all stats for each Evolution element item equipped, Possessor's Evolution element pets and summons gain +250 to all stats
Requires: Basic Evolution Synchronization, 3 other Progenitor of Species abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Evolution
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Requires: Basic Zonal Acclimation of Evolution
Cost: 100,000 Gold, 2 Weeks

Archpredator's Ceaseless Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +(100 * X) to all unmodified stats, gains +(100 * X) Melee Attack, and gains +(1,000 * X) HP, X is equal to the number of months possessor has possessed this ability, to a max of 200
Not for Sale
(This was mentioned as being Darston-unique thanks to him having the Power of Walshandeth ability, which made it over here somewhat)

Basic Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +50 to all stats
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 Defense against Evolution
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 1% Evolution Resistance
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Possessor gains +25 to all stats if Evolution element
Requires: Knowledge of Esoteric Elements, Biomancer, Beastmaster, Botanist, Seakeeper, Skykeeper, Vermin Lord, Master of Monsters, Scientist, Heir to the Future, Warrior
Cost: 100,000,000 Gold, 60 Weeks

Basic Evolutionary Biomancy- (Passive Ability, Other: Progenitor of Species) Evolution element Biomancy spells cast by possessor that apply buffs that raise stats have all such buffs increased by 50 points as an effect that stacks a max of 30 times across all applications per individual
Requires: Basic Biomancy Attunement, Basic Evolution Synchronization.
Cost: 5,000,000 Gold, 2 Weeks

Basic Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +10 to all stats
Requires: Basic Command of Evolution
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 50 points
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Evolution- (Active Ability, Other: Progenitor of Species) Possessor may spend an action to summon 5 Elementals that are Evolution element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Evolution, Emanate Evolution
Cost: 300,000 Gold, 2 Weeks

Control of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor has a 20% chance of being able to cancel the actions of Evolution element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Evolution Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Evolution - (Passive Ability, Other: Progenitor of Species) Possessor gains +500 Defense if possessor has any Evolution -element items equipped that provide a Defense bonus
Requires: Basic Evolution Synchronization, Basic Defenses against Evolution, Basic Weaponization of Evolution
Cost: 200,000 Gold, 2 Weeks

Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution
Requires: Basic Weaponization of Evolution, Control of Evolution, Reflect Evolution
Cost: 5,000,000 Gold, 2 Weeks

Devolution Ray- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Devolution Ray' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', or 'Magical Attack' action if possessor is Evolution element and no other technique is used. Said action removes one buff applied to its targets that are summons that comes from a source below Level 80 that is below caster's Level that was applied to said summon at the time of its summoning
Requires: Improved Weaponization of Evolution
Cost: 5,000,000 Gold, 2 Weeks

Elemental Attack-Conversion: Evolution- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evolution element and no other technique is used. Said action becomes solely the element Evolution.
Requires: Improved Weaponization of Evolution
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Evolution- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Elemental Invocation of Evolution' in conjunction with an 'Elemental Attack' action so long as possessor is Evolution element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Evolution
Cost: 200,000 Gold, 2 Week

Emanate Evolution- (Passive Ability, Progenitor of Species) Whenever possessor absorbs Damage that is Evolution element Damage, Possessor may choose to deal 10,000 Flat Evolution element Damage to up to 10 targets
Requires: Absorb Evolution, Evolution Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Evolution- (Passive Ability, Progenitor of Species) If possessor is Evolution element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Evolution
Requires: Basic Understanding of the Heart of Evolution
Requires: 200,000 Gold, 2 Weeks

Evolution Battle-Aura- (Stance Ability, Other: Progenitor of Species) Possessor deals 10,000 Flat Evolution element Damage to each opponent at the start of each round
Requires: Emanate Evolution, Improved Weaponization of Evolution
Cost: 200,000 Gold, 3 Weeks

Evolution Body Form- (Stance Ability, Other: Progenitor of Species) Possessor gains +200 Defense against Evolution, Possessor gains 15% Evolution Resistance, Possessor may deal 5,000 Flat Evolution element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Evolution, Progenitor of Species, Basic Evolution Resistance, Apprentice Understanding of the Heart of Evolution, Apprentice Defenses Against Evolution
Cost: 300,000 Gold, 3 Weeks

Evolution Immunity- (Passive Ability, Other: Progenitor of Species) Possessor gains Evolution Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Evolution Resistance, Progenitor of Species, Level 20
Cost: 500,000 Gold, 2 Weeks

Evolution Manipulation- (Passive Ability, Other: Progenitor of Species) Possessor may choose one of the following at the beginning of each round if Evolution element: Create a Zone of Evolution, Remove a Zone of Evolution created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evolution by either possessor or a source below Level 20, Add Evolution to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Evolution element on a Evolution element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evolution, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evolution, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Evolution element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evolution to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evolution, 5% Evolution Resistance, or +50 Defense against Evolution and 1% Evolution Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Evolution Synchronization, 5 other Progenitor of Species abilities
Cost: 400,000 Gold, 3 Weeks

Evolutionary Stasis Field- (Passive Ability, Reality Arranger) If possessor is Evolution element, possessor's opponents below Level 60 may not place buffs on their summons at the time of their summoning without possessor's approval
Requires: Emanate Evolution, Defenses that Utilize Evolution, and Improved Weaponization of Evolution
Cost: 5,000,000 Gold, 2 Weeks

Evolutionary Wisdom- (Passive Ability, Other: Progenitor of Species) Possessor gains +50,000 MP if possessor is Evolution element
Requires: Basic Evolution Synchronization, Scholar
Cost: 5,000,000 Gold, 2 Weeks

Fossil-Record-Obscuring Summoning Art- (Passive Ability, Other: Progenitor of Species) Possessor's summons and their descendants with different summon- generation-numbers (for example, possessor's summons' summons and possessor's summons' summons' summons' summons) cannot be unsummoned by the same action by individuals below Level 60
Requires: Control of Evolution, Summoner
Cost: 5,000,000 Gold, 2 Weeks

Guide Evolution- (Active Ability, Other: Progenitor of Species) Possessor may spend an action to cause a target to obtain either +500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks
Requires: Progenitor of Species
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Acid Spittle- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+5,000 Damage Dealt, target's offensive actions that cost 0 MP may become solely Acid element, and target's offensive Acid element actions may gain '1 hit against 5') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Armored Shell- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +500 Defense at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Quills- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains ('possessor may deal 15,000 Flat Physical element Damage to any individual that conducts an offensive action that targets possessor at the end of each such action') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Razor Claws- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+500 Damage Dealt and target's offensive Physical element actions may gain '60% inflicts Wounded') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Resilient Frame- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +5% Resilience at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Highly Evolved- (Passive Ability, Other: Progenitor of Species) Possessor obtains +1,000 to all stats if possessor is Evolution element
Requires: 5 in each Base Stat, Progenitor of Species
Cost: 5,000,000 Gold, 2 Weeks

Improved Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 10% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Requires: Adaptable Body and Progenitor of Species
Cost: 5,000,000 Gold, 2 Weeks

Improved Evolution Elemental Emanation- (Passive Ability, Other: Progenitor of Species) Possessor's 'Call Forth the Living Evolution' ability may summon entities up to Level 20
Requires: Call Forth the Living Evolution
Cost: 200,000 Gold, 2 Weeks

Improved Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 10% Evolution Resistance
Requires: Apprentice Evolution Resistance, Basic Defenses against Evolution
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Evolution
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +1,000 to all stats while in a Zone of Evolution
Requires: Apprentice Zonal Acclimation of Evolution
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Evolution Empowerment- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Evolution
Requires: Empowered by Evolution, Nourished by Evolution, Improved Zonal Acclimation of Evolution
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains the element Evolution while in Progenitor of Species stances
Requires: Meditative Assumption of Evolution, Adept Evolution Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Inherited Habitat-Adaptation Technique- (Passive Ability, Other: Progenitor of Species) Possessor's summons (and future generations of their desecendant summons) gain +500 to all stats if in a Terrain or Phantom Terrain of the same type as one present at the time of their summoning
Requires: Defenses that Utilize Evolution
Cost: 5,000,000 Gold, 2 Weeks

Lamarckian Wisdom- (Passive Ability, Other: Progenitor of Species) Whenever possessor or one of possessor's summons (or their descendant-summons) summons, said summon's Natural stats are 10 points higher for each 100 points worth of bonuses to stats its summoner possessed due to buffs at the time of summoning, to being a max of 2,000 points higher
Requires: Progenitor of Species, Scholar
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may choose, at the beginning of a thread, to become solely Evolution element
Requires: Basic Evolution Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Missing-Link-Skipping Summoning Art- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and would summon a non-unique entity that is normally fightable on the enemy list for drops, possessor may instead summon any type of non-unique entity that is normally fightable on the enemy list for drops that said first entity could summon (with this ability not being able to skip more than 1 generation of summons)
Requires: Control of Evolution, Summoner
Cost: 5,000,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may use the Technique 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evolution element.
Requires: Elemental Attack-Conversion: Evolution
Cost: 500,000 Gold, 2 Weeks

Nourish Evolution- (Passive Ability, Other: Progenitor of Species) Whenever possessor deals HP or MP healing to an Evolution element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Evolution, Nourished by Evolution
Cost: 200,000 Gold, 2 Weeks

Nourished By Evolution- (Passive Ability, Progenitor of Species) If possessor is Evolution element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Evolution
Requires: Basic Understanding of the Heart of Evolution
Requires: 200,000 Gold, 2 Weeks

Nullify Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may remove the element Evolution from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Evolution-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Evolution-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Evolution from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Evolution Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5% Dodge against Evolution element individuals
Requires: Improved Defenses Against Evolution, Improved Understanding of the Heart of Evolution, Defenses that Utilize Evolution
Cost: 200,000 Gold, 2 Weeks

Progenitor of Species- (Passive Ability, Other: Progenitor of Species) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evolution Resistance, Possessor ignores Evolution Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Evolution Synchronization, 10 other Progenitor of Species abilities
Cost: 125,000 Gold, 4 Weeks

Project Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Evolution
Requires: Improved Weaponization of Evolution
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Evolution- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and performs an 'Elemental Attack' action that is solely Evolution element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Evolution
Cost: 500,000 Gold, 2 Weeks

Reconsume Evolution Elemental Spawn- (Passive Ability, Other: Progenitor of Species) Possessor may, at the start of any round, unsummon one of possessor's Evolution element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Evolution Elemental Emanation, Improved Affinity to Healing Via Evolution
Cost: 200,000 Gold, 2 Weeks

Reflect Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Reflects Evolution against sources below Level 20 if Level 20 or greater
Requires: Evolution Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Evolution- (Passive Ability, Other: Progenitor of Species) If possessor's last action was solely Evolution element either due to this ability or the technique 'Elemental Attack-Conversion: Evolution', possessor may make any of possessor's offensive actions solely Evolution element.
Requires: Nonsynchronous Elemental Attack-Conversion: Evolution, Adept Evolution Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Reshape Evolution- (Passive Ability, Other: Progenitor of Species) At the start of each round and of each of possessor's actions, possessor may choose to cause summoned individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to have all points of one stat granted by buffs placed on said individual at the time of its summoning to be converted into points of a different stat (to a max of 30,000 points converted)
Requires: Control of Evolution
Cost: 5,000,000 Gold, 2 Weeks

Soothing Evolution Emanation- (Passive Ability, Other: Progenitor of Species) Whenever possessor absorbs Damage that is Evolution element Damage, Possessor may choose to deal 10,000 Flat Evolution element HP Healing to up to 10 targets that are Evolution element
Requires: Emanate Evolution, Nourish Evolution
Cost: 300,000 Gold, 1 Week

Stability Within Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains 25% minor negative status effect resistance while in a Zone of Evolution
Requires: Basic Understanding of the Heart of Evolution, Defenses that Utilize Evolution
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Evolution element individual
Requires: Improved Understanding of the Heart of Evolution
Cost: 200,000 Gold, 2 Weeks

Unexpected Evolutionary Shift- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, the summons of possessor's summons that are of the same type of enemy as said summons may gain any one single stat as their natural Prime Attribute when summoned
Requires: Missing-Link-Skipping Summoning Art
Cost: 5,000,000 Gold, 2 Weeks

Unified Knowledge of Evolution and Fire- (Passive Ability, Other: Progenitor of Species) Possessor may count Progenitor of Species abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes), Possessor may count Blazing Sultan abilities possessor possesses as Progenitor of Species abilities (including for prerequisite purposes)
Not for Sale

Unified Knowledge of Evolution and Suns- (Passive Ability, Other: Progenitor of Species) Possessor may count Progenitor of Species abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Progenitor of Species abilities (including for prerequisite purposes)
Not for Sale

Unified Knowledge of Light and Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may count Progenitor of Species abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Progenitor of Species abilities (including for prerequisite purposes)
Not for Sale

Uplifted By Evolution- (Passive Ability, Progenitor of Species) If possessor is Evolution element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Evolution
Requires: Basic Understanding of the Heart of Evolution
Requires: 200,000 Gold, 2 Weeks

Zonal Evolution Control- (Passive Ability, Other: Progenitor of Species) Possessor may, at the start of each round, choose one Zone of Evolution that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Evolution, Improved Zonal Acclimation of Evolution
Cost: 1,000,000 Gold, 2 Weeks

~Other: Reality Arranger (Other: Spatial)~

Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Requires: Spatial Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Reality Arranger, 50 other Reality Arranger Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Spatial
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Spatial
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Requires: Basic Defenses Against Spatial
Cost: 100,000 Gold, 2 Weeks

Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance
Requires: Basic Spatial Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Requires: Basic Spatial Synchronization, 3 other Reality Arranger abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +100 to all stats
Requires: Apprentice Command of Spatial, Basic Understanding of the Heart of Spatial
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Spatial
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial
Requires: Basic Zonal Acclimation of Spatial
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Requires: Basic Zonal Acclimation of Spatial
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Spatial Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Requires: Knowledge of Esoteric Elements, Basic Subspace Architect Knowledge, Basic Spatial Magic Attunement, Veilwalker, Summoner, Wanderer
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +10 to all stats
Requires: Basic Command of Spatial
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks

Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Requies: Reshape Zones, Improved Defenses that Utilize Spatial, Improved Zonal Acclimation of Spatial, Meditative Assumption of Spatial, Space-Bending Reach, Spatial Manipulation, Zonal Spatial Control, Unreachable Body, Level 40
Cost: 5,000,000 Gold, 2 Weeks

Call Forth the Living Spatial- (Active Ability, Other: Reality Arranger) Possessor may spend an action to summon 5 Elementals that are Spatial element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Spatial, Emanate Spatial
Cost: 300,000 Gold, 2 Weeks

Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption
Requires: Improved Weaponization of Spatial, Level 40
Cost: 20,000,000 Gold, 2 Weeks

Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Spatial Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Requires: Basic Spatial Synchronization, Basic Defenses against Spatial, Basic Weaponization of Spatial
Cost: 200,000 Gold, 2 Weeks

Detect Spatial- (Passive Ability, Reality Arranger) Possessor gains +1% To Hit against Spatial element targets
Requires: Apprentice Divining Attunement, Basic Spatial Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Spatial- (Technique Ability, Other: Reality Arranger) Possessor may use 'Elemental Attack-Conversion: Spatial' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Spatial element and no other technique is used. Said action becomes solely the element Spatial.
Requires: Improved Weaponization of Spatial
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Spatial- (Technique Ability, Other: Reality Arranger) Possessor may use 'Elemental Invocation of Spatial' in conjunction with an 'Elemental Attack' action so long as possessor is Spatial element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Spatial
Cost: 200,000 Gold, 2 Week

Emanate Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor absorbs Damage that is Spatial element Damage, Possessor may choose to deal 10,000 Flat Spatial element Damage to up to 10 targets
Requires: Absorb Spatial, Spatial Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Spatial
Requires: Basic Understanding of the Heart of Spatial
Requires: 200,000 Gold, 2 Weeks

Expert Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Spatial element Damage dealt to possessor (not including healing) is halved, Spatial element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Spatial element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Spatial Synchronization, 100 other Reality Arranger Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Spatial, Reality Arranger
Cost: 5,000,000 Gold, 2 Weeks

Hyperspatial Health Reservoir- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000,000 HP, Possessor's HP is doubled as an effect that does not stack with other HP multiplying effect
Not for Sale

Improved Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Spatial
Cost: 500,000 Gold, 2 Weeks

Improved Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Spatial, Basic Understanding of the Heart of Spatial
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5,000 Defense against Spatial
Requires: Apprentice Defenses Against Spatial, Basic Spatial Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Requires: Apprentice Spatial Synchronization, Improved Defenses against Spatial, Improved Weaponization of Spatial
Cost: 500,000 Gold, 2 Weeks

Improved Spatial Elemental Emanation- (Passive Ability, Other: Reality Arranger) Possessor's 'Call Forth the Living Spatial' ability may summon entities up to Level 20
Requires: Call Forth the Living Spatial
Cost: 200,000 Gold, 2 Weeks

Improved Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 10% Spatial Resistance
Requires: Apprentice Spatial Resistance, Basic Defenses against Spatial
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +250 to all stats
Requires: Improved Command of Spatial, Apprentice Understanding of the Heart of Spatial
Cost: 500,000 Gold, 2 Weeks

Improved Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 40 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 40
Requires: Unreachable Body, Reality Arranger
Cost: 20,000,000 Gold, 2 Weeks

Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Spatial
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial
Requires: Apprentice Zonal Acclimation of Spatial
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Spatial Empowerment- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Spatial
Requires: Empowered by Spatial, Nourished by Spatial, Improved Zonal Acclimation of Spatial
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains the element Spatial while in Reality Arranger stances
Requires: Meditative Assumption of Spatial, Adept Spatial Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Master Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor may control the actions of Spatial element individuals who are half possessor's Level or lower, Spatial element actions may not inflict major negative status effects on possessor if they come from sources of lower Level than possessor
Not for Sale

Meditative Assumption of Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose, at the beginning of a thread, to become solely Spatial element
Requires: Basic Spatial Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Spatial- (Passive Ability, Other: Reality Arranger) Possessor may use the Technique 'Elemental Attack-Conversion: Spatial' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Spatial element.
Requires: Elemental Attack-Conversion: Spatial
Cost: 500,000 Gold, 2 Weeks

Nourish Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor deals HP or MP healing to an Spatial element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Spatial, Nourished by Spatial
Cost: 200,000 Gold, 2 Weeks

Nourished By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Spatial
Requires: Basic Understanding of the Heart of Spatial
Requires: 200,000 Gold, 2 Weeks

Nullify Spatial- (Passive Ability, Other: Reality Arranger) Possessor may remove the element Spatial from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Spatial-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Spatial-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Spatial from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Spatial Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5% Dodge against Spatial element individuals
Requires: Improved Defenses Against Spatial, Improved Understanding of the Heart of Spatial, Defenses that Utilize Spatial
Cost: 200,000 Gold, 2 Weeks

Project Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Spatial
Requires: Improved Weaponization of Spatial
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Spatial- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and performs an 'Elemental Attack' action that is solely Spatial element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Spatial
Cost: 500,000 Gold, 2 Weeks

Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Spatial Synchronization, 10 other Reality Arranger abilities
Cost: 125,000 Gold, 4 Weeks

Reconsume Spatial Elemental Spawn- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of any round, unsummon one of possessor's Spatial element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Spatial Elemental Emanation, Improved Affinity to Healing Via Spatial
Cost: 200,000 Gold, 2 Weeks

Reflect Spatial- (Passive Ability, Other: Reality Arranger) Possessor Reflects Spatial against sources below Level 20 if Level 20 or greater
Requires: Spatial Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Spatial- (Passive Ability, Other: Reality Arranger) If possessor's last action was solely Spatial element either due to this ability or the technique 'Elemental Attack-Conversion: Spatial', possessor may make any of possessor's offensive actions solely Spatial element.
Requires: Nonsynchronous Elemental Attack-Conversion: Spatial, Adept Spatial Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons
Requires: Control of Spatial, Landsense
Cost: 5,000,000 Gold, 2 Weeks

Soothing Spatial Emanation- (Passive Ability, Other: Reality Arranger) Whenever possessor absorbs Damage that is Spatial element Damage, Possessor may choose to deal 10,000 Flat Spatial element HP Healing to up to 10 targets that are Spatial element
Requires: Emanate Spatial, Nourish Spatial
Cost: 300,000 Gold, 1 Week

Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Requires: Zonal Spatial Control, Reality Arranger
Cost: 500,000 Gold, 2 Weeks

Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Requires: Improved Weaponization of Spatial, Control of Spatial
Cost: 500,000 Gold, 2 Weeks

Spatial Battle-Aura- (Stance Ability, Other: Reality Arranger) Possessor deals 10,000 Flat Spatial element Damage to each opponent at the start of each round
Requires: Emanate Spatial, Improved Weaponization of Spatial
Cost: 200,000 Gold, 3 Weeks

Spatial Body Form- (Stance Ability, Other: Reality Arranger) Possessor gains +200 Defense against Spatial, Possessor gains 15% Spatial Resistance, Possessor may deal 5,000 Flat Spatial element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Spatial, Reality Arranger, Basic Spatial Resistance, Apprentice Understanding of the Heart of Spatial, Apprentice Defenses Against Spatial
Cost: 300,000 Gold, 3 Weeks

Spatial Immunity- (Passive Ability, Other: Reality Arranger) Possessor gains Spatial Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Spatial Resistance, Reality Arranger, Level 20
Cost: 500,000 Gold, 2 Weeks

Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Requires: Reality Arranger, Control of Spatial, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Spatial Synchronization, 5 other Reality Arranger abilities
Cost: 400,000 Gold, 3 Weeks

Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Requires: Defenses that Utilize Spatial, Basic Acceleration Within Spatial's Domain
Cost: 1,000,000 Gold, 2 Weeks

Stability Within Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains 25% minor negative status effect resistance while in a Zone of Spatial
Requires: Basic Understanding of the Heart of Spatial, Defenses that Utilize Spatial
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Spatial element individual
Requires: Improved Understanding of the Heart of Spatial
Cost: 200,000 Gold, 2 Weeks

Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20
Requires: Defenses that Utilize Spatial, Control of Spatial
Cost: 2,000,000 Gold, 2 Weeks

Uplifted By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Spatial
Requires: Basic Understanding of the Heart of Spatial
Requires: 200,000 Gold, 2 Weeks

Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Spatial, Improved Zonal Acclimation of Spatial
Cost: 1,000,000 Gold, 2 Weeks


~Other: Relic Keeper (Other: Treasure)~
A Thousand Phantasmal Arms, A Thousand Phantasmal Treasures- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, before each of possessor's actions, possessor may unequip any number of equipped items and then equip any number of items
Requires: Item Hijack, Meditative Assumption of Treasure, Miracle Sheath, Invisible Storehouse's Grasping Hands, Adept Treasure Synchronization
Cost: 180,000,000 Gold, 2 Weeks

Absorb Treasure- (Passive Ability, Other: Relic Keeper) Possessor Absorbs Treasure against sources below Level 20 if Level 20 or greater
Requires: Treasure Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Amounts of Treasure element Damage possessor deals are increased by 10,000 points, Treasure element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Treasure element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Relic Keeper, 50 other Relic Keeper Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Treasure- (Passive Ability, Other: Relic Keeper) Whenever possessor obtains Treasure element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Treasure
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Treasure
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +500 Defense against Treasure
Requires: Basic Defenses Against Treasure
Cost: 100,000 Gold, 2 Weeks

Apprentice Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 5% Treasure Resistance
Requires: Basic Treasure Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Possessor gains +50 to all stats for each Treasure element item equipped, Possessor's Treasure element pets and summons gain +250 to all stats
Requires: Basic Treasure Synchronization, 3 other Relic Keeper abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element allies gain +100 to all stats
Requires: Apprentice Command of Treasure, Basic Understanding of the Heart of Treasure
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Treasure
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +500 to all stats while in a Zone of Treasure
Requires: Basic Zonal Acclimation of Treasure
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Treasure's Dominion- (Passive Ability, Other: Relic Keeper) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Treasure
Requires: Basic Zonal Acclimation of Treasure
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Treasure- (Passive Ability, Other: Relic Keeper) Whenever possessor obtains Treasure element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Treasure Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element pets and summons gain +50 to all stats
Requires: Basic Treasure Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +50 Defense against Treasure
Requires: Basic Treasure Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 1% Treasure Resistance
Requires: Basic Treasure Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Possessor gains +25 to all stats if possessor is Treasure element
Requires: Knowledge of Esoteric Elements,Channeler, Enchanter, Magewright, Crafter, Smith, Jeweler, Artificer, Evermason, Coinlord
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element allies gain +10 to all stats
Requires: Basic Command of Treasure
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 50 points
Requires: Basic Treasure Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +50 to all stats while in a Zone of Treasure
Requires: Basic Treasure Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Treasure- (Active Ability, Other: Relic Keeper) Possessor may spend an action to summon 5 Elementals that are Treasure element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Treasure, Emanate Treasure
Cost: 300,000 Gold, 2 Weeks

Channeling the Soul of All the World's Treasures- (Passive Ability, Other: Relic Keeper) Possessor may, when inflicting a debuff with the ability 'Item Hijack' choose to add the text 'said item provides benefits to this effect's inflictor while said inflictor is Treasure element as though it were equipped' to debuffs inflicted by possessor's 'Item Hijack' ability
Requires: Multi-Item Hijack, Improved Command of Treasure, Greater Weaponization of Treasure, Uplifted by Treasure, Soul-Sculpted to Wield the Perfected Blade, Soul-Sculpted to Wield the Perfected Bow, Soul-Sculpted to Wield the Perfected Rod, Adept Channeling Attunement
Cost: 200,000,000 Gold, 2 Weeks

Control of Treasure- (Passive Ability, Other: Relic Keeper) Possessor has a 20% chance of being able to cancel the actions of Treasure element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Treasure Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +500 Defense if possessor has any Treasure-element items equipped that provide a Defense bonus
Requires: Basic Treasure Synchronization, Basic Defenses against Treasure, Basic Weaponization of Treasure
Cost: 200,000 Gold, 2 Weeks

Detect Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +1% To Hit against Treasure element targets
Requires: Apprentice Divining Attunement, Basic Treasure Synchronization
Cost: 100,000 Gold, 2 Weeks

Electrifying Principle- (Passive Ability, Other: Relic Keeper) Possessor may, at the start of a round, choose to spend 60,000 MP to give itself a non-stacking buff that lasts until the end of the round that allows its possessor and its possessor's allies to optionally add the element Treasure to their attacks and/or actions.
Not for Sale

Elemental Attack-Conversion: Treasure- (Technique Ability, Other: Relic Keeper) Possessor may use 'Elemental Attack-Conversion: Treasure' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Treasure Element and no other technique is used. Said action becomes solely the element Treasure.
Requires: Improved Weaponization of Treasure
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Treasure- (Technique Ability, Other: Relic Keeper) Possessor may use 'Elemental Invocation of Treasure' in conjunction with an 'Elemental Attack' action so long as possessor is Treasure Element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Treasure
Cost: 200,000 Gold, 2 Weeks

Emanate Treasure- (Passive Ability, Other: Relic Keeper) Whenever possessor absorbs Damage that is Treasure element Damage, Possessor may choose to deal 10,000 Flat Treasure element Damage to up to 10 targets
Requires: Absorb Treasure, Treasure Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Treasure- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Treasure
Requires: Basic Understanding of the Heart of Treasure
Requires: 200,000 Gold, 2 Weeks

Expert Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Treasure element Damage dealt to possessor (not including healing) is halved, Treasure element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Treasure element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Treasure Synchronization, 100 other Relic Keeper Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Forgemaster's Soul's Infinite Blades- (Passive Ability, Other: Relic Keeper) At the start of each round, if possessor is Treasure element, possessor may create, and, optionally, equip, a Temporary version of a non-unique Weapon that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time
Requires: Procession of Relics, Swordsman, Archer, Smith
Cost: 100,000,000 Gold, 2 Weeks

Gilded Armor at a Thought- (Passive Ability, Other: Relic Keeper) At the start of each round, if possessor is Treasure element, possessor may create, and, optionally, equip, a Temporary version of a non-unique Armor that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time
Requires: Procession of Relics, Guardian, Mentalist, Smith
Cost: 100,000,000 Gold, 2 Weeks

Gilded Guardians of the Storehouse of Relics Untouched By Man- (Passive Ability, Other: Relic Keeper) At the start of battle, if possessor is Treasure element, possessor may summon 2 Gold Golem from the Enemy List that are naturally solely Treasure element, that have their 'Pummel' ability naturally possess the additional element option of 'or Treasure', that naturally possess 5,000 additional Defense, that naturally possess 50% more Dodge, and that naturally possess 11,000 additional points in each stat, Max 2 summoned
Requires: Relic Keeper, Golomancer, Evermason, Summoner, Stored Treasures of Lordly Fortitude, Soul-Storehouse of Glorious Treasures
Cost: 50,000,000 Gold, 2 Weeks

Greater Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Treasure, Relic Keeper
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Treasure- (Passive Ability, Other: Relic Keeper) Whenever possessor obtains Treasure element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Treasure
Cost: 500,000 Gold, 2 Weeks

Improved Command of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Treasure, Basic Understanding of the Heart of Treasure
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +5,000 Defense against Treasure
Requires: Apprentice Defenses Against Treasure, Basic Treasure Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +2,000 Defense if possessor has any Treasure-element items equipped that provide a Defense bonus
Requires: Apprentice Treasure Synchronization, Improved Defenses against Treasure, Improved Weaponization of Treasure
Cost: 500,000 Gold, 2 Weeks

Improved Treasure Elemental Emanation- (Passive Ability, Other: Relic Keeper) Possessor's 'Call Forth the Living Treasure' ability may summon entities up to Level 20
Requires: Call Forth the Living Treasure
Cost: 200,000 Gold, 2 Weeks

Improved Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 10% Treasure Resistance
Requires: Apprentice Treasure Resistance, Basic Defenses against Treasure
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element allies gain +250 to all stats
Requires: Improved Command of Treasure, Apprentice Understanding of the Heart of Treasure
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Treasure
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +1,000 to all stats while in a Zone of Treasure
Requires: Apprentice Zonal Acclimation of Treasure
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Treasure Empowerment- (Passive Ability, Other: Relic Keeper) Possessor gains +500 to all stats while in a Zone of Treasure, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Treasure
Requires: Empowered by Treasure, Nourished by Treasure, Improved Zonal Acclimation of Treasure
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains the element Treasure while in Relic Keeper stances
Requires: Meditative Assumption of Treasure, Adept Treasure Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Invisible Storehouse's Grasping Hands- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, entities that are not greater Level than possessor that are below Level 80 may not steal or cause possessor to involuntarily equip items equipped by or carried by possessor
Requires: Soul Storehouse's Invulnerable Treasures, Improved Zonal Acclimation of Treasure
Cost: 80,000,000 Gold, 2 Weeks

Item Hijack- (Active Ability, Other: Relic Keeper) If possessor is Treasure element, possessor may spend an action to give an opponent of equal or lower Level that is below Level 80 a non-stacking debuff that causes one item (excluding the Aspects of Artifacts) chosen by possessor to count as having no text save its name, type, subtype, element, and value, while equipped by said individual
Requires: Forgemaster's Soul's Infinite Blades, Stored Treasures of Lordly Insight, Stored Treasures of Lordly Fury, Stored Treasures of Lordly Will, Stored Treasures of Lordly Position, Control of Treasure, Improved Understanding of the Heart of Treasure, Absorb Treasure, Reflect Treasure, Mentalist, Controller, Thief
Cost: 200,000,000 Gold, 2 Weeks

Meditative Assumption of Treasure- (Passive Ability, Other: Relic Keeper) Possessor may choose, at the beginning of a thread, to become solely Treasure element
Requires: Basic Treasure Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Miracle Sheath- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, whenever possessor performs an offensive action, possessor may equip a weapon that is carried by itself or a willing ally but not equipped
Requires: Stored Treasures of Lordly Might, Basic Divine Magic Attunement, Apprentice Gate Magic Attunement
Cost: 12,000,000 Gold, 2 Weeks

Multi-Item Hijack- (Passive Ability, Other: Relic Keeper) The debuff produced by possessor's 'Item Hijack' ability stacks 3 times
Requires: Item Hijack, Adept Treasure Synchronization
Cost: 100,000,000 Gold, 2 Weeks

Nonsynchrnous Elemental Attack-Conversion: Treasure- (Passive Ability, Other: Relic Keeper) Possessor may use the Technique 'Elemental Attack-Conversion: Treasure' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Treasure Element.
Requires: Elemental Attack-Conversion: Treasure
Cost: 500,000 Gold, 2 Weeks

Nourish Treasure- (Passive Ability, Other: Relic Keeper) Whenever possessor deals HP or MP healing to an Treasure element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Treasure, Nourished by Treasure
Cost: 200,000 Gold, 2 Weeks

Nourished By Treasure- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Treasure
Requires: Basic Understanding of the Heart of Treasure
Requires: 200,000 Gold, 2 Weeks

Nullify Treasure- (Passive Ability, Other: Relic Keeper) Possessor may remove the element Treasure from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Treasure-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Treasure-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Treasure from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Treasure Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +5% Dodge against Treasure element individuals
Requires: Improved Defenses Against Treasure, Improved Understanding of the Heart of Treasure, Defenses that Utilize Treasure
Cost: 200,000 Gold, 2 Weeks

Procession of Relics- (Passive Ability, Other: Relic Keeper) Possessor may carry 10 additional unequipped items into threads
Requires: Stored Treasures of Lordly Insight, Stored Treasures of Lordly Fury, Stored Treasures of Lordly Will, Stored Treasures of Lordly Position, Soul-Storehouse of Glorious Treasures
Cost: 30,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Treasure- (Passive Ability, Other: Relic Keeper) If possessor is Treasure Element and performs an 'Elemental Attack' action that is solely Treasure Element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Treasure
Cost: 500,000 Gold, 2 Weeks

Reconsume Treasure Elemental Spawn- (Passive Ability, Other: Relic Keeper) Possessor may, at the start of any round, unsummon one of possessor's Treasure element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Treasure Elemental Emanation, Improved Affinity to Healing Via Treasure
Cost: 200,000 Gold, 2 Weeks

Reflect Treasure- (Passive Ability, Other: Relic Keeper) Possessor Reflects Treasure against sources below Level 20 if Level 20 or greater
Requires: Treasure Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Treasure- (Passive Ability, Other: Relic Keeper) If possessor's last action was solely Treasure Element either due to this ability or the technique 'Elemental Attack-Conversion: Treasure', possessor may make any of possessor's offensive actions solely Treasure Element.
Requires: Nonsynchrnous Elemental Attack-Conversion: Treasure, Adept Treasure Syncrhonization
Cost: 6,000,000 Gold, 2 Weeks

Relic Keeper- (Passive Ability, Other: Relic Keeper) Possessor ignores (1 * (Possessor Level/5), rounded down)% Treasure Resistance, Possessor ignores Treasure Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Treasure Synchronization, 10 other Relic Keeper abilities
Cost: 125,000 Gold, 4 Weeks

Soothing Treasure Emanation- (Passive Ability, Other: Relic Keeper) Whenever possessor absorbs Damage that is Treasure element Damage, Possessor may choose to deal 10,000 Flat Treasure element HP Healing to up to 10 targets that are Treasure element
Requires: Emanate Treasure, Nourish Treasure
Cost: 300,000 Gold, 1 Week

Soul-Sculpted to Wield the Perfected Blade- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Melee Attack bonus cap becomes two times the relevant stat
Requires: Forgemaster's Soul's Infinite Blades, Improved Weaponization of Treasure
Cost: 60,000,000 Gold, 2 Weeks

Soul-Sculpted to Wield the Perfected Bow- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Ranged Attack bonus cap becomes two times the relevant stat
Requires: Forgemaster's Soul's Infinite Blades, Improved Weaponization of Treasure
Cost: 60,000,000 Gold, 2 Weeks

Soul-Sculpted to Wield the Perfected Rod- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Magical Attack bonus cap becomes two times the relevant stat
Requires: Forgemaster's Soul's Infinite Blades, Improved Weaponization of Treasure
Cost: 60,000,000 Gold, 2 Weeks

Soul-Storehouse of Glorious Treasures- (Passive Ability, Other: Relic Keeper) At the start of each round, if possessor is Treasure element, possessor may create a Temporary version of a non-unique Antiquity that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time
Requires: Relic Keeper, Apprentice Force Training, Apprentice Gate Magic Attunement, Artificer, Magewright
Cost: 30,000,000 Gold, 2 Weeks

Soul Storehouse's Invulnerable Treasures- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, entities that are not greater Level than possessor may not destroy items equipped by or carried by possessor
Requires: Defenses that Utilize Treasure, Relic Keeper
Cost: 80,000,000 Gold, 2 Weeks

Stored Treasures of Lordly Fortitude- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Constitution bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Requires: Improved Understanding of the Heart of Treasure
Cost: 5,000,000 Gold, 2 Weeks

Stored Treasures of Lordly Fury- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Critical value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Requires: Relic Keeper, Stored Treasures of Lordly Power, Stored Treasures of Lordly Might
Cost: 5,000,000 Gold, 2 Weeks

Stored Treasures of Lordly Grace- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Agility bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Requires: Improved Understanding of the Heart of Treasure
Cost: 5,000,000 Gold, 2 Weeks

Stored Treasures of Lordly Insight- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the To Hit value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Requires: Relic Keeper, Stored Treasures of Lordly Grace, Stored Treasures of Lordly Wisdom
Cost: 5,000,000 Gold, 2 Weeks

Stored Treasures of Lordly Might- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Strength bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Requires: Improved Understanding of the Heart of Treasure
Cost: 5,000,000 Gold, 2 Weeks

Stored Treasures of Lordly Position- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Dodge value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Requires: Relic Keeper, Stored Treasures of Lordly Grace, Stored Treasures of Lordly Fortitude
Cost: 5,000,000 Gold, 2 Weeks

Stored Treasures of Lordly Power- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Spirit bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Requires: Improved Understanding of the Heart of Treasure
Cost: 5,000,000 Gold, 2 Weeks

Stored Treasures of Lordly Will- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Resilience value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Requires: Relic Keeper, Stored Treasures of Lordly Wisdom, Stored Treasures of Lordly Fortitude
Cost: 5,000,000 Gold, 2 Weeks

Stored Treasures of Lordly Wisdom- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Mind bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Requires: Improved Understanding of the Heart of Treasure
Cost: 5,000,000 Gold, 2 Weeks

Summon-Countering, Mind-Positioned Geomantic Treasure-Arrangement- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element and is carrying at least 10 different Antiquities created during the current battle by possessor's 'Soul-Storehouse of Glorious Treasure' ability, possessor's opponents who are not greater Level than possessor or Level 80 or greater may not summon entities who are below possessor's Level, are below Level 80, and are of a Level lower than (The Gold value of the lest-valuable of said 10 different antiquities / 1,000,000)
Requires: Procession of Relics, Improved Zonal Acclimation of Treasure, Mentalist, Geomancer, Improved Understanding of Area Mana Patterns, Scholar
Cost: 60,000,000 Gold, 2 Weeks

Treasure Battle-Aura- (Stance Ability, Other: Relic Keeper) Possessor deals 10,000 Flat Treasure element Damage to each opponent at the start of each round
Requires: Emanate Treasure, Improved Weaponization of Treasure
Cost: 200,000 Gold, 3 Weeks

Treasure Body Form- (Stance Ability, Other: Relic Keeper) Possessor gains +200 Defense against Treasure, Possessor gains 15% Treasure Resistance, Possessor may deal 5,000 Flat Treasure element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Treasure, Relic Keeper, Basic Treasure Resistance, Apprentice Understanding of the Heart of Treasure, Apprentice Defenses Against Treasure
Cost: 300,000 Gold, 3 Weeks

Treasure Immunity- (Passive Ability, Other: Relic Keeper) Possessor gains Treasure Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Treasure Resistance, Relic Keeper, Level 20
Cost: 500,000 Gold, 2 Weeks

Treasure Manipulation- (Passive Ability, Other: Relic Keeper) Possessor may choose one of the following at the beginning of each round if Treasure element: Create a Zone of Treasure, Remove a Zone of Treasure created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Treasure by either possessor or a source below Level 20, Add Treasure to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Treasure element on a Treasure element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Treasure, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Treasure, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Treasure element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Treasure to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Treasure, 5% Treasure Resistance, or +50 Defense against Treasure and 1% Treasure Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Treasure Synchronization, 5 other Relic Keeper abilities
Cost: 400,000 Gold, 3 Weeks

Uplifted By Treasure- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Treasure
Requires: Basic Understanding of the Heart of Treasure
Requires: 200,000 Gold, 2 Weeks

Zonal Treasure Control- (Passive Ability, Other: Relic Keeper) Possessor may, at the start of each round, choose one Zone of Treasure that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Treasure, Improved Zonal Acclimation of Treasure
Cost: 1,000,000 Gold, 2 Weeks


~Other: Resonant Historian (Memory)~

Basic Memory Synchronization- (Passive Ability, Other: Resonant Historian) Possessor gains +25 to all stats if possessor is Memory element
Requires: Knowledge of Esoteric Elements, Archmage of the Ancients, Mentalist, Mind Lord, Diviner, Seer, Healer
Cost: 50,000,000 Gold, 30 Weeks


~Other: Ruin Bringer (Devastation)~

Absorb Devastation- (Passive Ability, Other: Ruin Bringer) Possessor Absorbs Devastation against sources below Level 20 if Level 20 or greater
Requires: Devastation Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Amounts of Devastation element Damage possessor deals are increased by 10,000 points, Devastation element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Devastation element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Ruin Bringer, 50 other Other: Ruin Bringer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor obtains Devastation element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Devastation
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Devastation
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 Defense against Devastation
Requires: Basic Defenses Against Devastation
Cost: 100,000 Gold, 2 Weeks

Apprentice Devastation Resistance- (Passive Ability, Other: Ruin Bringer) Possessor gains 5% Devastation Resistance
Requires: Basic Devastation Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats for each Devastation element item equipped, Possessor's Devastation element pets and summons gain +250 to all stats
Requires: Basic Devastation Synchronization, 3 other Other: Ruin Bringer abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element allies gain +100 to all stats
Requires: Apprentice Command of Devastation, Basic Understanding of the Heart of Devastation
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Devastation
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 to all stats while in a Zone of Devastation
Requires: Basic Zonal Acclimation of Devastation
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Devastation's Dominion- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Devastation
Requires: Basic Zonal Acclimation of Devastation
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor obtains Devastation element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Devastation Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element pets and summons gain +50 to all stats
Requires: Basic Devastation Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 Defense against Devastation
Requires: Basic Devastation Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Devastation Resistance- (Passive Ability, Other: Ruin Bringer) Possessor gains 1% Devastation Resistance
Requires: Basic Devastation Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element
Requires: Heir of Dust
Cost: 100,000,000 Gold, 60 Weeks

Basic Understanding of the Heart of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element allies gain +10 to all stats
Requires: Basic Command of Devastation
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 50 points
Requires: Basic Devastation Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats while in a Zone of Devastation
Requires: Basic Devastation Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Devastation- (Active Ability, Other: Ruin Bringer) Possessor may spend an action to summon 5 Elementals that are Devastation element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Devastation, Emanate Devastation
Cost: 300,000 Gold, 2 Weeks

Control of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor has a 20% chance of being able to cancel the actions of Devastation element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Devastation Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 Defense if possessor has any Devastation-element items equipped that provide a Defense bonus
Requires: Basic Devastation Synchronization, Basic Defenses against Devastation, Basic Weaponization of Devastation
Cost: 200,000 Gold, 2 Weeks

Detect Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +1% To Hit against Devastation element targets
Requires: Apprentice Divining Attunement, Basic Devastation Synchronization
Cost: 100,000 Gold, 2 Weeks

Devastation Battle-Aura- (Stance Ability, Other: Ruin Bringer) Possessor deals 10,000 Flat Devastation element Damage to each opponent at the start of each round
Requires: Emanate Devastation, Improved Weaponization of Devastation
Cost: 200,000 Gold, 3 Weeks

Devastation Body Form- (Stance Ability, Other: Ruin Bringer) Possessor gains +200 Defense against Devastation, Possessor gains 15% Devastation Resistance, Possessor may deal 5,000 Flat Devastation element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Devastation, Ruin Bringer, Basic Devastation Resistance, Apprentice Understanding of the Heart of Devastation, Apprentice Defenses Against Devastation
Cost: 300,000 Gold, 3 Weeks

Devastation Immunity- (Passive Ability, Other: Ruin Bringer) Possessor gains Devastation Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Devastation Resistance, Other: Ruin Bringer, Level 20
Cost: 500,000 Gold, 2 Weeks

Devastation Manipulation- (Passive Ability, Other: Ruin Bringer) Possessor may choose one of the following at the beginning of each round if Devastation element: Create a Zone of Devastation, Remove a Zone of Devastation created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Devastation by either possessor or a source below Level 20, Add Devastation to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Devastation element on a Devastation element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Devastation, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Devastation, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Devastation element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Devastation to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Devastation, 5% Devastation Resistance, or +50 Defense against Devastation and 1% Devastation Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Devastation Synchronization, 5 other Other: Ruin Bringer abilities
Cost: 400,000 Gold, 3 Weeks

Elemental Attack-Conversion: Devastation- (Technique Ability, Other: Ruin Bringer) Possessor may use 'Elemental Attack-Conversion: Devastation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Devastation element and no other technique is used. Said action becomes solely the element Devastation.
Requires: Improved Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Devastation- (Technique Ability, Other: Ruin Bringer) Possessor may use 'Elemental Invocation of Devastation' in conjunction with an 'Elemental Attack' action so long as possessor is Devastation element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Devastation
Cost: 200,000 Gold, 2 Week

Emanate Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor absorbs Damage that is Devastation element Damage, Possessor may choose to deal 10,000 Flat Devastation element Damage to up to 10 targets
Requires: Absorb Devastation, Devastation Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Devastation- (Passive Ability, Other: Ruin Bringer) If possessor is Devastation element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Devastation
Requires: Basic Understanding of the Heart of Devastation
Requires: 200,000 Gold, 2 Weeks

Expert Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Devastation element Damage dealt to possessor (not including healing) is halved, Devastation element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Devastation element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Devastation Synchronization, 100 other Other: Ruin Bringer Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Devastation, Other: Ruin Bringer
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor obtains Devastation element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Devastation
Cost: 500,000 Gold, 2 Weeks

Improved Command of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Devastation, Basic Understanding of the Heart of Devastation
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +5,000 Defense against Devastation
Requires: Apprentice Defenses Against Devastation, Basic Devastation Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +2,000 Defense if possessor has any Devastation-element items equipped that provide a Defense bonus
Requires: Apprentice Devastation Synchronization, Improved Defenses against Devastation, Improved Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks

Improved Devastation Elemental Emanation- (Passive Ability, Other: Ruin Bringer) Possessor's 'Call Forth the Living Devastation' ability may summon entities up to Level 20
Requires: Call Forth the Living Devastation
Cost: 200,000 Gold, 2 Weeks

Improved Devastation Resistance- (Passive Ability, Other: Ruin Bringer) Possessor gains 10% Devastation Resistance
Requires: Apprentice Devastation Resistance, Basic Defenses against Devastation
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element allies gain +250 to all stats
Requires: Improved Command of Devastation, Apprentice Understanding of the Heart of Devastation
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +1,000 to all stats while in a Zone of Devastation
Requires: Apprentice Zonal Acclimation of Devastation
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Devastation Empowerment- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 to all stats while in a Zone of Devastation, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Devastation
Requires: Empowered by Devastation, Nourished by Devastation, Improved Zonal Acclimation of Devastation
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains the element Devastation while in Ruin Bringer stances
Requires: Meditative Assumption of Devastation, Adept Devastation Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may choose, at the beginning of a thread, to become solely Devastation element
Requires: Basic Devastation Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may use the Technique 'Elemental Attack-Conversion: Devastation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Devastation element.
Requires: Elemental Attack-Conversion: Devastation
Cost: 500,000 Gold, 2 Weeks

Nourish Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor deals HP or MP healing to an Devastation element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Devastation, Nourished by Devastation
Cost: 200,000 Gold, 2 Weeks

Nourished By Devastation- (Passive Ability, Other: Ruin Bringer) If possessor is Devastation element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Devastation
Requires: Basic Understanding of the Heart of Devastation
Requires: 200,000 Gold, 2 Weeks

Nullify Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may remove the element Devastation from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Devastation-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Devastation-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Devastation from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Devastation Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Devastation Resistance, Basic Weaponization of Devastation
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains 5% Voidstruck: Wrecked Resistance
Requires: Basic Devastation Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +5% Dodge against Devastation element individuals
Requires: Improved Defenses Against Devastation, Improved Understanding of the Heart of Devastation, Defenses that Utilize Devastation
Cost: 200,000 Gold, 2 Weeks

Project Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Devastation
Requires: Improved Weaponization of Devastation
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Devastation- (Passive Ability, Other: Ruin Bringer) If possessor is Devastation element and performs an 'Elemental Attack' action that is solely Devastation element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks

Reconsume Devastation Elemental Spawn- (Passive Ability, Other: Ruin Bringer) Possessor may, at the start of any round, unsummon one of possessor's Devastation element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Devastation Elemental Emanation, Improved Affinity to Healing Via Devastation
Cost: 200,000 Gold, 2 Weeks

Reflect Devastation- (Passive Ability, Other: Ruin Bringer) Possessor Reflects Devastation against sources below Level 20 if Level 20 or greater
Requires: Devastation Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Devastation- (Passive Ability, Other: Ruin Bringer) If possessor's last action was solely Devastation element either due to this ability or the technique 'Elemental Attack-Conversion: Devastation', possessor may make any of possessor's offensive actions solely Devastation element.
Requires: Nonsynchronous Elemental Attack-Conversion: Devastation, Adept Devastation Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Ruin Bringer- (Passive Ability, Other: Ruin Bringer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Devastation Resistance, Possessor ignores Devastation Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Devastation Synchronization, 10 other Other: Ruin Bringer abilities
Cost: 125,000 Gold, 4 Weeks

Soothing Devastation Emanation- (Passive Ability, Other: Ruin Bringer) Whenever possessor absorbs Damage that is Devastation element Damage, Possessor may choose to deal 10,000 Flat Devastation element HP Healing to up to 10 targets that are Devastation element
Requires: Emanate Devastation, Nourish Devastation
Cost: 300,000 Gold, 1 Week

Stability Within Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains 25% minor negative status effect resistance while in a Zone of Devastation
Requires: Basic Understanding of the Heart of Devastation, Defenses that Utilize Devastation
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Devastation element individual
Requires: Improved Understanding of the Heart of Devastation
Cost: 200,000 Gold, 2 Weeks

Uplifted By Devastation- (Passive Ability, Other: Ruin Bringer) If possessor is Devastation element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Devastation
Requires: Basic Understanding of the Heart of Devastation
Requires: 200,000 Gold, 2 Weeks

Zonal Devastation Control- (Passive Ability, Other: Ruin Bringer) Possessor may, at the start of each round, choose one Zone of Devastation that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Devastation, Improved Zonal Acclimation of Devastation
Cost: 1,000,000 Gold, 2 Weeks

~Other: Smiling Drifter (Other: Whimsy)~

Absorb Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor Absorbs Whimsy against sources below Level 20 if Level 20 or greater
Requires: Whimsy Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Whimsy Synchronization- (Passive Ability, Other: Smiling Drifter) Amounts of Whimsy element Damage possessor deals are increased by 10,000 points, Whimsy element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Whimsy element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Smiling Drifter, 50 other Smiling Drifter Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Whimsy- (Passive Ability, Other: Smiling Drifter) Whenever possessor obtains Whimsy element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Whimsy
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor's Whimsy element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Whimsy
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +500 Defense against Whimsy
Requires: Basic Defenses Against Whimsy
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor's Whimsy element allies gain +100 to all stats
Requires: Apprentice Command of Whimsy, Basic Understanding of the Heart of Whimsy
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Whimsy- (Passive Ability, Other: Smiling Drifter) Quantities of Whimsy element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Whimsy
Cost: 100,000 Gold, 2 Weeks

Apprentice Whimsy Resistance- (Passive Ability, Other: Smiling Drifter) Possessor gains 5% Whimsy Resistance
Requires: Basic Whimsy Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Whimsy Synchronization- (Passive Ability, Smiling Drifter) Possessor gains +50 to all stats for each Whimsy element item equipped, Possessor's Whimsy element pets and summons gain +250 to all stats
Requires: Basic Whimsy Synchronization, 3 other Smiling Drifter abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +500 to all stats while in a Zone of Whimsy
Requires: Basic Zonal Acclimation of Whimsy
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Whimsy's Dominion- (Passive Ability, Other: Smiling Drifter) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Whimsy
Requires: Basic Zonal Acclimation of Whimsy
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Whimsy- (Passive Ability, Other: Smiling Drifter) Whenever possessor obtains Whimsy element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Whimsy Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor's Whimsy element pets and summons gain +50 to all stats
Requires: Basic Whimsy Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +50 Defense against Whimsy
Requires: Basic Whimsy Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor's Whimsy element allies gain +10 to all stats
Requires: Basic Command of Whimsy
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Whimsy- (Passive Ability, Other: Smiling Drifter) Quantities of Whimsy element Damage dealt by possessor are increased by 50 points
Requires: Basic Whimsy Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Whimsy Resistance- (Passive Ability, Other: Smiling Drifter) Possessor gains 1% Whimsy Resistance
Requires: Basic Whimsy Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Whimsy Synchronization- (Passive Ability, Other: Smiling Drifter) Possessor gains +25 to all stats if possessor is Whimsy element
Requires: Knowledge of Esoteric Elements, Walker from Beyond, Wanderer, Dancer, Bard, Duke of Air
Cost: 50,000,000 Gold, 30 Weeks

Basic Zonal Acclimation of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +50 to all stats while in a Zone of Whimsy
Requires: Basic Whimsy Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Whimsy- (Active Ability, Other: Smiling Drifter) Possessor may spend an action to summon 5 Elementals that are Whimsy element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Whimsy, Emanate Whimsy
Cost: 300,000 Gold, 2 Weeks

Control of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor has a 20% chance of being able to cancel the actions of Whimsy element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Whimsy Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +500 Defense if possessor has any Whimsy-element items equipped that provide a Defense bonus
Requires: Basic Whimsy Synchronization, Basic Defenses against Whimsy, Basic Weaponization of Whimsy
Cost: 200,000 Gold, 2 Weeks

Detect Whimsy- (Passive Ability, Smiling Drifter) Possessor gains +1% To Hit against Whimsy element targets
Requires: Apprentice Divining Attunement, Basic Whimsy Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Whimsy- (Technique Ability, Other: Smiling Drifter) Possessor may use 'Elemental Attack-Conversion: Whimsy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Whimsy element and no other technique is used. Said action becomes solely the element Whimsy.
Requires: Improved Weaponization of Whimsy
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Whimsy- (Technique Ability, Other: Smiling Drifter) Possessor may use 'Elemental Invocation of Whimsy' in conjunction with an 'Elemental Attack' action so long as possessor is Whimsy element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Whimsy
Cost: 200,000 Gold, 2 Week

Emanate Whimsy- (Passive Ability, Other: Smiling Drifter) Whenever possessor absorbs Damage that is Whimsy element Damage, Possessor may choose to deal 10,000 Flat Whimsy element Damage to up to 10 targets
Requires: Absorb Whimsy, Whimsy Manipulation
Cost: 100,000 Gold, 2 Weeks

Emits Balloons When Excited- (Passive Ability, Smiling Drifter) Whenever possessor is afflicted with a positive status effect, possessor's allies have a 30% chance of being afflicted with Elevated or Elevated: High Morale
Not for Sale

Empowered By Whimsy- (Passive Ability, Smiling Drifter) If possessor is Whimsy element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Whimsy
Requires: Basic Understanding of the Heart of Whimsy
Requires: 200,000 Gold, 2 Weeks

Expert Whimsy Synchronization- (Passive Ability, Other: Smiling Drifter) Whimsy element Damage dealt to possessor (not including healing) is halved, Whimsy element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Whimsy element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Whimsy Synchronization, 100 other Smiling Drifter Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Whimsy- (Passive Ability, Other: Smiling Drifter) Quantities of Whimsy element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Whimsy, Smiling Drifter
Cost: 5,000,000 Gold, 2 Weeks

~Hair Composed of Soft Serve Icecream- (Active/Passive Ability, Other: Smiling Drifter) Possessor may count as additionally being Ice element, Possessor may spend an action to deal (10,000 x possessor's Level) Flat Ice & Candy element HP Healing to one ally
Not for Sale

Improved Affinity to Healing Via Whimsy- (Passive Ability, Other: Smiling Drifter) Whenever possessor obtains Whimsy element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Whimsy
Cost: 500,000 Gold, 2 Weeks

Improved Command of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor's Whimsy element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Whimsy, Basic Understanding of the Heart of Whimsy
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +5,000 Defense against Whimsy
Requires: Apprentice Defenses Against Whimsy, Basic Whimsy Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +2,000 Defense if possessor has any Whimsy-element items equipped that provide a Defense bonus
Requires: Apprentice Whimsy Synchronization, Improved Defenses against Whimsy, Improved Weaponization of Whimsy
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor's Whimsy element allies gain +250 to all stats
Requires: Improved Command of Whimsy, Apprentice Understanding of the Heart of Whimsy
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Whimsy- (Passive Ability, Other: Smiling Drifter) Quantities of Whimsy element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Whimsy
Cost: 500,000 Gold, 2 Weeks

Improved Whimsy Elemental Emanation- (Passive Ability, Other: Smiling Drifter) Possessor's 'Call Forth the Living Whimsy' ability may summon entities up to Level 20
Requires: Call Forth the Living Whimsy
Cost: 200,000 Gold, 2 Weeks

Improved Whimsy Resistance- (Passive Ability, Other: Smiling Drifter) Possessor gains 10% Whimsy Resistance
Requires: Apprentice Whimsy Resistance, Basic Defenses against Whimsy
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +1,000 to all stats while in a Zone of Whimsy
Requires: Apprentice Zonal Acclimation of Whimsy
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Whimsy Empowerment- (Passive Ability, Other: Smiling Drifter) Possessor gains +500 to all stats while in a Zone of Whimsy, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Whimsy
Requires: Empowered by Whimsy, Nourished by Whimsy, Improved Zonal Acclimation of Whimsy
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains the element Whimsy while in Smiling Drifter stances
Requires: Meditative Assumption of Whimsy, Adept Whimsy Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor may choose, at the beginning of a thread, to become solely Whimsy element
Requires: Basic Whimsy Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor may use the Technique 'Elemental Attack-Conversion: Whimsy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Whimsy element.
Requires: Elemental Attack-Conversion: Whimsy
Cost: 500,000 Gold, 2 Weeks

Nourish Whimsy- (Passive Ability, Other: Smiling Drifter) Whenever possessor deals HP or MP healing to an Whimsy element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Whimsy, Nourished by Whimsy
Cost: 200,000 Gold, 2 Weeks

Nourished By Whimsy- (Passive Ability, Smiling Drifter) If possessor is Whimsy element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Whimsy
Requires: Basic Understanding of the Heart of Whimsy
Requires: 200,000 Gold, 2 Weeks

Nullify Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor may remove the element Whimsy from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Whimsy-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Whimsy-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Whimsy from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Whimsy Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +5% Dodge against Whimsy element individuals
Requires: Improved Defenses Against Whimsy, Improved Understanding of the Heart of Whimsy, Defenses that Utilize Whimsy
Cost: 200,000 Gold, 2 Weeks

Project Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Whimsy
Requires: Improved Weaponization of Whimsy
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Whimsy- (Passive Ability, Other: Smiling Drifter) If possessor is Whimsy element and performs an 'Elemental Attack' action that is solely Whimsy element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Whimsy
Cost: 500,000 Gold, 2 Weeks

Reconsume Whimsy Elemental Spawn- (Passive Ability, Other: Smiling Drifter) Possessor may, at the start of any round, unsummon one of possessor's Whimsy element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Whimsy Elemental Emanation, Improved Affinity to Healing Via Whimsy
Cost: 200,000 Gold, 2 Weeks

Reflect Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor Reflects Whimsy against sources below Level 20 if Level 20 or greater
Requires: Whimsy Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Whimsy- (Passive Ability, Other: Smiling Drifter) If possessor's last action was solely Whimsy element either due to this ability or the technique 'Elemental Attack-Conversion: Whimsy', possessor may make any of possessor's offensive actions solely Whimsy element.
Requires: Nonsynchronous Elemental Attack-Conversion: Whimsy, Adept Whimsy Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Smiling Drifter- (Passive Ability, Other: Smiling Drifter) Possessor ignores (1 * (Possessor Level/5), rounded down)% Whimsy Resistance, Possessor ignores Whimsy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Whimsy Synchronization, 10 other Smiling Drifter abilities
Cost: 125,000 Gold, 4 Weeks

Soothing Whimsy Emanation- (Passive Ability, Other: Smiling Drifter) Whenever possessor absorbs Damage that is Whimsy element Damage, Possessor may choose to deal 10,000 Flat Whimsy element HP Healing to up to 10 targets that are Whimsy element
Requires: Emanate Whimsy, Nourish Whimsy
Cost: 300,000 Gold, 1 Week

Stability Within Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains 25% minor negative status effect resistance while in a Zone of Whimsy
Requires: Basic Understanding of the Heart of Whimsy, Defenses that Utilize Whimsy
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Whimsy element individual
Requires: Improved Understanding of the Heart of Whimsy
Cost: 200,000 Gold, 2 Weeks

Uplifted By Whimsy- (Passive Ability, Smiling Drifter) If possessor is Whimsy element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Whimsy
Requires: Basic Understanding of the Heart of Whimsy
Requires: 200,000 Gold, 2 Weeks

Whimsy Battle-Aura- (Stance Ability, Other: Smiling Drifter) Possessor deals 10,000 Flat Whimsy element Damage to each opponent at the start of each round
Requires: Emanate Whimsy, Improved Weaponization of Whimsy
Cost: 200,000 Gold, 3 Weeks

Whimsy Body Form- (Stance Ability, Other: Smiling Drifter) Possessor gains +200 Defense against Whimsy, Possessor gains 15% Whimsy Resistance, Possessor may deal 5,000 Flat Whimsy element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Whimsy, Smiling Drifter, Basic Whimsy Resistance, Apprentice Understanding of the Heart of Whimsy, Apprentice Defenses Against Whimsy
Cost: 300,000 Gold, 3 Weeks

Whimsy Immunity- (Passive Ability, Other: Smiling Drifter) Possessor gains Whimsy Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Whimsy Resistance, Smiling Drifter, Level 20
Cost: 500,000 Gold, 2 Weeks

Whimsy Manipulation- (Passive Ability, Other: Smiling Drifter) Possessor may choose one of the following at the beginning of each round if Whimsy element: Create a Zone of Whimsy, Remove a Zone of Whimsy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Whimsy by either possessor or a source below Level 20, Add Whimsy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Whimsy element on a Whimsy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Whimsy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Whimsy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Whimsy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Whimsy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Whimsy, 5% Whimsy Resistance, or +50 Defense against Whimsy and 1% Whimsy Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Whimsy Synchronization, 5 other Smiling Drifter abilities
Cost: 400,000 Gold, 3 Weeks

Zonal Whimsy Control- (Passive Ability, Other: Smiling Drifter) Possessor may, at the start of each round, choose one Zone of Whimsy that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Whimsy, Improved Zonal Acclimation of Whimsy
Cost: 1,000,000 Gold, 2 Weeks

~Other: Supreme Archdominus (Other: Triumph)~

Basic Triumph Synchronization- (Passive Ability, Other: Supreme Archdominus) Possessor gains +125 to all stats if Triumph element
Requires: Knowledge of Esoteric Elements, Master Sword Training, Master Gun Training, Master Staff Training, Master Combat Arts Attunement, Master Unarmed Technique Attunement, Master Glory Synchronization, Master Fate Synchronization, Notion-Crafter, Conceptual Traits, 20 Base STR, 20 Base AGI, 20 Base CON, 20 Base MIN, 20 Base SPI
Not For Sale


~Other: Temporal Primarch (Other: Time)~

♢Absolute Recorder of Time- (Passive Ability, Other: Temporal Primarch) Individual's below possessor's Level may not change the round's number without possessor's permission, may not count the round's number as a different round's number without possessor's permission, may not reset battle without possessor's permission, and may not create or modify Chronogeomantic Zones without possessor's permission
Not for Sale

Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Requires: Time Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Temporal Primarch, 50 other Temporal Primarch Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Requires: Aging Touch, Improved Weaponization of Time
Cost: 2,000,000 Gold, 2 Weeks

Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Requires: Basic Weaponization of Time
Cost: 1,000,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Time
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Time
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Requires: Basic Defenses Against Time
Cost: 100,000 Gold, 2 Weeks

Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Requires: Basic Time Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Requires: Basic Time Synchronization, 3 other Temporal Primarch abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Requires: Apprentice Command of Time, Basic Understanding of the Heart of Time
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Time
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Requires: Basic Zonal Acclimation of Time
Cost: 100,000 Gold, 2 Weeks

Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Requires: Apprentice Time Synchronization
Cost: 500,000 Gold, 2 Weeks

Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Requires: Adept Temporaral Primarch
Cost: 50,000,000 Gold, 3 Weeks

Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Requires: Basic Zonal Acclimation of Time
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Time Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Requires: Basic Time Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Requires: Basic Time Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Requires: Basic Time Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Requires: Knowledge of Esoteric Elements
Cost: (100,000,000 Gold, 60 Weeks if Chronomancer is not possessed) OR (100,000,000 Gold, 2 Weeks if Chronomancer is possessed)

Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Requires: Basic Command of Time
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Requires: Basic Time Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Requires: Basic Time Synchronization
Cost: 40,000 Gold, 2 Weeks

Belly Full of Years- (Passive Ability, Other: Temporal Primarch) Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Time element Damage and/or to gain a 100% chance of inflicting Fatigued: Elderly
Not for Sale

Call Forth the Living Time- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to summon 5 Elementals that are Time element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Time, Emanate Time
Cost: 300,000 Gold, 2 Weeks

Chrononaut- (Passive Ability, Other: Temporal Primarch) Possessor gains +20,000 Defense against effects attached to Zones of Time, Possessor's 'Establish Temporal Portal' actions may not be countered by individuals below Level 20
Requires: Establish Temporal Portal
Cost: 30,000,000 Gold, 2 Weeks

Clock Watcher- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Requires: Basic Time Synchronization, Diviner
Cost: 3,000,000 Gold, 2 Weeks

Clock-Gear Wings- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +300 AGI for turn-order-determining purposes, Possessor's turn-order-determining stat sum may not be specifically and directly reduced by sources below Level 40, Possessor gains Impaired: Slow Immunity, and Chances of inflicting Augmented: Haste on possessor are increased by 10%
Requires: Basic Acceleration Within Time's Dominion, Gearwright
Cost: 1,000,000 Gold, 2 Weeks

Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Time Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Requires: Basic Time Synchronization, Basic Defenses against Time, Basic Weaponization of Time
Cost: 200,000 Gold, 2 Weeks

Detachable Secondary Timestream- (Passive Ability, Other: Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Requires: Asynchronous Timestream, Bank Actions, Reflect Time, Time Manipulation, Personal Time-Preservation
Cost: 90,000,000 Gold, 2 Weeks

Detect Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1% To Hit against Time element targets
Requires: Apprentice Divining Attunement, Basic Time Synchronization
Cost: 100,000 Gold, 2 Weeks

Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Requires: Asynchronous Timestream
Cost: 500,000 Gold, 2 Weeks

Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Requires: Doublespeed Recovery (Minor), Temporal Primarch, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Requires: Temporal Primarch, Level 40
Cost: 40,000,000 Gold, 2 Weeks

Elemental Attack-Conversion: Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Time element and no other technique is used. Said action becomes solely the element Time.
Requires: Improved Weaponization of Time
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Invocation of Time' in conjunction with an 'Elemental Attack' action so long as possessor is Time element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Time
Cost: 200,000 Gold, 2 Week

Emanate Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element Damage to up to 10 targets
Requires: Absorb Time, Time Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Time
Requires: Basic Understanding of the Heart of Time
Requires: 200,000 Gold, 2 Weeks

Enemy-Rewinding Gear-Wings- (Passive Ability, Other: Temporal Primarch) Up to three times per battle while possessor is Time element, checking a max of once per action, possessor may choose to have a 50% chance of undoing the results of any one opponent's action (save said action counting as still having been used up), not including things that happened before or after said action, provided that said opponent was not greater Level than possessor and was not above Level 65
Requires: Clock-Gear Wings, Undo, Temporally Enhanced Speed, Improved Defenses that Utilize Time, Temporal Primarch, Level 20
Cost: 75,000,000 Gold, 2 Weeks

Establish Defensive Timewall- (Active Ability, Other: Temporal Primarch) Possessor may, if possessor is Time element, spend an action to give a target a non-stacking buff that provides its possessor with +50,000 Defense and that makes entities below Level 60 unable to target its possessor with offensive Time-element actions
Not for Sale

Establish Temporal Abyss- (Passive Ability, Other: Temporal Primarch) When possessor creates a Zone of Time, possessor may also create a Phantom Terrain that is Temporal Abyss that has an effect that stacks 4 times on it that deals 5,000 Flat Time element AGI Damage to each non-Time-element individual present in it at the start of each round
Requires: Geomancer, Temporal Primarch, Scholar of Dimensions, Establish Temporal Portal, Meditative Assumption of Time, Manipulate Time, Improved Zonal Acclimation of Time, Time-Sinkhole-Generating Spell, Level 40
Cost: 200,000,000 Gold, 4 Weeks

Establish Temporal Prison- (Passive Ability, Other: Temporal Primarch) Whenever possessor would afflict an individual 20 or more Levels lower than possessor with Entombed: Incarcerated, possessor may instead afflict said individual with Petrified: Time Stop
Requires: Officer in the Time Police
Cost: 30,000,000 Gold, 2 Weeks

Expert Time Synchronization- (Passive Ability, Other: Temporal Primarch) Time element Damage dealt to possessor (not including healing) is halved, Time element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Time element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Time Synchronization, 100 other Temporal Primarch Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Explorer of Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor enters a battlespace thanks to a Time element action, possessor may scan the stats of up to 3 entities in said battlespace, Possessor gains +15,000 Defense against effects attached to Zones of Time
Requires: Chrononaut, Explorer OR Detective OR Diviner
Cost: 30,000,000 Gold, 2 Weeks

Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Requires: Asynchronous Timestream, Basic Acceleration in Time's Domain
Cost: 300,000 Gold, 2 Weeks

Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Requires: Aging Blow, Wearing the Cloth of Ages, Meditative Assumption of Time
Cost: 60,000,000 Gold, 2 Weeks

Father Time's Aging Aura- (Passive Ability, Other: Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor may choose at the beginning of each round to have a 60% chance of inflicting Fatigued: Elderly on each opponent
Requires: Father Time Mode, Emanate Time
Cost: 30,000,000 Gold, 2 Weeks

Finds Time Tasty- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals HP Drain to a Time-element entity, possessor recovers 50,000 additional HP (to a max of 200,000 additional HP per round)
Not For Sale

Gift Actions- (Passive Ability, Temporaral Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies.
Requires: Bank Actions
Cost: 100,000,000 Gold, 2 Weeks

Global Timefreeze- (Passive Ability, Other: Temporal Primarch) Once per thread, possessor may, at the start of a round, cause all lower-Level individuals below Level 80 who are not Resistant or Immune to Petrification or Petrification: Time Stop to be unable to act (excluding death attacks) during said round
Not for Sale

Greater Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Time, Temporal Primarch
Cost: 5,000,000 Gold, 2 Weeks

Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Requires: Aging Blow, Improved Weaponization of Time, Level 40
Cost: 26,000,000 Gold, 2 Weeks

Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Requires: Undo, Wearing the Cloth of Ages, Level 20
Cost: 8,000,000 Gold, 2 Weeks

Hasting Invocation- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hasting Invocation' in conjunction with a 'Guard Back Rank', 'Cast a Spell', or 'Use an Item' action. Said action's targets gain a 50% chance of being afflicted with Augmented: Haste
Requires: Improved Hasting
Cost: 2,000,000 Gold, 2 Weeks

Hears When Someone's Time Is Running Out- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor is informed whenever the HP of a Time element individual below Level 60 or an individual below Level 60 with a Temporal Primarch debuff or debuff from a Time element action reaches and/or drops below 25% of its Max HP
Requires: Visualiser of Wasted Seconds, Makes an Incessant Ticking Sound
Cost: 6,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Time
Cost: 500,000 Gold, 2 Weeks

Improved Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Time, Basic Understanding of the Heart of Time
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5,000 Defense against Time
Requires: Apprentice Defenses Against Time, Basic Time Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +2,000 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Requires: Apprentice Time Synchronization, Improved Defenses against Time, Improved Weaponization of Time
Cost: 500,000 Gold, 2 Weeks

Improved Hasting- (Passive Ability, Other: Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Requires: Apprentice Time Synchronization, Time Manipulation
Cost: 3,000,000 Gold, 2 Weeks

Improved Slowing- (Passive Ability, Other: Temporal Primarch) Possessor's chances of inflicting Impaired: Slow are increased by 30%
Requires: Improved Weaponization of Time
Cost: 3,000,000 Gold, 2 Weeks

Improved Time Elemental Emanation- (Passive Ability, Other: Temporal Primarch) Possessor's 'Call Forth the Living Time' ability may summon entities up to Level 20
Requires: Call Forth the Living Time
Cost: 200,000 Gold, 2 Weeks

Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Requires: Apprentice Time Resistance, Basic Defenses against Time
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +250 to all stats
Requires: Improved Command of Time, Apprentice Understanding of the Heart of Time
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Time
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1,000 to all stats while in a Zone of Time
Requires: Apprentice Zonal Acclimation of Time
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Time Empowerment- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Time
Requires: Empowered by Time, Nourished by Time, Improved Zonal Acclimation of Time
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains the element Time while in Temporal Primarch stances
Requires: Meditative Assumption of Time, Adept Time Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Keeper of Temporal Hourglasses- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, the status effect Doomed (but not its sub-status effect), if coming from a source of lower Level than possessor, may not kill possessor or possessor's allies without possessor's permission
Requires: Timesand Keeper, Adept Time Synchronization, Abjurer, Magewright, Nullify Time, Time Immunity, Time Manipulation
Cost: 50,000,000 Gold, 3 Weeks

Makes an Incessant Ticking Sound- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor may choose to have a 30% chance of inflicting Fatigued: Stress on each opponent
Requires: Emanate Time
Cost: 300,000 Gold, 2 Weeks

Mastery of Nullified Time- (Passive Ability, Other: Temporal Primarch) Possessor, if Time element, cannot have that element changed or removed by Null element actions, items, spells, attacks, or entities unless said change is coming from a source 20 or more Levels greater than possessor
Not for Sale

Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Requires: Basic Time Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Time- (Passive Ability, Other: Temporal Primarch) Possessor may use the Technique 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Time element.
Requires: Elemental Attack-Conversion: Time
Cost: 500,000 Gold, 2 Weeks

Nourish Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals HP or MP healing to an Time element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Time, Nourished by Time
Cost: 200,000 Gold, 2 Weeks

Nourished By Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Time
Requires: Basic Understanding of the Heart of Time
Requires: 200,000 Gold, 2 Weeks

Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Time Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Officer in the Time Police- (Passive Ability, Other: Temporal Primarch) Whenever an individual conducts a Time element action, possessor may choose to have a 40% chance of afflicting said individual with Entombed: Incarcerated
Requires: Police Officer, Detect Time, Establish Temporal Portal, Personal Time-Preservation, Visualise Nearby Timelines
Cost: 30,000,000 Gold, 2 Weeks

♢Perfected Exquisite Timepiece- (Passive Ability, Other: Temporal Primarch) If possessor is an item, the turn-order-determining stat sums of possessor's opponents do not include bonuses from non-unique items; if possessor is an item and none of possessor's opponents have any items equipped, possessor's allies turn-order-determining stat sums are multiplied by 1.1 for turn-order-determining purposes

Personal Time-Preservation- (Passive Ability, Other: Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Requires: Defenses that Utilize Time, Basic Acceleration Within Time's Domain
CosT: 3,000,000 Gold, 2 Weeks

Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Requires: Diviner, Temporal Primarch, Defenses that Utilize Time
Cost: 30,000,000 Gold, 1 Week

Predict the Flow of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5% Dodge against Time element individuals
Requires: Improved Defenses Against Time, Improved Understanding of the Heart of Time, Defenses that Utilize Time
Cost: 200,000 Gold, 2 Weeks

Project Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Time
Requires: Improved Weaponization of Time
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and performs an 'Elemental Attack' action that is solely Time element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Time
Cost: 500,000 Gold, 2 Weeks

Quickened by Stolen Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals AGI Drain or SPI Drain, possessor obtains a buff that stacks 20 times and provides +200 AGI or +200 SPI.
Requires: Time-Consuming Strike, Basic Acceleration Within Time's Domain
Cost: 30,000,000 Gold, 2 Weeks

Rapdily Age Self to Shrug Status Effects- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to immediately check for automatic per-round recovery from negative status effects 5 times
Requires: Wind of Seconds, Fast Personal Time Progression, Self Age-Control, Time Body Form, Doublespeed Recovery (Moderate)
Cost: 30,000,000 Gold, 2 Weeks

Reconsume Time Elemental Spawn- (Passive Ability, Other: Temporal Primarch) Possessor may, at the start of any round, unsummon one of possessor's Time element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Time Elemental Emanation, Improved Affinity to Healing Via Time
Cost: 200,000 Gold, 2 Weeks

Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Requires: Time Immunity
Cost: 500,000 Gold, 2 Weeks

Regrab Object from the Past- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to re-acquire an item that was stolen or destroyed (not counting by an effect possessed by the item itself, including the use of charges of a consumable) by an individual below Level 80 earlier in the thread that possessor possessed earlier in the thread
Not for Sale

Relentless Tempest of Time- (Passive Ability, Other: Temporal Primarch) If possessor's last action was solely Time element either due to this ability or the technique 'Elemental Attack-Conversion: Time', possessor may make any of possessor's offensive actions solely Time element.
Requires: Nonsynchronous Elemental Attack-Conversion: Time, Adept Time Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Retroactively Redirect Temporally Delayed Attack- (Active Ability, Other: Temporal Primarch) If possessor is Time element, possessor may spend an action to change the target of a delayed attack or action with said action's performer as its source that was delayed due to a Time element item or a Time Mage or Temporal Primarch ability to any individual in the same battlespace as the original target who is of lower Level than said action's performer
Not for Sale

Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Requires: Meditative Assumption of Time, Unaging
Cost: 200,000 Gold, 2 Weeks

Shatter Temporal Hourglass- (Active Ability, Other: Temporal Primarch) Possessor, if Time element, may spend an action to have a 100% chance of inflicting Instant Death: Doomed and Suffocation: No Future on a target below Level 80 that is not greater Level than possessor, is not Time element, and does not possess Time Resistance, Immunity, Absorption, or Reflection
Requires: Keeper of Temporal Hourglasses, Crusher OR Warlock OR Enchanter, Level 40
Cost: 200,000,000 Gold, 2 Weeks

Shielded by Personal History- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Requires: Defenses that Utilize Time, Temporal Primarch
Cost: 7,500,000 Gold, 2 Weeks

Shift Damage to Alternate-Timeline Selves- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, whenever possessor takes Damage, possessor may, unless possessor is prohibited from linking HP values with other individuals or transferring Damage either present on itself or dealt to itself to other individuals, possessor may reduce that amount of Damage by 300,000 points
Requires: Visualise Nearby Timelines, Zonal Time Control, Time Manipulation, Reflect Time, Predict the Flow of Time, Adept Channeling Attunement, Adept Time Synchronization, Control of Time, Improved Time Elemental Emanation
Cost: 600,000,000 Gold, 5 Weeks

Slowing Invocation- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Slowing Invocation' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Time element. Said action gains '30% inflicts Impaired: Slow' and may gain the element Time.
Requires: Improved Slowing
Cost: 2,000,000 Gold, 2 Weeks

Soothing Time Emanation- (Passive Ability, Other: Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element HP Healing to up to 10 targets that are Time element
Requires: Emanate Time, Nourish Time
Cost: 300,000 Gold, 1 Week

Stability Within Time- (Passive Ability, Other: Temporal Primarch) Possessor gains 25% minor negative status effect resistance while in a Zone of Time
Requires: Basic Understanding of the Heart of Time, Defenses that Utilize Time
Requires: 500,000 Gold, 2 Weeks

Supernaturally Good Timing- (Passive Ability, Other: Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Requires: Basic Acceleration Within Time's Dominion
Cost: 5,000,000 Gold, 2 Weeks

Temporal Father-Time Defenses- (Passive Ability, Other: Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Requires: Father Time Mode, Time Immunity, Absorb Time, Reflect Time
Cost: 30,000,000 Gold, 2 Weeks

Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Time Synchronization, 10 other Temporal Primarch abilities
Cost: 125,000 Gold, 4 Weeks

Temporal Self-Looping- (Passive Ability, Other: Temporal Primarch) At the start of each round, if both a round before the current round and a round before that exist and possessor is Time element, possessor may exchange the buffs, debuffs, status effects, and Damage present on possessor from sources below Level 60 for the buffs, debuffs, status effects, and Damage that possessor possessed at the end of the round before the round prior to the current round, Possessor may sometimes rewind possessor's personal condition by a day as an RP effect
Not for Sale

Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Requires: Hammer of Langerous Years, Adept Time Synchronization
Cost: 26,000,000 Gold, 2 Weeks

Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Requires: Temporal Primarch, Time Mage
Requires: 5,000,000 Gold, 5 Weeks

Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Asynchronous Timestream, Basic Acceleration in Time's Domain
Requires: 1,000,000 Gold, 2 Weeks

Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Requires: Improved Weaponization of Time, Temporally Enhanced Speed
Cost: 5,000,000 Gold, 2 Weeks

Temporally-Shackling Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Shackling Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action's first hit per target gains a 25% chance of causing each of its targets who is not higher Level than possessor, is not Immune to Petrified: Time Stop, does not Resist, Absorb, or Reflect Time, is not Immune to Time, and is not Level 80 or greater to skip its next action (to a max of 4 actions skipped in said manner in a row).
Requires: Establish Temporal Prison, Hammer of Langerous Years
Cost: 60,000,000 Gold, 2 Weeks

Time Battle-Aura- (Stance Ability, Other: Temporal Primarch) Possessor deals 10,000 Flat Time element Damage to each opponent at the start of each round
Requires: Emanate Time, Improved Weaponization of Time
Cost: 200,000 Gold, 3 Weeks

Time Body Form- (Stance Ability, Other: Temporal Primarch) Possessor gains +200 Defense against Time, Possessor gains 15% Time Resistance, Possessor may deal 5,000 Flat Time element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Time, Temporal Primarch, Basic Time Resistance, Apprentice Understanding of the Heart of Time, Apprentice Defenses Against Time
Cost: 300,000 Gold, 3 Weeks

Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Time Resistance, Temporal Primarch, Level 20
Cost: 500,000 Gold, 2 Weeks

Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Time Synchronization, 5 other Temporal Primarch abilities
Cost: 400,000 Gold, 3 Weeks

Time-Consuming Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Consuming Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action either deals 2,000 points of Flat Time element AGI Drain or moves one buff that came from a Time element source or action that came from a source below Level 40 that is not greater Level than said action's performer from said action's target to said action's performer.
Requires: Improved Weaponization of Time, Absorb Time
Cost: 60,000,000 Gold, 2 Weeks

Time-Sinkhole-Generating Spell- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Sinkhole-Generating Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and possessor is Time element. Said action applies a debuff that stacks twice and deals 2,000 Flat Time element AGI Drain to its possessor at the start of each round.
Requires: Time Mage, Time-Consuming Strike
Cost: 80,000,000 Gold, 2 Weeks

Timesand Keeper- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor may change the element Earth in any of possessor's actions or any quantity of Damage dealt by possessor into the element Time, If possessor is Earth element, possessor may add the element Time to any of possessor's Earth element actions
Requires: Temporal Primarch, Mountain King, Transmuter
Cost: 2,000,000 Gold, 2 Weeks

Timesand as Blood- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's turn-order-determining stat sum is increased by 2,000 for turn-order-determining purposes as a non-stacking effect, If possessor is Time element, possessor gains 200,000 HP and 200,000 MP as a non-stacking effect, If possessor is Time element, whenever an individual deals possessor Damage with a hit of an attack, possessor may deal said individual 1,500 Flat Time element AGI Damage, If possessor is Time element and is afflicted with Wounded: Bleeding, possessor may deal 3,000 Flat Time element AGI Damage to up to 30 opponents at the start of each round
Requires: Time Body Form, Unaging, Timesand Keeper, Improved Time Elemental Emanation, Level 40
Cost: 60,000,000 Gold, 2 Weeks

Twitching Clock-Hand Talons- (Passive Ability, Other: Temporal Primarch) While possessor is Time element, possessor gains +30,000,000 Melee Attack and possessor's 'Melee Attack' and 'Melee Overdrive' actions may gain '60% inflicts Fatigued: Elderly', Possessor's 'Melee Overdrive' actions gain a 20% chance of inflicting Instant Death on targets afflicted with Fatigued: Elderly
Requires: Greater Weaponization of Time, Makes an Incessant Ticking Sound, Adept Time Synchronization, Time Battle-Aura, Time Body Form, Time-Consuming Strike
Cost: 30,000,000 Gold, 2 Weeks

Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Requires: Basic Defenses Against Time
Cost: 100,000 Gold, 2 Weeks

Understanding of the Bonds of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Time element individual
Requires: Improved Understanding of the Heart of Time
Cost: 200,000 Gold, 2 Weeks

Undo Minor Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Requires: Undo
Cost: 12,000,000 Gold, 2 Weeks

Undo Moderate Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Requires: Undo Minor Status Effects, Level 40
Cost: 68,000,000 Gold, 2 Weeks

Undo- (Active Ability, Other: Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Requires: Time Manipulation, Temporal Primarch
Cost: 60,000,000 Gold, 5 Weeks

Uplifted By Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Time
Requires: Basic Understanding of the Heart of Time
Requires: 200,000 Gold, 2 Weeks

Visualise Nearby Timelines- (Passive Ability, Other: Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Requires: Visualiser of Wasted Seconds
Cost: 30,000,000 Gold, 2 Weeks

Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Requires: Clock Watcher
Cost: 3,000,000 Gold, 2 Weeks

Wearing the Cloth of Ages- (Passive Ability, Other: Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff
Requires: Personal Time-Preservation, Shielded by Personal History, Time Manipulation
Cost: 5,000,000 Gold, 2 Weeks

Wind of Seconds- (Passive Ability, Other: Temporal Primarch) Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP
Requires: Adept Time Synchronization, Improved Affinity to Healing Via Time, Improved Zonal Time Empowerment, Soothing Time Emanation, Supernaturally Good Timing
Cost: 30,000,000 Gold, 2 Weeks

Wisdom of the Ages- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and afflicted with Fatigued: Elderly, possessor gains +500 MIN
Requires: Self Age-Control
Cost: 1,000,000 Gold, 2 Weeks

Wrath of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor deals 50,000 additional Damage per action to individuals whose stats possessor has scanned for each time during the thread that said individual has skipped performing an action (to a max of 2,000,000 additional Damage per action)
Requires: Visualiser of Wasted Seconds, Improved Weaponization of Time, Makes an Incessant Ticking Sound
Cost: 15,000,000 Gold, 2 Weeks

Zonal Time Control- (Passive Ability, Other: Temporal Primarch) Possessor may, at the start of each round, choose one Zone of Time that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Time, Improved Zonal Acclimation of Time
Cost: 1,000,000 Gold, 2 Weeks

~Other: Thermonuclear Disciple (Other: Atomic)~

Absorb Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor Absorbs Atomic against sources below Level 20 if Level 20 or greater
Requires: Atomic Immunity
Cost: 500,000 Gold, 2 Weeks

Active Radiation Field- (Stance Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, individuals in the same battlespace as possessor (including possessor) have a 30% chance of being afflicted with Poison: Irradiated at the start of each round, and possessor may choose to deal 30,000 Flat Atomic element Damage to any individual who conducts an offensive action that targets possessor at the end of said action
Requires: Meditative Assumption of Atomic, Radiation-Proof
Cost: 3,000,000 Gold, 2 Weeks

Adept Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Amounts of Atomic element Damage possessor deals are increased by 10,000 points, Atomic element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Atomic element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Thermonuclear Disciple, 50 other Thermonuclear Disciple Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Atomic- (Passive Ability, Other: Thermonuclear Disciple) Whenever possessor obtains Atomic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Atomic
Cost: 200,000 Gold, 2 Weeks

Apprentice Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Atomic Resistance
Requires: Basic Atomic Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Atomic Synchronization- (Passive Ability, Thermonuclear Disciple) Possessor gains +50 to all stats for each Atomic element item equipped, Possessor's Atomic element pets and summons gain +250 to all stats
Requires: Basic Atomic Synchronization, 3 other Thermonuclear Disciple abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Command of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Atomic
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +500 Defense against Atomic
Requires: Basic Defenses Against Atomic
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element allies gain +100 to all stats
Requires: Apprentice Command of Atomic, Basic Understanding of the Heart of Atomic
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Atomic
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +500 to all stats while in a Zone of Atomic
Requires: Basic Zonal Acclimation of Atomic
Cost: 100,000 Gold, 2 Weeks

Atomic Battle-Aura- (Stance Ability, Other: Thermonuclear Disciple) Possessor deals 10,000 Flat Atomic element Damage to each opponent at the start of each round
Requires: Emanate Atomic, Improved Weaponization of Atomic
Cost: 200,000 Gold, 3 Weeks

Atomic Body Form- (Stance Ability, Other: Thermonuclear Disciple) Possessor gains +200 Defense against Atomic, Possessor gains 15% Atomic Resistance, Possessor may deal 5,000 Flat Atomic element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Atomic, Thermonuclear Disciple, Basic Atomic Resistance, Apprentice Understanding of the Heart of Atomic, Apprentice Defenses Against Atomic
Cost: 300,000 Gold, 3 Weeks[/quote]

Atomic Immunity- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Atomic Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Atomic Resistance, Thermonuclear Disciple, Level 20
Cost: 500,000 Gold, 2 Weeks

Atomic Manipulation- (Passive Ability, Other: Thermonuclear Disciple) Possessor may choose one of the following at the beginning of each round if Atomic element: Create a Zone of Atomic, Remove a Zone of Atomic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Atomic by either possessor or a source below Level 20, Add Atomic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Atomic element on a Atomic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Atomic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Atomic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Atomic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Atomic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Atomic, 5% Atomic Resistance, or +50 Defense against Atomic and 1% Atomic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Atomic Synchronization, 5 other Thermonuclear Disciple abilities
Cost: 400,000 Gold, 3 Weeks

Basic Acceleration Within Atomic's Dominion- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Atomic
Requires: Basic Zonal Acclimation of Atomic
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Atomic- (Passive Ability, Other: Thermonuclear Disciple) Whenever possessor obtains Atomic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Atomic Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 1% Atomic Resistance
Requires: Basic Atomic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Esoteric Elements, Scientist
Cost: 50,000,000 Gold, 30 Weeks

Basic Command of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element pets and summons gain +50 to all stats
Requires: Basic Atomic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 Defense against Atomic
Requires: Basic Atomic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element allies gain +10 to all stats
Requires: Basic Command of Atomic
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 50 points
Requires: Basic Atomic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 to all stats while in a Zone of Atomic
Requires: Basic Atomic Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Atomic- (Active Ability, Other: Thermonuclear Disciple) Possessor may spend an action to summon 5 Elementals that are Atomic element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Atomic, Emanate Atomic
Cost: 300,000 Gold, 2 Weeks

Control of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor has a 20% chance of being able to cancel the actions of Atomic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Atomic Manipulation
Cost: 500,000 Gold, 2 Weeks

Deadly Radiation- (Passive Ability, Other: Thermonuclear Disciple) Instances of Poison: Irradiated with possessor as a source have the % Damage they deal increased by 1% (with the overall percent increasing by one, not by one percent of the existing percent)
Requires: Radiation Intensification, Thermonuclear Disciple, Improved Weaponization of Atomic
Cost: 12,000,000 Gold, 2 Weeks

Defenses that Utilize Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +500 Defense if possessor has any Atomic-element items equipped that provide a Defense bonus
Requires: Basic Atomic Synchronization, Basic Defenses against Atomic, Basic Weaponization of Atomic
Cost: 200,000 Gold, 2 Weeks

Detect Atomic- (Passive Ability, Thermonuclear Disciple) Possessor gains +1% To Hit against Atomic element targets
Requires: Apprentice Divining Attunement, Basic Atomic Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Atomic- (Technique Ability, Other: Thermonuclear Disciple) Possessor may use 'Elemental Attack-Conversion: Atomic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Atomic element and no other technique is used. Said action becomes solely the element Atomic.
Requires: Improved Weaponization of Atomic
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Atomic- (Technique Ability, Other: Thermonuclear Disciple) Possessor may use 'Elemental Invocation of Atomic' in conjunction with an 'Elemental Attack' action so long as possessor is Atomic element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Atomic
Cost: 200,000 Gold, 2 Week

Emanate Atomic- (Passive Ability, Other: Thermonuclear Disciple) Whenever possessor absorbs Damage that is Atomic element Damage, Possessor may choose to deal 10,000 Flat Atomic element Damage to up to 10 targets
Requires: Absorb Atomic, Atomic Manipulation
Cost: 100,000 Gold, 2 Weeks

Emit Radioactive Power- (Passive Ability, Other: Thermonuclear Disciple) Possessor and possessor's allies regenerate 75,000 MP at the start of each round if possessor is Atomic element
Requires: Active Radiation Field, Atomic Manipulation, Apprentice Zonal Acclimation of Atomic, Apprentice Understanding of the Heart of Atomic
Cost: 6,000,000 Gold, 2 Weeks

Empowered By Atomic- (Passive Ability, Thermonuclear Disciple) If possessor is Atomic element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Atomic
Requires: Basic Understanding of the Heart of Atomic
Requires: 200,000 Gold, 2 Weeks

Empowered by Radiation- (Passive Ability, Other: Thermonuclear Disciple) Possessor's unmodified stats are increased by 200 while possessor is Atomic element and afflicted with Poison: Irradiated
Requires: Empowered By Atomic, Uplifted by Atomic, Radiation-Proof, Meditative Assumption of Atomic, Absorb Atomic
Cost: 3,000,000 Gold, 2 Weeks

Expert Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Atomic element Damage dealt to possessor (not including healing) is halved, Atomic element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Atomic element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Atomic Synchronization, 100 other Thermonuclear Disciple Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Atomic, Thermonuclear Disciple
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Atomic- (Passive Ability, Other: Thermonuclear Disciple) Whenever possessor obtains Atomic element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Atomic
Cost: 500,000 Gold, 2 Weeks

Improved Atomic Elemental Emanation- (Passive Ability, Other: Thermonuclear Disciple) Possessor's 'Call Forth the Living Atomic' ability may summon entities up to Level 20
Requires: Call Forth the Living Atomic
Cost: 200,000 Gold, 2 Weeks

Improved Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 10% Atomic Resistance
Requires: Apprentice Atomic Resistance, Basic Defenses against Atomic
Cost: 500,000 Gold, 2 Weeks

Improved Command of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Atomic, Basic Understanding of the Heart of Atomic
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +5,000 Defense against Atomic
Requires: Apprentice Defenses Against Atomic, Basic Atomic Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +2,000 Defense if possessor has any Atomic-element items equipped that provide a Defense bonus
Requires: Apprentice Atomic Synchronization, Improved Defenses against Atomic, Improved Weaponization of Atomic
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element allies gain +250 to all stats
Requires: Improved Command of Atomic, Apprentice Understanding of the Heart of Atomic
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Atomic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +1,000 to all stats while in a Zone of Atomic
Requires: Apprentice Zonal Acclimation of Atomic
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Atomic Empowerment- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +500 to all stats while in a Zone of Atomic, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Atomic
Requires: Empowered by Atomic, Nourished by Atomic, Improved Zonal Acclimation of Atomic
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains the element Atomic while in Thermonuclear Disciple stances
Requires: Meditative Assumption of Atomic, Adept Atomic Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Irradiated Magic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's 'Cast a Spell', 'Magical Attack', and 'Overdrive' actions may gain '30% inflicts Poison: Irradiated', and, if they do so, gain +5,000 Magical Attack
Requires: Apprentice Weaponization of Atomic, Atomic Manipulation, Thermonuclear Disciple, Wizard OR Priest
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor may choose, at the beginning of a thread, to become solely Atomic element
Requires: Basic Atomic Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor may use the Technique 'Elemental Attack-Conversion: Atomic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Atomic element.
Requires: Elemental Attack-Conversion: Atomic
Cost: 500,000 Gold, 2 Weeks

Nourish Atomic- (Passive Ability, Other: Thermonuclear Disciple) Whenever possessor deals HP or MP healing to an Atomic element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Atomic, Nourished by Atomic
Cost: 200,000 Gold, 2 Weeks

Nourished By Atomic- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Atomic
Requires: Basic Understanding of the Heart of Atomic
Requires: 200,000 Gold, 2 Weeks

Nullify Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor may remove the element Atomic from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Atomic-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Atomic-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Atomic from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Atomic Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overload: Thermonuclear Meltdown
Requires: Basic Atomic Resistance, Basic Weaponization of Atomic
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Overload: Thermonuclear Meltdown Resistance
Requires: Basic Atomic Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +5% Dodge against Atomic element individuals
Requires: Improved Defenses Against Atomic, Improved Understanding of the Heart of Atomic, Defenses that Utilize Atomic
Cost: 200,000 Gold, 2 Weeks

Project Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Atomic
Requires: Improved Weaponization of Atomic
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Atomic- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element and performs an 'Elemental Attack' action that is solely Atomic element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Atomic
Cost: 500,000 Gold, 2 Weeks

Radiation Intensification- (Passive Ability, Other: Thermonuclear Disciple) Possessor's chances of inflicting Poison: Irradiated are increased by 30% if possessor is Atomic element
Requires: Apprentice Atomic Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Radiation-Eater- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor suffers no negative effects for the status effect Poison: Irradiated, and any Damage dealt to possessor by said status effect become Healing instead
Requires: Absorb Atomic, Thermonuclear Disciple, Radiation-Proof
Cost: 6,000,000 Gold, 2 Weeks

Radiation-Proof- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Poison: Irradiated Immunity
Requires: Basic Defenses Against Atomic
Cost: 3,000,000 Gold, 2 Weeks

Radioactive Blood- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor inflicts Poison: Irradiated on any individual who deals HP Drain to possessor
Requires: Radiation-Proof, Improved Affinity to Healing Via Atomic
Cost: 3,000,000 Gold, 2 Weeks

Radioactive Glow- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, effects attached to Zones, Terrains, and Phantom Terrains by sources below Level 60 reduce the To Hit of possessor and possessor's allies by 5% less (with this reduction being applied to each such effect separately)
Requires: Basic Atomic Synchronization
Cost: 200,000 Gold, 2 Weeks

Reconsume Atomic Elemental Spawn- (Passive Ability, Other: Thermonuclear Disciple) Possessor may, at the start of any round, unsummon one of possessor's Atomic element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Atomic Elemental Emanation, Improved Affinity to Healing Via Atomic
Cost: 200,000 Gold, 2 Weeks

Reflect Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor Reflects Atomic against sources below Level 20 if Level 20 or greater
Requires: Atomic Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Atomic- (Passive Ability, Other: Thermonuclear Disciple) If possessor's last action was solely Atomic element either due to this ability or the technique 'Elemental Attack-Conversion: Atomic', possessor may make any of possessor's offensive actions solely Atomic element.
Requires: Nonsynchronous Elemental Attack-Conversion: Atomic, Adept Atomic Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Atomic Emanation- (Passive Ability, Other: Thermonuclear Disciple) Whenever possessor absorbs Damage that is Atomic element Damage, Possessor may choose to deal 10,000 Flat Atomic element HP Healing to up to 10 targets that are Atomic element
Requires: Emanate Atomic, Nourish Atomic
Cost: 300,000 Gold, 1 Week

Stability Within Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 25% minor negative status effect resistance while in a Zone of Atomic
Requires: Basic Understanding of the Heart of Atomic, Defenses that Utilize Atomic
Requires: 500,000 Gold, 2 Weeks

Thermonuclear Disciple- (Passive Ability, Other: Thermonuclear Disciple) Possessor ignores (1 * (Possessor Level/5), rounded down)% Atomic Resistance, Possessor ignores Atomic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Atomic Synchronization, 10 other Thermonuclear Disciple abilities
Cost: 125,000 Gold, 4 Weeks

Understanding of the Bonds of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Atomic element individual
Requires: Improved Understanding of the Heart of Atomic
Cost: 200,000 Gold, 2 Weeks

Uplifted By Atomic- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Atomic
Requires: Basic Understanding of the Heart of Atomic
Requires: 200,000 Gold, 2 Weeks

Zonal Atomic Control- (Passive Ability, Other: Thermonuclear Disciple) Possessor may, at the start of each round, choose one Zone of Atomic that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Atomic, Improved Zonal Acclimation of Atomic
Cost: 1,000,000 Gold, 2 Weeks


~Other: Titan of the Foundation (Other: Primordium)~

Basic Primordium Synchronization- (Passive Ability, Other: Titan of the Foundation) Possessor gains +125 to all stats if Primordium element
Requires: Knowledge of Esoteric Elements, Master Geomancy Attunement, Master Elemental Magic Attunement, Master Spatial Synchronization, Notion-Crafter, Genesis Architect, Destiny Weaver, Temporal Primarch, Subspace Architect, Large Structure Traits, Elemental Traits, Conceptual Traits, Elemental Researcher, 20 Base STR, 20 Base AGI, 20 Base CON, 20 Base MIN, 20 Base SPI
Cost: 150,000,000 Gold, 90 Weeks


~Other: Torment Master (Other: Agony)~

Absorb Agony- (Passive Ability, Other: Torment Master) Possessor Absorbs Agony against sources below Level 20 if Level 20 or greater
Requires: Agony Immunity
Cost: 500,000 Gold, 2 Weeks

Acupuncturist of Agony- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor's 'Melee Attack', 'Attack with Finesse', and 'Cast a Spell' actions have their chances of inflicting Pain increased by 15%, Instances of Pain inflicted by those actions may gain either 'Possessor obtains +500 MIN' or 'Possessor obtains -500 MIN' as part of their text
Requires: Head Covered In Sharpened Needles, Apprentice Affinity to Healing Via Agony
Cost: 3,000,000 Gold, 3 Weeks

Adept Agony Synchronization- (Passive Ability, Other: Torment Master) Amounts of Agony element Damage possessor deals are increased by 10,000 points, Agony element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Agony element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Torment Master, 50 other Torment Master Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Agonized Rapture- (Passive Ability, Other: Torment Master) If possessor is Agony element and is afflicted with Pain, possessor has a 50% chance of being afflicted with Invigorated at the start of each round and gains +100 to all stats
Requires: Basic Agony Synchronization
Cost: 300,000 Gold, 2 Weeks

Agonizing Strikes- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor's offensive actions may gain '30% inflicts Pain'
Requires: Has Embraced Pain
Cost: 300,000 Gold, 2 Weeks

Agony Battle-Aura- (Stance Ability, Other: Torment Master) Possessor deals 10,000 Flat Agony element Damage to each opponent at the start of each round
Requires: Emanate Agony, Improved Weaponization of Agony
Cost: 200,000 Gold, 3 Weeks

Agony Body Form- (Stance Ability, Other: Torment Master) Possessor gains +200 Defense against Agony, Possessor gains 15% Agony Resistance, Possessor may deal 5,000 Flat Agony element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Agony, Torment Master, Basic Agony Resistance, Apprentice Understanding of the Heart of Agony, Apprentice Defenses Against Agony
Cost: 300,000 Gold, 3 Weeks

Agony Immunity- (Passive Ability, Other: Torment Master) Possessor gains Agony Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Agony Resistance, Torment Master, Level 20
Cost: 500,000 Gold, 2 Weeks

Agony Manipulation- (Passive Ability, Other: Torment Master) Possessor may choose one of the following at the beginning of each round if Agony element: Create a Zone of Agony, Remove a Zone of Agony created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Agony by either possessor or a source below Level 20, Add Agony to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Agony element on a Agony element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Agony, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Agony, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Agony element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Agony to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Agony, 5% Agony Resistance, or +50 Defense against Agony and 1% Agony Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Agony Synchronization, 5 other Torment Master abilities
Cost: 400,000 Gold, 3 Weeks

Apprentice Affinity to Healing Via Agony- (Passive Ability, Other: Torment Master) Whenever possessor obtains Agony element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Agony
Cost: 200,000 Gold, 2 Weeks

Apprentice Agony Resistance- (Passive Ability, Other: Torment Master) Possessor gains 5% Agony Resistance
Requires: Basic Agony Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Agony Synchronization- (Passive Ability, Torment Master) Possessor gains +50 to all stats for each Agony element item equipped, Possessor's Agony element pets and summons gain +250 to all stats
Requires: Basic Agony Synchronization, 3 other Torment Master abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Command of Agony- (Passive Ability, Other: Torment Master) Possessor's Agony element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Agony
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +500 Defense against Agony
Requires: Basic Defenses Against Agony
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Agony- (Passive Ability, Other: Torment Master) Possessor's Agony element allies gain +100 to all stats
Requires: Apprentice Command of Agony, Basic Understanding of the Heart of Agony
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Agony
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Agony- (Passive Ability, Other: Torment Master) Possessor gains +500 to all stats while in a Zone of Agony
Requires: Basic Zonal Acclimation of Agony
Cost: 100,000 Gold, 2 Weeks

Armor of Wrapped Chains- (Passive Ability, Other: Torment Master) Possessor gains +300 Defense if Agony element and may choose to count as having an additional Light Armor equipped if Agony element
Requires: Basic Agony Synchronization
Cost: 200,000 Gold, 2 Weeks

Basic Acceleration Within Agony's Dominion- (Passive Ability, Other: Torment Master) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Agony
Requires: Basic Zonal Acclimation of Agony
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Agony- (Passive Ability, Other: Torment Master) Whenever possessor obtains Agony element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Agony Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Agony Resistance- (Passive Ability, Other: Torment Master) Possessor gains 1% Agony Resistance
Requires: Basic Agony Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Agony Synchronization- (Passive Ability, Other: Torment Master) Possessor gains +25 to all stats if possessor is Agony element
Requires: Knowledge of Esoteric Elements, Ebon Chancellor, Calpih of Corrosion, Demonologist, Pactmaker, Puppet Master, Blight Druid, Warlock
Cost: 50,000,000 Gold, 30 Weeks

Basic Command of Agony- (Passive Ability, Other: Torment Master) Possessor's Agony element pets and summons gain +50 to all stats
Requires: Basic Agony Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +50 Defense against Agony
Requires: Basic Agony Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Agony- (Passive Ability, Other: Torment Master) Possessor's Agony element allies gain +10 to all stats
Requires: Basic Command of Agony
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 50 points
Requires: Basic Agony Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Agony- (Passive Ability, Other: Torment Master) Possessor gains +50 to all stats while in a Zone of Agony
Requires: Basic Agony Synchronization
Cost: 40,000 Gold, 2 Weeks

Bind In Torment- (Technique Ability, Other: Torment Master) Possessor may use 'Bind in Torment' in conjunction with a 'Melee Attack' action so long as a Whip is equipped, possessor is Agony element, and no other technique is used. Said action gains '30% inflicts Pain', '60% inflicts Paralyzed', and '30% targets below Level 40 lose their next action, to a max of 1 action lost in a row'
Requires: Wielder of the Chains of Torment, Basic Weaponization of Agony
Cost: 300,000 Gold, 2 Weeks

Black and Withered Heart- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor would be afflicted with Charm by a non-Agony-element source below Level 60, possessor is instead not afflicted by Charm and deals 60,000 Flat Agony element Damage to said infliction instance's source, Possessor takes no Damage from instances of Wounded: Bleeding from sources below Level 40
Requires: Improved Understanding of the Heart of Agony
Cost: 2,000,000 Gold, 2 Weeks

Bone-and-Muscle-Transposing Strike- (Technique Ability, Other: Torment Master) Possessor may use 'Bone-and-Muscle-Transposing Strike' in conjunction with a 'Melee Attack' action so long as possessor is Agony element and no other technique is used. Said action gains '60% inflicts Paralyzed', '60% inflicts Pain', and 'this action deals 600 points of CON Damage'
Requires: Improved Weaponization of Agony, Caress of Torment, Vessel of Suffering
Cost: 3,000,000 Gold, 2 Weeks

Call Forth the Living Agony- (Active Ability, Other: Torment Master) Possessor may spend an action to summon 5 Elementals that are Agony element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Agony, Emanate Agony
Cost: 300,000 Gold, 2 Weeks

Caress of Torment- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor's Pain infliction chances are increased by 10%
Requires: Agonizing Strikes
Cost: 200,000 Gold, 2 Weeks

Control of Agony- (Passive Ability, Other: Torment Master) Possessor has a 20% chance of being able to cancel the actions of Agony element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Agony Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Agony- (Passive Ability, Other: Torment Master) Possessor gains +500 Defense if possessor has any Agony-element items equipped that provide a Defense bonus
Requires: Basic Agony Synchronization, Basic Defenses against Agony, Basic Weaponization of Agony
Cost: 200,000 Gold, 2 Weeks

Detect Agony- (Passive Ability, Torment Master) Possessor gains +1% To Hit against Agony element targets
Requires: Apprentice Divining Attunement, Basic Agony Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Agony- (Technique Ability, Other: Torment Master) Possessor may use 'Elemental Attack-Conversion: Agony' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Agony element and no other technique is used. Said action becomes solely the element Agony.
Requires: Improved Weaponization of Agony
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Agony- (Technique Ability, Other: Torment Master) Possessor may use 'Elemental Invocation of Agony' in conjunction with an 'Elemental Attack' action so long as possessor is Agony element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Agony
Cost: 200,000 Gold, 2 Week

Emanate Agony- (Passive Ability, Other: Torment Master) Whenever possessor absorbs Damage that is Agony element Damage, Possessor may choose to deal 10,000 Flat Agony element Damage to up to 10 targets
Requires: Absorb Agony, Agony Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Agony- (Passive Ability, Torment Master) If possessor is Agony element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Agony
Requires: Basic Understanding of the Heart of Agony
Requires: 200,000 Gold, 2 Weeks

Expert Agony Synchronization- (Passive Ability, Other: Torment Master) Agony element Damage dealt to possessor (not including healing) is halved, Agony element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Agony element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Agony Synchronization, 100 other Torment Master Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Granted Endless Suffering- (Passive Ability, Other: Torment Master) If possessor is Agony element, at the start of each round, possessor may choose to be afflicted with Pain, and possessor possesses no per-round auto-recovery chance from Pain
Requires: Has Embraced Pain
Cost: 1,000,000 Gold, 3 Weeks

Greater Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Agony, Torment Master
Cost: 5,000,000 Gold, 2 Weeks

Has Embraced Pain- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor suffers no negative effects from the status effect Pain (but not its sub-status effects)
Requires: Basic Agony Synchronization
Cost: 200,000 Gold, 2 Weeks

Head Covered In Sharpened Needles- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever an individual conducts an offensive action that targets possessor, possessor may, at the end of said action, deal the source of said action 15,000 Flat Agony & Physical element Damage and have a 15% chance of inflicting Pain on said source
Requires: Basic Agony Synchronization
Cost: 80,000 Gold, 2 Weeks

Horrifying, Skinless Body- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor gains a 50% chance of inflicting Confusion: Fear on each opponent at the start of every round
Requires: Twisted, Broken Body
Cost: 200,000 Gold, 2 Weeks

Improved Affinity to Healing Via Agony- (Passive Ability, Other: Torment Master) Whenever possessor obtains Agony element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Agony
Cost: 500,000 Gold, 2 Weeks

Improved Agony Elemental Emanation- (Passive Ability, Other: Torment Master) Possessor's 'Call Forth the Living Agony' ability may summon entities up to Level 20
Requires: Call Forth the Living Agony
Cost: 200,000 Gold, 2 Weeks

Improved Agony Resistance- (Passive Ability, Other: Torment Master) Possessor gains 10% Agony Resistance
Requires: Apprentice Agony Resistance, Basic Defenses against Agony
Cost: 500,000 Gold, 2 Weeks

Improved Command of Agony- (Passive Ability, Other: Torment Master) Possessor's Agony element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Agony, Basic Understanding of the Heart of Agony
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +5,000 Defense against Agony
Requires: Apprentice Defenses Against Agony, Basic Agony Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Agony- (Passive Ability, Other: Torment Master) Possessor gains +2,000 Defense if possessor has any Agony-element items equipped that provide a Defense bonus
Requires: Apprentice Agony Synchronization, Improved Defenses against Agony, Improved Weaponization of Agony
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Agony- (Passive Ability, Other: Torment Master) Possessor's Agony element allies gain +250 to all stats
Requires: Improved Command of Agony, Apprentice Understanding of the Heart of Agony
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Agony
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Agony- (Passive Ability, Other: Torment Master) Possessor gains +1,000 to all stats while in a Zone of Agony
Requires: Apprentice Zonal Acclimation of Agony
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Agony Empowerment- (Passive Ability, Other: Torment Master) Possessor gains +500 to all stats while in a Zone of Agony, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Agony
Requires: Empowered by Agony, Nourished by Agony, Improved Zonal Acclimation of Agony
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Agony- (Passive Ability, Other: Torment Master) Possessor gains the element Agony while in Torment Master stances
Requires: Meditative Assumption of Agony, Adept Agony Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Lashing Chain-Armor- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor may choose to count as having up to 4 additional Whips equipped, with this ability providing +200 Melee Attack for each action that possessor chooses to count as doing so for the duration of
Requires: Armor of Wrapped Chains, Basic Weaponization of Agony, Dominator
Cost: 2,000,000 Gold, 2 Weeks

Meditative Assumption of Agony- (Passive Ability, Other: Torment Master) Possessor may choose, at the beginning of a thread, to become solely Agony element
Requires: Basic Agony Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nailed-On Flesh-Armor- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor gains +600 Defense, gains 40% Resilience, and may choose to count as having an additional Light Armor equipped
Requires: Defenses that Utilize Agony
Cost: 800,000 Gold, 2 Weeks

Needles-Through-Brain Cognitive State-Enhancement- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor is afflicted with Pain and Invigorated at the start of each round and obtains +500 MIN, If possessor is not Agony element, possessor's actions have a 5% chance of automatically being skipped if possessor is not Immune to Pain, and possessor obtains -500 MIN
Requires: Acupuncturist of Agony, Uplifted by Agony, Agonized Rapture
Cost: 4,000,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Agony- (Passive Ability, Other: Torment Master) Possessor may use the Technique 'Elemental Attack-Conversion: Agony' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Agony element.
Requires: Elemental Attack-Conversion: Agony
Cost: 500,000 Gold, 2 Weeks

Nourish Agony- (Passive Ability, Other: Torment Master) Whenever possessor deals HP or MP healing to an Agony element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Agony, Nourished by Agony
Cost: 200,000 Gold, 2 Weeks

Nourished By Agony- (Passive Ability, Torment Master) If possessor is Agony element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Agony
Requires: Basic Understanding of the Heart of Agony
Requires: 200,000 Gold, 2 Weeks

Nullify Agony- (Passive Ability, Other: Torment Master) Possessor may remove the element Agony from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Agony-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Agony-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Agony from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Agony Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Painful Agony Emanation- (Passive Ability, Other: Torment Master) Whenever possessor absorbs Damage that is Agony element Damage, Possessor may choose to inflict Pain on up to 10 targets that are not Agony element
Requires: Emanate Agony, Nourish Agony
Cost: 300,000 Gold, 1 Week

Predict the Flow of Agony- (Passive Ability, Other: Torment Master) Possessor gains +5% Dodge against Agony element individuals
Requires: Improved Defenses Against Agony, Improved Understanding of the Heart of Agony, Defenses that Utilize Agony
Cost: 200,000 Gold, 2 Weeks

Project Agony- (Passive Ability, Other: Torment Master) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Agony
Requires: Improved Weaponization of Agony
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Agony- (Passive Ability, Other: Torment Master) If possessor is Agony element and performs an 'Elemental Attack' action that is solely Agony element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Agony
Cost: 500,000 Gold, 2 Weeks

Reconsume Agony Elemental Spawn- (Passive Ability, Other: Torment Master) Possessor may, at the start of any round, unsummon one of possessor's Agony element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Agony Elemental Emanation, Improved Affinity to Healing Via Agony
Cost: 200,000 Gold, 2 Weeks

Reflect Agony- (Passive Ability, Other: Torment Master) Possessor Reflects Agony against sources below Level 20 if Level 20 or greater
Requires: Agony Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Agony- (Passive Ability, Other: Torment Master) If possessor's last action was solely Agony element either due to this ability or the technique 'Elemental Attack-Conversion: Agony', possessor may make any of possessor's offensive actions solely Agony element.
Requires: Nonsynchronous Elemental Attack-Conversion: Agony, Adept Agony Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Serrated Chain Armor- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor gains +300 Melee Attack, and possessor's 'Melee Attack' actions made while possessor has at least one Whip equipped gain a 10% chance of inflicting Wounded or Wounded: Bleeding; If possessor is not Agony element, possessor has a 50% chance of being afflicted with Wounded and Pain at the start of each round
Requires: Lashing Chain-Armor
Cost: 3,000,000 Gold, 2 Weeks

Stability Within Agony- (Passive Ability, Other: Torment Master) Possessor gains 25% minor negative status effect resistance while in a Zone of Agony
Requires: Basic Understanding of the Heart of Agony, Defenses that Utilize Agony
Requires: 500,000 Gold, 2 Weeks

Surrounded By Lashing Razor-Wire- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever possessor is targeted with an action by another individual, possessor deals 150,000 Flat Agony element Damage to said individual, with said Damage having a 50% chance of inflicting Pain
Requires: Improved Weaponization of Agony, Defenses that Utilize Agony
Cost: 500,000 Gold, 2 Weeks

Torment Master- (Passive Ability, Other: Torment Master) Possessor ignores (1 * (Possessor Level/5), rounded down)% Agony Resistance, Possessor ignores Agony Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Agony Synchronization, 10 other Torment Master abilities
Cost: 125,000 Gold, 4 Weeks

Twisted, Broken Body- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever possessor conducts an action, possessor may, at the beginning of said action, be afflicted with Pain
Requires: Granted Endless Suffering
Cost: 200,000 Gold, 2 Weeks

Understanding of the Bonds of Agony- (Passive Ability, Other: Torment Master) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Agony element individual
Requires: Improved Understanding of the Heart of Agony
Cost: 200,000 Gold, 2 Weeks

Unsettling Gaze of Tormented Bliss- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor may gain a 60% chance of inflicting Confusion: Fear on one target at the start of each round
Requires: Agonized Rapture
Cost: 200,000 Gold, 2 Weeks

Uplifted By Agony- (Passive Ability, Torment Master) If possessor is Agony element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Agony
Requires: Basic Understanding of the Heart of Agony
Requires: 200,000 Gold, 2 Weeks

Vessel of Suffering- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor may afflict any ally any opponent who is afflicted with Charm with possessor as a source with Pain at the start of each round
Requires: Granted Endless Suffering
Cost: 300,000 Gold, 2 Weeks

Wearer of Skins- (Passive Ability, Other: Torment Master) Possessor may choose, if Agony element, at the beginning of a thread to obtain a non-stacking buff that causes its possessor to count as having an additional Disguise equipped and to gain the subtype 'Human', 'Humanoid', or 'Fae' (chosen at the time of buff application)
Requires: Nailed-On Flesh-Armor, Basic Disguise Mastery
Cost: 400,000 Gold, 2 Weeks

Wielder of the Chains of Torment- (Passive Ability, Other: Torment Master) Agony-element Whips wielded by possessor gain +300 additional Melee Attack, and their chances of inflicting minor negative status effects are increased by 5%
Requires: Basic Agony Synchronization, Apprentice Whip Training
Cost: 200,000 Gold, 2 Weeks

Wings of Flensed Flesh- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor gains +200 AGI, 15% Earth Resistance, and 30% Dodge
Requires: Twisted, Broken Body
Cost: 200,000 Gold, 2 Weeks

Zonal Agony Control- (Passive Ability, Other: Torment Master) Possessor may, at the start of each round, choose one Zone of Agony that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Agony, Improved Zonal Acclimation of Agony
Cost: 1,000,000 Gold, 2 Weeks

~Other: Unbound Guru (Other: Void)~

Absorb Void- (Passive Ability, Other: Unbound Guru) Possessor Absorbs Void against sources below Level 20 if Level 20 or greater
Requires: Void Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Void Synchronization- (Passive Ability, Other: Unbound Guru) Amounts of Void element Damage possessor deals are increased by 10,000 points, Void element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Void element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Unbound Guru, 50 other Unbound Guru Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Agility Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for turn-order-determining purposes
Requires: Unbound Guru's Agility, Basic Acceleration Within Agility's Dominion
Cost: 1,000,000 Gold, 2 Weeks

Agility Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: AGI Drain Immunity
Requires: Void-Shielded Agility
Cost: 3,000,000 Gold, 2 Weeks

All Is Right With the World- (Passive Ability, Other: Unbound Guru) At the start of each round that possessor is in a battlespace that none of possessor's opponents are present in and possessor is Void element, possessor is cured of all Damage (including MP Damage and Gold Damage), Stat Damage, debuffs, and negative status effects from sources below Level 60
Requires: Expert Void Synchronization, Empty Veins Perfection, Cosmic Harmonization of Void and Air, Cosmic Harmonization of Void and Earth, Cosmic Harmonization of Void and Fire, Cosmic Harmonization of Void and Water, Cosmic Harmonization of Void and Wood, Cosmic Harmonization of Void and Metal
Cost: 1,000,000,000 Gold, 2 Weeks

And The Void Does Not Care- (Technique Ability, Other: Unbound Guru) Possessor may use 'And The Void Does Not Care' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Ranged Attack', 'Magical Attack', 'Meditate', or 'Cast a Spell' action so long. Said action's targets acquire a non-stacking debuff that makes them unable to obtain new positive status effects.
Requires: Inner Void Extrusion, Meditation of Erasing Thought, Adept Void Synchronization, Level 40
Cost: 40,000,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Void
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Void
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense against Void
Requires: Basic Defenses Against Void
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +100 to all stats
Requires: Apprentice Command of Void, Basic Understanding of the Heart of Void
Cost: 100,000 Gold, 2 Weeks

Apprentice Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 5% Void Resistance
Requires: Basic Void Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Void Synchronization- (Passive Ability, Unbound Guru) Possessor gains +50 to all stats for each Void element item equipped, Possessor's Void element pets and summons gain +250 to all stats
Requires: Basic Void Synchronization, 3 other Unbound Guru abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Void
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 to all stats while in a Zone of Void
Requires: Basic Zonal Acclimation of Void
Cost: 100,000 Gold, 2 Weeks

Arrival Upon a Wave of Void- (Passive Ability, Other: Unbound Guru) Possessor may, when entering a battlespace from a battlespace created through possessor's 'Guru's Empty Sanctum' ability, choose to deal all other individuals in said battlespace 400,000 Flat Void element Damage, may choose to remove up to 1 buff or debuff from a source below Level 40 from each individual in said battlespace, and may unsummon any summons below Level 40 in said battlespace
Requires: Erasing Voidblast, Erasing Voidstrike, Scourging Voidblast, Scourging Voidstrike, Cleansing Voidblast, Cleansing Voidstrike, Meditation of Banishing Thought, Meditation of Erasing Thought, Inner Void Extrusion
Cost: 40,000,000 Gold, 2 Weeks

Basic Acceleration Within Void's Dominion- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Void
Requires: Basic Zonal Acclimation of Void
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Void Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +50 to all stats
Requires: Basic Void Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 Defense against Void
Requires: Basic Void Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +10 to all stats
Requires: Basic Command of Void
Cost: 40,000 Gold, 2 Weeks

Basic Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 1% Void Resistance
Requires: Basic Void Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Void Synchronization- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to all stats if possessor is Void element
Requires: Knowledge of Esoteric Elements, Basic Wood Synchronization, Basic Metal Synchronization, Aeromancer, Geomancer, Pyromancer, Hydromancer, Veilwalker, Monk
Cost: 50,000,000 Gold, 30 Weeks

Basic Void-Engine Design- (Passive Ability, Other: Unbound Guru) Possessor's Mech, Vehicle, and Vessel transformations' abilities cost 50 less MP while possessor is in a Zone of Void
Requires: Basic Void-Fuelled Casting, Engineer, Mech Jockey, Driver, Captain, Theoretical Mage-Scientist
Cost: 50,000,000 Gold, 4 Weeks

Basic Void-Fuelled Casting- (Passive Ability, Other: Unbound Guru) Spells cost possessor 50 less MP to cast if possessor is Void element or in a Zone of Void
Requires: Basic Void Synchronization, Theoretical Spellcaster
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Requires: Basic Void Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 to all stats while in a Zone of Void
Requires: Basic Void Synchronization
Cost: 40,000 Gold, 2 Weeks

Belly Full of Emptiness- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose to count as possessing up to 5 additional buffs from Food or Drink consumables and may choose at the start of any round to count as using a Food and/or Drink consumable on themself
Requires: Without Physical Needs
Cost: 20,000,000 Gold, 2 Weeks

Blot Essence- (Passive Ability, Unbound Guru) Possessor cannot obtain buffs or debuffs from sources below Level 60
Not for Sale

Body of Disjoined Parts- (Passive Ability, Other: Unbound Guru) Possessor gains Wounded Immunity if Void element and cannot lose slots to sources below Level 60 unwillingly if Void element
Requires: Unseen Master's Hand, Enlightened Wisdom of the Void
Cost: 60,000,000 Gold, 2 Weeks

Building Castles Within Emptiness- (Passive Ability, Other: Unbound Guru) Possessor's Large Structure summons may, as a buff at the time of their craetion, gain the element Void, and, if they Void element (including via gaining it through this ability), they obtain, as a non-stacking buff at the time of their creation, +5,000 to all stats, +500,000 HP, and +5,000 Defense against Stat Damage, Possessor may build void-castles as an RP power
Requires: Dwarven Stonemasonry, Dwarven Fortress-Planner, Void Dwarf, Wisdom of the Unseen
Cost: 50,000,000 Gold, 2 Weeks

Call Forth the Living Void- (Active Ability, Other: Unbound Guru) Possessor may spend an action to summon 5 Elementals that are Void element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Void, Emanate Void
Cost: 300,000 Gold, 2 Weeks

Can Hear the Underpinnings of the Cosmos While In Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains a buff that provides +1,000 MIN and +1,000 SPI that stacks 5 times at the start of each round whose number is a multiple of 5
Requires: Detect Void, Improved Understanding of the Heart of Void
Cost: 5,000,000 Gold, 2 Weeks

Cast the Dead Into Void- (Active Ability, Other: Unbound Guru) If possessor is Void element, possessor may spend an action to remove all corpses from the battlespace possessor is in
Requires: Necromancer, Unbound Guru, Meditation Upon Empty Whiteness, Meditation Upon Empty Blackness
Cost: 50,000,000 Gold, 5 Weeks

Constitution Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for turn-order-determining purposes
Requires: Unbound Guru's Constitution, Basic Acceleration Within Void's Dominion
Cost: 1,000,000 Gold, 2 Weeks

Constitution Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: CON Drain Immunity
Requires: Void-Shielded Constitution
Cost: 3,000,000 Gold, 2 Weeks

Control Void-Echoes- (Active Ability, Other: Unbound Guru) If possessor is Void element, possessor may spend an action to replicate a copy of any buff or debuff from a source lower Level than possessor that was previously present on any individual in the same battlespace as possessor on said individual if said individual is either willing or below Level 60 and place it on said individual
Requires: Unbound Guru, Read Words Unwritten, Inner Void Extrusion, Weightless Hands Technique, Belly Full of Emptiness, Writing-Erasing Hand, Level 20
Cost: 60,000,000 Gold, 2 Weeks

Control of Void- (Passive Ability, Other: Unbound Guru) Possessor has a 20% chance of being able to cancel the actions of Void element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Void Manipulation
Cost: 500,000 Gold, 2 Weeks

Cosmic Chiming of Empty Crystals- (Passive Ability, Other: Unbound Guru) If possessor is void element, possessor may choose to count any individual below Level 60 as additionally possessing any combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void, may cause any such individual to treat any combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by any individual below Level 60 (who is not 20 or more Levels greater than possessor), the elements of any individual below Level 60 (who is not 20 or more Levels greater than possessor)'s attacks, or the elements of any individual below Level 60 (who is not 20 or more Levels greater than possessor)'s actionsthe default element instead of Null
Requires: Nexus of Elements, Empty World Shell Games, And The Void Does Not Care, Magewright
Cost: 600,000,000 Gold, 2 Weeks

Cosmic Harmonist's Stance- (Stance Ability, Other: Unbound Guru) Possessor may treat Void as a base element, Possessor may, if Void element, give any of possessor's willing pets, allies, or summons a buff at the start of each round that gives them all of possessor's base elements and does not stack
Requires: Meditation of Harmonization, Musician, Bard
Cost: 20,000,000 Gold, 3 Weeks

Cosmic Harmonization of Void and Air- (Passive Ability, Other: Unbound Guru) Possessor may count Wind Duke abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Wind Duke abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Wind Duke)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Cosmic Harmonization of Void and Earth- (Passive Ability, Other: Unbound Guru) Possessor may count Mountain King abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Mountain King abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Mountain King)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Cosmic Harmonization of Void and Fire- (Passive Ability, Other: Unbound Guru) Possessor may count Blazing Sultan abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Blazing Sultan abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Blazing Sultan)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Cosmic Harmonization of Void and Metal- (Passive Ability, Other: Unbound Guru) Possessor may count Archsmith of Metal abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Archsmith of Metal abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Archsmith of Metal)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Cosmic Harmonization of Void and Water- (Passive Ability, Other: Unbound Guru) Possessor may count Ocean Prince abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Ocean Prince abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Ocean Prince)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Cosmic Harmonization of Void and Wood- (Passive Ability, Other: Unbound Guru) Possessor may count Lord of Trees abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Lord of Trees abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Lord of Trees)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense if possessor has any Void-element items equipped that provide a Defense bonus
Requires: Basic Void Synchronization, Basic Defenses against Void, Basic Weaponization of Void
Cost: 200,000 Gold, 2 Weeks

Detect Void- (Passive Ability, Unbound Guru) Possessor gains +1% To Hit against Void element targets
Requires: Apprentice Divining Attunement, Basic Void Synchronization
Cost: 100,000 Gold, 2 Weeks

Doors-to-Mist Approach- (Passive Ability, Other: Unbound Guru) If possessor attempts to leave a battlespace, individuals in said battlespace below Level 60 obtain a debuff that makes them unable to prevent possessor or possessor's allies from leaving said battlespace during the current round
Requires: Unified Knowledge of Void and Ethereal Magic, Unbound Guru's Void-Crossing Plane-Walking
Cost: 30,000,000 Gold, 2 Weeks

Eerily-Glowing Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to scan the stats of any one individual at the start of each round
Requires: Basic Void Synchronization, Diviner
Cost: 200,000 Gold, 2 Weeks

Elemental Attack-Conversion: Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Elemental Attack-Conversion: Void' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Void element and no other technique is used. Said action becomes solely the element Void.
Requires: Improved Weaponization of Void
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Elemental Invocation of Void' in conjunction with an 'Elemental Attack' action so long as possessor is Void element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Void
Cost: 200,000 Gold, 2 Week

Emanate Void- (Passive Ability, Other: Unbound Guru) Whenever possessor absorbs Damage that is Void element Damage, Possessor may choose to deal 10,000 Flat Void element Damage to up to 10 targets
Requires: Absorb Void, Void Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Void
Requires: Basic Understanding of the Heart of Void
Requires: 200,000 Gold, 2 Weeks

Empty Mind Discipleship- (Passive Ability, Other: Unbound Guru) Possessor obtains +200 MIN and +200 Defense against MIN Damage if Void element
Requires: Wisdom of the Void
Cost: 5,000,000 Gold, 2 Weeks

Empty Transcendence of Air- (Passive Ability, Other: Unbound Guru) Possessor may treat Air as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Air and Void, Opening the Conduits of Air Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks

Empty Transcendence of Earth- (Passive Ability, Other: Unbound Guru) Possessor may treat Earth as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Earth and Void, Opening the Conduits of Earth Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks

Empty Transcendence of Fire- (Passive Ability, Other: Unbound Guru) Possessor may treat Fire as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Fire and Void, Opening the Conduits of Fire Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks

Empty Transcendence of Metal- (Passive Ability, Other: Unbound Guru) Possessor may treat Metal as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Metal and Void, Opening the Conduits of Metal Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks

Empty Transcendence of Water- (Passive Ability, Other: Unbound Guru) Possessor may treat Water as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Water and Void, Opening the Conduits of Water Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks

Empty Transcendence of Wood- (Passive Ability, Other: Unbound Guru) Possessor may treat Wood as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Wood and Void, Opening the Conduits of Wood Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks

Empty Veins Perfection- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Wounded: Bleeding while Void element, Possessor obtains +200 unmodified CON and +200 unmodified SPI while Void element
Requires: Nowhere-Yet-Everywhere Presence Extrusion, Empty World Shell Games
Cost: 30,000,000 Gold, 2 Weeks

Empty Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to ignore To Hit penalties from sources below Level 40
Requires: Basic Void Synchronization, Enchanter
Cost: 200,000 Gold, 2 Weeks

Empty World Shell Games- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, whenever one of possessor's equipped items would be destroyed by a source below Level 80, unequip said item, prevent its destruction, and remove it from battle until the end of the round, Possessor may, if Void element, redirect attacks from individuals below Level 30
Requires: Cosmic Harmonist's Stance, Storing Treasures Nowhere, Meditation of Cleansing Thought, Agility Wreathed With Protective Void, Thief, Level 20
Cost: 60,000,000 Gold, 2 Weeks

Enlightened Wisdom of the Void- (Passive Ability, Other: Unbound Guru) Possessor may not take MIN Damage from sources below Level 60 if Void element
Requires: Void Meditant's Mind, Mind Wreathed With Protective Void, Level 40
Cost: 60,000,000 Gold, 2 Weeks

Erasing Voidblast- (Technique Ability, Other: Unbound Guru) Possessor may use 'Erasing Voidblast' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Ranged Attack, +400 Magical Attack, and unsummons targets who are summons below Level 40.
Requires: Project Void
Cost: 400,000 Gold, 2 Weeks

Erasing Voidstrike- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidstrike' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Melee Attack and unsummons targets who are summons below Level 40.
Requires: Improved Weaponization of Void
Cost: 700,000 Gold, 2 Weeks

Expert Void Synchronization- (Passive Ability, Other: Unbound Guru) Void element Damage dealt to possessor (not including healing) is halved, Void element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Void element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Void Synchronization, 100 other Unbound Guru Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Feel the Missing Presences- (Passive Ability, Other: Unbound Guru) When one of possessor's unique allies is removed from a thread that possessor is in, possessor obtains a non-stacking instance of a buff called 'Something is Missing'; The first time per thread that possessor possesses five dead unique allies, possessor obtains a non-stacking instance of a buff called 'Something is Missing'
Requires: Understanding of Void Patterns, Meditation Upon Empty Whiteness, Unfold Wisdom From Darkness, Gaze Hungry For Knowledge
Cost: 100,000,000 Gold, 5 Weeks

Feel the Vanished Spirits of Those Departed- (Passive Ability, Other: Unbound Guru) When one of possessor's unique allies is dead and its corpse is removed from battle, possessor obtains a non-stacking instance of a buff called 'Something is Missing'
Requires: Tempered by Loss With Will of Steel, Cast the Dead Into Void, Shrine Maiden, Ethereal Mage, Autodetect Undead
Cost: 100,000,000 Gold, 5 Weeks

Float Through Void Through Will and Thought- (Passive Ability, Other: Unbound Guru) Possessor may use Mind or Spirit as possessor's turn-order-determining stat while in a Zone of Void
Requires: Reflect Void, Basic Acceleration Within Void's Domain
Cost: 60,000,000 Gold, 5 Weeks

Greater Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Void, Unbound Guru
Cost: 5,000,000 Gold, 2 Weeks

Guru's Empty Sanctum- (Active Ability, Other: Unbound Guru) Possesor may spend an action to create a battlespace that contains a Zone of Void that has an effect attached to it that prevents sources below Level 60 from creating or destroying zones in the same battlespace that it is present in; a max of one battlespace may be created by each individual through this ability at any one time
Requires: Unbound Guru, Wanderer, Absorb Void, Can Hear the Underpinnings of the Cosmos While In Solitude
Cost: 40,000,000 Gold, 2 Weeks

Harmonious Self-Control- (Passive Ability, Unbound Guru) Possessor obtains 50% Charm Resistance and suffers no negative effect from the Curse 'Can't Get Revved Up Without A Morning Cheeseburger'
Not for Sale

Harmonization of Air and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Air element if possessor is Void element
Requires: Wind Duke, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks

Harmonization of Earth and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Earth element if possessor is Void element
Requires: Mountain King, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks

Harmonization of Fire and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Fire element if possessor is Void element
Requires: Blazing Sultan, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks

Harmonization of Metal and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Metal element if possessor is Void element
Requires: Archsmith of Metal, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks

Harmonization of Water and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Water element if possessor is Void element
Requires: Ocean Prince, Understanding of Void as the Core of Traditional Elements

Harmonization of Wood and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Wood element if possessor is Void element
Requires: Lord of Trees, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks

Harnessing the Flow of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Air unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Wind Duke, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks

Harnessing the Flow of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Earth unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Mountain King, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks

Harnessing the Flow of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Fire unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Blazing Sultan, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks

Harnessing the Flow of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Metal unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Archsmith of Metal, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks

Harnessing the Flow of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Water unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Ocean Prince, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks

Harnessing the Flow of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Wood unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Lord of Trees, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Void
Cost: 500,000 Gold, 2 Weeks

Improved Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Void, Basic Understanding of the Heart of Void
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +5,000 Defense against Void
Requires: Apprentice Defenses Against Void, Basic Void Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +2,000 Defense if possessor has any Void-element items equipped that provide a Defense bonus
Requires: Apprentice Void Synchronization, Improved Defenses against Void, Improved Weaponization of Void
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +250 to all stats
Requires: Improved Command of Void, Apprentice Understanding of the Heart of Void
Cost: 500,000 Gold, 2 Weeks

Improved Void Elemental Emanation- (Passive Ability, Other: Unbound Guru) Possessor's 'Call Forth the Living Void' ability may summon entities up to Level 20
Requires: Call Forth the Living Void
Cost: 200,000 Gold, 2 Weeks

Improved Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 10% Void Resistance
Requires: Apprentice Void Resistance, Basic Defenses against Void
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Void
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +1,000 to all stats while in a Zone of Void
Requires: Apprentice Zonal Acclimation of Void
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Void Empowerment- (Passive Ability, Other: Unbound Guru) Possessor gains +500 to all stats while in a Zone of Void, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Void
Requires: Empowered by Void, Nourished by Void, Improved Zonal Acclimation of Void
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor gains the element Void while in Unbound Guru stances
Requires: Meditative Assumption of Void, Adept Void Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Inner Void Extrusion- (Technique Ability, Other: Unbound Guru) Possessor may use 'Inner Void Extrusion' in conjunction with a 'Meditate', 'Cast a Spell', or 'Magical Attack' action so long as no other technique is used and possessor is Void element. Said action moves one Zone created by its performer's 'Guru's Empty Sanctum' ability from a battlespace created by its performer's 'Guru's Empty Sanctum' ability into the battlespace that its performer is present in until the end of the round (with said Zone moving to the battlespace it was moved from at the round's end if such is still possible and not moving if such is not possible)
Requires: Project Void, Inner Void Understanding, Adept Void Synchronization, Uplifted by Void
Cost: 30,000,000 Gold, 2 Weeks

Inner Void Understanding- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as present in any battlespaces and zones created through possessor's 'Guru's Empty Sanctum' ability while Void element even while not in those battlespaces, with said presence counting as possessor additionally being present in said battlespace and not making possessor stop counting as being present in any other battlespace
Requires: Void Sanctum Meditation, Improved Understanding of the Heart of Void, Improved Zonal Acclimation of Void
Cost: 30,000,000 Gold, 2 Weeks

Master Void Synchronization- (Passive Ability, Other: Unbound Guru) Possessor may control the actions of Void element individuals who are half possessor's Level or lower, Void element actions may not inflict major negative status effects on possessor if they come from sources of lower Level than possessor
Requires: Expert Void Synchronization, 250 other Unbound Guru Abilities, Level 60
Cost: 1,000,000,000 Gold, 50 Weeks

Meditating Atop the Void- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, perform 'Meditate' actions while in the front row
Requires: Inner Void Understanding, Void Sanctum Meditation
Cost: 30,000,000 Gold, 2 Weeks

Meditating Upon What Was Lost- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses an instance of a buff named 'Something is Missing', possessor may obtain a non-stacking buff that provides +50,000 to all stats when possessor performs a Meditate action
Requires: Striking With Echoes and Memories, Philosophy of Solitude
Cost: 100,000,000 Gold, 5 Weeks

Meditation Upon the Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation Upon the Void' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in a Zone of Void and is Void element. Said action regenerates 1,000,000 additional MP and cures its performer of one minor negative status effect or of one debuff from a source below Level 40
Requires: Meditate, Basic Understanding of the Heart of Void
Cost: 1,000,000 Gold, 2 Weeks

Meditation of Balance- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Balance' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that causes all of its possessor's stats to count as a value equal to the average of all of its possessor's stats so long as its possessor is Void element.
Requires: Meditation of Empty Minds, Lawbringer, Ravager
Cost: 500,000 Gold, 2 Weeks

Meditation of Banishing Thought- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Banishing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may unsummon 1 target below Level 60.
Requires: Meditation of Empty Minds, Summoner
Cost: 700,000 Gold, 2 Weeks

Meditation of Cleansing Thought- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Cleansing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may remove 1 debuff from a source below Level 60 from any one target.
Requires: Meditation of Empty Minds, Healer
Cost: 700,000 Gold, 2 Weeks

Meditation of Empty Minds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Empty Minds' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action deals 500 Flat Void element MIN Damage to each opponent in the same battlespace.
Requires: Emanate Void, Meditation Upon the Void, Warlock OR Mentalist, Improved Weaponization of Void
Cost: 700,000 Gold, 2 Weeks

Meditation of Erasing Thought- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Cleansing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may remove 1 buff from a source below Level 60 from any one target.
Requires: Meditation of Empty Minds, Enchanter
Cost: 700,000 Gold, 2 Weeks

Meditation of Harmonization- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Harmonization' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that gives its possessor any combination of base elements that are possessed by other individuals within the same battlespace at the time of its application.
Requires: Meditation of Empty Minds, Channeler
Cost: 500,000 Gold, 2 Weeks

Meditation of Past and Future- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Past and Future' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may be delayed up to 12 rounds and may place a replicated copy of any one buff or debuff from a source below Level 60 that was previously present on its performer but is no longer present on its performer on its performer.
Requires: Void's Breath Meditation, Meditation of Balance, Meditation of Harmonization, Control Void-Echoes
Cost: 30,000,000 Gold, 2 Weeks

Meditation of Rest- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Rest' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action's performer regenerates 2,000,000 HP and 2,000,000 MP.
Requires: Meditation of Past and Future, Healer, Monk
Cost: 30,000,000 Gold, 2 Weeks

Meditation of Second Breath- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Past and Future' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action's performer obtains a non-stacking buff that, once across all copies of said buff from all sources per individual, resurrects its possessor upon death.
Requires: Meditation of Past and Future, Adept Void Synchronization, Unbound Guru's Void-Crossing Plane-Walking, Level 40
Cost: 60,000,000 Gold, 2 Weeks

Meditation to Uplift the Self Into the Void to Seek Release from Temporal Frailty- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Banishing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element or is in a Zone of Void. Said action's performer obtains a buff that stacks 5 times that lasts until the end of the round that causes its performer to ignore the negative effects of any one chosen minor or moderate negative status effect (including sub-status effects) that said action's performer is afflicted with until the end of the round.
Requires: Defenses that Utilize Void, Meditation of Cleansing Thought, Void-Shielded Spirit, Void Sanctum Meditation
Cost: 30,000,000 Gold, 2 Weeks

Meditative Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor may choose, at the beginning of a thread, to become solely Void element
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Mind Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for turn-order-determining purposes
Requires: Unbound Guru's Mind, Basic Acceleration Within Void's Dominion
Cost: 1,000,000 Gold, 2 Weeks

Mind Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: MIN Drain Immunity
Requires: Void-Shielded Mind
Cost: 3,000,000 Gold, 2 Weeks

Missile-Displacing Void Curtain- (Passive Ability, Other: Unbound Guru) Possessor gains +40,000 Uncapped Defense against actions from sources below Level 60 who are in the back row (or actions that are 'Ranged Attack', 'Snipe', or 'Ranged Overdrive')
Requires: Inner Void Extusion, Defenses that Utilize Void, Abjurer
Cost: 60,000,000 Gold, 2 Weeks

Nexus of Elements- (Passive Ability, Other: Unbound Guru) If possessor is void element, possessor may choose to count an combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, may choose to count as possessing or not possessing any combination of the elements Air, Earth, Fire, Water, Wood, and Metal, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by possessor, the elements of possessor's attacks, or the elements of possessor's actions; Possessor may choose to count 'Void' as the default element instead of Null
Requires: Empty Transcendence of Air, Empty Transcendence of Earth, Empty Transcendence of Fire, Empty Transcendence of Water, Empty Transcendence of Wood, Empty Transcendence of Metal, Cosmic Harmonist's Stance, Level 40
Cost: 500,000,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Void- (Passive Ability, Other: Unbound Guru) Possessor may use the Technique 'Elemental Attack-Conversion: Void' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Void element.
Requires: Elemental Attack-Conversion: Void
Cost: 500,000 Gold, 2 Weeks

Nourish Void- (Passive Ability, Other: Unbound Guru) Whenever possessor deals HP or MP healing to an Void element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Void, Nourished by Void
Cost: 200,000 Gold, 2 Weeks

Nourished By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Void
Requires: Basic Understanding of the Heart of Void
Requires: 200,000 Gold, 2 Weeks

Nowhere-Yet-Everywhere Presence Extrusion- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as present in any battlespace that possessor would possess at least one ally in but would possess no opponents in and may target individuals in said battlespaces
Requires: Sight Wtihout Sight, Sound Without Sound, Philosopher of Empty Spaces, Storing Treasures Nowhere, Unbound Guru's Void-Crossing Plane-Walking, Inner Void Extrusion
Cost: 60,000,000 Gold, 2 Weeks

Nullify Void- (Passive Ability, Other: Unbound Guru) Possessor may remove the element Void from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Void-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Void-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Void from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Void Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Opening the Conduits of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Air' and 'Air Resistance' for purposes of possessor's actions that are both Air element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Air Through Void, Improved Weaponization of Air, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks

Opening the Conduits of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Earth' and 'Earth Resistance' for purposes of possessor's actions that are both Earth element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Earth Through Void, Improved Weaponization of Earth, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks

Opening the Conduits of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Fire' and 'Fire Resistance' for purposes of possessor's actions that are both Fire element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Fire Through Void, Improved Weaponization of Fire, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks

Opening the Conduits of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Metal' and 'Metal Resistance' for purposes of possessor's actions that are both Metal element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Metal Through Void, Improved Weaponization of Metal, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks

Opening the Conduits of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Water' and 'Water Resistance' for purposes of possessor's actions that are both Water element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Water Through Void, Improved Weaponization of Water, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks

Opening the Conduits of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Wood' and 'Wood Resistance' for purposes of possessor's actions that are both Wood element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Wood Through Void, Improved Weaponization of Wood, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks

Philosopher of Empty Spaces- (Passive Ability, Other: Unbound Guru) If possessor is Void element and is the only individual present in all battlespaces that possessor is present in at the start of a round, possessor obtains an extra action on said round that may not be used while in the same battlespace as any other individual
Requires:
Philosophy of Solitude, Cosmic Chiming of Empty Crystals
Cost: 50,000,000 Gold, 2 Weeks

Philosophy of Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains +500 to all stats and an additional +5,000 to MIN
Requires: Can Hear the Underpinnings of the Cosmos While In Solitude, Void Sanctum Meditation
Cost: 50,000,000 Gold, 2 Weeks

Predict the Flow of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +5% Dodge against Void element individuals
Requires: Improved Defenses Against Void, Improved Understanding of the Heart of Void, Defenses that Utilize Void
Cost: 200,000 Gold, 2 Weeks

Project Void- (Passive Ability, Other: Unbound Guru) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Void
Requires: Improved Weaponization of Void
Cost: 3,000,000 Gold, 2 Weeks

Project Void- (Passive Ability, Other: Unbound Guru) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Void
Requires: Improved Weaponization of Void
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element and performs an 'Elemental Attack' action that is solely Void element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Void
Cost: 500,000 Gold, 2 Weeks

Pulling the Dead from the Spaces Between- (Technique Ability, Other: Unbound Guru) Possessor may use 'Pulling the Dead from the Spaces Between' in conjunction with a 'Meditate' action so long as possessor is Void element, a Zone of Void is present, and no other technique is used. Said action resurrects an entity whose corpse is not present in the same battlespace as its performer provided that said entity was not killed by a source 5 or more Levels greater than its performer or that is Level 90 or greater
Requires: Feel the Vanished Spirits of Those Departed, Control of Void, Adept Void Synchronization, Nowhere-Yet-Everywhere Presence Extrusion, Remnant Strike, Stepping Across the Void
Cost: 250,000,000 Gold, 5 Weeks

Pure-Black Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to ignore Dodge bonuses from sources below Level 40
Requires: Basic Void Synchronization, Warlock
Cost: 200,000 Gold, 2 Weeks

Read Words Unwritten- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, choose choose to treat any individual below Level 60 present in the same battlespace as possessing a buff or debuff of the same name of any buffs or debuffs previously present on said individual that are no longer present on said individual (with the buff or debuff counting as possessing no text other than its name for said purpose)
Requires: See Void-Echoes
Cost: 30,000,000 Gold, 2 Weeks

Reconsume Void Elemental Spawn- (Passive Ability, Other: Unbound Guru) Possessor may, at the start of any round, unsummon one of possessor's Void element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Void Elemental Emanation, Improved Affinity to Healing Via Void
Cost: 200,000 Gold, 2 Weeks

Reflect Void- (Passive Ability, Other: Unbound Guru) Possessor Reflects Void against sources below Level 20 if Level 20 or greater
Requires: Void Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Void- (Passive Ability, Other: Unbound Guru) If possessor's last action was solely Void element either due to this ability or the technique 'Elemental Attack-Conversion: Void', possessor may make any of possessor's offensive actions solely Void element.
Requires: Nonsynchronous Elemental Attack-Conversion: Void, Adept Void Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Remnant Blast- (Technique Ability, Other: Unbound Guru) Possessor may use 'Remnant Blast' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +7,000 Ranged Attack, +7,000 Magical Attack, and may replicate a copy of any debuff from a source lower Level than its performer that was previously present on its target on said target if said target is either willing or below Level 60 and place it on said target.
Requires: Arrival Upon a Wave of Void, Control Void-Echoes
Cost: 30,000,000 Gold, 2 Weeks

Remnant Strike- (Technique Ability, Other: Unbound Guru) Possessor may use 'Remnant Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +7,000 Melee Attack and may replicate a copy of any debuff from a source lower Level than its performer that was previously present on its target on said target if said target is either willing or below Level 60 and place it on said target.
Requires: Arrival Upon a Wave of Void, Control Void-Echoes
Cost: 30,000,000 Gold, 2 Weeks

Remnant-Weeping Strikes- (Passive Ability, Other: Unbound Guru) Possessor's 'Tear Open Void-Wounds' action may apply a debuff that stacks 3 times that replicates any one debuff from a source lower Level than its performer that was previously present on its possessor on its possessor if its possessor is either willing or below Level 60 at the start of each round
Requires: Tear Open Void-Wounds, Adept Warrior
Cost: 70,000,000 Gold, 2 Weeks

Sanctum-Bolstered Meditation- (Passive Ability, Other: Unbound Guru) If possessor performs a 'Meditate' action while in a battlespace or Zone created through possessor's 'Guru's Empty Sanctum' ability, possessor obtains a buff that stacks 5 times that provides +500 to all stats
Requires: Void Sanctum Meditation
Cost: 20,000,000 Gold, 2 Weeks

Scourging Voidblast- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidblast' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Ranged Attack, +400 Magical Attack, and removes 1 buff or debuff from a source below Level 40 from each target.
Requires: Project Void
Cost: 400,000 Gold, 2 Weeks

Scourging Voidstrike- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidstrike' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Melee Attack and removes 1 buff or debuff from a source below Level 40 from each target.
Requires: Improved Weaponization of Void
Cost: 700,000 Gold, 2 Weeks

See Void-Echoes- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, choose at the start of any action to see a list of the names of buffs or debuffs previously present on any individual below Level 60 present in the same battlespace that are no longer present on said individual
Requires: Sight Without Sight, Unbound Through Wisdom, Diviner
Cost: 3,000,000 Gold, 2 Weeks

Siege-Breaking Void Cannons- (Passive Ability, Other: Unbound Guru) Whenever an individual attempts to enter a battlespace created by possessor's 'Guru's Empty Sanctum' ability while possessor is present in said battlespace, possessor may choose to deal said invidual 60,000,000 Flat Void element Damage, with said individual having a 25% chance of failing to enter said battlespace if below Level 80, and with said Damage counting as coming from a Void element Large Structure wielding a Siege Weapon
Requires: Wisdom of the Empty Deeps, Void Sanctum Defenses, Void's Wrath, Void-Weapon Engineering, Siegemaster, Architect, Evermason, Gunner, Adept Warlord Knowledge
Cost: 800,000,000 Gold, 2 Weeks

Sight Without Sight- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Impaired: Blind while Void element
Requires:
Constitution Which Travels Through Void, Spirit Which Travels Through Void, Improved Understanding of the Heart of Void
Cost: 5,000,000 Gold, 2 Weeks

Sound Without Sound- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Impaired: Deaf or Impaired: Mute while Void element
Requires:
Constitution Which Travels Through Void, Spirit Which Travels Through Void, Improved Understanding of the Heart of Void
Cost: 5,000,000 Gold, 2 Weeks

Soothing Void Emanation- (Passive Ability, Other: Unbound Guru) Whenever possessor absorbs Damage that is Void element Damage, Possessor may choose to deal 10,000 Flat Void element HP Healing to up to 10 targets that are Void element
Requires: Emanate Void, Nourish Void
Cost: 300,000 Gold, 1 Week

Spirit Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for turn-order-determining purposes
Requires: Unbound Guru's Spirit, Basic Acceleration Within Void's Dominion
Cost: 1,000,000 Gold, 2 Weeks

Spirit Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: SPI Drain Immunity
Requires: Void-Shielded Spirit
Cost: 3,000,000 Gold, 2 Weeks

Spirit-Pacifying Aura- (Stance Ability, Other: Unbound Guru) If possessor is Void element, possessor's opponents may not summon Spirits below Level 40, and non-unique Spirits of lower Level than possessor that possessor summons may not be uncontrolled
Requires: Inner Void Extrusion, Nexus of Elements, Shrine Maiden
Cost: 60,000,000 Gold, 2 Weeks

Stability Within Void- (Passive Ability, Other: Unbound Guru) Possessor gains 25% minor negative status effect resistance while in a Zone of Void
Requires: Basic Understanding of the Heart of Void, Defenses that Utilize Void
Requires: 500,000 Gold, 2 Weeks

Stability Within Void- (Passive Ability, Other: Unbound Guru) Possessor gains 25% minor negative status effect resistance while in a Zone of Void
Requires: Basic Understanding of the Heart of Void, Defenses that Utilize Void
Requires: 500,000 Gold, 2 Weeks

Stepping Across the Void- (Passive Ability, Other: Unbound Guru) Possessor, if Void element, may not be prevented from entering or leaving battlespaces by individuals below Level 40
Requires: Stepping Through Emptiness, Improved Defenses that Utilize Void
Cost: 20,000,000 Gold, 2 Weeks

Stepping Through Emptiness- (Active Ability, Other: Unbound Guru) Possessor may spend an action to enter or leave a battlespace created by possessor's 'Guru's Empty Sanctum' ability (entering any other battlespace that is part of the same battle if choosing to leave said battlespace) so long as no individual of Level 60 or greater in either the battlespace being entered or the battlespace being left objects
Requires: Guru's Empty Sanctum, Establish Dimensional Portal, Unhinged From the Real
Cost: 2,000,000 Gold, 2 Weeks

Storing Treasures Nowhere- (Active/Passive Ability, Other: Unbound Guru) Possessor may carry up to 20 additional unequipped items into threads if Void element, Possessor may spend an action to unequip any one item carried by possessor and remove it from battle until the end of the round, This storage may last longer in RP effects
Requires: Void Manipulation, Basic Void-Fuelled Casting
Cost: 100,000 Gold, 2 Weeks

Strength Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for turn-order-determining purposes
Requires: Unbound Guru's Strength, Basic Acceleration Within Void's Dominion
Cost: 1,000,000 Gold, 2 Weeks

Strength Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: STR Drain Immunity
Requires: Void-Shielded Strength
Cost: 3,000,000 Gold, 2 Weeks

Striking With Echoes and Memories- (Passive Ability, Other: Unbound Guru) Possessor obtains +50,000 Melee Attack, Ranged Attack, and Magical Attack while possessor possesses an instance of a buff called 'Something is Missing', Possessor's offensive actions may gain '100% inflicts Confusion: Depression', '100% inflicts Fatigued: Elderly' or '50% inflicts Voidstruck and Mindblaster' while possessor possesses an instance of a buff named 'Something is Missing' and is Void element
Requires: Remnant Strike, Feel the Vanished Spirits of Those Departed, Tempered by Loss With Will of Steel, Psychic
Cost: 100,000,000 Gold, 5 Weeks

Tear Open Void-Wounds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Tear Open Void-Wounds' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +7,000 Melee Attack and Damage (including MP Damage, Gold Damage, and Stat Damage) dealt by said action may not be healed or regenerated by non-Void-element individuals below Level 60.
Requires: Remnant Strike, Warrior, Kensei
Cost: 30,000,000 Gold, 2 Weeks

Tempered by Loss With Will of Steel- (Passive Ability, Other: Unbound Guru) Possessor obtains +45,000 to all stats while possessor possesses an instance of a buff called 'Something is Missing', Possessor gains Charm Immunity and Confusion Immunity while possessor possesses an instance of a buff named 'Something is Missing' and is Void element
Requires: Feel the Missing Presences, Monk, Warrior, Mentalist
Cost: 100,000,000 Gold, 5 Weeks

Temporally-Distorted Void Training-Sanctum Creation- (Passive Ability, Other: Unbound Guru) Zones created through possessor's 'Guru's Empty Sanctum' ability may have a non-stacking effect attached to them at the time of their creation that gives possessor and each of possessor's extra allies an extra action each round that they begin in the battlespaces that said zones are present in, to a max of 1 such additional action per round, with said actions only being able to be used in the battlespaces they are obtained in, and for possessor (or any of possessor's allies) who begins 5 consecutive rounds within said zone a non-stacking buff that provides +2 to all base stats
Requires: Stability Within Void, Philosopher of Empty Spaces, And The Void Does Not Care, Float Through Void Through Will and Thought, Temporal Primarch, Time Mage, Spatial Mage, Magewright, Enchanter, Subspace Architect, Adept Unarmed Technique Attunement, Adept Void Synchronization
Cost: 2,000,000,000 Gold, 10 Weeks

Unbound Guru's Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks

Unbound Guru's Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks

Unbound Guru's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks

Unbound Guru's Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks

Unbound Guru's Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks

Unbound Guru's Void-Crossing Plane-Walking- (Passive Ability, Other: Unbound Guru) Possessor, while Void element, gains Immunity to Vanished from sources below Level 60 and 5% Vanished Resistance
Requires: Adept Gate Magic Attunement, Adept Void Attunement, Float Through Void Through Will and Thought, And The Void Does Not Care
Cost: 1,000,000,000 Gold, 2 Weeks

Unbound Guru- (Passive Ability, Other: Unbound Guru) Possessor ignores (1 * (Possessor Level/5), rounded down)% Void Resistance, Possessor ignores Void Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Void Synchronization, 10 other Unbound Guru abilities
Cost: 125,000 Gold, 4 Weeks

Unbound Through Wisdom- (Passive Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element if possessor does not possess any MIN Damage
Requires: Wisdom of the Void, Void Sanctum Meditation
Cost: 2,000,000 Gold, 2 Weeks

Understanding of Void Patterns- (Passive Ability, Other: Unbound Guru) Possessor obtains +30,000 MIN while in a Zone of Void
Requires: Adept Void Synchronization, Scholar, Diviner, 10 Base MIN
Cost: 40,000,000 Gold, 5 Weeks

Understanding of Void as the Core of Esoteric Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Wood and Metal for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Wood and Metal for purposes of Elementalist abilities
Requires: Understanding of Void as the Core of Traditional Elements, Archsmith of Metal, Lord of Trees
Cost: 5,000,000 Gold, 2 Weeks

Understanding of Void as the Core of Traditional Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Earth, Air, Fire, or Water for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Earth, Air, Fire, and Water for purposes of Elementalist abilities
Requires: Pyromancer, Teramancer, Aeromancer, Hydromancer, Detect Void, Control of Void
Cost: 5,000,000 Gold, 3 Weeks

Understanding of the Bonds of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Void element individual
Requires: Improved Understanding of the Heart of Void
Cost: 200,000 Gold, 2 Weeks

Understanding of the Bonds of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Void element individual
Requires: Improved Understanding of the Heart of Void
Cost: 200,000 Gold, 2 Weeks

Unfettered Mantra- (Stance Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element
Requires: Basic Void Synchronization
Cost: 600,000 Gold, 2 Weeks

Unhinged From the Real- (Passive Ability, Other: Unbound Guru) If possessor is Void element, whenever possessor would obtain a buff from an Ethereal Magic spell or a Void element spell, possessor may instead choose to obtain a buff provided by a different Ethereal Magic spell or Void element spell that is In Stock in the shop and costs an equal or lower quantity of Gold, provided that said buff is one that could have been applied to possessor were said spell cast instead of the spell that was actually cast
Requires: Control of Void, Empowered by Void
Cost: 5,000,000 Gold, 2 Weeks

Unified Knowledge of Void and Ethereal Magic- (Passive Ability, Other: Unbound Guru) Possessor may count Etheral Mage abilities possessor possesses as Unbound Guru abilities (including for prerequisite purposes), Possessor may count Unbound Guru abilities possessor possesses as Etheral Mage abilities (including for prerequisite purposes)
Requires: Unbound Guru's Void-Crossing Plane-Walking, Ethereal Mage, Scholar of Elements, Scholar of Dimensions, Scholar of Spells
Cost: 50,000,000 Gold, 5 Weeks

Unseen Master's Hand- (Passive Ability, Other: Unbound Guru) Individuals below Level 60 may not counter possessor's actions if possessor is Void element
Requires: Monk, Remnant-Weeping Strikes
Cost: 40,000,000 Gold, 2 Weeks

Unto the Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +25,000 Defense against Void and may change any of the elements Earth, Air, Fire, and Water of (any actions that target possessor or Damage directed at possessor) from non-unique sources below Level 80 who are below no more than 20 Levels greater than possessor or from unique sources who are below Level 40 who are below possessor's Level to be the element Void instead
Requires: Absorb Void, Blazing Sultan, Wind Duke, Mountain King, Ocean Prince, Understanding of Void as the Core of Traditional Elements
Cost: 5,000,000 Gold, 2 Weeks

Uplifted By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Void
Requires: Basic Understanding of the Heart of Void
Requires: 200,000 Gold, 2 Weeks

Void Battle-Aura- (Stance Ability, Other: Unbound Guru) Possessor deals 10,000 Flat Void element Damage to each opponent at the start of each round
Requires: Emanate Void, Improved Weaponization of Void
Cost: 200,000 Gold, 3 Weeks

Void Body Form- (Stance Ability, Other: Unbound Guru) Possessor gains +200 Defense against Void, Possessor gains 15% Void Resistance, Possessor may deal 5,000 Flat Void element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Void, Unbound Guru, Basic Void Resistance, Apprentice Understanding of the Heart of Void, Apprentice Defenses Against Void
Cost: 300,000 Gold, 3 Weeks

Void Dwarf- (Passive Ability, Other: Unbound Guru) Possessor obtains +700 CON if a Void element Humanoid while in a Zone of Void
Requires: Unbound Guru, Dwarf Essence
Cost: 300,000 Gold, 2 Weeks

Void Immunity- (Passive Ability, Other: Unbound Guru) Possessor gains Void Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Void Resistance, Unbound Guru, Level 20
Cost: 500,000 Gold, 2 Weeks

Void Manipulation- (Passive Ability, Other: Unbound Guru) Possessor may choose one of the following at the beginning of each round if Void element: Create a Zone of Void, Remove a Zone of Void created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Void by either possessor or a source below Level 20, Add Void to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Void element on a Void element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Void, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Void, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Void element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Void to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Void, 5% Void Resistance, or +50 Defense against Void and 1% Void Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Void Synchronization, 5 other Unbound Guru abilities
Cost: 400,000 Gold, 3 Weeks

Void Meditant's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor's 'Meditate' actions may not be countered by individuals below Level 60, possessor obtains +6,000 MIN, and possessor obtains +60,000 MP
Requires: Void Sanctum Meditation, Unbound Through Wisdom, Empty Mind Disciple
Cost: 30,000,000 Gold, 2 Weeks

Void Sanctum Defenses- (Passive Ability, Other: Unbound Guru) Zones created through possessor's 'Guru's Empty Sanctum' ability may have a non-stacking effect attached to them at the time of their creation that deals 50,000 Flat Void element Damage to all opponents of its creator that are present within the zone possessing it at the start of each round
Requires: Guru's Empty Sanctum, Defenses that Utilize Void, Improved Weaponization of Void
Cost: 3,000,000 Gold, 2 Weeks

Void Sanctum Meditation- (Passive Ability, Other: Unbound Guru) If possessor is in a battlespace created by possessor's 'Guru's Empty Sanctum' ability and no other individual is in said battlespace, possessor may use two additional techniques with each 'Meditate' action that possessor performs
Requires: Meditation Upon the Void, Guru's Empty Sanctum
Cost: 5,000,000 Gold, 4 Weeks

Void Stills All Turmoil- (Passive Ability, Other: Unbound Guru) Possessor may choose to be cured of one minor negative status effect and of (one debuff from a source below Level 40) at the start of each round that possessor is in a Zone of Void
Requires: Meditation Upon the Void
Cost: 3,000,000 Gold, 2 Weeks

Void's Breath Meditation- (Technique Ability, Other: Unbound Guru) Possessor may use 'Void's Breath Meditation' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may transfer one debuff from a source below Level 60 that is present on its performer onto each opponent of its performer (with a different stacked instance being transferred to each such target).
Requires: Arrival Upon a Wave of Void, Nowhere-Yet-Everywhere Presence Extrusion, Missile-Displacing Void Curtain, Enlightened Wisdom of the Void, Meditation of Empty Minds
Cost: 50,000,000 Gold, 2 Weeks

Void's Wrath- (Passive Ability, Other: Unbound Guru) Whenever possessor performs a 'Meditate' action, if possessor is Void element, possessor may deal an amount of Flat Void element Damage (to a max of 1,000,000,000 points) equal to the number of MP that possessor recovers or newly obtains from said action to any opponents within the same battlespace.
Requires: Sanctum-Bolstered Meditation, Meditation of Second Breath
Cost: 300,000,000 Gold, 4 Weeks

Void-Casting Blows- (Passive Ability, Other: Unbound Guru) If possessor is Void element, up to three times per round, a hit from one of possessor's attacks may remove a buff present on the target of one of possessor's attacks that comes from a source below Level 60 that is not 20 or more Levels greater than possessor
Requires: Improved Weaponization of Void
Cost: 5,000,000 Gold, 2 Weeks

Void-Shielded Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against AGI Damage
Requires: Wounds to Agility Fall Into Void
Cost: 2,000,000 Gold, 2 Weeks

Void-Shielded Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against CON Damage
Requires: Wounds to Constitution Fall Into Void
Cost: 2,000,000 Gold, 2 Weeks

Void-Shielded Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against MIN Damage
Requires: Wounds to Mind Fall Into Void
Cost: 2,000,000 Gold, 2 Weeks

Void-Shielded Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against SPI Damage
Requires: Wounds to Spirit Fall Into Void
Cost: 2,000,000 Gold, 2 Weeks

Void-Shielded Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against STR Damage
Requires: Wounds to Strength Fall Into Void
Cost: 2,000,000 Gold, 2 Weeks

Void-Weapon Engineering- (Passive Ability, Other: Unbound Guru) Possessor deals 50,000 additional Damage if possessor is wielding a Void element Weapon
Requires: Basic Void-Engine Design
Cost: 30,000,000 Gold, 2 Weeks

Weightless Hands Technique- (Technique Ability, Other: Unbound Guru) Possessor may use 'Weightless Hands Technique' in conjunction with any action if possessor is Void element. Said action applies a buff to a weapon wielded by its performer that causes the weapon possessing it to not apply any AGI penalties to Void element individuals wielding it that it otherwise would apply
Requires: Storing Treasures Nowhere, Enchanter, Magewright, Artificer, Warrior
Cost: 5,000,000 Gold, 2 Weeks

White Is Black Is White- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element and possessing no opponents above Level 60, choose to treat the element Light as the element Darkness, may choose to treat the element Darkness as the element Light, may choose to treat the element Darkness as the element Hope, may choose to treat the element Hope as the element Darkness, may choose to treat the element Light as the element Hope, and may choose to treat the element Hope as the element Light
Requires: Empty Mind Discipleship, Unbound Through Wisdom, Cosmic Chiming of Empty Crystals, Radiant Hierophant, Ebon Chancellor, Eternal Champion
Cost: 30,000,000 Gold, 2 Weeks

Wisdom of the Empty Deeps- (Passive Ability, Other: Unbound Guru) Possessor may treat Zones of Earth as being Zones of Earth and Void
Requires: Building Castles Within Emptiness, Mountain King
Cost: 50,000,000 Gold, 2 Weeks

Wisdom of the Unseen- (Passive Ability, Other: Unbound Guru) Possessor gains +3,000,000 MP if Void element and Level 40 or greater
Requires: Level 40, Enlightened Wisdom of the Void, Sanctum-Bolstered Meditation, All Is Right With the World, Meditation of Rest, Meditation of Second Breath
Cost: 900,000,000 Gold, 2 Weeks

Wisdom of the Void- (Passive Ability, Other: Unbound Guru) Possessor obtains +500 MIN while Void element
Requires: Unfettered Mantra
Cost: 700,000 Gold, 2 Weeks

Without Physical Needs- (Passive Ability, Other: Unbound Guru) Possessor is Immune to Suffocation, Drowning, and Frozen from sources below Level 40 while Void element, Possessor is Immune to Fatigued: Elderly, Fatigued: Dehydration, Fatigued: Starvation, Fatigued: Drowsy, Fatigued: Asleep, Fatigued (not counting sub-status effects), and Pain: Stomachache while Void element
Requires: Unbound through Wisdom, Empty Veins Perfection, 5 Base CON, 5 Base SPI
Cost: 30,000,000 Gold, 2 Weeks

Wounds to Agility Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of AGI Damage that possessor would otherwise take (with this not counting as Defense) per round
Requires: Defenses that Utilize Void, Agility Which Travels Through Void
Cost: 30,000,000 Gold, 2 Weeks

Wounds to Constitution Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of CON Damage that possessor would otherwise take (with this not counting as Defense) per round
Requires: Defenses that Utilize Void, Constitution Which Travels Through Void
Cost: 30,000,000 Gold, 2 Weeks

Wounds to Mind Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of MIN Damage that possessor would otherwise take (with this not counting as Defense) per round
Requires: Defenses that Utilize Void, Mind Which Travels Through Void
Cost: 30,000,000 Gold, 2 Weeks

Wounds to Spirit Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of SPI Damage that possessor would otherwise take (with this not counting as Defense) per round
Requires: Defenses that Utilize Void, Strength Which Travels Through Void
Cost: 30,000,000 Gold, 2 Weeks

Wounds to Strength Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of STR Damage that possessor would otherwise take (with this not counting as Defense) per round
Requires: Defenses that Utilize Void, Strength Which Travels Through Void
Cost: 30,000,000 Gold, 2 Weeks

Writing-Erasing Hand- (Passive Ability, Other: Unbound Guru) Possessor may, if Void element, at the start of each round, destroy one Book or Tome worth under 200,000 Gold or remove one buff or debuff from a source below Level 5 from one individual
Requires: Void Manipulation
Cost: 100,000 Gold, 2 Weeks

Zonal Void Control- (Passive Ability, Other: Unbound Guru) Possessor may, at the start of each round, choose one Zone of Void that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Void, Improved Zonal Acclimation of Void
Cost: 1,000,000 Gold, 2 Weeks

~Two Become One (Merging of Life and Illusion Into Void)- (Passive Ability, Other: Unbound Guru)- Possessor may cause actions that are solely Life and Illusion element to become solely Void element, Possessor's damage-dealing actions that are solely Void element gain the ability to ignore Void Resistance values of up to 50% that are present on individuals who do not Resist, are not Immune to, do not Reflect, and do not Absorb either the element Life or the element Illusion
Not for Sale

~Other: Unbowed Beserker (Other: Fury)~

Absorb Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Absorbs Fury against sources below Level 20 if Level 20 or greater
Requires: Fury Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Amounts of Fury element Damage possessor deals are increased by 10,000 points, Fury element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fury element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Unbowed Berserker, 50 other Other: Unbowed Berserker Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Fury
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Fury
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense against Fury
Requires: Basic Defenses Against Fury
Cost: 100,000 Gold, 2 Weeks

Apprentice Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Fury Resistance
Requires: Basic Fury Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats for each Fury element item equipped, Possessor's Fury element pets and summons gain +250 to all stats
Requires: Basic Fury Synchronization, 3 other Other: Unbowed Berserker abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +100 to all stats
Requires: Apprentice Command of Fury, Basic Understanding of the Heart of Fury
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Fury
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury
Requires: Basic Zonal Acclimation of Fury
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Fury's Dominion- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fury
Requires: Basic Zonal Acclimation of Fury
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Fury Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +50 to all stats
Requires: Basic Fury Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 Defense against Fury
Requires: Basic Fury Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 1% Fury Resistance
Requires: Basic Fury Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to all stats if Fury element
Requires: Knowledge of Esoteric Elements, Ravager, Crusher, Blazing Sultan, Kinetic Emperor, Monk, Warrior
Cost: 50,000,000 Gold, 30 Weeks

Basic Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +10 to all stats
Requires: Basic Command of Fury
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 50 points
Requires: Basic Fury Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats while in a Zone of Fury
Requires: Basic Fury Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Fury- (Active Ability, Other: Unbowed Berserker) Possessor may spend an action to summon 5 Elementals that are Fury element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Fury, Emanate Fury
Cost: 300,000 Gold, 2 Weeks

Control of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor has a 20% chance of being able to cancel the actions of Fury element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Fury Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Requires: Basic Fury Synchronization, Basic Defenses against Fury, Basic Weaponization of Fury
Cost: 200,000 Gold, 2 Weeks

Deployable RAGE ROCKETS!- (Passive Ability, Other: Unbowed Berserker) If possessor if Fury element, possessor's turn-order-determining stat sum is increased by 500 points for turn-order-determining purposes while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Requires: Basic Acceleration Within Fury's Domain, Improved Understanding of the Heart of Fury, Uplifted by Fury
Cost: 5,000,000 Gold, 2 Weeks

Detect Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +1% To Hit against Fury element targets
Requires: Apprentice Divining Attunement, Basic Fury Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Fury- (Technique Ability, Other: Unbowed Berserker) Possessor may use 'Elemental Attack-Conversion: Fury' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fury element and no other technique is used. Said action becomes solely the element Fury.
Requires: Improved Weaponization of Fury
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Fury- (Technique Ability, Other: Unbowed Berserker) Possessor may use 'Elemental Invocation of Fury' in conjunction with an 'Elemental Attack' action so long as possessor is Fury element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Fury
Cost: 200,000 Gold, 2 Week

Emanate Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element Damage to up to 10 targets
Requires: Absorb Fury, Fury Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fury
Requires: Basic Understanding of the Heart of Fury
Requires: 200,000 Gold, 2 Weeks

Expert Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Fury element Damage dealt to possessor (not including healing) is halved, Fury element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fury element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Fury Synchronization, 100 other Other: Unbowed Berserker Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fury Battle-Aura- (Stance Ability, Other: Unbowed Berserker) Possessor deals 10,000 Flat Fury element Damage to each opponent at the start of each round
Requires: Emanate Fury, Improved Weaponization of Fury
Cost: 200,000 Gold, 3 Weeks

Fury Body Form- (Stance Ability, Other: Unbowed Berserker) Possessor gains +200 Defense against Fury, Possessor gains 15% Fury Resistance, Possessor may deal 5,000 Flat Fury element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Fury, Other: Unbowed Berserker, Basic Fury Resistance, Apprentice Understanding of the Heart of Fury, Apprentice Defenses Against Fury
Cost: 300,000 Gold, 3 Weeks

Fury Immunity- (Passive Ability, Other: Unbowed Berserker) Possessor gains Fury Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Fury Resistance, Other: Unbowed Berserker, Level 20
Cost: 500,000 Gold, 2 Weeks

Fury Manipulation- (Passive Ability, Other: Unbowed Berserker) Possessor may choose one of the following at the beginning of each round if Fury element: Create a Zone of Fury, Remove a Zone of Fury created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fury by either possessor or a source below Level 20, Add Fury to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fury element on a Fury element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fury, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fury, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fury element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fury to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fury, 5% Fury Resistance, or +50 Defense against Fury and 1% Fury Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Fury Synchronization, 5 other Other: Unbowed Berserker abilities
Cost: 400,000 Gold, 3 Weeks

GET OUT OF MY HEAD!- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, if an individual of lower Level would inflict Charm on possessor, possessor is instead not afflicted with Charm and deals 300,000 Flat Fury element Damage to said source
Requires: Defenses that Utilize Fury, Improved Weaponization of Fury
Cost: 30,000,000 Gold, 2 Weeks

Greater Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Fury, Other: Unbowed Berserker
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Fury
Cost: 500,000 Gold, 2 Weeks

Improved Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Fury, Basic Understanding of the Heart of Fury
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5,000 Defense against Fury
Requires: Apprentice Defenses Against Fury, Basic Fury Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +2,000 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Requires: Apprentice Fury Synchronization, Improved Defenses against Fury, Improved Weaponization of Fury
Cost: 500,000 Gold, 2 Weeks

Improved Fury Elemental Emanation- (Passive Ability, Other: Unbowed Berserker) Possessor's 'Call Forth the Living Fury' ability may summon entities up to Level 20
Requires: Call Forth the Living Fury
Cost: 200,000 Gold, 2 Weeks

Improved Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 10% Fury Resistance
Requires: Apprentice Fury Resistance, Basic Defenses against Fury
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +250 to all stats
Requires: Improved Command of Fury, Apprentice Understanding of the Heart of Fury
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Fury
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +1,000 to all stats while in a Zone of Fury
Requires: Apprentice Zonal Acclimation of Fury
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Fury Empowerment- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fury
Requires: Empowered by Fury, Nourished by Fury, Improved Zonal Acclimation of Fury
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains the element Fury while in Unbowed Berserker stances
Requires: Meditative Assumption of Fury, Adept Fury Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor may choose, at the beginning of a thread, to become solely Fury element
Requires: Basic Fury Synchronization
Cost: 1,000,000 Gold, 10 Weeks

No Inside Voice- (Passive Ability, Other: Unbowed Berserker) Effects attached to Zones by sources below Level 40 may not prevent possessor from doing things while possessor is Fury element
Requires: Fury Manipulation
Cost: 5,000,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Fury- (Passive Ability, Other: Unbowed Berserker) Possessor may use the Technique 'Elemental Attack-Conversion: Fury' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fury element.
Requires: Elemental Attack-Conversion: Fury
Cost: 500,000 Gold, 2 Weeks

Nourish Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor deals HP or MP healing to an Fury element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Fury, Nourished by Fury
Cost: 200,000 Gold, 2 Weeks

Nourished By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fury
Requires: Basic Understanding of the Heart of Fury
Requires: 200,000 Gold, 2 Weeks

Nullify Fury- (Passive Ability, Other: Unbowed Berserker) Possessor may remove the element Fury from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fury-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fury-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fury from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Fury Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Fury Resistance, Basic Weaponization of Fury
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Burning: Consumed by Rage Resistance
Requires: Basic Fury Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5% Dodge against Fury element individuals
Requires: Improved Defenses Against Fury, Improved Understanding of the Heart of Fury, Defenses that Utilize Fury
Cost: 200,000 Gold, 2 Weeks

Project Fury- (Passive Ability, Other: Unbowed Berserker) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fury
Requires: Improved Weaponization of Fury
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element and performs an 'Elemental Attack' action that is solely Fury element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Fury
Cost: 500,000 Gold, 2 Weeks

Reconsume Fury Elemental Spawn- (Passive Ability, Other: Unbowed Berserker) Possessor may, at the start of any round, unsummon one of possessor's Fury element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Fury Elemental Emanation, Improved Affinity to Healing Via Fury
Cost: 200,000 Gold, 2 Weeks

Reflect Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Reflects Fury against sources below Level 20 if Level 20 or greater
Requires: Fury Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Fury- (Passive Ability, Other: Unbowed Berserker) If possessor's last action was solely Fury element either due to this ability or the technique 'Elemental Attack-Conversion: Fury', possessor may make any of possessor's offensive actions solely Fury element.
Requires: Nonsynchronous Elemental Attack-Conversion: Fury, Adept Fury Synchronization
Cost: 6,000,000 Gold, 2 Weeks

SOUND-OVERWHELMING ENDLESS FURY YELL- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor and possessor's allies obtain +50,000 Defense against Sonic as a non-stacking effect and possessor's opponents have a 30% chance of being afflicted with Impaired: Deaf at the start of each round
Requires: Improved Weaponization of Fury, Emanate Fury
Cost: 30,000,000 Gold, 2 Weeks

Soothing Fury Emanation- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element HP Healing to up to 10 targets that are Fury element
Requires: Emanate Fury, Nourish Fury
Cost: 300,000 Gold, 1 Week

Stability Within Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains 25% minor negative status effect resistance while in a Zone of Fury
Requires: Basic Understanding of the Heart of Fury, Defenses that Utilize Fury
Requires: 500,000 Gold, 2 Weeks

Unbowed Berserker- (Passive Ability, Other: Unbowed Berserker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fury Resistance, Possessor ignores Fury Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Fury Synchronization, 10 other Other: Unbowed Berserker abilities
Cost: 125,000 Gold, 4 Weeks

Understanding of the Bonds of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Fury element individual
Requires: Improved Understanding of the Heart of Fury
Cost: 200,000 Gold, 2 Weeks

Unfaltering Furious Offense Stance- (Stance Ability, Other: Unbowed Berserker) If possessor is Fury element and in this stance, whenever a Constant Effect, Passive Ability, or buff present on an opponent of possessor would deal Damage to possessor because possessor conducted an attack or offensive action that targeted them, said quantity of Damage is reduced by 300,000 points
Requires: Defenses that Utilize Fury, Improved Weaponization of Fury, Basic Acceleration Within Fury's Dominion
Cost: 30,000,000 Gold, 2 Weeks

Uplifted By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fury
Requires: Basic Understanding of the Heart of Fury
Requires: 200,000 Gold, 2 Weeks

Zonal Fury Control- (Passive Ability, Other: Unbowed Berserker) Possessor may, at the start of each round, choose one Zone of Fury that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Fury, Improved Zonal Acclimation of Fury
Cost: 1,000,000 Gold, 2 Weeks

~Other: Unreality Coordinator (Other: Illusion)~

Absorb Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Absorbs Illusion against sources below Level 20 if Level 20 or greater
Requires: Illusion Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Amounts of Illusion element Damage possessor deals are increased by 10,000 points, Illusion element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Illusion element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Unreality Coordinator, 50 other Unreality Coordinator Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Illusion
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Illusion
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense against Illusion
Requires: Basic Defenses Against Illusion
Cost: 100,000 Gold, 2 Weeks

Apprentice Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 5% Illusion Resistance
Requires: Basic Illusion Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Illusion Synchronization- (Passive Ability, Unreality Coordinator) Possessor gains +50 to all stats for each Illusion element item equipped, Possessor's Illusion element pets and summons gain +250 to all stats
Requires: Basic Illusion Synchronization, 3 other Unreality Coordinator abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +100 to all stats
Requires: Apprentice Command of Illusion, Basic Understanding of the Heart of Illusion
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Illusion
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 to all stats while in a Zone of Illusion
Requires: Basic Zonal Acclimation of Illusion
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Illusion's Dominion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Illusion
Requires: Basic Zonal Acclimation of Illusion
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Illusion Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +50 to all stats
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 Defense against Illusion
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 1% Illusion Resistance
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if possessor is Illusion element
Requires: Knowledge of Esoteric Elements, Illusionist
Cost: 50,000,000 Gold, 30 Weeks

Basic Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +10 to all stats
Requires: Basic Command of Illusion
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 50 points
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 to all stats while in a Zone of Illusion
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Body of Living Lies- (Passive Ability, Unreality Coordinator) Possessor counts as being 20 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Adept Illusion Synchronization, Shrouded in Illusion, Illusion Body Form
Cost: 50,000,000 Gold, 3 Weeks

Call Forth the Living Illusion- (Active Ability, Unreality Coordinator) Possessor may spend an action to summon 5 Elementals that are Illusion element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Illusion, Emanate Illusion
Cost: 300,000 Gold, 2 Weeks

Control of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor has a 20% chance of being able to cancel the actions of Illusion element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Illusion Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Requires: Basic Illusion Synchronization, Basic Defenses against Illusion, Basic Weaponization of Illusion
Cost: 200,000 Gold, 2 Weeks

Detect Illusion- (Passive Ability, Unreality Coordinator) Possessor gains +1% To Hit against Illusion element targets
Requires: Apprentice Divining Attunement, Basic Illusion Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Illusion- (Technique Ability, Unreality Coordinator) Possessor may use 'Elemental Attack-Conversion: Illusion' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Illusion element and no other technique is used. Said action becomes solely the element Illusion.
Requires: Improved Weaponization of Illusion
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Illusion- (Technique Ability, Unreality Coordinator) Possessor may use 'Elemental Invocation of Illusion' in conjunction with an 'Elemental Attack' action so long as possessor is Illusion element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Illusion
Cost: 200,000 Gold, 2 Weeks

Emanate Illusion- (Passive Ability, Unreality Coordinator) Whenever possessor absorbs Damage that is Illusion element Damage, Possessor may choose to deal 10,000 Flat Illusion element Damage to up to 10 targets
Requires: Absorb Illusion, Illusion Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Illusion- (Passive Ability, Unreality Coordinator) If possessor is Illusion element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Illusion
Requires: Basic Understanding of the Heart of Illusion
Requires: 200,000 Gold, 2 Weeks

Expert Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Illusion element Damage dealt to possessor (not including healing) is halved, Illusion element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Illusion element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Illusion Synchronization, 100 other Unreality Coordinator Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Flickering Everywhere-Hands- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Melee Attack' or 'Melee Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Requires: Improved Weaponization of Illusion, Basic Acceleration Within Illusion's Domain
Cost: 800,000 Gold, 3 Weeks

Greater Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Illusion, Unreality Coordinator
Cost: 5,000,000 Gold, 2 Weeks

Illusion Battle-Aura- (Stance Ability, Unreality Coordinator) Possessor deals 10,000 Flat Illusion element Damage to each opponent at the start of each round
Requires: Emanate Illusion, Improved Weaponization of Illusion
Cost: 200,000 Gold, 3 Weeks

Illusion Body Form- (Stance Ability, Unreality Coordinator) Possessor gains +200 Defense against Illusion, Possessor gains 15% Illusion Resistance, Possessor may deal 5,000 Flat Illusion element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Illusion, Unreality Coordinator, Basic Illusion Resistance, Apprentice Understanding of the Heart of Illusion, Apprentice Defenses Against Illusion
Cost: 300,000 Gold, 3 Weeks

Illusion Immunity- (Passive Ability, Other: Unreality Coordinator) Possessor gains Illusion Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Illusion Resistance, Unreality Coordinator, Level 20
Cost: 500,000 Gold, 2 Weeks

Illusion Manipulation- (Passive Ability, Other: Unreality Coordinator) Possessor may choose one of the following at the beginning of each round if Illusion element: Create a Zone of Illusion, Remove a Zone of Illusion created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Illusion by either possessor or a source below Level 20, Add Illusion to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Illusion element on a Illusion element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Illusion, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Illusion, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Illusion element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Illusion to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Illusion, 5% Illusion Resistance, or +50 Defense against Illusion and 1% Illusion Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Illusion Synchronization, 5 other Unreality Coordinator abilities
Cost: 400,000 Gold, 3 Weeks

Illusory Overlaid Casting-Gestures- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever possessor conducts a 'Magical Attack' action, possessor's Level is counted as being 5 higher for purposes of having possessor's stats scanned by counters to said action, with said effect not bypassing 'Immune to Below Level X' effects
Requires: Basic Illusion Synchronization
Cost: 200,000 Gold, 2 Weeks

Improved Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Illusion
Cost: 500,000 Gold, 2 Weeks

Improved Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Illusion, Basic Understanding of the Heart of Illusion
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +5,000 Defense against Illusion
Requires: Apprentice Defenses Against Illusion, Basic Illusion Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +2,000 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Requires: Apprentice Illusion Synchronization, Improved Defenses against Illusion, Improved Weaponization of Illusion
Cost: 500,000 Gold, 2 Weeks

Improved Illusion Elemental Emanation- (Passive Ability, Unreality Coordinator) Possessor's 'Call Forth the Living Illusion' ability may summon entities up to Level 20
Requires: Call Forth the Living Illusion
Cost: 200,000 Gold, 2 Weeks

Improved Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 10% Illusion Resistance
Requires: Apprentice Illusion Resistance, Basic Defenses against Illusion
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +250 to all stats
Requires: Improved Command of Illusion, Apprentice Understanding of the Heart of Illusion
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Illusion
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +1,000 to all stats while in a Zone of Illusion
Requires: Apprentice Zonal Acclimation of Illusion
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Illusion Empowerment- (Passive Ability, Unreality Coordinator) Possessor gains +500 to all stats while in a Zone of Illusion, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Illusion
Requires: Empowered by Illusion, Nourished by Illusion, Improved Zonal Acclimation of Illusion
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Illusion- (Passive Ability, Unreality Coordinator) Possessor gains the element Illusion while in Unreality Coordinator stances
Requires: Meditative Assumption of Illusion, Adept Illusion Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Invisible Monster Harrying- (Passive Ability, Other: Unreality Coordinator) Possessor's opponents gain the ability to spend an action to 'Search for the Invisible Monsters', If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of a Horror or Monster below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action
Requires: Improved Weaponization of Illusion, Improved Understanding of the Heart of Illusion
Cost: 15,000,000 Gold, 2 Weeks

Master Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor may control the actions of Illusion element individuals who are half possessor's Level or lower, Illusion element actions may not inflict major negative status effects on possessor if they come from sources of lower Level than possessor
Requires: Expert Illusion Synchronization, 250 other Unreality Coordinator Abilities, Level 60
Cost: 250,000,000 Gold, 40 Weeks

Master of Unseen Predators- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever an action replicated by possessor's 'Invisible Monster Harrying' ability kills an individual, all of said individual's allies are afflicted with Confusion: Fear, Possessor's 'Invisible Monster Harrying' ability may replicate the abilities of Animals, with said ability replicating said actions as though their performer's subtype were solely 'Monster'
Requires: Invisible Monster Harrying, Call Forth the Living Illusion
Cost: 15,000,000 Gold, 2 Weeks

Meditative Assumption of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor may choose, at the beginning of a thread, to become solely Illusion element
Requires: Basic Illusion Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Illusion- (Passive Ability, Unreality Coordinator) Possessor may use the Technique 'Elemental Attack-Conversion: Illusion' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Illusion element.
Requires: Elemental Attack-Conversion: Illusion
Cost: 500,000 Gold, 2 Weeks

Note: Agony doesn't get this.

Stability Within Illusion- (Passive Ability, Unreality Coordinator) Possessor gains 25% minor negative status effect resistance while in a Zone of Illusion

Nourish Illusion- (Passive Ability, Unreality Coordinator) Whenever possessor deals HP or MP healing to an Illusion element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Illusion, Nourished by Illusion
Cost: 200,000 Gold, 2 Weeks

Nullify Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor may remove the element Illusion from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Illusion-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Illusion-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Illusion from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Illusion Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Phantasmal Fantasy-Body- (Passive Ability, Unreality Coordinator) If possessor is Illusion element, possessor may choose at the start of each round to gain +2,500 to any one stat as a non-stacking buff until the end of the round, Possessor gains +5% Dodge against non-Conceptual opponents while Illusion element
Not for Sale

Predict the Flow of Illusion- (Passive Ability, Unreality Coordinator) Possessor gains +5% Dodge against Illusion element individuals
Requires: Improved Defenses Against Illusion, Improved Understanding of the Heart of Illusion, Defenses that Utilize Illusion
Cost: 200,000 Gold, 2 Weeks

Principle of Unseen Horror- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, actions replicated by possessor's 'Invisible Monster Harrying' ability deal double Damage, to a max of 5,000,000 additional points, to individuals not Immune to Confusion or Confusion: Fear if possessor's stats have not been scanned
Requires: Invisible Monster Harrying, Call Forth the Living Illusion
Cost: 10,000,000 Gold, 2 Weeks

Project Illusion- (Passive Ability, Unreality Coordinator) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Illusion
Requires: Improved Weaponization of Illusion
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Illusion- (Passive Ability, Unreality Coordinator) If possessor is Illusion element and performs an 'Elemental Attack' action that is solely Illusion element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Illusion
Cost: 500,000 Gold, 2 Weeks

Reconsume Illusion Elemental Spawn- (Passive Ability, Unreality Coordinator) Possessor may, at the start of any round, unsummon one of possessor's Illusion element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Illusion Elemental Emanation, Improved Affinity to Healing Via Illusion
Cost: 200,000 Gold, 2 Weeks

Reflect Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Reflects Illusion against sources below Level 20 if Level 20 or greater
Requires: Illusion Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Illusion- (Passive Ability, Unreality Coordinator) If possessor's last action was solely Illusion element either due to this ability or the technique 'Elemental Attack-Conversion: Illusion', possessor may make any of possessor's offensive actions solely Illusion element.
Requires: Nonsynchronous Elemental Attack-Conversion: Illusion, Adept Illusion Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Requires: Basic Understanding of the Heart of Illusion, Defenses that Utilize Illusion
Requires: 500,000 Gold, 2 Weeks

Shedding Essences Like Glowing Butterflies- (Passive Ability, Other: Unreality Coordinator) Whenever possessor loses a stacked instance of an Illusion Magic buff, possessor may choose to also lose a stacked instance of a debuff from a source of equal or lower Level to the source of said buff, to a max of Level 60
Requires: Improved Defenses that Utilize Illusion, Illusionist, Enchanter
Cost: 900,000 Gold, 2 Weeks

Soothing Illusion Emanation- (Passive Ability, Unreality Coordinator) Whenever possessor absorbs Damage that is Illusion element Damage, Possessor may choose to deal 10,000 Flat Illusion element HP Healing to up to 10 targets that are Illusion element
Requires: Emanate Illusion, Nourish Illusion
Cost: 300,000 Gold, 1 Week

Thousand Actors' Phantasmal Puppet Show- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of a round, pay 50,000 MP and then choose any number of allies (including possessor) who are either below Level 20 or are willing, Each such chosen entity cannot take any normal actions during the round, but whenever it would have been able to take an action, it may instead replicate the effect of any ability possessed by an entity on the Enemy List that is below Level 20, is below possssor's Level, and is normally fightable for drops as though said entity was performing said action
Requires: Actor, Director, Unreality Coordinator, Meditative Assumption of Illusion, Call Forth the Living Illusion, Improved Understanding of the Heart of Illusion
Cost: 20,000,000 Gold, 2 Weeks

Thousand Falsely-Shining Spells- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Magical Attack' or 'Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Requires: Flickering Everywhere-Hands, Illusory Overlaid Casting-Gestures
Cost: 800,000 Gold, 2 Weeks

Understanding of the Bonds of Illusion- (Passive Ability, Unreality Coordinator) Possessor gains +200 to all stats if possessor's stats are linked to the stats of an Illusion element individual
Requires: Improved Understanding of the Heart of Illusion
Cost: 200,000 Gold, 2 Weeks

Unified Knowledge of Illusion and Illusion Magic- (Passive Ability, Other: Unreality Coordinator) Possessor may count Unreality Coordinator abilities possessor possesses as Illusionist abilities (including for prerequisite purposes), Possessor may count Illusionist abilities possessor possesses as Unreality Coordinator abilities (including for prerequisite purposes)
Requires: Illusionist, Thousand Falsely-Shining Spells, Can Pretend to Be Knowledgeable and Multitalented
Cost: 5,000,000 Gold, 2 Weeks

Unreality Coordinator- (Passive Ability, Other: Unreality Coordinator) Possessor ignores (1 * (Possessor Level/5), rounded down)% Illusion Resistance, Possessor ignores Illusion Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Illusion Synchronization, 10 other Unreality Coordinator abilities
Cost: 125,000 Gold, 4 Weeks

Unseen Attendants' Splendid Cleaning Routine- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, at the start of any round that possessor is the only individual in possessor's battlespace, possessor may choose to lose any debuffs or minor or moderate negative status effects from sources below Level 60
Requires: Improved Understanding of the Heart of Illusion, Call Forth the Living Illusion, Level 39
Cost: 5,000,000 Gold, 2 Weeks

Unshot Arrows Strike Hardest- (Passive Ability, Other: Unreality Coordinator) Once per battle, when possessor conducts a 'Ranged Attack' action, possessor may cancel said action and then perform a seperate 'Ranged Attack' action in which all of possessor's equipped weapons are considered unequipped and up to two Bow weapons that possessor is carrying that are unequipped are considered equipped, with said action ignoring the Defense of individuals below Level 60 and being unable to be Dodged by individuals below Level 60 who have not scanned possessor's stats
Requires: Improved Weaponization of Illusion, Archer
Cost: 2,000,000 Gold, 3 Weeks

Wings of Unreal Color- (Passive Ability, Other: Unreality Coordinator) Possessor gains 40% Dodge, +500 AGI, and +500 SPI, Possessor counts as 1 Level higher for purposes of having its stats scanned, with said effect not bypassing 'Immune to Under Level X' effects
Requires: Meditative Assumption of Illusion, Basic Acceleration Within Illusion's Domain
Cost: 700,000 Gold, 2 Weeks

Zonal Illusion Control- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of each round, choose one Zone of Illusion that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Illusion, Improved Zonal Acclimation of Illusion
Cost: 1,000,000 Gold, 2 Weeks

~Other: Villain (Other: Evil)~

Apprentice Weaponization of Evil of a Greater Era- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 1,500 points. This ability counts as 'Apprentice Weaponization of Evil' for prerequisite purposes.
Not for Sale

Basic Evil Synchronization of a Greater Era- (Passive Ability, Other: Villain) Possessor gains +125 to all stats if possessor is Evil element. This ability counts as 'Basic Evil Synchronization' for prerequisite purposes.
Requires: Knowledge of Esoteric Elements, Master Puppet Master, Master Demonologist, Master Pactmaker, Prophet of the Blackest Abysses, Master Diabolist, Master Warlock, Master Rune Mage
Cost: 150,000,000 Gold, 90 Weeks

Basic Weaponization of Evil of a Greater Era- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 150 points. This ability counts as 'Basic Weaponization of Evil' for prerequisite purposes.
Not for Sale

Elemental Attack-Conversion: Evil of a Greater Era - (Technique Ability, Other: Villain) Possessor may use 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evil element and no other technique is used. Said action becomes solely the element Evil.. This ability counts as 'Elemental Attack-Conversion: Evil' for prerequisite purposes.
Not for Sale

Fiendish Evil- (Passive Ability, Other: Villain) Possessor may choose for entities, including itself, to treat Evil as a T3 element.
Not for Sale

Improved Weaponization of Evil of a Greater Era- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 15,000 points. This ability counts as 'Improved Weaponization of Evil' for prerequisite purposes.
Not for Sale

Nonsynchrnous Elemental Attack-Conversion: Evil of a Greater Era - (Passive Ability, Other: Villain) Possessor may use the Technique 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evil element. This ability counts as 'Nonsynchrnous Elemental Attack-Conversion: Evil' for prerequisite purposes.
Not for Sale

Ruinous Flame of Nokhret- (Passive Ability, Villain) Possessor gains +(1,000 * Possessor Level) Melee Attack, Magical Attack, and Ranged Attack, (Possessor Level * 1.5, rounded up)% Critical, Whenever possessor conducts an offensive action, possessor chooses a an entity from the Enemy List that is normally fightable for drops that is of a Level equal to or lower than possessor's Level and applies one stacked instance of every debuff that enemy could naturally apply (with the same application conditionals as the debuffs on said enemy, such as 'all Robots targeted are afflicted with' or 'targets below Level 20 are afflicted with') without referencing sources other than its own stat sheet, 15% inflicts Smitten: Great Atrocity
Not for Sale

Smirking Bastard's Laughter- (Passive Ability, Villain) Whenever an entity possessing at least one debuff that possessor applied using possessor's 'Ruinous Flame of Nokhret' ability dies, possessor regenerates +(50,000 * said entity's Level) HP and MP and gains +(500 * said entity's Level, to a max of 99) to all stats and +1 Base SPI as a non-stacking buff until the end of the round
Not for Sale


~Other: Ward Crafter (Other: Warding)~

Absorb Warding- (Passive Ability, Other: Ward Crafter) Possessor Absorbs Warding against sources below Level 20 if Level 20 or greater
Requires: Warding Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Warding Synchronization- (Passive Ability, Other: Ward Crafter) Amounts of Warding element Damage possessor deals are increased by 10,000 points, Warding element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Warding element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ward Crafter, 50 other Ward Crafter Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Warding
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Warding
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 Defense against Warding
Requires: Basic Defenses Against Warding
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +100 to all stats
Requires: Apprentice Command of Warding, Basic Understanding of the Heart of Warding
Cost: 100,000 Gold, 2 Weeks

Apprentice Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 5% Warding Resistance
Requires: Basic Warding Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Warding Synchronization- (Passive Ability, Ward Crafter) Possessor gains +50 to all stats for each Warding element item equipped, Possessor's Warding element pets and summons gain +250 to all stats
Requires: Basic Warding Synchronization, 3 other Ward Crafter abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Warding
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 to all stats while in a Zone of Warding
Requires: Basic Zonal Acclimation of Warding
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Warding's Dominion- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Warding
Requires: Basic Zonal Acclimation of Warding
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Warding Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element pets and summons gain +50 to all stats
Requires: Basic Warding Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 Defense against Warding
Requires: Basic Warding Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +10 to all stats
Requires: Basic Command of Warding
Cost: 40,000 Gold, 2 Weeks

Basic Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 1% Warding Resistance
Requires: Basic Warding Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Warding Synchronization- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to all stats if possessor is Warding element
Requires: Knowledge of Esoteric Elements, Abjurer, Guardian, Inscriber, Auramancer, Magewright
Cost: 50,000,000 Gold, 30 Weeks

Basic Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 50 points
Requires: Basic Warding Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 to all stats while in a Zone of Warding
Requires: Basic Warding Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Warding- (Active Ability, Other: Ward Crafter) Possessor may spend an action to summon 5 Elementals that are Warding element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Warding, Emanate Warding
Cost: 300,000 Gold, 2 Weeks

Control of Warding- (Passive Ability, Other: Ward Crafter) Possessor has a 20% chance of being able to cancel the actions of Warding element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Warding Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 Defense if possessor has any Warding-element items equipped that provide a Defense bonus
Requires: Basic Warding Synchronization, Basic Defenses against Warding, Basic Weaponization of Warding
Cost: 200,000 Gold, 2 Weeks

Detect Warding- (Passive Ability, Ward Crafter) Possessor gains +1% To Hit against Warding element targets
Requires: Apprentice Divining Attunement, Basic Warding Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Warding- (Technique Ability, Other: Ward Crafter) Possessor may use 'Elemental Attack-Conversion: Warding' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Warding element and no other technique is used. Said action becomes solely the element Warding.
Requires: Improved Weaponization of Warding
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Warding- (Technique Ability, Other: Ward Crafter) Possessor may use 'Elemental Invocation of Warding' in conjunction with an 'Elemental Attack' action so long as possessor is Warding element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Warding
Cost: 200,000 Gold, 2 Week

Emanate Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor absorbs Damage that is Warding element Damage, Possessor may choose to deal 10,000 Flat Warding element Damage to up to 10 targets
Requires: Absorb Warding, Warding Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Warding- (Passive Ability, Ward Crafter) If possessor is Warding element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Warding
Requires: Basic Understanding of the Heart of Warding
Requires: 200,000 Gold, 2 Weeks

Expert Warding Synchronization- (Passive Ability, Other: Ward Crafter) Warding element Damage dealt to possessor (not including healing) is halved, Warding element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Warding element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Warding Synchronization, 100 other Ward Crafter Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Warding, Ward Crafter
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Warding
Cost: 500,000 Gold, 2 Weeks

Improved Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Warding, Basic Understanding of the Heart of Warding
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +5,000 Defense against Warding
Requires: Apprentice Defenses Against Warding, Basic Warding Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +2,000 Defense if possessor has any Warding-element items equipped that provide a Defense bonus
Requires: Apprentice Warding Synchronization, Improved Defenses against Warding, Improved Weaponization of Warding
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +250 to all stats
Requires: Improved Command of Warding, Apprentice Understanding of the Heart of Warding
Cost: 500,000 Gold, 2 Weeks

Improved Warding Elemental Emanation- (Passive Ability, Other: Ward Crafter) Possessor's 'Call Forth the Living Warding' ability may summon entities up to Level 20
Requires: Call Forth the Living Warding
Cost: 200,000 Gold, 2 Weeks

Improved Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 10% Warding Resistance
Requires: Apprentice Warding Resistance, Basic Defenses against Warding
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Warding
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +1,000 to all stats while in a Zone of Warding
Requires: Apprentice Zonal Acclimation of Warding
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Warding Empowerment- (Passive Ability, Other: Ward Crafter) Possessor gains +500 to all stats while in a Zone of Warding, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Warding
Requires: Empowered by Warding, Nourished by Warding, Improved Zonal Acclimation of Warding
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains the element Warding while in Ward Crafter stances
Requires: Meditative Assumption of Warding, Adept Warding Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Warding- (Passive Ability, Other: Ward Crafter) Possessor may choose, at the beginning of a thread, to become solely Warding element
Requires: Basic Warding Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Warding- (Passive Ability, Other: Ward Crafter) Possessor may use the Technique 'Elemental Attack-Conversion: Warding' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Warding element.
Requires: Elemental Attack-Conversion: Warding
Cost: 500,000 Gold, 2 Weeks

Nourish Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor deals HP or MP healing to an Warding element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Warding, Nourished by Warding
Cost: 200,000 Gold, 2 Weeks

Nourished By Warding- (Passive Ability, Ward Crafter) If possessor is Warding element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Warding
Requires: Basic Understanding of the Heart of Warding
Requires: 200,000 Gold, 2 Weeks

Nullify Warding- (Passive Ability, Other: Ward Crafter) Possessor may remove the element Warding from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Warding-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Warding-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Warding from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Warding Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Requires: Level 60
Cost: 1,000,000,000 Gold, 2 Weeks

Predict the Flow of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +5% Dodge against Warding element individuals
Requires: Improved Defenses Against Warding, Improved Understanding of the Heart of Warding, Defenses that Utilize Warding
Cost: 200,000 Gold, 2 Weeks

Project Warding- (Passive Ability, Other: Ward Crafter) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Warding
Requires: Improved Weaponization of Warding
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Warding- (Passive Ability, Other: Ward Crafter) If possessor is Warding element and performs an 'Elemental Attack' action that is solely Warding element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Warding
Cost: 500,000 Gold, 2 Weeks

Reconsume Warding Elemental Spawn- (Passive Ability, Other: Ward Crafter) Possessor may, at the start of any round, unsummon one of possessor's Warding element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Warding Elemental Emanation, Improved Affinity to Healing Via Warding
Cost: 200,000 Gold, 2 Weeks

Reflect Warding- (Passive Ability, Other: Ward Crafter) Possessor Reflects Warding against sources below Level 20 if Level 20 or greater
Requires: Warding Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Warding- (Passive Ability, Other: Ward Crafter) If possessor's last action was solely Warding element either due to this ability or the technique 'Elemental Attack-Conversion: Warding', possessor may make any of possessor's offensive actions solely Warding element.
Requires: Nonsynchronous Elemental Attack-Conversion: Warding, Adept Warding Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Warding Emanation- (Passive Ability, Other: Ward Crafter) Whenever possessor absorbs Damage that is Warding element Damage, Possessor may choose to deal 10,000 Flat Warding element HP Healing to up to 10 targets that are Warding element
Requires: Emanate Warding, Nourish Warding
Cost: 300,000 Gold, 1 Week

Stability Within Warding- (Passive Ability, Other: Ward Crafter) Possessor gains 25% minor negative status effect resistance while in a Zone of Warding
Requires: Basic Understanding of the Heart of Warding, Defenses that Utilize Warding
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Warding element individual
Requires: Improved Understanding of the Heart of Warding
Cost: 200,000 Gold, 2 Weeks

Uplifted By Warding- (Passive Ability, Ward Crafter) If possessor is Warding element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Warding
Requires: Basic Understanding of the Heart of Warding
Requires: 200,000 Gold, 2 Weeks

Ward Crafter- (Passive Ability, Other: Ward Crafter) Possessor ignores (1 * (Possessor Level/5), rounded down)% Warding Resistance, Possessor ignores Warding Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Warding Synchronization, 10 other Ward Crafter abilities
Cost: 125,000 Gold, 4 Weeks

Warded Existence- (Passive Ability, Other: Ward Crafter) Possessor is Immune to CON Damage from sources below Level 100
Not for Sale

Warding Battle-Aura- (Stance Ability, Other: Ward Crafter) Possessor deals 10,000 Flat Warding element Damage to each opponent at the start of each round
Requires: Emanate Warding, Improved Weaponization of Warding
Cost: 200,000 Gold, 3 Weeks

Warding Body Form- (Stance Ability, Other: Ward Crafter) Possessor gains +200 Defense against Warding, Possessor gains 15% Warding Resistance, Possessor may deal 5,000 Flat Warding element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Warding, Ward Crafter, Basic Warding Resistance, Apprentice Understanding of the Heart of Warding, Apprentice Defenses Against Warding
Cost: 300,000 Gold, 3 Weeks

Warding Immunity- (Passive Ability, Other: Ward Crafter) Possessor gains Warding Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Warding Resistance, Ward Crafter, Level 20
Cost: 500,000 Gold, 2 Weeks

Warding Manipulation- (Passive Ability, Other: Ward Crafter) Possessor may choose one of the following at the beginning of each round if Warding element: Create a Zone of Warding, Remove a Zone of Warding created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Warding by either possessor or a source below Level 20, Add Warding to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Warding element on a Warding element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Warding, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Warding, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Warding element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Warding to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Warding, 5% Warding Resistance, or +50 Defense against Warding and 1% Warding Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Warding Synchronization, 5 other Ward Crafter abilities
Cost: 400,000 Gold, 3 Weeks

Zonal Warding Control- (Passive Ability, Other: Ward Crafter) Possessor may, at the start of each round, choose one Zone of Warding that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Warding, Improved Zonal Acclimation of Warding
Cost: 1,000,000 Gold, 2 Weeks


~Other: Wild One (Beast)~

Absorb Beast- (Passive Ability, Other: Wild One) Possessor Absorbs Beast against sources below Level 20 if Level 20 or greater
Requires: Beast Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Beast Synchronization- (Passive Ability, Other: Wild One) Amounts of Beast element Damage possessor deals are increased by 10,000 points, Beast element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Beast element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Wild One, 50 other Other: Wild One Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Beast- (Passive Ability, Other: Wild One) Whenever possessor obtains Beast element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Beast
Cost: 200,000 Gold, 2 Weeks

Apprentice Beast Resistance- (Passive Ability, Other: Wild One) Possessor gains 5% Beast Resistance
Requires: Basic Beast Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Beast Synchronization- (Passive Ability, Other: Wild One) Possessor gains +50 to all stats for each Beast element item equipped, Possessor's Beast element pets and summons gain +250 to all stats
Requires: Basic Beast Synchronization, 3 other Other: Wild One abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Command of Beast- (Passive Ability, Other: Wild One) Possessor's Beast element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Beast
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Beast- (Passive Ability, Other: Wild One) Possessor gains +500 Defense against Beast
Requires: Basic Defenses Against Beast
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Beast- (Passive Ability, Other: Wild One) Possessor's Beast element allies gain +100 to all stats
Requires: Apprentice Command of Beast, Basic Understanding of the Heart of Beast
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Beast- (Passive Ability, Other: Wild One) Quantities of Beast element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Beast
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Beast- (Passive Ability, Other: Wild One) Possessor gains +500 to all stats while in a Zone of Beast
Requires: Basic Zonal Acclimation of Beast
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Beast's Dominion- (Passive Ability, Other: Wild One) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Beast
Requires: Basic Zonal Acclimation of Beast
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Beast- (Passive Ability, Other: Wild One) Whenever possessor obtains Beast element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Beast Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Beast Resistance- (Passive Ability, Other: Wild One) Possessor gains 1% Beast Resistance
Requires: Basic Beast Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Beast Synchronization- (Passive Ability, Other: Wild One) Possessor gains +25 to all stats if Beast element
Requires: Knowledge of Esoteric Elements, Beastmaster, Skykeeper, Seakeeper, Keeper of the Depths, Starkeeper, Monk
Cost: 50,000,000 Gold, 30 Weeks

Basic Command of Beast- (Passive Ability, Other: Wild One) Possessor's Beast element pets and summons gain +50 to all stats
Requires: Basic Beast Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Beast- (Passive Ability, Other: Wild One) Possessor gains +50 Defense against Beast
Requires: Basic Beast Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Beast- (Passive Ability, Other: Wild One) Possessor's Beast element allies gain +10 to all stats
Requires: Basic Command of Beast
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Beast- (Passive Ability, Other: Wild One) Quantities of Beast element Damage dealt by possessor are increased by 50 points
Requires: Basic Beast Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Beast- (Passive Ability, Other: Wild One) Possessor gains +50 to all stats while in a Zone of Beast
Requires: Basic Beast Synchronization
Cost: 40,000 Gold, 2 Weeks

Beast Battle-Aura- (Stance Ability, Other: Wild One) Possessor deals 10,000 Flat Beast element Damage to each opponent at the start of each round
Requires: Emanate Beast, Improved Weaponization of Beast
Cost: 200,000 Gold, 3 Weeks

Beast Body Form- (Stance Ability, Other: Wild One) Possessor gains +200 Defense against Beast, Possessor gains 15% Beast Resistance, Possessor may deal 5,000 Flat Beast element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Beast, Other: Wild One, Basic Beast Resistance, Apprentice Understanding of the Heart of Beast, Apprentice Defenses Against Beast
Cost: 300,000 Gold, 3 Weeks

Beast Immunity- (Passive Ability, Other: Wild One) Possessor gains Beast Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Beast Resistance, Other: Wild One, Level 20
Cost: 500,000 Gold, 2 Weeks

Beast Manipulation- (Passive Ability, Other: Wild One) Possessor may choose one of the following at the beginning of each round if Beast element: Create a Zone of Beast, Remove a Zone of Beast created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Beast by either possessor or a source below Level 20, Add Beast to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Beast element on a Beast element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Beast, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Beast, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Beast element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Beast to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Beast, 5% Beast Resistance, or +50 Defense against Beast and 1% Beast Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Beast Synchronization, 5 other Other: Wild One abilities
Cost: 400,000 Gold, 3 Weeks

Call Forth the Living Beast- (Active Ability, Other: Wild One) Possessor may spend an action to summon 5 Elementals that are Beast element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Beast, Emanate Beast
Cost: 300,000 Gold, 2 Weeks

Control of Beast- (Passive Ability, Other: Wild One) Possessor has a 20% chance of being able to cancel the actions of Beast element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Beast Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Beast- (Passive Ability, Other: Wild One) Possessor gains +500 Defense if possessor has any Beast-element items equipped that provide a Defense bonus
Requires: Basic Beast Synchronization, Basic Defenses against Beast, Basic Weaponization of Beast
Cost: 200,000 Gold, 2 Weeks

Detect Beast- (Passive Ability, Other: Wild One) Possessor gains +1% To Hit against Beast element targets
Requires: Apprentice Divining Attunement, Basic Beast Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Beast- (Technique Ability, Other: Wild One) Possessor may use 'Elemental Attack-Conversion: Beast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Beast element and no other technique is used. Said action becomes solely the element Beast.
Requires: Improved Weaponization of Beast
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Beast- (Technique Ability, Other: Wild One) Possessor may use 'Elemental Invocation of Beast' in conjunction with an 'Elemental Attack' action so long as possessor is Beast element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Beast
Cost: 200,000 Gold, 2 Week

Emanate Beast- (Passive Ability, Other: Wild One) Whenever possessor absorbs Damage that is Beast element Damage, Possessor may choose to deal 10,000 Flat Beast element Damage to up to 10 targets
Requires: Absorb Beast, Beast Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Beast- (Passive Ability, Other: Wild One) If possessor is Beast element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Beast
Requires: Basic Understanding of the Heart of Beast
Requires: 200,000 Gold, 2 Weeks

Expert Beast Synchronization- (Passive Ability, Other: Wild One) Beast element Damage dealt to possessor (not including healing) is halved, Beast element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Beast element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Beast Synchronization, 100 other Other: Wild One Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Beast- (Passive Ability, Other: Wild One) Quantities of Beast element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Beast, Other: Wild One
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Beast- (Passive Ability, Other: Wild One) Whenever possessor obtains Beast element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Beast
Cost: 500,000 Gold, 2 Weeks

Improved Beast Elemental Emanation- (Passive Ability, Other: Wild One) Possessor's 'Call Forth the Living Beast' ability may summon entities up to Level 20
Requires: Call Forth the Living Beast
Cost: 200,000 Gold, 2 Weeks

Improved Beast Resistance- (Passive Ability, Other: Wild One) Possessor gains 10% Beast Resistance
Requires: Apprentice Beast Resistance, Basic Defenses against Beast
Cost: 500,000 Gold, 2 Weeks

Improved Command of Beast- (Passive Ability, Other: Wild One) Possessor's Beast element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Beast, Basic Understanding of the Heart of Beast
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Beast- (Passive Ability, Other: Wild One) Possessor gains +5,000 Defense against Beast
Requires: Apprentice Defenses Against Beast, Basic Beast Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Beast- (Passive Ability, Other: Wild One) Possessor gains +2,000 Defense if possessor has any Beast-element items equipped that provide a Defense bonus
Requires: Apprentice Beast Synchronization, Improved Defenses against Beast, Improved Weaponization of Beast
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Beast- (Passive Ability, Other: Wild One) Possessor's Beast element allies gain +250 to all stats
Requires: Improved Command of Beast, Apprentice Understanding of the Heart of Beast
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Beast- (Passive Ability, Other: Wild One) Quantities of Beast element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Beast
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Beast- (Passive Ability, Other: Wild One) Possessor gains +1,000 to all stats while in a Zone of Beast
Requires: Apprentice Zonal Acclimation of Beast
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Beast Empowerment- (Passive Ability, Other: Wild One) Possessor gains +500 to all stats while in a Zone of Beast, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Beast
Requires: Empowered by Beast, Nourished by Beast, Improved Zonal Acclimation of Beast
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Beast- (Passive Ability, Other: Wild One) Possessor gains the element Beast while in Wild One stances
Requires: Meditative Assumption of Beast, Adept Beast Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Beast- (Passive Ability, Other: Wild One) Possessor may choose, at the beginning of a thread, to become solely Beast element
Requires: Basic Beast Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Beast- (Passive Ability, Other: Wild One) Possessor may use the Technique 'Elemental Attack-Conversion: Beast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Beast element.
Requires: Elemental Attack-Conversion: Beast
Cost: 500,000 Gold, 2 Weeks

Nourish Beast- (Passive Ability, Other: Wild One) Whenever possessor deals HP or MP healing to an Beast element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Beast, Nourished by Beast
Cost: 200,000 Gold, 2 Weeks

Nourished By Beast- (Passive Ability, Other: Wild One) If possessor is Beast element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Beast
Requires: Basic Understanding of the Heart of Beast
Requires: 200,000 Gold, 2 Weeks

Nullify Beast- (Passive Ability, Other: Wild One) Possessor may remove the element Beast from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Beast-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Beast-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Beast from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Beast Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Beast- (Passive Ability, Other: Wild One) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Beast Resistance, Basic Weaponization of Beast
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Beast- (Passive Ability, Other: Wild One) Possessor gains 5% Wounded: Mauled Resistance
Requires: Basic Beast Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Beast- (Passive Ability, Other: Wild One) Possessor gains +5% Dodge against Beast element individuals
Requires: Improved Defenses Against Beast, Improved Understanding of the Heart of Beast, Defenses that Utilize Beast
Cost: 200,000 Gold, 2 Weeks

Project Beast- (Passive Ability, Other: Wild One) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Beast
Requires: Improved Weaponization of Beast
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Beast- (Passive Ability, Other: Wild One) If possessor is Beast element and performs an 'Elemental Attack' action that is solely Beast element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Beast
Cost: 500,000 Gold, 2 Weeks

Reconsume Beast Elemental Spawn- (Passive Ability, Other: Wild One) Possessor may, at the start of any round, unsummon one of possessor's Beast element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Beast Elemental Emanation, Improved Affinity to Healing Via Beast
Cost: 200,000 Gold, 2 Weeks

Reflect Beast- (Passive Ability, Other: Wild One) Possessor Reflects Beast against sources below Level 20 if Level 20 or greater
Requires: Beast Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Beast- (Passive Ability, Other: Wild One) If possessor's last action was solely Beast element either due to this ability or the technique 'Elemental Attack-Conversion: Beast', possessor may make any of possessor's offensive actions solely Beast element.
Requires: Nonsynchronous Elemental Attack-Conversion: Beast, Adept Beast Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Beast Emanation- (Passive Ability, Other: Wild One) Whenever possessor absorbs Damage that is Beast element Damage, Possessor may choose to deal 10,000 Flat Beast element HP Healing to up to 10 targets that are Beast element
Requires: Emanate Beast, Nourish Beast
Cost: 300,000 Gold, 1 Week

Stability Within Beast- (Passive Ability, Other: Wild One) Possessor gains 25% minor negative status effect resistance while in a Zone of Beast
Requires: Basic Understanding of the Heart of Beast, Defenses that Utilize Beast
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Beast- (Passive Ability, Other: Wild One) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Beast element individual
Requires: Improved Understanding of the Heart of Beast
Cost: 200,000 Gold, 2 Weeks

Uplifted By Beast- (Passive Ability, Other: Wild One) If possessor is Beast element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Beast
Requires: Basic Understanding of the Heart of Beast
Requires: 200,000 Gold, 2 Weeks

Wild One- (Passive Ability, Other: Wild One) Possessor ignores (1 * (Possessor Level/5), rounded down)% Beast Resistance, Possessor ignores Beast Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Beast Synchronization, 10 other Other: Wild One abilities
Cost: 125,000 Gold, 4 Weeks

Zonal Beast Control- (Passive Ability, Other: Wild One) Possessor may, at the start of each round, choose one Zone of Beast that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Beast, Improved Zonal Acclimation of Beast
Cost: 1,000,000 Gold, 2 Weeks

~Other: Witness of the Divine (Other: Faith)~

Basic Faith Synchronization- (Passive Ability, Other: Witness of the Divine) Possessor gains +25 to all stats if possessor is Faith element
Requires: Knowledge of Esoteric Elements, Adept Divine Magic Synchronization
Cost: 50,000,000 Gold, 30 Weeks


~Other: Wonderworker (Wonder)~

Absorb Wonder- (Passive Ability, Other: Wonderworker) Possessor Absorbs Wonder against sources below Level 20 if Level 20 or greater
Requires: Wonder Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Wonder Synchronization- (Passive Ability, Other: Wonderworker) Amounts of Wonder element Damage possessor deals are increased by 10,000 points, Wonder element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Wonder element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Wonderworker, 50 other Wonderworker Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Wonder
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Wonder
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 Defense against Wonder
Requires: Basic Defenses Against Wonder
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element allies gain +100 to all stats
Requires: Apprentice Command of Wonder, Basic Understanding of the Heart of Wonder
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Wonder
Cost: 100,000 Gold, 2 Weeks

Apprentice Wonder Resistance- (Passive Ability, Other: Wonderworker) Possessor gains 5% Wonder Resistance
Requires: Basic Wonder Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Requires: Basic Wonder Synchronization, 3 other Wonderworker abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 to all stats while in a Zone of Wonder
Requires: Basic Zonal Acclimation of Wonder
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Wonder's Dominion- (Passive Ability, Other: Wonderworker) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Wonder
Requires: Basic Zonal Acclimation of Wonder
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Wonder Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element pets and summons gain +50 to all stats
Requires: Basic Wonder Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Requires: Basic Wonder Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element allies gain +10 to all stats
Requires: Basic Command of Wonder
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Requires: Basic Wonder Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Wonder Resistance- (Passive Ability, Other: Wonderworker) Possessor gains 1% Wonder Resistance
Requires: Basic Wonder Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Requires: Knowledge of Esoteric Elements, Summoner, Wanderer, Geomancer, Subspace Architect, Weirdworker, Magewright, Crafter, Inventor
Cost: 100,000,000 Gold, 60 Weeks

Basic Zonal Acclimation of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 to all stats while in a Zone of Wonder
Requires: Basic Wonder Synchronization
Cost: 40,000 Gold, 2 Weeks

Body of Magic-Eating Rose Crystal- (Ability, Other: Wonderworker) Possessor obtains +5,000 Defense if possessor is a Golem, is a Large Structure, or is wearing Heavy Armor. Possessor gains +5,000 Defense against Magic if possessor already possesses Defense that is specifically Defense against Magic.
Not for Sale

Call Forth the Living Wonder- (Active Ability, Other: Wonderworker) Possessor may spend an action to summon 5 Elementals that are Wonder element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Wonder, Emanate Wonder
Cost: 300,000 Gold, 2 Weeks

Cloaked in Notions- (Stance Ability, Other: Wonderworker) If possessor is Wonder element, whenever possessor is attacked, possessor may choose to gain a 100% chance of inflicting a random minor or moderate negative status effect on said attacker, and, if said attacker is below possessor's Level and below Level 40, possessor gains a 20% chance of optionally cancelling said action, with everything that would happen before and after said action still occurring
Requires: Defenses that Utilize Wonder
Cost: 15,000,000 Gold, 2 Weeks

Control of Wonder- (Passive Ability, Other: Wonderworker) Possessor has a 20% chance of being able to cancel the actions of Wonder element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Wonder Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 Defense if possessor has any Wonder-element items equipped that provide a Defense bonus
Requires: Basic Wonder Synchronization, Basic Defenses against Wonder, Basic Weaponization of Wonder
Cost: 200,000 Gold, 2 Weeks

Detect Wonder- (Passive Ability, Wonderworker) Possessor gains +1% To Hit against Wonder element targets
Requires: Apprentice Divining Attunement, Basic Wonder Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Wonder- (Technique Ability, Other: Wonderworker) Possessor may use 'Elemental Attack-Conversion: Wonder' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Wonder element and no other technique is used. Said action becomes solely the element Wonder.
Requires: Improved Weaponization of Wonder
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Wonder- (Technique Ability, Other: Wonderworker) Possessor may use 'Elemental Invocation of Wonder' in conjunction with an 'Elemental Attack' action so long as possessor is Wonder element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Wonder
Cost: 200,000 Gold, 2 Week

Emanate Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor absorbs Damage that is Wonder element Damage, Possessor may choose to deal 10,000 Flat Wonder element Damage to up to 10 targets
Requires: Absorb Wonder, Wonder Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Wonder- (Passive Ability, Wonderworker) If possessor is Wonder element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Wonder
Requires: Basic Understanding of the Heart of Wonder
Requires: 200,000 Gold, 2 Weeks

Expert Wonder Synchronization- (Passive Ability, Other: Wonderworker) Wonder element Damage dealt to possessor (not including healing) is halved, Wonder element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Wonder element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Wonder Synchronization, 100 other Wonderworker Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Footsteps of Song- (Passive Ability, Other: Wonderworker) If possessor is Wonder element or in a Bard Stance, whenever possessor switches rows, possessor may choose up to three allies and cure one minor negative status effect from a source below Level 60 or a debuff from a source below Level 60 in each
Requires: Basic Wonder Synchronization, Bard
Cost: 1,000,000 Gold, 2 Weeks

Greater Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Wonder, Wonderworker
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Wonder
Cost: 500,000 Gold, 2 Weeks

Improved Command of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Wonder, Basic Understanding of the Heart of Wonder
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +5,000 Defense against Wonder
Requires: Apprentice Defenses Against Wonder, Basic Wonder Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +2,000 Defense if possessor has any Wonder-element items equipped that provide a Defense bonus
Requires: Apprentice Wonder Synchronization, Improved Defenses against Wonder, Improved Weaponization of Wonder
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element allies gain +250 to all stats
Requires: Improved Command of Wonder, Apprentice Understanding of the Heart of Wonder
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Wonder
Cost: 500,000 Gold, 2 Weeks

Improved Wonder Elemental Emanation- (Passive Ability, Other: Wonderworker) Possessor's 'Call Forth the Living Wonder' ability may summon entities up to Level 20
Requires: Call Forth the Living Wonder
Cost: 200,000 Gold, 2 Weeks

Improved Wonder Resistance- (Passive Ability, Other: Wonderworker) Possessor gains 10% Wonder Resistance
Requires: Apprentice Wonder Resistance, Basic Defenses against Wonder
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +1,000 to all stats while in a Zone of Wonder
Requires: Apprentice Zonal Acclimation of Wonder
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Wonder Empowerment- (Passive Ability, Other: Wonderworker) Possessor gains +500 to all stats while in a Zone of Wonder, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Wonder
Requires: Empowered by Wonder, Nourished by Wonder, Improved Zonal Acclimation of Wonder
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains the element Wonder while in Wonderworker stances
Requires: Meditative Assumption of Wonder, Adept Wonder Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Wonder- (Passive Ability, Other: Wonderworker) Possessor may choose, at the beginning of a thread, to become solely Wonder element
Requires: Basic Wonder Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Wonder- (Passive Ability, Other: Wonderworker) Possessor may use the Technique 'Elemental Attack-Conversion: Wonder' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Wonder element.
Requires: Elemental Attack-Conversion: Wonder
Cost: 500,000 Gold, 2 Weeks

Nourish Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor deals HP or MP healing to an Wonder element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Wonder, Nourished by Wonder
Cost: 200,000 Gold, 2 Weeks

Nourished By Wonder- (Passive Ability, Wonderworker) If possessor is Wonder element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Wonder
Requires: Basic Understanding of the Heart of Wonder
Requires: 200,000 Gold, 2 Weeks

Nullify Wonder- (Passive Ability, Other: Wonderworker) Possessor may remove the element Wonder from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Wonder-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Wonder-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Wonder from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Wonder Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +5% Dodge against Wonder element individuals
Requires: Improved Defenses Against Wonder, Improved Understanding of the Heart of Wonder, Defenses that Utilize Wonder
Cost: 200,000 Gold, 2 Weeks

Project Wonder- (Passive Ability, Other: Wonderworker) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Wonder
Requires: Improved Weaponization of Wonder
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Wonder- (Passive Ability, Other: Wonderworker) If possessor is Wonder element and performs an 'Elemental Attack' action that is solely Wonder element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Wonder
Cost: 500,000 Gold, 2 Weeks

Reappearing Body Parts- (Passive Ability, Other: Wonderworker) If possessor is Wonder element or in a Healer stance, possessor is, whenever possessor is afflicted with Wounded or whenever a round begins, possessor is cured of Wounded, and, whenever possessor is successfully cured of Wounded, possessor regenerates 50,000 HP, to a max of 200 times per round
Requires: Defenses that Utilize Wonder, Apprentice Affinity to Healing Via Wonder, Healer, Level 39
Cost: 15,000,000 Gold, 2 Weeks

Reconsume Wonder Elemental Spawn- (Passive Ability, Other: Wonderworker) Possessor may, at the start of any round, unsummon one of possessor's Wonder element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Wonder Elemental Emanation, Improved Affinity to Healing Via Wonder
Cost: 200,000 Gold, 2 Weeks

Reflect Wonder- (Passive Ability, Other: Wonderworker) Possessor Reflects Wonder against sources below Level 20 if Level 20 or greater
Requires: Wonder Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Wonder- (Passive Ability, Other: Wonderworker) If possessor's last action was solely Wonder element either due to this ability or the technique 'Elemental Attack-Conversion: Wonder', possessor may make any of possessor's offensive actions solely Wonder element.
Requires: Nonsynchronous Elemental Attack-Conversion: Wonder, Adept Wonder Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Wonder Emanation- (Passive Ability, Other: Wonderworker) Whenever possessor absorbs Damage that is Wonder element Damage, Possessor may choose to deal 10,000 Flat Wonder element HP Healing to up to 10 targets that are Wonder element
Requires: Emanate Wonder, Nourish Wonder
Cost: 300,000 Gold, 1 Week

Soul Physician's Eyes- (Passive Ability, Other: Wonderworker) Possessor gains +45,000 SPI and +30% To Hit, Possessor may heal SPI Damage instead of CON Damage, Possessor's actions that possess 'Heals' may remove one debuff from each of their targets and may remove instances of Charm inflicted on their targets, ignoring Vile One abilities and Pactmaker abilities that would prevent the curing of such
Not for Sale

Stability Within Wonder- (Passive Ability, Other: Wonderworker) Possessor gains 25% minor negative status effect resistance while in a Zone of Wonder
Requires: Basic Understanding of the Heart of Wonder, Defenses that Utilize Wonder
Requires: 500,000 Gold, 2 Weeks

Sunrise as I Awaken- (Passive Ability, Other: Wonderworker) If possessor is Wonder element or Light element, whenever possessor is cured of Fatigued, possessor may create a Chronogeomantic Zone of Day and attach an effect to it that causes possessor and all of possessor's allies to Regenerate 50,000 HP at the start of every round, with said effect stacking 10 times per zone and 10 times across all zones
Requires: Wonderworker, Radiant Hierophant, Ambassador of Day
Cost: 50,000,000 Gold, 3 Weeks

Understanding of the Bonds of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Wonder element individual
Requires: Improved Understanding of the Heart of Wonder
Cost: 200,000 Gold, 2 Weeks

Uplifted By Wonder- (Passive Ability, Wonderworker) If possessor is Wonder element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Wonder
Requires: Basic Understanding of the Heart of Wonder
Requires: 200,000 Gold, 2 Weeks

Wonder Battle-Aura- (Stance Ability, Other: Wonderworker) Possessor deals 10,000 Flat Wonder element Damage to each opponent at the start of each round
Requires: Emanate Wonder, Improved Weaponization of Wonder
Cost: 200,000 Gold, 3 Weeks

Wonder Body Form- (Stance Ability, Other: Wonderworker) Possessor gains +200 Defense against Wonder, Possessor gains 15% Wonder Resistance, Possessor may deal 5,000 Flat Wonder element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Wonder, Wonderworker, Basic Wonder Resistance, Apprentice Understanding of the Heart of Wonder, Apprentice Defenses Against Wonder
Cost: 300,000 Gold, 3 Weeks

Wonder Immunity- (Passive Ability, Other: Wonderworker) Possessor gains Wonder Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Wonder Resistance, Wonderworker, Level 20
Cost: 500,000 Gold, 2 Weeks

Wonder Manipulation- (Passive Ability, Other: Wonderworker) Possessor may choose one of the following at the beginning of each round if Wonder element: Create a Zone of Wonder, Remove a Zone of Wonder created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wonder by either possessor or a source below Level 20, Add Wonder to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Wonder element on a Wonder element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wonder, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wonder, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Wonder element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wonder to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wonder, 5% Wonder Resistance, or +50 Defense against Wonder and 1% Wonder Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Wonder Synchronization, 5 other Wonderworker abilities
Cost: 400,000 Gold, 3 Weeks

Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Wonder Synchronization, 10 other Wonderworker abilities
Cost: 125,000 Gold, 4 Weeks

World-Recoloring Splendor- (Passive Ability, Other: Wonderworker) If possessor is Wonder element, in a Crafter stance, or in an Enchanter stance, possessor may, at the start of each round, change the elements of up to 50 individuals who are either willing or both below Level 60 and below possessor's Level to any single base element
Requires: Apprentice Understanding of the Heart of Wonder, Enchanter, Artist
Cost: 5,000,000 Gold, 2 Weeks

Zonal Wonder Control- (Passive Ability, Other: Wonderworker) Possessor may, at the start of each round, choose one Zone of Wonder that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Wonder, Improved Zonal Acclimation of Wonder
Cost: 1,000,000 Gold, 2 Weeks


~Other: World Merchant (Other: Commerce)~

Absorb Commerce- (Passive Ability, Other: World Merchant) Possessor Absorbs Commerce against sources below Level 20 if Level 20 or greater
Requires: Commerce Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Commerce Synchronization- (Passive Ability, Other: World Merchant) Amounts of Commerce element Damage possessor deals are increased by 10,000 points, Commerce element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Commerce element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: World Merchant, 50 other World Merchant Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Commerce- (Passive Ability, Other: World Merchant) Whenever possessor obtains Commerce element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Commerce
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Commerce
Cost: 125,000 Gold, 2 Weeks

Apprentice Commerce Resistance- (Passive Ability, Other: World Merchant) Possessor gains 5% Commerce Resistance
Requires: Basic Commerce Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Commerce Synchronization- (Passive Ability, World Merchant) Possessor gains +50 to all stats for each Commerce element item equipped, Possessor's Commerce element pets and summons gain +250 to all stats
Requires: Basic Commerce Synchronization, 3 other World Merchant abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Commerce- (Passive Ability, Other: World Merchant) Possessor gains +500 Defense against Commerce
Requires: Basic Defenses Against Commerce
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element allies gain +100 to all stats
Requires: Apprentice Command of Commerce, Basic Understanding of the Heart of Commerce
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Commerce
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Commerce- (Passive Ability, Other: World Merchant) Possessor gains +500 to all stats while in a Zone of Commerce
Requires: Basic Zonal Acclimation of Commerce
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Commerce's Dominion- (Passive Ability, Other: World Merchant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Commerce
Requires: Basic Zonal Acclimation of Commerce
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Commerce- (Passive Ability, Other: World Merchant) Whenever possessor obtains Commerce element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Commerce Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element pets and summons gain +50 to all stats
Requires: Basic Commerce Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Commerce Resistance- (Passive Ability, Other: World Merchant) Possessor gains 1% Commerce Resistance
Requires: Basic Commerce Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Commerce Synchronization- (Passive Ability, Other: World Merchant) Possessor gains +25 to all stats if possessor is Commerce element
Requires: Knowledge of Esoteric Elements, Trader, Wanderer, Basic Wealth Synchronization
Cost: 50,000,000 Gold, 30 Weeks

Basic Defenses Against Commerce- (Passive Ability, Other: World Merchant) Possessor gains +50 Defense against Commerce
Requires: Basic Commerce Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element allies gain +10 to all stats
Requires: Basic Command of Commerce
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 50 points
Requires: Basic Commerce Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Commerce- (Passive Ability, Other: World Merchant) Possessor gains +50 to all stats while in a Zone of Commerce
Requires: Basic Commerce Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Commerce- (Active Ability, Other: World Merchant) Possessor may spend an action to summon 5 Elementals that are Commerce element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Commerce, Emanate Commerce
Cost: 300,000 Gold, 2 Weeks

Commerce Battle-Aura- (Stance Ability, Other: World Merchant) Possessor deals 10,000 Flat Commerce element Damage to each opponent at the start of each round
Requires: Emanate Commerce, Improved Weaponization of Commerce
Cost: 200,000 Gold, 3 Weeks

Commerce Body Form- (Stance Ability, Other: World Merchant) Possessor gains +200 Defense against Commerce, Possessor gains 15% Commerce Resistance, Possessor may deal 5,000 Flat Commerce element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Commerce, World Merchant, Basic Commerce Resistance, Apprentice Understanding of the Heart of Commerce, Apprentice Defenses Against Commerce
Cost: 300,000 Gold, 3 Weeks

Commerce Immunity- (Passive Ability, Other: World Merchant) Possessor gains Commerce Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Commerce Resistance, World Merchant, Level 20
Cost: 500,000 Gold, 2 Weeks

Commerce Manipulation- (Passive Ability, Other: World Merchant) Possessor may choose one of the following at the beginning of each round if Commerce element: Create a Zone of Commerce, Remove a Zone of Commerce created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Commerce by either possessor or a source below Level 20, Add Commerce to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Commerce element on a Commerce element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Commerce, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Commerce, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Commerce element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Commerce to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Commerce, 5% Commerce Resistance, or +50 Defense against Commerce and 1% Commerce Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Commerce Synchronization, 5 other World Merchant abilities
Cost: 400,000 Gold, 3 Weeks

Control of Commerce- (Passive Ability, Other: World Merchant) Possessor has a 20% chance of being able to cancel the actions of Commerce element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Commerce Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Commerce- (Passive Ability, Other: World Merchant) Possessor gains +500 Defense if possessor has any Commerce-element items equipped that provide a Defense bonus
Requires: Basic Commerce Synchronization, Basic Defenses against Commerce, Basic Weaponization of Commerce
Cost: 200,000 Gold, 2 Weeks

Detect Commerce- (Passive Ability, World Merchant) Possessor gains +1% To Hit against Commerce element targets
Requires: Apprentice Divining Attunement, Basic Commerce Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Commerce- (Technique Ability, Other: World Merchant) Possessor may use 'Elemental Attack-Conversion: Commerce' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Commerce element and no other technique is used. Said action becomes solely the element Commerce.
Requires: Improved Weaponization of Commerce
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Commerce- (Technique Ability, Other: World Merchant) Possessor may use 'Elemental Invocation of Commerce' in conjunction with an 'Elemental Attack' action so long as possessor is Commerce element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Commerce
Cost: 200,000 Gold, 2 Week

Emanate Commerce- (Passive Ability, Other: World Merchant) Whenever possessor absorbs Damage that is Commerce element Damage, Possessor may choose to deal 10,000 Flat Commerce element Damage to up to 10 targets
Requires: Absorb Commerce, Commerce Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Commerce- (Passive Ability, World Merchant) If possessor is Commerce element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Commerce
Requires: Basic Understanding of the Heart of Commerce
Requires: 200,000 Gold, 2 Weeks

Expert Commerce Synchronization- (Passive Ability, Other: World Merchant) Commerce element Damage dealt to possessor (not including healing) is halved, Commerce element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Commerce element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Commerce Synchronization, 100 other World Merchant Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Commerce, World Merchant
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Commerce- (Passive Ability, Other: World Merchant) Whenever possessor obtains Commerce element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Commerce
Cost: 500,000 Gold, 2 Weeks

Improved Command of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Commerce, Basic Understanding of the Heart of Commerce
Cost: 500,000 Gold, 2 Weeks

Improved Commerce Elemental Emanation- (Passive Ability, Other: World Merchant) Possessor's 'Call Forth the Living Commerce' ability may summon entities up to Level 20
Requires: Call Forth the Living Commerce
Cost: 200,000 Gold, 2 Weeks

Improved Commerce Resistance- (Passive Ability, Other: World Merchant) Possessor gains 10% Commerce Resistance
Requires: Apprentice Commerce Resistance, Basic Defenses against Commerce
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Commerce- (Passive Ability, Other: World Merchant) Possessor gains +5,000 Defense against Commerce
Requires: Apprentice Defenses Against Commerce, Basic Commerce Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Commerce- (Passive Ability, Other: World Merchant) Possessor gains +2,000 Defense if possessor has any Commerce-element items equipped that provide a Defense bonus
Requires: Apprentice Commerce Synchronization, Improved Defenses against Commerce, Improved Weaponization of Commerce
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element allies gain +250 to all stats
Requires: Improved Command of Commerce, Apprentice Understanding of the Heart of Commerce
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Commerce
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Commerce- (Passive Ability, Other: World Merchant) Possessor gains +1,000 to all stats while in a Zone of Commerce
Requires: Apprentice Zonal Acclimation of Commerce
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Commerce Empowerment- (Passive Ability, Other: World Merchant) Possessor gains +500 to all stats while in a Zone of Commerce, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Commerce
Requires: Empowered by Commerce, Nourished by Commerce, Improved Zonal Acclimation of Commerce
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Commerce- (Passive Ability, Other: World Merchant) Possessor gains the element Commerce while in World Merchant stances
Requires: Meditative Assumption of Commerce, Adept Commerce Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Commerce- (Passive Ability, Other: World Merchant) Possessor may choose, at the beginning of a thread, to become solely Commerce element
Requires: Basic Commerce Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Merchant of Affections- (Passive Ability, Other: World Merchant) Possessor may, at the end of each round, either choose to transfer the sourcing of a single instance of Charm (but not its sub-status effects) that possessor is the source of from possessor to a willing ally of possessor or to transfer the sourcing of a single instance of Charm (but not its sub-status effects) that possessor is the source of from a willing ally of possessor to possessor
Not for Sale

Nonsynchronous Elemental Attack-Conversion: Commerce- (Passive Ability, Other: World Merchant) Possessor may use the Technique 'Elemental Attack-Conversion: Commerce' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Commerce element.
Requires: Elemental Attack-Conversion: Commerce
Cost: 500,000 Gold, 2 Weeks

Nourish Commerce- (Passive Ability, Other: World Merchant) Whenever possessor deals HP or MP healing to an Commerce element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Commerce, Nourished by Commerce
Cost: 200,000 Gold, 2 Weeks

Nourished By Commerce- (Passive Ability, World Merchant) If possessor is Commerce element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Commerce
Requires: Basic Understanding of the Heart of Commerce
Requires: 200,000 Gold, 2 Weeks

Nullify Commerce- (Passive Ability, Other: World Merchant) Possessor may remove the element Commerce from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Commerce-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Commerce-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Commerce from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Commerce Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Predict the Flow of Commerce- (Passive Ability, Other: World Merchant) Possessor gains +5% Dodge against Commerce element individuals
Requires: Improved Defenses Against Commerce, Improved Understanding of the Heart of Commerce, Defenses that Utilize Commerce
Cost: 200,000 Gold, 2 Weeks

Project Commerce- (Passive Ability, Other: World Merchant) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Commerce
Requires: Improved Weaponization of Commerce
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Commerce- (Passive Ability, Other: World Merchant) If possessor is Commerce element and performs an 'Elemental Attack' action that is solely Commerce element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Commerce
Cost: 500,000 Gold, 2 Weeks

Reconsume Commerce Elemental Spawn- (Passive Ability, Other: World Merchant) Possessor may, at the start of any round, unsummon one of possessor's Commerce element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Commerce Elemental Emanation, Improved Affinity to Healing Via Commerce
Cost: 200,000 Gold, 2 Weeks

Reflect Commerce- (Passive Ability, Other: World Merchant) Possessor Reflects Commerce against sources below Level 20 if Level 20 or greater
Requires: Commerce Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Commerce- (Passive Ability, Other: World Merchant) If possessor's last action was solely Commerce element either due to this ability or the technique 'Elemental Attack-Conversion: Commerce', possessor may make any of possessor's offensive actions solely Commerce element.
Requires: Nonsynchronous Elemental Attack-Conversion: Commerce, Adept Commerce Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Commerce Emanation- (Passive Ability, Other: World Merchant) Whenever possessor absorbs Damage that is Commerce element Damage, Possessor may choose to deal 10,000 Flat Commerce element HP Healing to up to 10 targets that are Commerce element
Requires: Emanate Commerce, Nourish Commerce
Cost: 300,000 Gold, 1 Week

Stability Within Commerce- (Passive Ability, Other: World Merchant) Possessor gains 25% minor negative status effect resistance while in a Zone of Commerce
Requires: Basic Understanding of the Heart of Commerce, Defenses that Utilize Commerce
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Commerce- (Passive Ability, Other: World Merchant) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Commerce element individual
Requires: Improved Understanding of the Heart of Commerce
Cost: 200,000 Gold, 2 Weeks

Uplifted By Commerce- (Passive Ability, World Merchant) If possessor is Commerce element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Commerce
Requires: Basic Understanding of the Heart of Commerce
Requires: 200,000 Gold, 2 Weeks

World Merchant- (Passive Ability, Other: World Merchant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Commerce Resistance, Possessor ignores Commerce Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Commerce Synchronization, 10 other World Merchant abilities
Cost: 125,000 Gold, 4 Weeks

Zonal Commerce Control- (Passive Ability, Other: World Merchant) Possessor may, at the start of each round, choose one Zone of Commerce that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Commerce, Improved Zonal Acclimation of Commerce
Cost: 1,000,000 Gold, 2 Weeks

~Other: Xaos Xomptroller (Other: Chaos)~

Absorb Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor Absorbs Chaos against sources below Level 20 if Level 20 or greater
Requires: Chaos Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Amounts of Chaos element Damage possessor deals are increased by 10,000 points, Chaos element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Chaos element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Xaos Xomptroller, 50 other Xaos Xomptroller Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Chaos
Cost: 200,000 Gold, 2 Weeks

Apprentice Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 5% Chaos Resistance
Requires: Basic Chaos Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Chaos Synchronization- (Passive Ability, Xaos Xomptroller) Possessor gains +50 to all stats for each Chaos element item equipped, Possessor's Chaos element pets and summons gain +250 to all stats
Requires: Basic Chaos Synchronization, 3 other Xaos Xomptroller abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Chaos
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense against Chaos
Requires: Basic Defenses Against Chaos
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +100 to all stats
Requires: Apprentice Command of Chaos, Basic Understanding of the Heart of Chaos
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Chaos
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos
Requires: Basic Zonal Acclimation of Chaos
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Chaos's Dominion- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Chaos
Requires: Basic Zonal Acclimation of Chaos
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Chaos Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 1% Chaos Resistance
Requires: Basic Chaos Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to all stats if possessor is Chaos element
Requires: Knowledge of Esoteric Elements, Champion of the Upper Realms, Walker from Beyond, Demonologist, Anarchomancer, Ravager, Thief
Cost: 100,000,000 Gold, 60 Weeks

Basic Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +50 to all stats
Requires: Basic Chaos Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +50 Defense against Chaos
Requires: Basic Chaos Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +10 to all stats
Requires: Basic Command of Chaos
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 50 points
Requires: Basic Chaos Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +50 to all stats while in a Zone of Chaos
Requires: Basic Chaos Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Chaos- (Active Ability, Other: Xaos Xomptroller) Possessor may spend an action to summon 5 Elementals that are Chaos element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Chaos, Emanate Chaos
Cost: 300,000 Gold, 2 Weeks

Chaos Battle-Aura- (Stance Ability, Other: Xaos Xomptroller) Possessor deals 10,000 Flat Chaos element Damage to each opponent at the start of each round
Requires: Emanate Chaos, Improved Weaponization of Chaos
Cost: 200,000 Gold, 3 Weeks

Chaos Body Form- (Stance Ability, Other: Xaos Xomptroller) Possessor gains +200 Defense against Chaos, Possessor gains 15% Chaos Resistance, Possessor may deal 5,000 Flat Chaos element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Chaos, Xaos Xomptroller, Basic Chaos Resistance, Apprentice Understanding of the Heart of Chaos, Apprentice Defenses Against Chaos
Cost: 300,000 Gold, 3 Weeks

Chaos Immunity- (Passive Ability, Other: Xaos Xomptroller) Possessor gains Chaos Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Chaos Resistance, Xaos Xomptroller, Level 20
Cost: 500,000 Gold, 2 Weeks

Chaos Manipulation- (Passive Ability, Other: Xaos Xomptroller) Possessor may choose one of the following at the beginning of each round if Chaos element: Create a Zone of Chaos, Remove a Zone of Chaos created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Chaos by either possessor or a source below Level 20, Add Chaos to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Chaos element on a Chaos element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Chaos, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Chaos, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Chaos element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Chaos to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Chaos, 5% Chaos Resistance, or +50 Defense against Chaos and 1% Chaos Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Chaos Synchronization, 5 other Xaos Xomptroller abilities
Cost: 400,000 Gold, 3 Weeks

Control of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor has a 20% chance of being able to cancel the actions of Chaos element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Chaos Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Requires: Basic Chaos Synchronization, Basic Defenses against Chaos, Basic Weaponization of Chaos
Cost: 200,000 Gold, 2 Weeks

Detect Chaos- (Passive Ability, Xaos Xomptroller) Possessor gains +1% To Hit against Chaos element targets
Requires: Apprentice Divining Attunement, Basic Chaos Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Chaos- (Technique Ability, Other: Xaos Xomptroller) Possessor may use 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Chaos element and no other technique is used. Said action becomes solely the element Chaos.
Requires: Improved Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Chaos- (Technique Ability, Other: Xaos Xomptroller) Possessor may use 'Elemental Invocation of Chaos' in conjunction with an 'Elemental Attack' action so long as possessor is Chaos element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Chaos
Cost: 200,000 Gold, 2 Week

Emanate Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor absorbs Damage that is Chaos element Damage, Possessor may choose to deal 10,000 Flat Chaos element Damage to up to 10 targets
Requires: Absorb Chaos, Chaos Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Chaos
Requires: Basic Understanding of the Heart of Chaos
Requires: 200,000 Gold, 2 Weeks

Expert Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Chaos element Damage dealt to possessor (not including healing) is halved, Chaos element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Chaos element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Chaos Synchronization, 100 other Xaos Xomptroller Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Chaos, Xaos Xomptroller
Cost: 5,000,000 Gold, 2 Weeks

Improved Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Chaos
Cost: 500,000 Gold, 2 Weeks

Improved Chaos Elemental Emanation- (Passive Ability, Other: Xaos Xomptroller) Possessor's 'Call Forth the Living Chaos' ability may summon entities up to Level 20
Requires: Call Forth the Living Chaos
Cost: 200,000 Gold, 2 Weeks

Improved Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 10% Chaos Resistance
Requires: Apprentice Chaos Resistance, Basic Defenses against Chaos
Cost: 500,000 Gold, 2 Weeks

Improved Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Chaos, Basic Understanding of the Heart of Chaos
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5,000 Defense against Chaos
Requires: Apprentice Defenses Against Chaos, Basic Chaos Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +2,000 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Requires: Apprentice Chaos Synchronization, Improved Defenses against Chaos, Improved Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +250 to all stats
Requires: Improved Command of Chaos, Apprentice Understanding of the Heart of Chaos
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +1,000 to all stats while in a Zone of Chaos
Requires: Apprentice Zonal Acclimation of Chaos
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Chaos Empowerment- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Chaos
Requires: Empowered by Chaos, Nourished by Chaos, Improved Zonal Acclimation of Chaos
Cost: 1,000,000 Gold, 2 Weeks

Infinite Assumption of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains the element Chaos while in Xaos Xomptroller stances
Requires: Meditative Assumption of Chaos, Adept Chaos Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may choose, at the beginning of a thread, to become solely Chaos element
Requires: Basic Chaos Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Nonsynchronous Elemental Attack-Conversion: Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may use the Technique 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Chaos element.
Requires: Elemental Attack-Conversion: Chaos
Cost: 500,000 Gold, 2 Weeks

Nourish Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor deals HP or MP healing to an Chaos element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Chaos, Nourished by Chaos
Cost: 200,000 Gold, 2 Weeks

Nourished By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Chaos
Requires: Basic Understanding of the Heart of Chaos
Requires: 200,000 Gold, 2 Weeks

Nullify Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may remove the element Chaos from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Chaos-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Chaos-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Chaos from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Chaos Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Omnimutable Chaosbody- (Passive Ability, Other: Xaos Xomptroller) At the start of each thread, possessor chooses a Level range consisting of Levels lower than and equal to possessor's Level, 12 Enemies from the Enemy List that are within that Level range are selected randomly, with the same Enemy not being able to be selected multiple times, A random Constant Effect possessed by each is chosen, Possessor may then choose up to 4 of the selected Constant Effects and obtain them for the duration of the thread as a buff that cannot be removed by sources that are not 20 or more Levels greater than possessor, Random decisions made by this ability may not be rerolled or controlled by sources below Level 999
Not For Sale

Predict the Flow of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5% Dodge against Chaos element individuals
Requires: Improved Defenses Against Chaos, Improved Understanding of the Heart of Chaos, Defenses that Utilize Chaos
Cost: 200,000 Gold, 2 Weeks

Project Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Chaos
Requires: Improved Weaponization of Chaos
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Chaos- (Passive Ability, Other: Xaos Xomptroller) If possessor is Chaos element and performs an 'Elemental Attack' action that is solely Chaos element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks

Reconsume Chaos Elemental Spawn- (Passive Ability, Other: Xaos Xomptroller) Possessor may, at the start of any round, unsummon one of possessor's Chaos element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Chaos Elemental Emanation, Improved Affinity to Healing Via Chaos
Cost: 200,000 Gold, 2 Weeks

Reflect Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor Reflects Chaos against sources below Level 20 if Level 20 or greater
Requires: Chaos Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Chaos- (Passive Ability, Other: Xaos Xomptroller) If possessor's last action was solely Chaos element either due to this ability or the technique 'Elemental Attack-Conversion: Chaos', possessor may make any of possessor's offensive actions solely Chaos element.
Requires: Nonsynchronous Elemental Attack-Conversion: Chaos, Adept Chaos Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Chaos Emanation- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor absorbs Damage that is Chaos element Damage, Possessor may choose to deal 10,000 Flat Chaos element HP Healing to up to 10 targets that are Chaos element
Requires: Emanate Chaos, Nourish Chaos
Cost: 300,000 Gold, 1 Week

Stability Within Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 25% minor negative status effect resistance while in a Zone of Chaos
Requires: Basic Understanding of the Heart of Chaos, Defenses that Utilize Chaos
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Chaos element individual
Requires: Improved Understanding of the Heart of Chaos
Cost: 200,000 Gold, 2 Weeks

Uplifted By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Chaos
Requires: Basic Understanding of the Heart of Chaos
Requires: 200,000 Gold, 2 Weeks

Xaos Xomptroller- (Passive Ability, Other: Xaos Xomptroller) Possessor ignores (1 * (Possessor Level/5), rounded down)% Chaos Resistance, Possessor ignores Chaos Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Chaos Synchronization, 10 other Xaos Xomptroller abilities
Cost: 125,000 Gold, 4 Weeks

Zonal Chaos Control- (Passive Ability, Other: Xaos Xomptroller) Possessor may, at the start of each round, choose one Zone of Chaos that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Chaos, Improved Zonal Acclimation of Chaos
Cost: 1,000,000 Gold, 2 Weeks




~PRESENTLY DESTROYED~

~Other: Vile One (Corruption)~

Almighty Vile State- (Passive Ability, Other: Vile One) Possessor obtains +2 to all base stats if Corruption element, Possessor obtains -5 to all base stats if not Corruption element, Possessor's summons gain the element Corruption, Possessor's non-unique pets gain the element Corruption, Possessor obtains -4 to all base stats if possessor possesses non-Corruption-element allies, Possessor's turn-order-determining stat sum is divided by 10 for turn-order-determining purposes if possessor is not Corruption element, Possessor may not act more than once per round if possessor is not Corruption element
Not For Sale

Basic Corruption Synchronization- (Passive Ability, Other: Vile One) Possessor gains +25 to all stats if possessor is Corruption element, Possessor obtains -25 to all stats if possessor is not corruption element
Not For Sale

Before Destruction wrote:Requires: None
Cost: 200,000,000 Gold, 15 Weeks



Cancerous Self-Regrowth- (Passive Ability, Other: Vile One) Possessor, if Corruption element, regenerates 250,000 HP at the start of each round and is cured of Wounded at the start of each round; if possessor is not Corruption element, possessor takes 250,000 Flat Physical element Damage at the start of each round, cannot absorb Physical, is afflicted with Diseased at the start of each round, and cannot benefit from Diseased
Not For Sale


Cultivate Inner Rot- (Technique Ability, Other: Vile One) If possessor is Corruption element, possessor may use 'Cultivate Inner Rot' in conjunction with a 'Magical Attack' or 'Melee Attack' action; if possessor is not Corruption element, possessor's actions that include Techniques gain a +5% chance of failing to work. Targets of said action obtain a debuff that stacks 5 times and at the start of each round provides a stacked instance of a debuff that provides -300 to all stats that stacks 5 times
Not For Sale

First Fortification of the Vile Taint- (Passive Ability, Other: Vile One) Sources below Level 20 may not change possessor's element to not be Corruption element, Sources below Level 20 may not prevent possessor from becoming Corruption element, Possessor gains +200 to all stats if possessor is Corruption element, Possessor obtains -200 to all stats if possessor is not Corruption element
Not For Sale

Gift the Taint- (Active Ability, Other: Vile One) Possessor may spend an action to make target choose between becoming Corruption element or obtaining a debuff that stacks 20 times that provides -500 to all stats, Possessor may, in the shop thread, make any willing PC become solely Corruption element (with said change not being temporary)
Not For Sale

Hallucinogenic Taint-Masking Pheromone Cloud- (Passive Ability, Other: Vile One) If possessor is Corruption element, possessor may choose for individuals below Level 40 to not count possessor as Corruption element and gains '60% inflicts Charm', If possessor is not Corruption element, possessor may not inflict Charm, is afflicted with Pain: Nausea at the start of every round, and mat not benefit from Pain: Nausea
Not For Sale

Hears the Taint, Forever Whispering- (Passive Ability, Other: Vile One) Possessor, if Corruption element, obtains +500 MIN, +5% To Hit, and 30% Psychic Resistance, If possessor is not Corruption element, possessor obtains -1,000 MIN, -10% To Hit, and 300% Psychic Weakness, is afflicted with Confusion at the start of every round, and cannot obtain positive effects from being afflicted with Confusion
Not For Sale

^Implant Delayed Corruption-Bomb- (Technique Ability, Vile One) If possessor is Corruption element, possessor may use 'Implant Delayed Corruption-Bomb' in conjunction with a 'Magical Attack' or 'Melee Attack' action; if possessor is not Corruption element, possessor's actions that include Techniques gain a +5% chance of failing to work. Attacks used in conjunction with this technique may be delayed 5-10 rounds and gain '1 hit against X', where X is the number of rounds delayed
Not for Sale

Inner Rot Spewing Forth- (Passive Ability, Other: Vile One) If possessor is Corruption element, whenever possessor is Damaged, up to 5 times per round, possessor may deal 50,000 Flat Corruption element Damage to the source of said Damage, also optionally having a 30% chance of inflicting any combination of Wounded: Bodily Rot, Voidstruck: Rotten Soul, and Dissolving: Consumed By Taint, If possessor is Corruption element, whenever possessor is afflicted with Wounded, up to 2 times per round, possessor may immediately be cured of Wounded and deal 200,000 Flat Corruption element Damage to the source of said status effect infliction, with a 100% chance of inflicting Wounded: Bodily Rot on said source, If possessor is not Corruption element, whenever possessor is dealt Damage by an opponent, possessor deals itself 200,000 Corruption element Damage that ignores Resistances, Immunities, Reflection, Absorption, and possessor's Defense
Not For Sale

Inserted A Whispering Eye that Sees How Those Around It Are Most Likely To Succumb to Corruption Into Its Own Body- (Passive Ability, Other: Vile One) This ability has an item named 'Whispering Eye that Sees How Those Around It Are Most Likely To Succumb to Corruption' attached to it, Said item is considered to be carried by its possessor without being in a slot and cannot be traded or stopped being carried normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Not For Sale

Mind-Consuming Sadism- (Passive Ability, Other: Vile One) If possessor is Corruption element and inflicts Stat Drain on an opponent, possessor is afflicted with Stat Boost, If possessor is Corruption element and inflicts Diseased on an opponent, possessor is afflicted with Purified, If possessor is Corruption element and inflicts Poison on an opponent, possessor is afflicted with Rejuvenation, If possessor is Corruption element and inflicts Confusion on an opponent, possessor is afflicted with Mind Restore, If possessor is Corruption element and inflicts Impaired on an opponent, possessor is afflicted with Augmented, If possessor is Corruption element and inflicts Hexed on an opponent, possessor is afflicted with Favored, If possessor is Corruption element and inflicts Fatigued on an opponent, possessor is inflicted with Invigorated, If possessor is Corruption element and inflicts Pain on an opponent, possessor is afflicted with Imbued, If possessor is Corruption element and inflicts Charm on an opponent, possessor is inflicted with Elevated, If possessor is not Corruption element, possessor's MIN is halved, possessor is afflicted with Mindblasted at the start of every round, possessor is inflicted with Confusion at the start of every round, possessor is inflicted with Confusion: Berserk at the start of every round, and possessor cannot benefit from Mindblasted, Confusion, or Confusion: Berserk
Not For Sale

Perverse Vitality- (Passive Ability, Other: Vile One) Possessor gains +1,000,000 HP if possessor is Corruption element, Possessor obtains -1,000,000 HP if possessor is not Corruption element, Possessor may not be healed by non-Corruption-element sources
Not for Sale

Rotten Souls Forever Ill- (Passive Ability, Other Vile One) If possessor is Corruption element, individuals who died due to a stat reaching 0 while afflicted by an instance of possessor's 'Cultivate Inner Rot' debuff cannot be resurrected by sources below Level 60, with possessor instead being able to summon a Corruption element entity from the Enemy List that is below Level 40 whenever such an individual would otherwise be resurrected, Max 30 summoned
Not For Sale

Project Vile Mind-Whispers- (Passive Ability, Other: Vile One) At the start of each round, if possessor is Corruption element, possessor may deal 1,000 Flat Psychic element MIN Damage to, inflict Confusion on, and have a 5% chance of inflicting Insanity on any one target who is not 20 or more Levels greater than possessor, At the start of each round, if possessor is not Corruption element, possessor, is dealt 1,000 Flat Psychic element MIN Damage that ignores Resistances, Immunities, Reflection, Absorption, and Defense against Stat Damage, is afflicted with Confusion, and has a 5% chance of being afflicted with Insanity, with possessor being unable to obtain positive effects from being afflicted with Confusion or Insanity
Not For Sale

Reborn from the Taint- (Passive Ability, Other: Vile One) Once per thread when killed by a source that is not 20 or more Levels greater than possessor, possessor may, if possessor has any Corruption element allies, immediately resurrect itself and then regenerate 5,000,000 HP and 5,000,000 MP, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect; If possessor is not Corruption element, possessor may not be resurrected by individuals who are not 20 or more Levels greater than possessor
Not For Sale

Rotting On the Inside- (Passive Ability, Other: Vile One) Possessor gains +250,000 HP and +2,500 CON if possessor is Corruption element, Possessor gains Diseased Immunity if Corruption element, Possessor obtains -250,000 HP and -2,500 CON if possessor is not Corruption element, Possessor is afflicted with Diseased at the start of every round if not Corruption element and cannot become Immune to Diseased or benefit from being afflicted with Diseased if not Corruption element
Not For Sale

Self-Sustaining Lungs Filled with Sludge and Miasma- (Passive Ability, Other: Vile One) If possessor is Corruption element, possessor gains Drowning Immunity and Suffocation Immunity, and possessor's Poison infliction chances are increased by 30%, If possessor is not Corruption element, possessor is afflicted with Drowning, Suffocation, and Poison at the start of every round and cannot be immune to, benefit from, or ignore the effects of Poison, Suffocation, and Drowning
Not for Sale

Smelling, Rotting Pinky Nail- (Passive Ability, Other: Vile One) Possessor obtains +1 to all stats while Corruption element, Possessor and possessor's allies obtain -1 to all stats while possessor is not Corruption element
Not for Sale

Smelt Still-Living Spirits to Craft Seemly Skins- (Passive Ability, Other: Vile One) Possessor's attacks may deal 3,000 SPI Damage if possessor is Corruption element, If possessor is Corruption element and would kill a non-unique target that is a base subtype through SPI Damage, possessor may instead transform said individual (as a debuff that cannot be removed by sources below Level 80) into a Disguise Armor named 'Seemly Guise' that is Corruption element that allows possessor to choose for individuals below said transformed target's Level that are below Level 80 to treat its wearer as being said entity's subtype(s) and element(s) (excluding the element Universe), If possessor is not Corruption element, possessor obtains -200% Resilience and is afflicted with Pain and Confusion at the start of each round
Not for Sale

The Taint Must Grow- (Passive Ability, Other: Vile One) At the start of each round, if possessor is Corruption element, possessor may either summon up to 5 entities from the Enemy List that are below Level 20 and Corruption element, to a max of 20 summoned, choose up to 5 targets that must choose between becoming Corruption element or obtaining a debuff that stacks 20 times that provides -500 to all stats, or may change any one Zone present that was not created by a source above Level 40 into a Zone of Corruption, Immeidately after the start of the round, if possessor is not Corruption element, possessor becomes Corruption element, Possessor obtains -500 to all stats if not Corruption element
Not For Sale

Thirsty Innards Crawling Forth- (Passive Ability, Other: Vile One) If possessor is Corruption element, possessor gains +500 Melee Attack and may deal HP Drain, If possessor is not Corruption element, possessor is afflicted with Impaired: Dehydration and Wounded: Maimed at the start of each round and may not benefit from Impaired: Dehydration or Wounded: Maimed
Not For Sale

Uplifted By Vile Forces- (Passive Ability, Other: Vile One) Possessor automatically bypasses the normal Level 20 cap for BA members (with this method of bypassing it not counting as a permanent method; if this ability is somehow lost, said cap comes back into effect, and possessor's Level is reduced to below said cap if possessor would not otherwise be able to bypass said cap), +200 to all unmodified stats if possessor is Corruption element, -200 to all unmodified stats if possessor is not Corruption element, Possessor's Level is reduced to 19 if possessor is not Corruption element
Not For Sale

Vein-Vines of Lashing Rot- (Passive Ability, Other: Vile One) Possessor obtains +30,000 Melee Attack while Corruption element, Possessor deals full Damage to targets below Level 60 in the back row while corruption element, Possessor counts as wielding an additional two Whip weapons while Corruption element, Possessor obtains -100,000 HP and cannot wield weapons while not Corruption element
Not for Sale

Wicked Heart Beyond Salvation- (Passive Ability, Other: Vile One) Possessor automatically bypasses the normal Level 40 cap for BA members (with this method of bypassing it not counting as a permanent method; if this ability is somehow lost, said cap comes back into effect, and possessor's Level is reduced to below said cap if possessor would not otherwise be able to bypass said cap), +500 to all unmodified stats if possessor is Corruption element, -2,500 to all unmodified stats if possessor is not Corruption element, -10 to all base stats if not Corruption element, Possessor's Level is reduced to 1 if possessor is not Corruption element
Not For Sale

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:49 pm
by Administrator
Crafting- and Consumable-Based Classes

~Chef~
Add An Egg!- (Technique Ability, Chef) Possessor may use 'Add An Egg!' in conjunction with a 'Use an Item' action that involves the use of a Food consumable. Said action may also involve the use of an additional Food consumable, provided said additional consumable's name includes 'Egg'.
Not for Sale

Add Some Spice- (Technique Ability, Chef) Possessor may use Add Some Spice in conjunction with a Use an Item or Serve Food action, so long as no other technique is used and said action involves a Food or Drink consumable. All HP and MP healing in said action is increased by 500 points and all buffs to any stat that are part of said action are increased by 30 points per stat as an effect that stacks 20 times per target across all applications on said target per stat out of STR, AGI, MIN, CON, and SPI.
Requires: Basic Chef Training
Cost: 100,000 Gold, 3 Weeks

Adept Chef Proficiency- (Passive Ability, Chef) Whenever possessor uses the last charge of a Food or Drink consumable, possessor may, if it is In Stock in the Shop, immediately pay an amount of Gold equal to its cost in the Shop to fully restore its charges, or, if possessor possesses a Secret Formula to make it, may consume the ingredients to said Secret Formula to fully restore its charges
Requires: Chef, 50 other Chef Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Grill Use- (Passive Ability, Chef) Food consumables used by possessor that are Fire element that Heal HP provide an additional 5,000 points of HP Healing
Not for Sale

Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Apply Excessive Capsaicin' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Not for Sale

Apportioner- (Passive Ability, Chef) Whenever possessor would spend a single charge of a Food consumable as part of a Serve Food action, possessor may instead spend two charges, with both charges being applied to the same targets
Requires: Chef
Cost: 600,000 Gold, 5 Weeks

Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Requires: Basic Chef Proficiency, 3 other Chef abilities
Cost: 125,000 Gold, 2 Weeks

Atomic Vengeance Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '60% inflicts Burning' and / or gain the element Atomic; The Ranged Attack bonus provided by possessor's 'Salsa Eyes' ability is increased by 2,000 points
Requires: Flamin' Hot Salsa Eyes, Adept Fire Synchronization, Thermonuclear Disciple
Cost: 15,000,000 Gold, 3 Weeks

Autocannibalize- (Technique Ability, Chef) Possessor may use 'Autocannibalize' in conjunction with a 'Melee Attack' action. Said action deals HP Drain to its user if its user is targetted.
Not for Sale

Baked a Cake So Tasty that Legends are Sung of It- (Passive Ability, Chef) Possessor gains 3 Fame
Not for Sale

Baker's Apprentice- (Passive Ability, Chef) Food items used by possessor that restore HP restore an additional 200 HP, Food items used by possessor that increase STR or MIN increase it by an additional 10
Requires: Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks

Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Requires: Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks

Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Requires: Apprentice Chef Proficiency, 10 other Chef abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Bartending Instructor- (Passive Ability, Chef) Whenever one of possessor's allies creates a Drink consumable using a Secret Formula during battle, possessor may attach an effect to said item that causes it to either have all HP and MP Healing it deals increased by 5,000 points, to have all HP and MP Regeneration it deals increased by 50,000 points, to have all stat buffs it applies increased by 25 points as an effect that stacks 25 times per stat across all applications, or to have its percent chance of inflicting Poison: Drunk increased by 15%
Not for Sale

Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Drink Charge Preservation- (Passive Ability, Chef) Drink Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Chef Proficiency, Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Food Charge Preservation- (Passive Ability, Chef) Food Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Chef Proficiency, Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Saucemaking- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +10 to all stats when a Food consumable is next used on said target
Requires: Basic Chef Proficiency
Cost: 60,000 Gold, 2 Weeks

Beard that Turns things Into Bread- (Passive Ability, Chef) 5% inflicts Petrified, When possessor inflicts Petrified on an entity below Level 60, possessor may kill it and replace its corpse with an item with 'Bread' in the name that is worth under (1,000,000 x the entity's Level) Gold that is in stock in the shop and obtain that item, with the item being a Temporary item if in a non-RP thread
Not for Sale

Booze it Up!- (Technique Ability, Chef) Possessor may use Booze it Up in conjunction with a Use an Item or Serve Food action, so long as no other technique is used and said action involves a Drink consumable that possesses a chance of inflicting Poison: Drunk, provided that said action contains possessor as one of its targets. All MP healing affecting possessor in said action is increased by 200 points, Possessor is afflicted with Poison: Drunk.
Not for Sale

Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Butcher- (Passive Ability, Chef) Whenever one of possessor's Chef abilities would heal HP or add HP healing to something, said amount of HP healing is increased by 500 as an effect that does not trigger itself or stack
Requires: Apprentice Chef Training, Butchering Strike
Cost: 190,000 Gold, 2 Weeks

Butchering Strike- (Technique Ability, Chef) Possessor may use Butchering Strike in conjunction with a Melee Attack or Powerful Attack action, so long as no other technique is used and so long as said action only targets individuals that are below Level 60. This action, if it kills its target, causes its user to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 500,000 HP.
Requires: Basic Chef Training
Cost: 50,000 Gold, 3 Weeks

Can Drink Last-Flame Wine to No Ill Effect- (Passive Ability, Chef) Possessor gains 5% Fire Resistance against sources that are Drinks, Possessor gains +15,000 Defense against Fire against Drinks
Not for Sale

Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Requires: Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks

Cannibal- (Passive Ability, Chef) Whenever possessor kills an individual of the same subtype as possessor who is not more than 20 Levels higher than possessor and is not above Level 79, possessor may, once per round, choose to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 20,000 HP
Requires: No prerequisites
Cost: 50,000 Gold, 4 Weeks

Carousing Expert- (Passive Ability, Chef) Possessor gains 10% Poison: Drunk Resistance and 5% Confusion Resistance
Requires: Food Taster or Bartender
Cost: 200,000 Gold, 2 Weeks

Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Requires: Apprentice Chef Proficiency, 10 other Chef abilities
Cost: 125,000 Gold, 4 Weeks

Chef's Tasty Cheese-Melting Technique- (Technique Ability, Chef) Possessor may use 'Chef's Tasty Cheese-Melting Technique' in conjunction with a 'Use an Item' or 'Serve Food' action, so long as no other technique is used and said action involves a Food consumable. All HP and MP healing in said action is increased by 1,000 points and all buffs to any stat that are part of said action are increased by 40 points per stat as an effect that stacks 5 times per target across all applications on said target per stat out of STR, AGI, and CON.
Not for Sale

Chocalatier- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase SPI increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Requires: Apprentice Chef Proficiency, Candy Maker's Apprentice
Cost: 100,000 Gold, 2 Weeks

Classy Diner- (Passive Ability, Chef) Possessor's actions that involve the use of a Food or Drink consumable cannot be countered by sources below Level 40 and may have a 20% of inflicting Charm: Impressed on up to 5 opponents
Not for Sale

Confectioner- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase AGI increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Requires: Apprentice Chef Proficiency, Candy Maker's Apprentice
Cost: 100,000 Gold, 2 Weeks

Connoseur of Holiday Sweets- (Passive Ability, Chef) Stat increases from buffs from Ice or Hope element Food consumables used by possessor are increased by 200 points for non-Spirit stats and 500 points for Spirit, with this increase stacking 5 times per Food consumable across different increased charges from different versions of that consumable
Not for Sale

Consumed the Salsa of Power- (Passive Ability, Chef) Possessor gains +400 STR, +4,000 HP, +4,000 MP, 5% Food Resistance, and 10% Fire Resistance
Not for Sale

Cook Animal- (Technique Ability, Chef) Possessor may use Cook Animal in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Animals that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks

Cook Bird- (Technique Ability, Chef) Possessor may use Cook Bird in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Aerials that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks

Cook Drake Meat- (Passive Ability, Chef) Whenever possessor or one of possessor's allies kills an opponent that is a Dragon whose name includes 'Drake', possessor may, up to three times per round, choose to deal 15,000 points of Flat Fire element HP Healing to up to 15 target allies (including possessor if desired)
Not For Sale

Cook Fish- (Technique Ability, Chef) Possessor may use Cook Fish in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Aquatics that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks

Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks

Cook Insect- (Technique Ability, Chef) Possessor may use Cook Insect in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Insects that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks

Cook Plant- (Technique Ability, Chef) Possessor may use Cook Plant in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Plants that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher, Nutritionist
Cost: 100,000 Gold, 2 Weeks

Cook Plastic Food- (Technique Ability, Chef) Possessor may use 'Cook Plastic' in conjunction with a 'Use an Item' or 'Metacombine' action so long as no other technique is used. Said action may include using non-unique Antiquity items whose name includes 'Plastic' as though they were Food consumables that possess one charge, gaining the text 'Target is dealt X Fire & Water & Physical element HP Healing, where X is equal to this item's value divided by 100, to a max of 1,000,000'.
Not for Sale

Cookin' With Garlic!- (Passive Ability, Chef) Food consumables used by possessor may give their targets 5% Undead Resistance as a non-stacking buff
Requires: Chef
Cost: 800,000 Gold, 4 Weeks

Creation of Masterful Confections- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 2,000 points, Food consumables used by possessor that increase AGI increase it by an additional 60 points per charge as an effect that stacks 40 times across all consumable applications on said target
Not for Sale

Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Requires: Apprentice Chef Proficiency
Cost: 200,000 Gold, 2 Weeks

Dishwasher- (Passive Ability, Chef) Once per round, when an individual unequips a Food or Drink consumable, possessor may remove a debuff from a Level 1 source from any one target
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Drank of the Liquor Dragon's Body- (Passive Ability, Chef) Possessor may choose at the beginning of each thread to have this ability either provide +30% Poison: Drunk Resistance or to give possessor a buff each time possessor is targetted by an action that involves a Drink consumable that can inflict Poison: Drunk that stacks 5 times and provides +100 to all stats

Drink Mixer- (Active Ability, Chef) User uses one charge of one Drink consumable and two charges of one other Drink consumables; they must share a single target and only affect said target.
Requires: Bartender
Cost: 280,000 Gold, 2 Weeks

Dwarven Beer-Brewing Techniques- (Passive Ability, Chef) Possessor may choose for Drink consumables that possessor uses that have a chance of inflicting Poison Drunk heal or regenerate 30,000 additional HP and / or have their chance of inflicting Poison: Drunk raised by 15%
Not For Sale

Edible Lasagna Beard- (Passive Ability, Chef) Possessor may, once per thread at the start of an action, choose to deal itself 50,000 Flat Earth & Fire element HP Healing
Not for Sale

Elegant Bartending- (Active Ability, Chef) Possessor may spend an action to create a Drink consumable from a Secret Formula and then use said Drink consumable
Not for sale

Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
Requires: Food Taster
Cost: 130,000 Gold, 2 Weeks

Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Not for Sale

Expert Chef Proficiency- (Passive Ability, Chef) Possessor may use a single charge of one Food or Drink consumable at the start of each round
Requires: Adept Chef Proficiency , 100 other Chef Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fell Grilling- (Technique Ability, Chef) Possessor may use 'Fell Grilling' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action becomes solely Darkness & Fire element for the duration of said action if non-unique and gains '+200 to the stats of Demons, Devils, and Daemons as a buff that stacks 3 times'
Not for Sale

Flamin' Hot Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '30% inflicts Burning' and / or become solely Fire element
Requires: Spicy Salsa Eyes, Blazing Sultan
Cost: 500,000 Gold, 2 Weeks

Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Requires: Basic Chef Training
Cost: 80,000 Gold, 2 Weeks

Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Requires: No prerequisites
Cost: 200,000 Gold, 2 Weeks

Gobble It Down- (Technique Ability, Chef) Possessor may use 'Gobble It Down' in conjunction with a 'Use an Item or 'Metacombine' action so long as no other technique is used, a Food consumable is used as part of said action, and possessor has used more charges of Food consumables in the same thread than any other individual currently in the same battle. Said action has instances of HP and MP regeneration that Food consumables that are part of it increased by 1,000,000 points per each such Food consumable, to a max of 2 such consumables total per round.
Not for Sale

Gourmand (2)- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Requires: Apprentice Chef Training, Food Critic
Cost: 1,400,000 Gold, 2 Weeks

Gourmet Palate- (Passive Ability, Chef) Possessor is dealt 50,000 additional points of HP and/or MP Healing by Food consumables worth at least 5,000,000 Gold
Not for Sale

Greater Mastery of Spicy- (Passive Ability, Chef) Food consumables used by possessor that buff STR do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff damage dealt do so by an additional 1,000 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Not for Sale

Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Requires: No prerequisites
Cost: 85,000 Gold, 2 Weeks

Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Requires: Apprentice Chef Proficiency, Barbequer's Apprentice
Cost: 100,000 Gold, 2 Weeks

Has Attended Omni Cook-o-Tron Training Course- (Passive Ability, Chef) This character may substitute Omni Cook-o-Trons for Ovens and Stoves, Cooking Implements, Frypans, Woks, Kettles, Refrigerators, Drink Bars, Cutting Boards, Blenders, Basters, Knives, Mixers, Bowls, Grills, Flavor Injectors, Toasters, Waffle Irons, and Juicers when utilizing Secret Formulas
Requires: No prerequisites
Cost: 200,000 Gold, 1 Weeks

Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
Not for Sale

Honey-Infused Baking- (Passive Ability, Chef) Possessor's Food consumables that Heal HP restore an additional 200 points, Possessor's Food consumables that contain the word 'Honey' or 'Nectar' that Heal HP restore an additional 800 points
Not for Sale

Hostess- (Passive Ability, Chef) Whenever an ally enters the battle that possessor is in, possessor may choose a willing ally and give a Food or Drink item that possessor is carrying but does not have equipped to said ally, to a max of once per round
Requires: Basic Clothing Mastery
Cost: 60,000 Gold, 2 Weeks

Improved Mircrowave Gaze- (Passive Ability, Chef) If possessor possesses a Chef ability called 'Microwave Gaze', then any ability called 'Microwave Gaze' that it grants its possessor gains '30% inflicts Burning', '30% may inflict Poison: Irradiated', and 'Deals 2,000 CON Damage'
Not for Sale

Interdimensional Chef- (Passive Ability, Chef) Possessor's non-offensive actions involving Food consumables may target allies in other battlespaces
Not for Sale

In-Your-Face Salsa Gaze- (Passive Ability, Chef) Possessor's 'Salsa Eyes' ability may also apply its bonuses to 'Point Blank' actions that possessor conducts
Requires: Salsa Eyes, Point Blank
Cost: 200,000 Gold, 2 Weeks

Iron Liver- (Passive Ability, Chef) Possessor gains 30% Poison: Drunk Resistance
Requires: Carousing Expert
Cost: 200,000 Gold, 2 Weeks

I Weep Tears Of Tasty Salsa- (Passive Ability, Chef) If possessor is afflicted with Confusion: Depression, possessor may, at the beginning of a round, choose to regenerate 30,000 HP and be cured of Confusion: Depression
Requires: Tasty Salsa Gaze
Cost: 200,000 Gold, 2 Weeks

Knowledge of Advanced Techniques in Fast-Food Production- (Passive Ability, Chef) Possessor gains +100 to possessor's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus on rounds after rounds during which possessor trades or uses a Food consumable
Requires: Fast Food Vendor, Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks

Knowledge of Dwarven Cooking Techniques- (Passive Ability, Chef) Earth-element Food consumables used by possessor heal 2,500 additional points of HP and 250 additional points of CON, Earth-element Food consumables used by possessor that provide CON or Defense buffs have said buffs increased by 50 points (to a max of 250 points across all applications on a single individual)
Not for Sale

Knowledge of Healthy Food Preparation Techniques- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, said chance rises by 5%, to a max of 30%
Requires: Basic Chef Training
Cost: 60,000 Gold, 2 Weeks

Knowledge of Nutrition- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 300 points
Requires: Basic Chef Training
Cost: 60,000 Gold, 2 Weeks

Knowledge of Ramen Recipes- (Passive Ability, Chef) Quantities of HP and MP healed by Food consumables whose name includes 'Ramen' that are used by possessor are increased by 5,000, Stat buffs coming from Food consumables whose name includes 'Ramen' have their value increased by 100 points as an effect that stacks a max of 200 times across all different buffs present affecting any one individual
Not for Sale

Knowledge of the Best Ramen Recipes of the Decade- (Passive Ability, Chef) Quantities of HP and MP healed by Food consumables whose name includes 'Ramen' that are used by possessor are increased by 500,000, Stat buffs coming from Food consumables whose name includes 'Ramen' have their value increased by 200 points as an effect that stacks a max of 200 times across all different buffs present affecting any one individual
Not for Sale

Knowledge of Unusually Good Ramen Recipes- (Passive Ability, Chef) Quantities of HP and MP healed by Food consumables whose name includes 'Ramen' that are used by possessor are increased by 50,000, Stat buffs coming from Food consumables whose name includes 'Ramen' have their value increased by 200 points as an effect that stacks a max of 200 times across all different buffs present affecting any one individual
Not for Sale

Knowledge of Wines- (Passive Ability, Chef) Possessor gains +200 MIN and 10% Poison: Drunk Resistance
Not for Sale

Knows a Lot of Exotic Drink Recipes- (Passive Ability, Chef) Possessor counts as possessing 200 more points worth of Secret Formulas that are all Drink items that can inflict Poison: Drunk
Not for Sale

Knows Just the Right Sauce to Apply to Dragon Meat- (Passive Ability, Chef) Food consumables whose name includes 'Dragon' used by possessor heal 60,000 additional points of HP, Food consumables whose name includes 'Dragon' used by possessor that provide stat buffs have said buffs increased by 250 points (to a max of 4,000 points across all applications on a single individual)
Not for Sale

Lactates Beer- (Passive Ability, Chef) Possessor's non-offensive actions may gain '30% inflicts Poison: Drunk and deals 5,000 Flat Water element HP Healing'
Not for Sale

Legendary Liver- (Passive Ability, Chef) Possessor gains 80% Poison: Drunk Resistance and becomes immune to infliction of Poison Drunk from sources below Level 20
Requires: Iron Liver, Base CON of 3 or higher
Cost: 500,000 Gold, 3 Weeks

Master of Bitter- (Passive Ability, Chef) Food consumables used by possessor that buff MIN do so by an additional 50 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff Defense against Stat Damage do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Requires: Delicious Cooking
Cost: 90,000 Gold, 2 Weeks

Master of Savory- (Passive Ability, Chef) Food consumables used by possessor that buff CON do so by an additional 50 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff Defense do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Requires: Delicious Cooking
Cost: 90,000 Gold, 2 Weeks

Master of Sour- (Passive Ability, Chef) Food consumables used by possessor that buff SPI do so by an additional 50 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff MP do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Requires: Delicious Cooking
Cost: 90,000 Gold, 2 Weeks

Master of Spicy- (Passive Ability, Chef) Food consumables used by possessor that buff STR do so by an additional 50 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff damage dealt do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Requires: Delicious Cooking
Cost: 90,000 Gold, 2 Weeks

Master of Sweet- (Passive Ability, Chef) Food consumables used by possessor that buff AGI do so by an additional 50 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff turn-order-determining-stat-sums for turn-order-determining purposes do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Requires: Delicious Cooking
Cost: 90,000 Gold, 2 Weeks

Microwave Gaze- (Passive Ability, Chef) Possessor gains the ability:
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Not for Sale

Mirage Mixologist- (Passive Ability, Chef) Drink consumables that possessor uses that buff the stats of 'Celestial Guardian' entities from the Enemy List or that buff the stats of possessor while possessor has at least one ally that is a 'Celestial Guardian' from the entity list do so by an additional 10,000 points, to a max of 100,000 additional points across all such increases per entity
Not for Sale

Mixologist- (Passive Ability, Chef) Drink consumables created by possessor that boost stats do so by an additional 200 points, as an effect that stacks a max of 5 times per stat per individual
Requires: Serve Drinks, Bartender, Apprentice Alechemy Attunement, Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Nutritionist- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 500 points, Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, it automatically does so if said effect was inflicted by a source below Level 40
Requires: Apprentice Chef Training, Knowledge of Healthy Food Prepearation Techniques, Knowledge of Nutrition
Cost: 80,000 Gold, 3 Weeks

One Final Cocktail- (Passive Ability, Chef) Possessor may, when killed, to a max of 50 times per battle, use one charge of a Drink consumable that is in possessor's possession on any target (with said Drink only being able to target possessor if it would otherwise be able to target Dead individuals) so long as at least one ally of possessor is still alive and present in the same battle that possessor died in
Not for Sale

Painfully Spicy Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '30% inflicts Pain'
Requires: Spicy Salsa Eyes, Blazing Sultan
Cost: 200,000 Gold, 2 Weeks

Peanut Spicemaster- (Passive Ability, Chef) When possessor uses a Food consumable that is both Fire element and Earth element, quantities of HP Healing and HP Regeneration that it deals are increased by 300,000 points and its chances of inflicting minor status effects are increased by 15%
Not for Sale

Poison Foodstuffs- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Poison' during said action
Not for Sale

Portion Master- (Passive Ability, Chef) Possessor's 'Apportioner' ability also applies to Use An Item and Metacombine actions
Requires: Apportioner
Cost: 300,000 Gold, 2 Weeks

Prep Ramen Quickly- (Passive Ability, Chef) If possessor uses a Food consumable whose name includes 'Ramen', possessor gains a non-stacking buff that provides its possessor with +50 to its turn-order-determining stat sum for turn-order-determining purposes on the round after which it was acquired
Not for Sale

~Pro At Making Chutney- (Passive Ability, Chef) Possessor counts as having the abilities 'Chef' and 'Adept Chef Proficiency' when using any Secret Formulas that include the word "Chutney"
Not for Sale

Rapid-Fire Toast Breath- (Technique, Chef) Possessor gains +450 Ranged Attack, Possessor's 'Ranged Attack' actions may gain '3 hits against 1' and 'deals 1/3 Damage', Possessor's 'Ranged Attack' actions may gain 'Heals'
Not for Sale

Retroactive Chef- (Passive Ability, Chef) Possessor may, once per round as an ability that cannot be reset by the round resetting, before one of possessor's actions, reset the round to the round's start (if no entity of Level 60 or greater objects), obtaining the result of a Secret Formula that possessor possesses and possesses the appropriate ingredients for, provided said Formula makes a Food or Drink Consumable, expending said ingredients as part of said reset
Not for Sale

Salsa Eyes- (Passive Ability, Chef) Possessor may choose for possessor's 'Ranged Attack' actions to count as including an additional Food consumable, if possessor does so, they gain +200 additional Ranged Attack
Not for Sale

Salsa Gaze that Makes You Want to Dance the Salsa- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may inflict a debuff that stacks 3 times, that lasts until its possessor performs an action that includes a 'Dance' spell, and that provides -200 MIN
Requires: Salsa Eyes, Bard, Dancer
Cost: 200,000 Gold, 2 Weeks

Sauceur- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +100 to all stats when a Food consumable is next used on said target
Requires: Chef, Basic Saucemaking
Cost: 200,000 Gold, 2 Weeks

Serve Drinks- (Active Ability, Chef) Possessor may spend an action to use two Drink consumables; they must share a single target and only affect said target.
Requires: Bartender
Cost: 280,000 Gold, 2 Weeks

Serve Food- (Active Ability, Chef) Possessor may spend an action to use two Food consumables; they must share a single target and only affect said target.
Requires: Basic Chef Proficiency
Cost: 50,000 Gold, 3 Weeks

Server- (Passive Ability, Chef) Possessor's 'Serve Food' ability may use Drink consumables in addition to Food consumables
Requires: Serve Food
Cost: 50,000 Gold, 2 Weeks

Sniper-Mode Salsa Gaze- (Passive Ability, Chef) Possessor's 'Salsa Eyes' ability may also apply its bonuses to 'Snipe' actions that possessor conducts
Requires: Salsa Eyes, Snipe, Superior Vision, Binocular Vision, Sniper
Cost: 400,000 Gold, 2 Weeks

Snobbish Drinker- (Passive Ability, Chef) Possessor's offensive actions may gain 'Removes all Drink buffs on target that are from sources below Level 60', Possessor may choose to not be afflicted with status effects that come from sources that are Drinks that are worth under 50,000,000 Gold provided said sources are below Level 60 or are willing (with said willingness being chosen by the user of a Drink if said Drink is a Consumable used by an entity)
Not for Sale

Sommalier- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Requires: Apprentice Chef Training, Wine Critic
Cost: 1,400,000 Gold, 2 Weeks

Sous Chef- (Passive Ability, Chef) Food consumables used by possessor's allies who possess that buff any stat do so by an additional 10 points per charge as an effect that stacks 40 times per target across all consumable applications on said target
Requires: Basic Chef Proficiency
Cost: 70,000 Gold, 2 Weeks

Spicy Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '10% inflicts Burning' and / or '10% inflicts Pain'
Requires: Salsa Eyes
Cost: 500,000 Gold, 2 Weeks

Tasty Salsa Gaze- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain 'Heals HP'
Requires: Salsa Eyes
Cost: 800,000 Gold, 6 Weeks

Tea Appreciator- (Passive Ability, Chef) Drink consumables whose name includes 'Tea' deal 50,000 additional points of HP or MP healing to possessor, and stat buffs that possessor obtains from such consumables are increased by 500 points (to a max of 5,000 points across all stacked buffs)
Not For Sale

Technique for Eating the Spice- (Passive Ability, Chef) Wielder cannot inflict Pain on itself through the effects of Food consumables
Not for Sale

Waiter- (Passive Ability, Chef) Possessor's 'Serve Food' ability may target and affect a different single target with each of the Food or Drink consumables used as part of it
Requires: Serve Food
Cost: 90,000 Gold, 3 Weeks

Waitress- (Passive Ability, Chef) At the start of each round or whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, equip a Food or Drink consumable that possessor is carrying onto said ally
Requires: Bussboy, Basic Clothing Mastery
Cost: 80,000 Gold, 2 Weeks

Where My Grills At?- (Passive Ability, Chef) Possessor may, at the start of each round, recover all Food consumables and Crafting Equipment items that were stolen from possessor by individuals below Level 40 and are in the possession of individuals below Level 40
Requires: Grillmaster, Gangsta, Diviner
Cost: 400,000 Gold, 2 Weeks

Wine Critic- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Requires: Basic Chef Training
Cost: 80,000 Gold, 2 Weeks

Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0
Not for Sale

Winter Holiday Drink Mixing- (Ability, Chef) Ice-element Drink consumables used by possessor that heal HP or MP have quantities of said healing increased by 500 points, Possessor may choose for Drink consumables that possessor uses that are Ice element that have a chance of inflicting Poison: Drunk to have that chance either raised or lowered by 5%
Not for Sale

Yells Excitedly While Cooking- (Passive Ability, Chef) Whenever possessor creates or uses a Food consumable, possessor may cure up to 30 allies of Fatigued
Not for Sale

~Clothier~

Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Basic Clothier Proficiency, 3 other Clothier abilities
Cost: 125,000 Gold, 2 Weeks

Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Belt Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Belt equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks

Boot Crafting- (Passive Ability, Clothier) Possessor gains +5 to all stats and +50 Defense for each Boots equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks

Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Not for Sale

Cloak Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Cloak equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks

Clothier- (Passive Ability, Clothier) Possessor gains +(50 * Possessor Level) to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Apprentice Clothier Proficiency, 10 other Clothier abilities
Cost: 125,000 Gold, 4 Weeks

Cobbler- (Passive Ability, Clothier) Possessor gains +10 to all stats and +150 Defense for each Shoes or Boots possessor has equipped
Requires: Shoe Crafting, Boot Crafting
Cost: 300,000 Gold, 3 Weeks

Dress Crafter- (Passive Ability, Clothier) +60 to all stats when a Clothing item with the word 'Dress' or 'Skirt' is equipped
Requires: Basic Clothier Proficiency
Cost: 300,000 Gold, 2 Weeks

Glove Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Gloves equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks

Gnomish Hatmaking- (Passive Ability, Clothier) If possessor is in 'Form of Gnome' stance, possessor gains +20 to all stats if possessor has a Hat equipped
Requires: Form of Gnome, Basic Clothier Proficiency
Cost: 80,000 Gold, 1 Week

Hat Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Hat equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks

Mask Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Mask possessor has equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks

Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Basic Clothier Proficiency
Cost: 70,000 Gold, 2 Weeks

Looks Dapper In Tall Hats- (Passive Ability, Clothier) Possessor's Charm infliction chances increase by 5% if possessor has a Hat equipped
Not for Sale

Professional Clothes Dyer- (Passive Ability, Clothier) Whenever possessor equips an Armor or a Light Garb Accessory, possessor may choose to give it a non-stacking buff that changes its elements to any combination of elements that possessor possesses classname-rank in the associated classes for
Not for Sale

Scarf Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Scarf equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks

Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks

Trendy Designer- (Passive Ability, Clothier) Possessor gains +30 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Apprentice Clothier Proficiency, Trendy Dresser, Knowledge of Fashion
Cost: 300,000 Gold, 3 Weeks

Wigmaker- (Passive Ability, Clothier) Possessor gains +25 to all stats for each Accessory equipped whose name includes 'Wig' or 'Toupee'
Not for Sale

~Crafter~

Adept Crafter Proficiency- (Passive Ability, Crafter) Possessor gains a Consumable slot
Requires: Crafter, 50 other Crafter abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Requires: Basic Crafter Proficiency, 3 other Crafter abilities
Cost: 125,000 Gold, 2 Weeks

Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Requires: Artist
Cost: 300,000 Gold, 3 Weeks

Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Requires: Basic Crafter Proficiency
Cost: 50,000 Gold, 3 Weeks

Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Rod Charge Preservation- (Passive Ability, Crafter) Rod Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Scroll Charge Preservation- (Passive Ability, Crafter) Scroll Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Requires: Apprentice Crafter Proficiency, 10 other Crafter abilities
Cost: 125,000 Gold, 4 Weeks

Diabolical Quilter- (Passive Ability, Crafter) Possessor gains +200 AGI, +200 MIN, and +200 SPI, Buffs possessor applies that come from Darkness-element spells that buff Defense do so by an additional 200 points, to a max of 1,000 points per individual across all buffs
Not for Sale

Extra-Flashy Bling- (Passive Ability, Crafter) Possessor's Impaired: Blind and Charm infliction chances are increased by 25%
Not for Sale

Formula Maker- (Passive Ability, Crafter) Possessor's Tutoring-Based ability shops may contain and produce Secret Formulas as though they were their own category of ability
Not for Sale

Has Silver Braces- (Passive Ability, Crafter) At the start of each round, possessor obtains a buff that stacks 30 times that increases its possessor's Charm infliction chances by 1%
Not for Sale

Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Requires: Has Researched Common Technologies, Basic Invention Charge Preservation, Crafter, Engineer
Cost: 300,000 Gold, 3 Weeks

Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Not for Sale

Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Requires: No Prerequisites
Cost: 40,000 Gold, 2 Weeks

Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
Not for Sale

Underwater Bomb-Making- (Passive Ability, Crafter) Effects attached to Zones of Water by sources below Level 60 may not prevent possessor from using Fire element consumables
Not for Sale


~Engineer~

Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Basic Engineer Proficiency, 3 other Engineer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency, Basic Engineer Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Spaceship Construction Techniques- (Passive Ability, Engineer) Possessor's Vessel summons and transformations whose name includes 'Star', 'Space', 'Astral', or 'Rocket' obtain +50 to all stats
Not for Sale

Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Gearwright Knowledge
Cost: 300,000 Gold, 3 Weeks

Developed Possibly-Whistling-Powered Technology That Nobody Knows How To Replicate- (Passive Ability, Engineer) Possessor may choose for the element Technology in possessor's equipped and carried items to instead be the element Whimsy; possessor's opponents below Level 80 may not replicate this ability and cannot force possessor to make this choice
Not for Sale

Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Apprentice Engineer Proficiency, 10 other Engineer abilities
Cost: 125,000 Gold, 4 Weeks

Force Field Designer- (Passive Ability, Engineer) All Auras equipped by possessor whose name includes 'Force Field' gain +200 Defense
Not for Sale

Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Gnomish Tinker- (Passive Ability, Engineer) If possessor is in 'Form of Gnome' stance, possessor gains +80 MIN, and possessor's Inventions deal 5,000 additional Damage
Requires: Form of Gnome, Apprentice Gearwright Knowledge, Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Not for Sale

Interdimensional Chat- (Technique Ability, Engineer) Possessor may use 'Interdimensional Chat' in conjunction with a 'Cast a Spell' action so long as possessor is carrying a unique item named '*Doc's Palmcorder Containing Maps of the Dome of Margandil' and no other technique is used. Said action may target allies of its performer in other battlespaces so long as it does not target any opponents and so long as no individual 20 or more Levels greater than its user in either the battlespace said target is in or the battlespace its user is in objects.
Not for Sale

Knowledge of Basic Timecraft Design- (Passive Ability, Engineer) Possessor's Time element Vehicle transformations gain +100 to all stats
Not for Sale

Mad Assembly- (Passive Ability, Engineer) If possessor conducts a 'Metacombine' action and uses more than 1 Invention during it, the damage dealt by all such Inventions used by possessor as part of said action is increased by 25,000 points (for the first instance of Damage that each such Invention generates)
Not for Sale

Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Mechanist Knowledge
Cost: 300,000 Gold, 3 Weeks

Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Requires: Basic Engineer Proficiency
Cost: 50,000 Gold, 2 Weeks

Mech Engineer- (Passive Ability, Engineer) Possessor's Mech transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Mech User
Cost: 300,000 Gold, 3 Weeks

Oswall the Crafter's Cloud-Layer-Piercing Rocket-Construction Technique- (Passive Ability, Engineer) If possessor creates a Vessel transformation or summons a Vessel, said Vessel obtains a buff that makes effects attached to Zones of Air by sources below Level 70 unable to stop it from leaving battlespaces
Not for Sale

Repair (2)- (Active Ability, Engineer) Possessor conducts an attack that uses (Strength + Mind) / 2 as its Prime Attribute, that incorporates the Melee Attack bonus of equipped Tool weapons, that Heals, and that may only target Vehicles, Vessels, Mechs, War Machines, Robots, Golems, Machines, and Clockworks, This ability may count as the ability 'Repair' for prerequisite purposes
Not for Sale

Robotics Engineer- (Passive Ability, Engineer) Possessor's Robot pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Roboticist Knowledge
Cost: 300,000 Gold, 3 Weeks

Secret Vehicular Retrofitting Trick: Swap Out Those Old Wheels For Dead Walruses- (Technique Ability, Engineer) Possessor may use 'Secret Vehicular Retrofitting Trick: Swap Out Those Old Wheels For Dead Walruses' in conjunction with a 'Guard Back Rank' action. Said action may apply a non-stacking buff to one willing Vehicle or Steed that is in the back row of its user's row-order formation that gives its possessor +3,500 to its turn-order-determining stat sum for turn-order-determining purposes and that gives its possessor the elements Chaos and Tacky.
Not for Sale

Spaceship Designer- (Passive Ability, Engineer) Possessor's Vessel transformations gain +300 to all stats and gain 40% Voidstruck Resistance
Requires: Engineer, Captain, Scientist, Vessel Engineer
Cost: 60,000,000 Gold, 5 Weeks

Tinker (2)- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Requires: Basic Engineer Proficiency
Cost: 80,000 Gold, 3 Weeks

Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Vehicular Engineer- (Passive Ability, Engineer) Possessor's Vehicle transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Vehicle User
Cost: 300,000 Gold, 3 Weeks

Vessel Engineer- (Passive Ability, Engineer) Possessor's Vessel transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Vessel User
Cost: 300,000 Gold, 3 Weeks

War Engineer- (Passive Ability, Engineer) Possessor's War Machine transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice War Machine User
Cost: 300,000 Gold, 3 Weeks

~Jeweler~

Adept Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains an additional Accessory slot that may contain a Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet
Requires: Jeweler, 50 other Jeweler abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Basic Jeweler Proficiency, 3 other Jeweler abilities
Cost: 125,000 Gold, 2 Weeks

Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks

Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency, Basic Jeweler Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks

Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bracelet-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Wristwear possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Broach-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Broach possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Gemcutting Skills, Basic Appraisal Skills
Cost: 500,000 Gold, 2 Weeks

Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Requires: Crystal-Maker
Cost: 500,000 Gold, 2 Weeks

Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Jeweler- (Passive Ability, Jeweler) Possessor gains +(50 * Possessor Level) to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Apprentice Jeweler Proficiency, 10 other Jeweler abilities
Cost: 125,000 Gold, 4 Weeks

Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Requires: Glasses-Maker, Basic Magewright Proficiency
Cost: 500,000 Gold, 2 Weeks

Necklace-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Sunglasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Requires: Glasses-Maker
Cost: 500,000 Gold, 2 Weeks

Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has equipped
Requires: Basic Jewelcrafting Proficiency, Basic Gearwright Knowledge
Cost: 500,000 Gold, 2 Weeks

~Magewright~

Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Basic Magewright Proficiency, 3 other Magewright abilities
Cost: 125,000 Gold, 2 Weeks

Artifact Collector- (Passive Ability, Magewright) Possessor's Base Stats are increased by 1 for each different Artifact that possessor is carrying at least one Aspect of, This instead works off of artifact ownership in RP threads
Not for Sale

Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 100,000 Gold, 2 Weeks

Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Requires: Magic Item Maker
Cost: 60,000 Gold, 1 Week

Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' equipped
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Basic Magewright Proficiency
Cost: 300,000 Gold, 2 Weeks
Not for Sale

Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Requires: Basic Magewright Proficiency, Basic Enchantment Synchronization
Cost: 60,000 Gold, 2 Weeks

Eight-Accessory Stance- (Stance Ability, Magewright) Possessor loses up to 8 Consumable slots, if possessor has less than 8 Accessory slots, possessor gains Accessory slots, to a max of 8 such slots, until possessor has at least 8 Accessory slots
Not for Sale

Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

♢Known for Always Wearing a Cloak- (Passive Ability, Magewright) Possessor gains an Accessory slot that may only be used to equip Cloak accessories and that may not be converted into other slot types
Not for Sale

Mad Plumber- (Passive Ability, Magewright) Possessor's chances of inflicting Drowning increase by 5%
Not for Sale

Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Apprentice Magewright Proficiency, 10 other Magewright abilities
Cost: 125,000 Gold, 4 Weeks

Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Requires: Basic Magewright Proficiency
Cost: 50,000 Gold, 2 Weeks

Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Masked Facade Covering the Hollow Center- (Passive Ability, Magewright) At the start of each round, possessor may choose an equipped Mask; half of all MP Damage dealt to possessor is instead added to a separate total that is compared to the Gold value of said Mask / 10; if said quantity reaches said value, said Mask, at the end of the round, unequips and then breaks until the end of the thread
Not for Sale

Merge with Portait- (Passive Ability, Magewright) Possessor gains 15% Dodge, Has RP effects
Not for Sale

Pattern-Bearing Feet- (Passive Ability, Magewright) Possessor gains a Shoes slot (This is different from an Accessory slot that can only hold Shoes; this can hold Shoes of any type but doesn't count as an Accessory slot)
Not for sale

Reliquarian (2)- (Passive Ability, Magewright) Possessor may equip 1 additional Magic Item (to a max of 10 Accessories being equipped from all sources)
Not for Sale

Ringkeeper- (Passive Ability, Magewright) Possessor may equip 1 additional Ring (to a max of 10 Accessories being equipped from all sources)
Not for Sale

♢Scythe-Catching Cloak- (Passive Ability, Magewright) Possessor gains 15% Scythe Resistance if possessor is wearing a Cloak
Not for Sale

Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Requires: Basic Magewright Proficiency
Cost: 10,000 Gold, 2 Weeks

Tomecaster Stance- (Stance Ability, Magewright) Possessor may equip Tome Accessories that possess Magical Attack bonuses as Book Weapons.
Requires: Apprentice Magewright Proficiency, Apprentice Book Training, Magically Charge Tome, Tomecast Spell, Supporting Passage, Relevant Quotation
Cost: 5,000,000 Gold, 2 Weeks

Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Requires: Basic Magewright Proficiency
Cost: 50,000 Gold, 2 Weeks

Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped, This ability counts as also being the ability 'Watchmaker'/'Watch-Maker' for prerequisite purposes
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Basic Magewright Proficiency
Cost: 300,000 Gold, 2 Weeks
Not for Sale

Wielder of the Old Powers of Hunting- (Passive Ability, Magewright) Possessor, if wielding the item '*Anchor of Ordered Knowledge' and choosing to use a Damage Formula provided by it, deals 1,000,000 additional Damage per action to unique opponents
Not for Sale

~Merchant~

Accessory Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Accessories
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Alternate Costume: Bascaradine-Advertising Sandwich-Signboard Tolva- (Stance Ability, Merchant) Possessor's element becomes Technology, Possessor gains 5% additional Gold (to a max of 1,000,000 additional Gold per thread) from standard battles and random quests, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'.
Not for Sale

Alternate Costume: Ritzy Duds Tolva- (Stance Ability, Merchant) Possessor counts as possessing 50,000,000 additional Gold for purposes of effects that check how much Gold possessor has, Possessor gains the element Wealth, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Not for Sale

Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Requires: Item Salesman
Cost: 50,000 Gold, 2 Weeks

Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Requires: Basic Merchant Proficiency, 3 other Merchant abilities
Cost: 1,250,000 Gold, 2 Weeks

Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Banker- (Passive Ability, Merchant) Possessor and possessor's allies gain +5,000 Defense against Gold Damage
Requires: Merchant
Cost: 5,000,000 Gold, 3 Weeks

Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bear-Ass-Utilization Technique- (Passive Ability, Merchant) Possessor may, once per month in the Shop thread, choose to sacrifice 500 non-unique Antiquities and/or Materials that drop from monsters that are normally fightable for drops on the Enemy List but that are out-of-stock in the Shop, Should possessor choose to do so, this ability provides +500 to all stats for the remainder of the month
Requires: Merchant, Antiquity Salesman, Item Salesman
Cost: 500,000 Gold, 2 Weeks

Careful About Money When Bears Are Around- (Passive Ability, Merchant) Possessor gains +500,000 Defense against Gold Damage when in the same battlespace as an individual whose name includes 'bear'.
Not for Sale

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Requires: Item Salesman
Cost: 50,000 Gold, 2 Weeks

Deathtrap Realtor- (Passive Ability, Merchant) Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform, Possessor's half-price sell cap is increased by 2,000 Gold for Property items
Not for Sale

Drink Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Drink consumables
Requires: Consumable Salesman
Cost: 50,000 Gold, 2 Weeks

Econoist- (Passive Ability, Merchant) Possessor may not be prevented from spending or trading Gold by entities below Level 35
Not for Sale

Economist- (Passive Ability, Merchant) Possessor may choose to have possessor's half-price sales cap increases by 5,000 Gold for 1 week in regards to sold-out items in exchange for having possessor's half-price sales cap decrease by 10,000 Gold for 2 weeks in regards to in-stock items.
Requires: Training in Economics, Mathematical Knowledge
Cost: 220,000 Gold, 2 Weeks

Exceptional Resources- (Passive Ability, Merchant) Possessor counts as possessing 100,000,000 additional Gold, Possessor gains +20,000,000 Defense against Gold Damage, Possessor may, at the start of each round, use one charge from any one Consumable worth under 10,000,000 Gold that is in stock in the shop
Not for Sale

Fast Food Vendor- (Passive Ability, Merchant) Possessor gains +100 to possessor's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus on rounds after rounds during which possessor trades or uses a Food consumable, Possessor gains +500 Defense against Gold Damage on rounds after rounds during which possessor trades a Food consumable
Requires: Food Vendor
Cost: 50,000 Gold, 2 Weeks

Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
Requires: Pet Salesman, Basic Botanist Knowledge
Cost: 140,000 Gold, 2 Weeks

Flush With Cash- (Passive Ability, Merchant) The first time each battle that a source below Level 80 would deal possessor Gold Damage, possessor ignores said Gold Damage
Not for Sale

Food Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Food consumables
Requires: Consumable Salesman
Cost: 50,000 Gold, 2 Weeks

Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Not for Sale

Hilariously Good at Business Management- (Passive Ability, Merchant) Possessor obtains +5,000,000 Defense against Gold Damage, Possessor's Large Structure pets and summons gain +2,000,000 Defense against Gold Damage, Up to 200 times per thread, up to once per round, at the start of a round, possessor may, if possessor possesses at least 200,000,000 Gold, choose to obtain 5,000,000 Temporary Gold and have a 100% chance of inflicting Confusion: Overwhelmed by Laughter on up to 5 chosen oppoenents, Possessor may, up to once per month, while possessor possesses at least 200,000,000 Gold, claim 5,000,000 Gold in the Shop or Ability Shop
Not for Sale

Holds a Job Down at the Quarry- (Passive Ability, Merchant) Possessor may, once per day, post to claim 1,000,000 Gold and 1 Mountain King Bonus Week, Possessor loses 1 battle slot per day, Possessor loses this ability if possessor does not post to claim the Gold and Week from this ability for 30 consecutive days without posting a Guild Thread saying they're putting in paperwork for approved long-term leave at their quarry job
Not for Sale

Independently Wealthy- (Passive Ability, Merchant) Possessor gains (100,000 x Possessor Level, to a max of Level 99) Gold per month
Not For Sale

Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Knowledge of Accounting- (Passive Ability, Merchant) Possessor gains +2,000 Defense against Gold Damage.
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Knowledge of Business Administration- (Passive Ability, Merchant) Possessor gains +5,000 Defense against Gold Damage. Possessor's half-price sales cap increases by 50,000 Gold.
Requires: Apprentice Merchant Proficiency
Cost: 500,000 Gold, 3 Weeks

Knowledge of Economics- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 20,000 Gold.
Requires: Apprentice Merchant Proficiency, Training in Economics
Cost: 200,000 Gold, 3 Weeks

Knowledge of International Business- (Passive Ability, Merchant) Possessor may target allies in other battlespaces with 'Trade' actions so long as there are no opponents in the battlespaces of those allies or in possessor's battlespace
Requires: Knowledge of Business Administration, Trader
Cost: 200,000 Gold, 2 Weeks

Knowledge of Logistics and Supply Chain Management- (Passive Ability, Merchant) Possessor's 'Trade' actions may not be countered by opponents below Level 20.
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Knowledge of Public Relations- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'
Not for Sale

Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Requires: Item Salesman
Cost: 50,000 Gold, 2 Weeks

Merchandising Deal: Officially Licensed Kit Plushies with 10 Phrases- (Passive Ability, Merchant) +1 Fame, Possessor may spend 20,000 Gold in the shop or an RP thread to create 1 'Officially Licensed Kit Plushie with 10 Phrases', Possessor may post in the shop up to once per month to claim 2,000,000 Gold
Not for Sale

Merchandising Deal: Timefox Star Lances- (Passive Ability, Merchant) +2 Fame, Possessor may spend 20,000,000 Gold in the shop or an RP thread to create 1 'Timefox Star Lance', Possessor may post in the shop up to once per month to claim 20,000,000 Gold
Not for Sale

Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Requires: Apprentice Merchant Proficiency, 10 other Merchant abilities
Cost: 1,250,000 Gold, 4 Weeks

Milk 'Em For All They're Worth- (Technique Ability, Merchant) Possessor may use 'Milk 'Em For All They're Worth' in conjunction with a 'Melee Attack' or 'Magical Attack' action. Said action deals Gold Drain instead of any HP Damage that it would deal.
Not for Sale

Obtained the Prophesied Face-Flavored Coffee Sponsorship Deal- (Passive Ability, Merchant) +1 Fame, Possessor may spend 600 Gold in the shop or an RP thread to create 1 ''Kit's Face' Flavor Coffee', Possessor may post in the shop up to once per month to claim 600,000 Gold; This ability's name additionally counts as being 'Merchandising Deal: 'Kit's Face' Flavor Coffee'
Not for Sale

Obtained the Prophesied Face-Flavored Pie Sponsorship Deal- (Passive Ability, Merchant) +1 Fame, Possessor may spend 600 Gold in the shop or an RP thread to create 1 ''Kit's Face' Flavor Pie', Possessor may post in the shop up to once per month to claim 600,000 Gold; This ability's name additionally counts as being 'Merchandising Deal: 'Kit's Face' Flavor Pie'
Not for Sale

Obtained the Prophesied Face-Flavored Tea Sponsorship Deal- (Passive Ability, Merchant) +1 Fame, Possessor may spend 600 Gold in the shop or an RP thread to create 1 ''Kit's Face' Flavor Tea', Possessor may post in the shop up to once per month to claim 600,000 Gold; This ability's name additionally counts as being 'Merchandising Deal: 'Kit's Face' Flavor Tea'
Not for Sale

Office Worker- (Passive Ability, Merchant) Possessor obtains +5 MP and 1% Fatigued Resistance
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Price Gouge- (Technique Ability, Merchant) Possessor may use 'Price Gouge' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', 'Overdrive', 'Cast a Spell', or 'Use an Item' if no other technique is used. All Gold Damage that possessor deals as part of said action is doubled, to a max of 1,000,000 additional points, as an effect that does not stack with other Gold-damage-doubling effects.
Not for Sale

Property Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Properties
Requires: Item Salesman
Cost: 50,000 Gold, 2 Weeks

Spell Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Spells
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Trader- (Passive Ability, Merchant) Possessor gains +200 to all stats as a non-stacking buff that lasts until the end of the round whenever an item is traded to or from possessor (not counting the stealing of items or the creation of items)
Requires: Merchant
Cost: 300,000 Gold, 2 Weeks

Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Requires: Basic Merchant Proficiency
Cost: 40,000 Gold, 2 Weeks

Transformation Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Transformations
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Traveling Merchant's Guile- (Passive Ability, Merchant) Possessor's items and Gold may not be broken or stolen by individuals below level 20 so long as possessor has either 3 pets or non-summoned allies total or at least one pet or non-summoned ally of level 15 or greater, Possessor's sell value cap increases by 500 Gold
Not for Sale

Vend!- (Active Ability, Merchant) Possessor may spend an action to pay for and create an item from possessor's Vending List
Not for Sale

Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks


~Smith~

Adept Smith Proficiency- (Passive Ability, Smith) Possessor gains an additional Accessory slot that may contain a Gauntlets or a Helm
Requires: Smith, 50 other Smith abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Advanced Flameforging Technique- (Passive Ability, Smith) Possessor's spells that create items cost 25,000 less XP to cast if possessor is in a Zone of Fire, Possessor gains +3,000 STR if in a Zone of Fire, Artifice and Golomancy spells cost possessor 20,000 less MP if possessor is in a Zone of Fire
Not for Sale

Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Requires: Gunsmith
Cost: 50,000 Gold, 2 Weeks

Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: Basic Smith Proficiency, 3 other Smith abilities
Cost: 125,000 Gold, 2 Weeks

Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Axecrafter- (Passive Ability, Smith) All Axes give +20 CON
Requires: Weaponsmith
Cost: 50,000 Gold, 2 Weeks

Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Requires: Basic Smith Proficiency
Cost: 25,000 Gold, 1 Week

Basic Flameforging Technique- (Passive Ability, Smith) Possessor's spells that create items cost 2,500 less XP to cast if possessor is in a Zone of Fire, Possessor gains +300 SPI if in a Zone of Fire, Artifice and Golomancy spells cost possessor 2,000 less MP if possessor is in a Zone of Fire
Not for Sale

Base Knowledge of Perfected Iron- (Passive Ability, Smith) Possessor's equipped items that provide a bonus to possessor's Defense provide an additional 250 points
Not For Sale

Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Requires: Weaponsmith
Cost: 75,000 Gold, 2 Weeks

Blunt Weapon Crafter- (Passive Ability, Smith) +25 Melee Attack if a Mace, Staff, or Hammer is equipped
Requires: Weaponsmith, Woodcarver, Stonecarver
Cost: 50,000 Gold, 2 Weeks

Bowyer- (Passive Ability, Smith) Bows give +30 Ranged Attack
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Efficient Crafter- (Passive Ability, Smith) Possessor's spells and secret formulas that create items cost possessor 150 less XP to use
Requires: Basic Smith Proficiency
Cost: 100,000 Gold, 3 Weeks

Enchanted Weapon Crafter- (Passive Ability, Smith) All equipped weapons that provide attack bonuses have said bonuses increased by 100 each, +50 to all stats if a Magic Item, a weapon of any type, and an Enchantment spell are equipped
Requires: Apprentice Smith Proficiency, Apprentice Enchanting Attunement
Cost: 250,000 Gold, 4 Weeks

Experienced at Tempering- (Technique Ability, Smith) Possessor may use Experienced at Tempering in conjunction with a Melee or Magical Attack, so long as no other technique is used. If possessor hits a target with a Ice element attack that includes this technique that possessor hit with an Fire element attack the round prior, and said target is affected by a debuff that reduces its Defense by 50 that stacks 25 times
Requires: Apprentice Smith Proficiency
Cost: 100,000 Gold, 3 Weeks

Fletcher- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Bow equipped
Requires: Bowyer
Cost: 50,000 Gold, 2 Weeks

Gauntlet Crafting- (Passive Ability, Smith) Possessor gains +10 to all stats and +20 Defense for each Gauntlets equipped
Requires: Basic Smith Proficiency
Cost: 80,000 Gold, 2 Weeks

Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Hammersmith- (Passive Ability, Smith) All Hammers equipped give +20 CON
Requires: Weaponsmith
Cost: 50,000 Gold, 2 Weeks

Has Studied Weapon Blueprints- (Passive Ability, Smith) Poessessor's weapons that provide stat bonuses that are not buffs provide an additional +50 to each stat they provide a bonus to, Possessor's weapons that possess Melee Attack, Magical Attack, or Ranged Attack bonuses gain +200 to each such bonuses possessed, Possessor gains +60 MIN
Not for Sale

Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Impregnable Iron Shell- (Passive Ability, Smith) The first time per thread that possessor equips each armor that possessor created during this thread, possessor obtains a buff that stacks 12 times that prevents the application of a debuff from a source equal to or below possessor's Level to its possessor, with said buff vanishing if the armor that was equipped to provide it becomes unequipped
Not for Sale

Knowledge of Common Smithing Tricks- (Passive Ability, Smith) Possessor's Smith abilities cost 5,000 Gold and 500 XP less in terms of costs for providing items with Smithing Technique Enhancements
Not for Sale

Knows About Smithing Unusual Materials- (Passive Ability, Smith) Possessor's equipped items that possesses at least one nonbase element have their stat bonuses increased by 300 points
Not for Sale

Light Armor Crafter- (Passive Ability, Smith) +50 Defense if a Light Armor is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Master Ironworker- (Passive Ability, Smith) If possessor is wearing an Armor that possessor created during the current thread, possessor is Immune to Damage from sources of lower Level than possessor and is Immune to sources 10 or more Levels below possessor
Not for Sale

Miner- (Passive Ability, Smith) +10 Defense against Earth, +40 Defense if the terrain or phantom terrain is Caverns, 20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
Requires: No Prerequisites
Cost: 50,000 Gold, 4 Weeks

Mindblast Smelting- (Passive Ability, Smith) If possessor performs an action that is both Psychic and Fire element, possessor may choose up to 5 instances of Mindblasted present on a combination of possessor and on willing allies, curing them, and then, for each instance successfully cured, (obtain 5,000,000 Temporary Gold, obtain a buff that stacks 200 times that causes its possessor to count as possessing an additional Psychic & Metal element Material named 'Mindblast Ingot', and regenerate 5,000,000 HP)
Not for Sale

Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Requires: Basic Smith Proficiency
Cost: 90,000 Gold, 2 Weeks

Polearm Crafter- (Passive Ability, Smith) +25 Melee Attack if a Spear or Polearm is equipped
Requires: Weaponsmith
Cost: 75,000 Gold, 2 Weeks

Reforge- (Active Ability, Smith) Possessor may spend an action, 5,000 Gold, and 500 XP to give an item worth below 5,000,000 Gold the Smithing Technique Enhancement 'Reforged'
Not for Sale

Reforge (Attack Focus)- (Active Ability, Smith) Possessor may spend an action, 100,000 Gold, and 5,000 XP to give an item worth below 7,500,000 Gold the Smithing Technique Enhancement 'Reforged (Attack Focus)'
Not for Sale

Reforge (Defense Focus)- (Active Ability, Smith) Possessor may spend an action, 100,000 Gold, and 5,000 XP to give an item worth below 7,500,000 Gold the Smithing Technique Enhancement 'Reforged (Defense Focus)'
Not for Sale

Reforge (Fanciness Focus)- (Active Ability, Smith) Possessor may spend an action, 10,000,000 Gold, and 5,000 XP to give an item worth below 17,500,000 Gold the Smithing Technique Enhancement 'Reforged (Fanciness Focus)'
Not for Sale

Reforge (Speed Focus)- (Active Ability, Smith) Possessor may spend an action, 200,000 Gold, and 10,000 XP to give an item worth below 12,500,000 Gold the Smithing Technique Enhancement 'Reforged (Attack Focus)'
Not for Sale

Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Requires: Basic Smith Proficiency
Cost: 60,000 Gold, 2 Weeks

Shieldcrafter- (Passive Ability, Smith) +50 Defense if a Shield is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Shieldmaker- (Passive Ability, Smith) Each Shield equipped provides +20 Defense
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Smelter Who Has Attempted to Make Perfected Iron- (Passive Ability, Smith) Possessor's equipped items cannot be destroyed or stolen by individuals below Level 20
Not For Sale

Smelter Who Has Gained a Further Glimmer of Knowledge Regarding Perfected Iron- (Passive Ability, Smith) Possessor's equipped items cannot be destroyed or stolen by individuals below Level 40
Requires: Base Knowledge of Perfected Iron, Smith, Level 20, Second Moment of Realization of the Iron Dream's Eternal Nature, Second Fortification of the Iron Vastness, Resistance of the Iron Vastness, Third Fortification of the Iron Vastness, Newfound Understanding of the Adaptive Invulnerability of the Iron Dream, Further Meditation Upon the Iron Iris
Not for Sale

Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Requires: Apprentice Smith Proficiency, 10 other Smith abilities
Cost: 125,000 Gold, 4 Weeks

Smith of Perfection- (Passive Ability, Smith) Items created by possessor cannot be destroyed by sources equal to or below possessor's Level
Not for Sale

Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Requires: Repair
Cost: 75,000 Gold, 3 Weeks

Stonecarver- (Passive Ability, Smith) +200 Damage against Earth element Elementals to all attacks that deal damage, +20 STR if a Axe, Stone, or Mace is equipped
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Swordsmith- (Passive Ability, Smith) Possessor's damage-dealing attacks deal an additional 200 points of Damage if possessor has a Sword equipped
Requires: Weaponsmith
Cost: 50,000 Gold, 2 Weeks

Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Understands Common Smithing Errors- (Passive Ability, Smith) Possessor's Secret Formulas that produce items worth under 50,000,000 Gold that have a chance of failure have said falure chance reduced by 2%
Not for Sale

Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Whittler- (Passive Ability, Smith) +25 to all stats if a Trinket is equipped, +15 MIN if a Staff is equipped, 1% Melee Attacks against Plants of lower level inflict a debuff that reduces their target's Defense by 25 that stacks 10 times
Requires: Woodcarver
Cost: 25,000 Gold, 3 Weeks

Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks



~Other: Dollmaker (Doll)~

Basic Dollmaker Proficiency- (Passive Ability, Other: Dollmaker) Possessor gains one Doll slot, Possessor may, at the start of a thread, possess a Doll in its Doll Slot that possesses 5 points in each Base Stat, one Weapon slot, a subtype of Golem, an element of Basic, the ability 'Melee Attack', the ability 'Magical Attack', and the ability 'Ranged Attack', and that builds its stats like a PC but is a nonunique summon that travels in a Doll Slot instead of a Summon Slot, The Doll created by this ability is this ability's possessor's Level, to a max of 19
Requires: Puppeteer, Toymaker, Evermason, Summoner, Channeler
Cost: 5,000,000 Gold, 30 Weeks


~Other: Druglord (Drug)~

Apprentice Druglord Proficiency- (Passive Ability, Other: Druglord) Possessor may purchase Drug consumable from the shop that are in stock for 2% less Gold (multiplicative)
Requires: Basic Druglord Proficiency, 3 other Druglord Abilities
Cost: 125,000 Gold, 2 Weeks

Basic Druglord Proficiency- (Passive Ability, Other: Druglord) Possessor may purchase Drug consumable from the shop that are in stock for 1% less Gold (multiplicative)
Requires: Merchant, Chef, Botanist, Vermin Lord, Alchemist, Biomancer, Thief, Scientist, Ebon Chancellor, Caliph of Corrosion
Cost: 5,000,000 Gold, 5 Weeks

Druglord- (Passive Ability, Other: Druglord) Possessor may purchase Drug consumable from the shop that are in stock for 5% less Gold (multiplicative), Possessor's allies who possess at least one Curse whose name includes 'Addiction' gain +(Possessor's Level * 100) to all stats as a non-stacking constantly applied bonus
Requires: Apprentice Druglord Proficiency, 10 other Druglord Abilities
Cost: 125,000 Gold, 4 Weeks

Wings to Fly Longer and Higher- (Passive Ability, Other: Druglord) Possessor's Drug-granted abilities take an additional week before switching from their non-Withdrawal version to their Withdrawal versions


~Other: Infusionist (Additive)~

Basic Infusionist Proficiency- (Passive Ability, Other: Infusionist) Buffs and debuffs with sources that are Consumables used by possessor have their stat increases and reductions increased by 50 points, Quantities of Damage with sources that are Consumables used by possessor have their values increased by 500 points
Requires: Alchemist, Crafter, Chef, Transmuter, Enchanter
Cost: 5,000,000 Gold, 15 Weeks


~Other: Item Canner (Canned Item)~

Basic Item Canner Proficiency- (Passive Ability, Other: Item Canner) Canned Item consumables used by possessor produce 1 additional item of each type they would produce that is in stock in the Shop that is worth under 5,000,000 Gold
Requires: Crafter, Wanderer, Artificer, Enchanter, Slayer
Cost: 5,000,000 Gold, 15 Weeks


~Other: Logistical Archfarmer (Resource)~

Basic Logistical Archfarmer Proficiency- (Passive Ability, Other: Logistical Archfarmer) Possessor may choose to obtain up to 5 Food or Drink items that are in stock in the Shop that are worth 500,000 Gold or less each day
Requires: Merchant, Botanist, Beastmaster, Artificer, Geomancer, Summoner
Cost: 5,000,000 Gold, 30 Weeks


~Other: Miracle Engineer (Miracle Engine)~

Basic Miracle Engineer Proficiency- (Passive Ability, Other: Miracle Engineer) Possessor obtains 5,000,000 Temporary XP at the start of each thread
Requires: Theoretical Mage-Scientist, Wizard, Engineer, Magewright, Technomancer, Scientist, Priest, Enchanter, Geomancer, Summoner, Heir to the Future, Eternal Champion, Arcane Vizier
Cost: 60,000,000 Gold, 60 Weeks

Inbuilt Miracle-Engine for a Heart- (Passive Ability, Other: Miracle Engineer) Possessor is a deity and possesses a deity profile. Possessor counts as having an additional Miracle Engine equipped.
Not for Sale

Miracle-Engine-Heart Activation- (Active Ability, Other: Miracle Engineer) Possessor may, up to (Possessor's Level / 5, rounded up) times per thread, spend an action to replicate an action performable by an entity of lower Level that is normally fightable on the Enemy List for drops as though an instance of said entity were performing said action
Not for Sale


~Other: Pattern Admixturist (Mystic Infusion)~

Basic Pattern Admixturist Proficiency- (Passive Ability, Other: Pattern Admixturist) Possessor's equipped items that share an element with possessor have their stat bonuses increased by 50 points
Requires: Channeler, Alchemist, Magewright, Wizard, Enchanter, Transmuter, Crafter, Scholar, Weirdworker, Elementalist, Conjurer, Theoretical Spellcaster
Cost: 5,000,000 Gold, 5 Weeks


~Other: Runescribe (Elder Symbol)~
Basic Elder Symbol Attunement- (Passive Ability, Other: Runescribe) All Elder Symbol accessories possessor has equipped that possess a Magical Attack bonus gain +500 additional Magical Attack; All spells possessor casts that create Elder Symbols cost possessor 1,000 less MP, 500 less XP, and 50,000 less Gold to cast
Not For Sale

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:50 pm
by Administrator
Transformation-Based Classes

~Captain (Vessel)~

Aether Captain Stance- (Stance Ability, Captain) Minor and moderate negative status effects may not prevent possessor from acting, Individuals (other than possessor) who are not greater Level than possessor who are not Level 85 or greater may not prevent possessor from switching rows or cause possessor's actions to be skipped without possessor's permission, Possessor may enter or exit an equipped Vessel transformation at the start or end of any of possessor's actions, Possessor may choose to gain the subtype Vessel and/or the element Aether, Any of possessor's Vessel transformations may gain the element Aether, Possessor's Vessel transformations gain +15% Dodge
Not for Sale

Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic Vessel User, 3 other Captain abilities
Cost: 125,000 Gold, 2 Weeks

Automatically Generates Well-Trained Crew When Needed- (Passive Ability, Captain) If possessor (including Transformations possessor is Transformed into) possesses a Passenger Capacity that includes unoccupied spaces, possessor may choose for this ability to count as filling any number of those spaces, to a max of 20,000, with this ability providing +100 to all stats for each such space it fills
Not for Sale

Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks

Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks

Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Piloting
Cost: 100,000 Gold, 2 Weeks

Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks

Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Battle-Sailing Stance- (Stance Ability, Captain) If possessor is wielding a Deadly Item whose name includes 'Boat', 'Ship', 'Galleon', or 'Yacht', possessor gains 80% Dodge, gains +45,000 Ranged Attack, gains +45,000 Melee Attack, gains 45% Water Resistance, and may count as possessing the subtype Vessel
Not for Sale

Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Requires: No Prerequesites
Cost: 100,000 Gold, 2 Weeks

Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks

Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Requires: Sailor, Basic Zonal Acclimation of Darkness OR Thief
Cost: 90,000 Gold, 2 Weeks

Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks

Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Requires: Navigator, Knowledge of Basic Hyperspace Theory
Cost: 600,000 Gold, 2 Weeks

Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Requires: Improved Spaceship Piloting
Cost: 300,000 Gold, 2 Weeks

Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Combat Training, Apprentice Vessel User
Cost: 300,000 Gold, 2 Weeks

Indiscriminate Bombing- (Passive Ability, Captain) Possessor's Vessel transformations' attacks may deal 50,000 additional Damage and have their targets randomized across all possible targets
Not for Sale

Knows About Trains- (Passive Ability, Captain) Possessor's Vehicle and Vessel transformations whose name includes 'Train' or 'Rail' gain +50 MIN
Not for Sale

My Ship is Where My Heart Is- (Passive Ability, Captain) Possessor's Vessels have possessor's unmodified stats added to them, Possessor's Vessel transformations may not be broken, unequipped, or removed from the thread by individuals who are not 20 or more Levels greater than possessor while possessor is alive
Not for Sale

Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Requires: Can Navigate Via the Stars, Basic Vessel Use
Cost: 300,000 Gold, 2 Weeks

Pole-Raft Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +50 AGI if possessor is wielding a Polearm
Requires: Basic Boat Sailing, Basic Polearm Training
Cost: 60,000 Gold, 2 Weeks

Really Happy About Being Around Trains- (Passive Ability, Captain) Possessor is afflicted with Elevated at the start of any round during which possessor or one of possessor's allies is wielding an item whose name includes 'Train' or is an individual whose name includes 'Train'
Not for Sale

Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Requires: Sea Legs
Cost: 170,000 Gold, 3 Weeks

Sailor of the Gloomsea- (Passive Ability, Captain) Possessor's Vessel transformations obtain +30 to all stats while possessor is in a Zone of Darkness
Requires: Sailor, Navigator, Can Sail Well Under Darkness, Apprentice Vessel User, Darksight
Cost: 8,000,000 Gold, 10 Weeks

Salvation Egress- (Passive Ability, Captain) When possessor exits a battlespace, possessor may Transform into a Vessel that possessor could transform into with a 'Transform' action and may make any number of willing allies present in the battlespace being exited (up to said Vessel's Passenger Capacity) passengers on said Vessel
Not for Sale

Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Requires: Basic Vessel User
Cost: 90,000 Gold, 2 Weeks

Skiff Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Skiff' gain +30 to all stats
Requires: Basic Boat Sailing
Cost: 60,000 Gold, 2 Weeks

Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Requires: Apprentice Vessel User
Cost: 250,000 Gold, 2 Weeks

Stealthy Rafting- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +1% Dodge against opponents who have not yet acted
Requires: Pole-Raft Captain, Can Sail Well Under Darkness
Cost: 300,000 Gold, 2 Weeks

Train Conductor- (Passive Ability, Captain) Possessor's Vessel transformations gain +400 to all stats while not in a Zone of Air, Fire, Water, or Darkness, Possessor's Vessel transformations gain +300 AGI, Possessor's Vessel transformations that can carry at least 15 passengers can carry 5 more, Possessor's Vessel transformations count as being 3 Levels higher for purposes of leaving battle
Not for Sale

Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
Requires: Captain, Hyperspace Navigation, Wanderer, Apprentice Leadership Attunement
Cost: 2,000,000 Gold, 2 Weeks

Whirlpool-Avoiding Seacaptain- (Passive Ability, Captain) Possessor's Vessel transformations gain Drowining: Tide-Trapped Immunity and Immunity to Drowning (but not its sub-status effects)
Not for Sale

Widened Bomb Blast Radius- (Passive Ability, Captain) Possessor's Vessel transformations' abilities that hit at least 10 targets may hit 5 more targets
Not for Sale

~Exemplar of Benevolence (Holy Form)~

Basic Holy Form User- (Passive Ability, Exemplar of Benevolence) All holy Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

~Exemplar of Malevolence (Fiendish Form)~

Basic Fiendish Form User- (Passive Ability, Exemplar of Malevolence) All Fiendish Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

~Cyberneticist (Upgraded Form)~

Basic Upgraded Form User- (Passive Ability, Cyberneticist) All Upgraded Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Left Eye Designed by Tshlanylvok- (Active/Passive Ability, Cyberneticist) +25 AGI, can skip a turn to view stats of an enemy of lower level, +3% to hit, +1% critical, +1% loses control of actions at start of turn, 5% weakness to chaos
Not for sale

Right Eye Designed by Tshlanylvok- (Passive Ability, Cyberneticist) +5% to hit
Not for sale


~Driver (Vehicle)~

"I'm In a Tank!"- (Passive Ability, Driver) Possessor may, once per thread as a pre-emptive counter to an action, transform into a Vehicle transformation that possessor has equipped and then, as a non-pre-emptive counter to the same action, use any one of said vehicle's Abilities as an action, provided that possessor could normally use said ability as an action
Not for Sale

Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Requires: Basic Vehicle User, 3 other Driver abilities
Cost: 125,000 Gold, 2 Weeks

Armored Car Plating- (Vehicle Trait, Driver) Possessor gains +500 Defense, Possessor's passengers gain +600 Defense
Requires: Possesses a Passenger Capacity
Cost: 500,000 Gold, 2 Weeks

Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Requires: Vehicle-Based Smuggler, 3 Captain abilities
Cost: 190,000 Gold, 3 Weeks

Bail Out!- (Passive Ability, Driver) If a single-hit attack targeting possessor while possessor is in a Vehicle transformation would kill possessor's Vehicle transformation but not possessor if possessor was not in said Vehicle transformation, there is a 25% chance that possessor, in response to the attack, will de-transform, the vehicle transformation that possessor was in is considered to be in whatever state the attack would have left it in, and possessor may not transform into other vehicle transformations for the next 10 turns
Requires: Stunt Driver
Cost: 190,000 Gold, 3 Weeks

Bail Out! Bail Out!- (Passive Ability, Driver) Possessor may, once per thread as a pre-emptive counter to an action, transform out of a Vehicle transformation that possessor is in
Not for Sale

Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bicycle Rider- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Bicycle' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Boarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Board' in the name
Requires: Skateboarder, Snowboarder, Surfer
Cost: 60,000 Gold, 2 Weeks

Can Drive in 'Love Gear'- (Passive Ability, Driver) If possessor is in a Vehicle transformation that is afflicted with Charm from an allied source, possessor gains +500 to all stats as a buff and gains 50% Charm Resistance
Not for Sale

Can Fire Walrus Skulls While Racing- (Passive Ability, Driver) Possessor may, once per round while in a Transformation, after one of possessor's actions, deal 500,000 Flat Chaos & Water element Damage to one individual who possesses a lower turn-order-determining stat sum
Not for Sale

Car Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Carriage/Buggy/Coach Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Carriage', 'Coach', or 'Buggy' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Chariot Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Chariot' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Clown-Car Contortonism- (Passive Ability, Driver) Possessor does not count towards the maximum number of passengers in Vehicles that possessor is a passenger in
Requires: Clown, Driver, Contortionist, Basic Spatial Magic Attunement, Basic Subspace Architect Knowledge
Cost: 500,000 Gold, 3 Weeks

Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Not for Sale

Cycle Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Cycle' in the name
Requires: Motorcycle Driver, Bicycle Rider, Unicyclist
Cost: 60,000 Gold, 2 Weeks

Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vehicle User, 10 other Driver abilities
Cost: 125,000 Gold, 4 Weeks

Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Requires: Basic Vehicle User, 2 Thief abilities
Cost: 60,000 Gold, 2 Weeks

Mole Tank Driver- (Passive Ability, Driver) Mole Tanks piloted by possessor gain +500 HP, +40 AGI, and have attacks that do 300 additional damage if they already do damage
Not for sale

Motorcycle Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Motorcycle' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Murder Passenger- (Active Ability, Driver) Possessor may, while in a Vehicle Transformation, spend an action to inflict Instant Death on a passenger that is below Level 10 and below possessor's Level
Not for Sale

My Vehicles Always Stay Shiny and New-Looking- (Passive Ability, Driver) Possessor's Vehicle Transformations are Immune to debuffs from sources below Level 20
Not for Sale

Possesses a Mini-Fridge Full of Refreshments- (Vehicle Trait, Driver) Possessor's passengers may Regenerate 200 HP per round
Requires: Possesses a Passenger Capacity
Cost: 40,000 Gold, 1 Week

Possesses a Passenger Capacity- (Vehicle Trait, Driver) Possessor may spend an action to pick up or deploy 1 passenger, All of possessor's passengers are automatically deployed if possessor dies, Possessor may carry a number of passengers up to possessor's Passenger Capacity, Possessor has a Passenger Capacity of 1
Requires: The ability to count as a 'Vehicle', whether constantly or through a Stance
Cost: 1,000,000 Gold, 5 Weeks

Possesses a Sun Roof- (Passive Ability, Driver) Possessor's passengers may count as being in a Zone of Light if possessor is in a Zone of Light
Requires: Possesses a Passenger Capacity
Cost: 100,000 Gold, 1 Week

Possesses a Sun Roof that Contains a Gateway to a Distant Sun- (Passive Ability, Driver) Possessor's passengers may count as being in a Zone of Light
Requires: Sun-Doorway Body
Cost: 500,000 Gold, 1 Week

Racecar Driver- (Active Ability, Driver) Possessor may spend an action to give a Vehicle transformation that possessor is currently in a buff that gives +5,000 AGI, said transformation takes double damage from all attacks while under the effects of this buff, this ability does not stack
Requires: Basic Vehicle User
Cost: 190,000 Gold, 2 Weeks

Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Not for Sale

Skateboarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Skateboard' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Snowboarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Snowboard' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Requires: Basic Vehicle User
Cost: 40,000 Gold, 3 Weeks

Surfer- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Surfboard' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

The Walrusfastest (Platinum-Certified)- (Passive Ability, Driver) Entities below Level 80 have their turn-order-determining stat sums counted as lower than possessor's turn-order-determining stat sum for turn-order-determining and order-of-effects-determining purposes
Not for Sale

Timecraft Driver- (Passive Ability, Driver) Possessor's Time element Vehicle transformations gain +500 AGI and 40% Dodge
Not for Sale

Truck Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have Truck in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Trucker's Soul- (Passive Ability, Driver) Possessor's Vehicle transformations gain +500 Defense against SPI Damage
Not for Sale

Unicyclist- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Unicycle' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
Requires: Basic Vehicle User, 3 Thief abilities
Cost: 120,000 Gold, 3 Weeks

Walrus-Induced Road-Rage- (Passive Ability, Driver) If possessor is in a Transformation and any individual present in the same battlespace either has 'Walrus' in their name or in the name of one of their carried, equipped, or dropped items, possessor deals 100,000 additional Damage
Not for Sale

Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice
Not for Sale

~Lord of War (War Machine)~

Apply Automatic Recalibrating Tuneups- (Passive Ability, Lord of War) Possessor's War Machine transformations gain +50 to all stats as a buff that stacks 20 times at the start of each round, with said buff vanishing at the end of battle
Requires: Basic Engineer Proficiency, Basic War Machine User
Cost: 60,000 Gold, 2 Weeks

Apprentice War Machine User- (Passive Ability, Lord of War) All of possessor's War Machine transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic War Machine User, 3 other Lord of War abilities
Cost: 125,000 Gold, 2 Weeks

Artillary Firing Training- (Passive Ability, Lord of War) Possessor's War Machine transformations deal 2,000 additional Damage to targets in the back row
Requires: Basic War Machine User
Cost: 60,000 Gold, 2 Weeks

Artillary Targeting Training- (Passive Ability, Lord of War) Possessor's War Machine transformations gain +1% To Hit against targets in the back row
Requires: Artillary Firing Training
Cost: 60,000 Gold, 2 Weeks

Asymmetric Warfare Expert- (Passive Ability, Lord of War) If possessor's side of battle has less individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, said side of battle chooses a number of individuals on it equal to the number of individuals on possessor's side of battle, all other individuals on said opposing side gain -5% To Hit, If possessor's side of battle has more individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, possessor's side of battle chooses a number of individuals on possessor's side of battle equal to the number of individuals more on possessor's side of battle than on said side of battle, all such individuals gain +50 to all stats for the remainder of the turn
Requires: Basic War Machine User
Cost: 90,000 Gold, 3 Weeks

Ballistic Weapons Training- (Passive Ability, Lord of War) Damaging abilities of possessor's War Machine transformations have 200 added to their damage values
Requires: Basic War Machine User
Cost: 60,000 Gold, 2 Weeks

Barrage Fire Training- (Passive Ability, Lord of War) Possessor's War Machine transformations have their attacks which have hits directed at at least 20 targets gain +5% To Hit
Requires: Artillary Targeting Training, Meticulously Aimed Fire
Cost: 150,000 Gold, 2 Weeks

Basic War Machine User- (Passive Ability, Lord of War) All War Machine transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Calculated Targeting- (Passive Ability, Lord of War) Possessor's War Machine transformations with under 114% To Hit (unbuffed) possess 114% to Hit
Requires: Basic War Machine User
Cost: 50,000 Gold, 2 Weeks

Can Modify War Machines to Better Utilize Power- (Passive Ability, Lord of War) Possessor's War Machine transformations gain +500 MP
Requires: Basic War Machine User, Basic Engineer Proficiency
Cost: 70,000 Gold, 2 Weeks

Drive Across Rough Terrain- (Passive Ability, Lord of War) Possessor's War Machine and Vehicle transformations have their turn-order-determining stat sums reduced by 200 fewer points for turn-order-determining purposes by effects attached to zones, terrains, or phantom terrains (with this reduction applying to each such effect seperately)
Requires: Driver, Basic War Machine User
Cost: 40,000 Gold, 2 Weeks

Focused Targetting Expert- (Passive Ability, Lord of War) Possessor's War Machine transformations deal 2,000 additional Damage with offensive actions that target individuals who, earlier in the same round, have been targetted by offensive actions by another War Machine
Requires: Meticulously Aimed Fire
Cost: 80,000 Gold, 2 Weeks

Improved Passenger Shielding- (Vehicle Trait, Lord of War) Possessor's passengers gain +1,000 Defense
Requires: Armored Car Plating
Cost: 500,000 Gold, 2 Weeks

Lawnmower Mania- (Passive Ability, Lord of War) Possessor's War Machine and Vehicle transformations that have a chance of inflicting Wounded have said chance raised by 10%
Not for Sale

Lord of War- (Passive Ability, Lord of War) All of possesser's War Machine transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Requires: Apprentice War Machine User, 10 other Lord of War abilities
Cost: 125,000 Gold, 4 Weeks

Meticulously Aimed Fire- (Active Ability, Lord of War) If possessor is in a War Machine transformation, then possessor may spend an action to have possessor's next action, if it is an action with a chance of missing, gain +15% To Hit
Requires: Calculated Targeting, Ballistic Weapons Training
Cost: 70,000 Gold, 2 Weeks

Mounted Gun Platform- (Vehicle Trait, Lord of War) If possessor has passengers, once per round, one of said passengers may, at the start of possessor’s first action of said round, gain an action and spend said action to deal 30,000 Flat Physical & Technology element Damage to any one target; said action may be countered with actions targeting possessor’s passengers
Requires: Possesses a Passenger Capacity
Cost: 300,000 Gold, 2 Weeks

Mounted Missile Platform- (Vehicle Trait, Lord of War) If possessor has passengers, once per round, one of said passengers may, at the start of possessor’s first action of said round, gain an action and spend said action to deal 60,000 Flat Physical & Technology element Damage to any one target; said action may be countered with actions targeting possessor’s passengers
Requires: Mounted Gun Platform
Cost: 600,000 Gold, 2 Weeks

Perpetual Ammo Reserves- (Passive Ability, Lord of War) Possessor's War Machine transformations' attacks that cost between 10% and 50% of possessor's max MP cost an amount less equal to .5% of possessor's max MP
Requires: Ballistic Weapons Training
Cost: 110,000 Gold, 2 Weeks

Platform Driver- (Passive Ability, Lord of War) All War Machine transformations equipped by possessor gain +50 to all stats if they have 'Platform' in the name
Requires: Basic War Machine User
Cost: 60,000 Gold, 2 Weeks

Swift Deployment- (Passive Ability, Lord of War) If possessor starts battle in a War Machine transformation, then possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle
Requires: Basic War Machine User
Cost: 50,000 Gold, 2 Weeks

Tank Driver- (Passive Ability, Lord of War) All War Machine transformations equipped by possessor gain +50 to all stats if they have 'Tank' in the name
Requires: Basic War Machine User
Cost: 60,000 Gold, 2 Weeks



~Mech Jockey (Mech)~

Add Additional Mech Installation Ports- (Passive Ability, Mech Jockey) Possessor may, if all of possessor's Accessory slots contain Upgrades that benefit possessor's Mech transformations, equip an additional one additional Upgrade accessory that benefits possessor's Mech transformation
Requires: Customize Mech, Mech Engineer, Mechanical Engineer, Mech Jockey
Cost: 5,000,000 Gold, 5 Weeks

Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic Mech User, 3 other Mech Jockey abilities
Cost: 125,000 Gold, 2 Weeks

Armor Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and +200 Defense for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Armor', 'Plating', 'Chassis', 'Carapace', 'Shield', 'Field', or 'Plate' in its name
Requires: Tweak Mech, Engineer
Cost: 60,000 Gold, 2 Weeks

Assault- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the back row, spend an action to move to the front row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% Dodge until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks

Astromech Bio-Uplink Capability- (Passive Ability, Mech Jockey) 5% Astral Resistance, +50 MIN, +50 AGI
Not For Sale

Autoengergize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations regenerate 6,000 MP at the start of each round if possessor's detransformed self is Energy element
Requires: Improved Understanding of Mech Energy Systems, Countess of Power
Cost: 300,000 Gold, 2 Weeks

Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
Requires: Basic Mech User
Cost: 50,000 Gold, 2 Weeks

Basic Mech Mechanical Upgrading- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +200 to all stats
Requires: Basic Mech Use, Mechanical Engineer
Cost: 200,000 Gold, 2 Weeks

Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

Basic Spiritual Mech Empowerment- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain (possessor's de-transformed SPI / 10, Max 60) to all stats
Requires: Basic Mech Use, 5 Base SPI
Cost: 30,000 Gold, 2 Weeks

Basic Understanding of Mech Energy Systems- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +60 MP
Requires: Basic Mech Use, Basic Engineer Proficiency
Cost: 60,000 Gold, 2 Weeks

Battle Armor Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Armor' in the name
Requires: Basic Mech User
Cost: 60,000 Gold, 2 Weeks

Biometrically Lock Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations may not be stolen by individuals below Level 40
Requires: Customize Mech, Scientist
Cost: 200,000 Gold, 2 Weeks

Burn Component- (Passive Ability, Mech Jockey) At the start of a round or one of possessor's actions while possessor is in a Mech transformation, possessor may destroy one of possessor's equipped Upgrades that provides a benefit to possessor's Mech transformations, and if said destruction is either successful or specifically stopped by one of possessor's Mech Jockey or Engineer abilities, possessor gains +(Said Upgrade's value / 1,000, to a max of 5,000) to all stats as a non-stacking buff until the end of the round
Requires: Improved Understanding of Mech Energy Systems, Mech Jockey
Cost: 600,000 Gold, 2 Weeks

Burn Component Variant: Speed Boost- (Passive Ability, Mech Jockey) Instead of gaining the standard bonus for destroying an Upgrade with possessor's 'Burn Component' ability, possessor may instead choose to gain +(Said Upgrade's value / 1,000, to a max of 5,000) to possessor's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking buff that lasts 5 rounds
Requires: Burn Component, Mech Engineer, Mech Weaponry Training
Cost: 300,000 Gold, 2 Weeks

Burn Component Variant: Weapon Overcharge- (Passive Ability, Mech Jockey) Instead of gaining the standard bonus for destroying an Upgrade with possessor's 'Burn Component' ability, possessor may instead choose to deal +(Said Upgrade's value / 100, to a max of 1,000,000) additional Damage with possessor's next Damage-dealing attack in said transformation as a non-stacking buff that lasts until the end of the round or until after such an attack is made
Requires: Burn Component, Mech Engineer, Mech Weaponry Training
Cost: 300,000 Gold, 2 Weeks

Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Requires: Apprentice Mech Use, Apprentice Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Eject- (Active Ability, Mech Jockey) Possessor may spend an action, if in a Mech transformation, to detransform and move to the back row.
Requires: Basic Mech Use, Customize Mech
Cost: 100,000 Gold, 2 Weeks

Emergency Eject- (Passive Ability, Mech Jockey) Once per thread, if possessor is transformed into a Mech and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately detransforming; if possessor re-transforms into the same transformation during the remainder of the thread, then possessor dies immediately
Requires: Eject
Cost: 300,000 Gold, 2 Weeks

Fast Ejection- (Passsive Ability, Mech Jockey) Whenever possessor performs an 'Eject' action and successfully detransforms, possessor gains +1% Dodge and +200 AGI as a non-stacking buff that lasts 1 round.
Requires: Eject
Cost: 100,000 Gold, 2 Weeks

Gun-and-Run- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the front row, spend an action to move to the back row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% To Hit until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks

Gun Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Requires: Tweak Mech, Engineer
Cost: 60,000 Gold, 2 Weeks

Improved Understanding of Mech Energy Systems- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +2,000 MP
Requires: Basic Understanding of Mech Energy Systems, Engineer
Cost: 200,000 Gold, 2 Weeks

Mech Copilot Training (Basic) (Passive Ability, Mech Jockey) +20 to all of any mech the user is a passenger of's stats
Requires: Basic Mech User
Cost: 10,000 Gold, 2 Weeks

Mech Copilot Training (Improved)- (Passive Ability, Mech Jockey) Mechs that possessor is a passenger of gain +200 to all stats as a non-stacking bonus
Requires: Apprentice Mech User, Mech Copilot Training (Basic)
Cost: 60,000 Gold, 2 Weeks

Mech Force Commander- (Passive Ability, Mech Jockey) Possessor's Mech allies gain +500 to all stats, +2% To Hit, +2% Dodge, +2% Critical, and +2% Resilience as a non-stacking bonus, Possessor may equip an additional Mech transformation
Requires: Commander, Mech Squad Leader
Cost: 15,000,000 Gold, 10 Weeks

Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Requires: Apprentice Mech User, 10 other Mech Jockey abilities
Cost: 125,000 Gold, 4 Weeks

Mech Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Requires: Basic Mech User
Cost: 60,000 Gold, 2 Weeks

Mech Propulsion System Designer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +300 to their turn-order-determining stat sums for turn-order-determining purposes
Requires: Mech Engineer, Basic Mech Mechanical Upgrading, Improved Understanding of Mech Energy Systems
Cost: 600,000 Gold, 3 Weeks

Mech-Specialized Electronic Systems Protection- (Passive Ability, Mech Jockey) Possessor's Mech Transformations gain 50% Diseased: Computer Virus Resistance
Requires: Basic Mech Use, Artificial Intelligence Programmer
Cost: 60,000 Gold, 2 Weeks

Mech Squad Leader- (Passive Ability, Mech Jockey) Possessor's Mech allies gain +200 to all stats as a non-stacking bonus
Requires: Apprentice Leadership Attunement, Mech Jockey
Cost: 300,000 Gold, 2 Weeks

Mech Weaponry Training- (Passive Ability, Mech Jockey) The Damage values of all abilities possessed by possessor's Mech transformations are increased by 250 points
Requires: Basic Mechanized Weaponry Training
Cost: 40,000 Gold, 2 Weeks

Mech Weapon Targetting- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1% To Hit, to a max of 175% To Hit
Requires: Mech Weaponry Training
Cost: 60,000 Gold, 2 Weeks

Missile Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Requires: Tweak Mech, Engineer
Cost: 60,000 Gold, 2 Weeks

My Soul Burns Bright! My Mech Shoots HARDER!- (Passive Ability, Mech Jockey) Possessor's Mech transformations deal 12,000 additional Damage if possessor's detransformed self possesses any SPI-increasing positive status effects or buffs
Requires: Basic Spiritual Mech Empowerment
Cost: 600,000 Gold, 2 Weeks

Overheat- (Passive Ability, Mech Jockey) Possessor, if in a Mech transformation, may choose at the beginning of a round or of any of possessor's actions to gain +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes and deal 2,000 additional Damage as a non-stacking buff that lasts until the end of the round, and if possessor does so, possessor inflicts Fatigued: Overheated on itself at the start of the next round
Requires: Customise Mech
Cost: 100,000 Gold, 2 Weeks

Practiced Mech Ejection Technique- (Passive Ability, Mech Jockey) Once per thread, if possessor is transformed into a Mech and is killed by a source below Level 40, possessor has a 1% chance of immediately transforming out of said Mech, if possessor re-transforms into the same form during the remainder of the thread, then possessor dies immediately
Requires: Basic Mech User
Cost: 100,000 Gold, 3 Weeks

Skilled at Maneuvering Mechs in Battle- (Passive Ability, Mech Jockey) Possessor's 'Assault' and 'Gun-and-Run' abilities do not inflict debuffs on possessor
Requires: Assault, Gun-and-Run, Mech Jockey
Cost: 300,000 Gold, 1 Week

Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Requires: Basic Mech Use, Basic Engineer Proficiency
Cost: 20,000 Gold, 1 Week

This Mech Fights On Through The Power Of My Soul- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +5,000 HP, regenerate 2,000 HP at the start of each round and have a 15% chance of automatically resurrecting themselves when killed if killed by a source below Level 20 that is lower Level than possessor's detransformed self
Requires: My Soul Burns Bright! My Mech Shoots HARDER!
Cost: 1,000,000 Gold, 2 Weeks

Vent Heat- (Active Ability, Mech Jockey) Possessor may spend an action while in a Mech transformation to be cured of Fatigued: Overheated
Requires: Overheat
Cost: 100,000 Gold, 2 Weeks

Walker Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Walker' in the name
Requires: Basic Mech User
Cost: 60,000 Gold, 2 Weeks

Weapon Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Laser', 'Gun', 'Beam', 'Bade', 'Drill', 'Sword', 'Weapon', or 'Missile' in its name
Requires: Gun Installer, Missile Installer
Cost: 60,000 Gold, 2 Weeks

~Medium (Spirit Form)~

Basic Spirit Form User- (Passive Ability, Medium) All Spirit Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Spiritual Reservoir- (Passive Ability, Medium) All Spirit Form transformations gain +500 MP
Requires: Basic Spirit Form User
Cost: 80,000 Gold, 2 Weeks

Unleash Spiritual Power- (Active Ability, Medium) Once per thread, while in a Spirit Form transformation, possessor may, as an action, use any ability possessed by said Spirit Form provided it does not cost more than twice said form's max MP at no MP cost; the use of this ability sets its user's MP and Max MP to 0 in all forms for the remainder of the thread
Requires: Spiritual Reservoir
Cost: 140,000 Gold, 2 Weeks

~Metamorph (Shapeshifted Form)~

Apprentice Shapeshifted Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Requires: Basic Shapeshifted Form User, 3 other Metamorph abilities
Cost: 125,000 Gold, 2 Weeks

Basic Bolstering of Shapeshifted Toughness- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations gain +2,000 HP
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks

Basic Bolstering of Shapeshifted Offense- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations' abilities' Damage values increase by 1,000 points
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks

Basic Fangs and Claws Mastery- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +75 damage to all damage-dealing one and two hit attacks
Requires: Basic Shapeshifed Form User
Cost: 30,000 Gold, 2 Weeks

Basic Shapeshifed Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 10,000 Gold, 1 Week

Deathshift (Beginner) (Passive Ability, Metamorph)- Once per thread, if possessor is non-transformed, has a Shapeshifted Form equipped, and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming into said Shapeshifted Form, if possessor de-transforms from all transformations during the remainder of the thread, then possessor dies immediately
Requires: Basic Shapeshifed Form User
Cost: 80,000 Gold, 2 Weeks

Double-Funky Zuit-Suit Judge-Man World-Hero's Hyper-Spatial Temporally-Anomalous Deadly-Painful Steel-Fisted Seed-Halo Dream-Kick- (Technique Ability, Metamorph) Possessor may use 'Double-Funky Zuit-Suit Judge-Man World-Hero's Hyper-Spatial Temporally-Anomalous Deadly-Painful Steel-Fisted Seed-Halo Dream-Kick' in conjunction with an 'Ultimate Attack' action if possessor possesses the abilities 'Kaos Komptroller', 'Flamingo Disco Legend Man', 'High Judge', 'Reality Arranger', 'Temporal Primarch', 'Torment Master', 'Archsmith of Metal', 'Lord of Trees', and 'Dreamshaper'. Said action deals double Damage to individuals below Level 60.
Not for Sale

Form of Fox- (Stance Ability, Metamorph) +30 AGI
Requires: Basic Shapeshifted Form User
Cost: 10,000 Gold, 1 Week

Form of Hedgehog- (Stance Ability, Metamorph) Possessor deals 500 Flat Physical element damage to any individual who conducts an offensive action against possessor
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

Form of Moving Light- (Stance Ability, Metamorph) Possessor gains +7,500 AGI while in this stance, Possessor gains 30% Light Resistance, 10% Fire Resistance, and 10% Ice Resistance while in this stance, Possessor becomes Light element while in this stance
Not For Sale

Metamorph- (Passive Ability, Metamorph) All of possesser's Shapeshifted Form transformations gain +25 to all stats per possessor level
Requires: Apprentice Shapeshifted Form User, 10 other Metamorph abilities
Cost: 125,000 Gold, 4 Weeks

Quick Transformations- (Active Ability, Metamorph) Possessor may, once per round as an action, transform into or out of a Shapeshifted Form provided that possessor's current form's Agility as at least 11 times the Agility of each of possessor's foes; possessor, once per round, after performing this action, gains another action
Requires: Basic Shapeshifed Form User
Cost: 30,000 Gold, 1 Week

Retain Shapeshifted Characteristics (Lesser) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +250 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Requires: Apprentice Shapeshifted Form User, Retain Shapeshifted Characteristics (Minor)
Cost: 200,000 Gold, 2 Weeks

Retain Shapeshifted Characteristics (Minor) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +50 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks

Reverse Deathshift (Beginner)- (Passive Ability, Metamorph) Once per thread, if possessor is transformed into a Shapeshifted Form and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming out of said Shapeshifted Form, if possessor re-transforms into the same form during the remainder of the thread, then possessor dies immediately
Requires: Deathshift (Beginner)
Cost: 80,000 Gold, 2 Weeks

Transformed Comfort- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +50 to all stats until possessor leaves them for the first time so long as possessor began the current thread in them
Requires: Basic Shapeshifed Form User
Cost: 50,000 Gold, 2 Weeks

~Nemesis (Dark Transformation)~

And Now My True Form!- (Passive Ability, Nemesis) Possessor may, once per thread, upon death while not transformed, transform into an equipped Dark Transformation, not counting as dead from that particular instance of death unless possessor enters the form that possessor died in an would still be considered dead due to said death's trigger
Not for Sale

Apprentice Dark Transformation User- (Passive Ability, Nemesis) All of possessor's Dark Transformation transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic Vessel User, 3 other Nemesis abilities
Cost: 125,000 Gold, 2 Weeks

Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +10 to all stats
Requires: Basic Dark Transformation User
Cost: 60,000 Gold, 2 Weeks

Dark Transformation Morphing II- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +250 to all stats
Requires: Dark Transformation Morphing I
Cost: 60,000 Gold, 2 Weeks

Defensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 Defense
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Enthroned by Darkness- (Passive Ability, Nemesis) Possessor and possessor's allies may not be afflicted with Charm by sources below Level 25 if possessor is in a Dark Transformation and possessor is in a Zone of Darkness
Requires: Basic Leadership Attunement, Shadow-Empowered Transformation
Cost: 200,000 Gold, 2 Weeks

Inner Shadows Bursting Forth- (Passive Ability, Nemesis) Possessor may create a Zone of Darkness when possessor enters a Dark Transformation transformation
Requires: Shadow-Empowered Transformation, Void's Breath Calls from Within
Cost: 300,000 Gold, 2 Weeks

Nemesis- (Passive Ability, Nemesis) All of possessor's Dark Transformation transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Dark Transformation User, 10 other Nemesis abilities
Cost: 125,000 Gold, 4 Weeks

Offensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations deal 500 additional Damage
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Shadowed Transformation- (Passive Ability, Nemesis) Possessor counts as 1 Level higher (to a max of Level 40 as an effect that does not bypass Level-based immunities) for purposes of avoiding having its stats successfully scanned on the round after possessor transforms into a Dark Transformation if said transforming occurred while possessor was in a Zone of Darkness
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Shadow-Empowered Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +500 to all stats if in a Zone of Darkness
Requires: Shadow-Fed Transformation, Apprentice Darkness Synchronization, Apprentice Dark Transformation User
Cost: 90,000 Gold, 2 Weeks

Shadow-Fed Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations regenerate 5,000 HP at the start of each round if in a Zone of Darkness
Requires: Basic Darkness Synchronization, Shadowed Transformation
Cost: 90,000 Gold, 2 Weeks

Speed-Focused Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 to their turn-order-determining stat sum for turn-order-determining purposes
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Void's Breath Calls from Within- (Passive Ability, Nemesis) Possessor's Voidstruck infliction chances are increased by 10% if possessor has a Dark Transformation equipped or is in a Dark Transformation
Requires: Apprentice Dark Transformation User, Offensive Dark Transformation Morphing I
Cost: 300,000 Gold, 2 Weeks


~Rider (Steed)~

Basic Steed User- (Passive Ability, Rider)- All Steed transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bombrider Cowboy- (Passive Ability, Rider) Possessor may choose for possessor's 'Bombriding' ability to not add possessor to the targets of actions that it would naturally add possessor to, Possessor's actions that possessor uses possessor's 'Bombriding' ability as a part of deal 50,000 additional Damage
Not for Sale

Bombriding- (Passive Ability, Rider) Possessor may, once per thread, as part of one of possessor's offensive actions while in a Vessel trasformation that involves an ability whose name includes 'Bomb', causing said action to gain possessor's untrasformed self as an additional target if it targets more than one individual already, but also causing said action to deal 50,000 additional Damage
Not for Sale

Can Spontaneously Grow a Mohawk that Can Be Surfed On- (Passive Ability, Rider) Possessor may, at the start of any round that possessor is in a Zone of Water, choose to gain a non-stacking buff that provides +200 AGI and gives possessor's offensive 'Melee Attack' actions '5% may inflict Confusion if possessor is in a Zone of Water'
Not for Sale

Expert on Riding Technique- (Passive Ability, Rider) All of possesser's Steed transformations gain +400 AGI and +8% Dodge
Requires: Apprentice Steed User
Cost: 50,000 Gold, 2 Weeks

Horse-Associated Clothes-Lock- (Passive Ability, Rider) Possessor may only equip or unequip Armors and Accessories, and other individuals may only equip or unequip possessor's Armors and Accessories, if possessor is in the same battlespace as an individual in a Steed Transformation, an individual in the 'Form of Horse' Stance, an individual with 'Horse' in the name, or an individual with an ability or equipped item whose name includes 'Horse Force'; this does not impact the stealing, destruction, removal of text from, alteration of text on, use of (including consumption of or paying a price with), or removal from thread of these items unless they must first be unequipped or equipped to do so
Not for Sale

Legs that Pump the Peddles Like a BOSS- (Passive Ability, Rider) Possessor's Vehicle transformations whose name includes 'Bike' or 'Cycle' may gain bonuses to their AGI and/or turn-order-determining stat sum that would apply specifically to possessor's Steed transformations
Not for Sale

Love of Bombs- (Passive Ability, Rider) Possessor's Vessels' offensive actions that involve the use of abilities whose name includes 'Bomb' may gain '30% inflicts Lovestruck' and may deal 30,000 additional Damage
Not for Sale

Missile Riding- (Passive Ability, Rider) Whenever one of possessor's transformations uses an ability that includes the word 'Missile', possessor may de-transform at the end of said ability
Not for Sale

Rider- (Passive Ability, Rider) All of possesser's Steed transformations gain +10 AGI per possessor's level and +20 HP per possessor's level
Requires: Apprentice Steed User, 10 other Rider abilities
Cost: 125,000 Gold, 4 Weeks

This Hoss Is My Steed!- (Passive Ability, Rider) Possessor may count Vehicles that possessor has equipped whose name includes 'Motorcycle' or who possess any constant effects whose name includes 'Motorcycle' as Steeds
Not for Sale

Wolf-Rider- (Passive Ability, Rider) If possessor is in a Steed Transformation whose name includes 'Wolf', 'Dog', or 'Hound', possessor gains +350 to all stats
Not for Sale


~Warp Mage (Monstrous Transformation)~

Basic Monstrous Transformation User- (Passive Ability, Warp Mage)- All Monstrous Transformation transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


~Wildshaper (Natural Form)~

Apprentice Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Requires: Basic Natural Form User, 3 other Wildshaper abilities
Cost: 125,000 Gold, 2 Weeks

Basic Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Cornered Animal Defenses- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats, deal 200 additional Damage, and gain +200 Defense while they are afflicted with a debuff that prevents them from leaving their current battlespace
Requires: Tenacious Animal Forms
Cost: 60,000 Gold, 2 Weeks

Improved Acclimation to Animal Forms- (Passive Ability, Wildshaper) Possessor, while in a Natural Form transformation, gains 20% Confusion Resistance on rounds during which or directly after rounds during which possessor transformed into a Natural Form transformation
Requires: Basic Natural Form User
Cost: 40,000 Gold, 2 Weeks

Increased Animal Fierceness- (Passive Ability, Wildshaper) Possessor's Natural Form transformations deal 50 additional Damage
Requires: Basic Natural Form User
Cost: 20,000 Gold, 2 Weeks

Quick Prey-Animal Scampering Maneuvers- (Passive Ability, Wildshaper) If possessor's most recent action was a 'Switch Rows' action in which possessor moved to the back row, possessor gains +5% Dodge as a constantly-applied bonus from this ability (not a buff)
Requires: Basic Natural Form User
Cost: 50,000 Gold, 2 Weeks

Tenacious Animal Forms- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats while their HP is below 50% of their Max HP
Requires: Increased Animal Fierceness OR Quick Prey-Animal Scampering Maneuvers
Cost: 60,000 Gold, 2 Weeks


~Other: Gamer (Other: Virtual Avatar)~

Apprentice Virtual Avatar User- (Passive Ability, Other: Gamer) All Virtual Avatar transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Requires: Basic Virtual Avatar User, 3 other Gamer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Virtual Avatar User- (Passive Ability, Other: Gamer) All Virtual Avatar transformations equipped by possessor gain +25 to all stats, deal 100 additional Damage with attacks, gain +500 HP, gain +250 MP, and have their abilities cost 5 less MP to a minimum of 0
Requires: Scientist, Reality Coder, Matrix Keeper
Cost: 20,000 Gold, 2 Weeks

Gamer- (Passive Ability, Other: Gamer) All of possesser's Virtual Avatar transformations gain +25 to all stats per possessor level
Requires: Apprentice Virtual Avatar User, 10 other Gamer abilities
Cost: 125,000 Gold, 4 Weeks

Establish Defictionalization-Capable Devirtualization Cyberspace-to-Reality Uplink- (Passive Ability, Other: Gamer) Whenever possessor detransforms from a Virtual Avatar transformation, possessor may give up to (Possessor's Level * Possessor's Base SPI) Coded Beings a non-stacking buff that makes its possessor solely any one base entity subtype and makes its possessor Immune to Diseased: Computer Virus. Whenever possessor detransforms from a Virtual Avatar transformation, possessor may replicate up to (Possessor's Level / 5, rounded up) buffs from that transformation onto possessor's detransformed self. This ability's effects on entities and virtual items may be made permanent in RP threads via expenditure of mana.
Not for Sale

Isekai Hack: Digitize Non-Digital Item- (Passive Ability, Other: Gamer) When possessor enters a Virtual Avatar transformation, possessor may choose to acquire a non-stacking buff that provides the benefits of one of possessor's previous equipped items while possessor is in the transformation (with this effect not doubling up portions of the item that would already apply in the transformation), with attack bonuses provided by the item being totalled and added to the transformation's abilities' Damage values (discounting Flat Damage)
Not for Sale

Self-Modifying Mindcode- (Passive Ability, Other: Gamer) If possessor is in a Virtual Form transformation, possessor gains +(Possessor's untransformed MIN) to all stats and may choose to be cured of any one minor or moderate negative status effect at the start of each round
Not for Sale


~Other: Sanctum Keeper (Other: Chancel)~

Basic Chancel User- (Passive Ability, Other: Sanctum Keeper) All Chancel transformations equipped by possessor gain +25 to all stats, deal 100 additional Damage with attacks, gain +500 HP, gain +250 MP, and have their abilities cost 5 less MP to a minimum of 0
Requires: Geomancer, Subspace Architect, Summoner, Elementalist, Shrine Maiden, Binder, Conjurer, Weirdworker, Wizard, Channeler
Cost: 60,000,000 Gold, 60 Weeks

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:51 pm
by Administrator
Flaws

~Flaws~

Afflicted with a Curse- (Passive Ability, Flaw) Possessor is afflicted with Hexed, Possessor may not become Resistant or Immune to Hexed
Requires: None
Value: 2 Weeks

Beacon of Disaster- (Passive Ability, Flaw) Has RP Effects
Requires: None
Value: 5 Weeks

Can't Grok Making Violins- (Passive Ability, Flaw) Possessor cannot produce the results of Secret Formulas whose name includes 'Violin'
Requires: (Not for Sale)
Value: 2 Weeks

Complete Loner- (Passive Ability, Flaw) Possessor may not willingly possess allies
Requires: Loner
Value: 1 Week

Cowardly- (Passive Ability, Flaw) Possessor is afflicted with Confusion: Fear whenever possessor has any opponents of equal or greater level, Possessor may not gain Resistance or Immunity to Confusion: Fear, Possessor may not be cured of Confusion: Fear while any opponents of equal or greater level are present
Requires: None
Value: 2 Weeks

Cripplingly Blind- (Passive Ability, Flaw) Possessor is constantly afflicted with Impaired: Blind and may not be cured of said status effect, become resistant to said status effect, or become immune to said status effect
Requires: None
Value: 2 Weeks

Cripplingly Deaf- (Passive Ability, Flaw) Possessor is constantly afflicted with Impaired: Deaf and may not be cured of said status effect, become resistant to said status effect, or become immune to said status effect
Requires: None
Value: 2 Weeks

Cripplingly Mad- (Passive Ability, Flaw) Possessor is afflicted with Confusion, Possessor may not become Resistant or Immune to Confusion
Requires: None
Value: 2 Weeks

Cripplingly Mute- (Passive Ability, Flaw) Possessor is constantly afflicted with Impaired: Mute and may not be cured of said status effect, become resistant to said status effect, or become immune to said status effect
Requires: None
Value: 2 Weeks

Crippling Narcolepsy- (Passive Ability, Flaw) Possessor has a 50% chance of being afflicted with Fatigued: Asleep at the start of every round, Possessor may not become Resistant or Immune to Fatigued: Asleep
Requires: None
Value: 2 Weeks

Crippling Pain- (Passive Ability, Flaw) Possessor is afflicted with Pain, Possessor may not become Resistant or Immune to Pain
Requires: None
Value: 2 Weeks

Curse Magnet- (Passive Ability, Flaw) Possessor may not be cured of abilities that are Curses, Possessor may not have cursed items unequipped or uncursed
Requires: None
Value: 4 Weeks

Dependant- (Passive Ability, Flaw) Possessor is immediately defeated if posessor has no allies
Requires: None
Value: 4 Weeks

Desynchronized- (Passive Ability, Flaw) Possessor may only act on either even-numbered or odd-numbered rounds of battle, with which of the two possessor may act on being determined randomly at the beginning of each thread
Requires: None
Value: 5 Weeks

Disjoined- (Passive Ability, Flaw) At the end of every non-RP thread, possessor has a 50% chance of recieving no rewards from said thread
Requires: None
Value: 4 Weeks

Easily Overexerted- (Passive Ability, Flaw) Possessor becomes afflicted with Fatigued after the end of the fourth round of a thread, Possessor may not become Resistant or Immune to Fatigued
Requires: None
Value: 2 Weeks

Frail- (Passive Ability, Flaw) Possessor takes triple damage from all opposing damage-dealing sources
Requires: None
Value: 4 Weeks

Has Lightbearer Issues- (Passive Ability, Flaw) Possessor takes 1 additional week to obtain Lightbearer abilities from the Ability Shop
Not for Sale

Has Swordsmanship Issues- (Passive Ability, Flaw) Possessor takes 1 additional week to obtain Swordsman abilities from the Ability Shop
Not for Sale

Has Wizardry Issues- (Passive Ability, Flaw) Possessor takes 1 additional week to obtain Wizard abilities from the Ability Shop
Not for Sale

Illiterate- (Passive Ability, Flaw) Possessor may not use Books, Librams, Tomes, Grimoires, Scrolls, or Recipes
Requires: None
Value: 1 Week

Impermenent- (Passive Ability, Flaw) Possessor does not respawn
Requires: None
Value: 5 Weeks

Incurably Ill- (Passive Ability, Flaw) Possessor is afflicted with Diseased, Possessor may not become Resistant or Immune to Fatigued: Asleep
Requires: None
Value: 2 Weeks

Inept Summoner- (Passive Ability, Flaw) Possessor's summons have a minimum of a 50% chance of being uncontrolled, This chance may not be reduced
Requires: None
Value: 2 Weeks

Intolerent: Abstracts- (Passive Ability, Flaw) Possessor may not possess Abstract pets or summons, or willingly possess allies of said subtype
Requires: Non-Abstract subtype
Value: 1 Week

Intolerent: Aerials- (Passive Ability, Flaw) Possessor may not possess Aerial pets or summons, or willingly possess allies of said subtype
Requires: Non-Aerial subtype
Value: 1 Week

Intolerent: Aliens- (Passive Ability, Flaw) Possessor may not possess Alien pets or summons, or willingly possess allies of said subtype
Requires: Non-Alien subtype
Value: 1 Week

Intolerent: Angels- (Passive Ability, Flaw) Possessor may not possess Angel pets or summons, or willingly possess allies of said subtype
Requires: Non-Angel subtype
Value: 1 Week

Intolerent: Animals- (Passive Ability, Flaw) Possessor may not possess Animal pets or summons, or willingly possess allies of said subtype
Requires: Non-Animal subtype
Value: 1 Week

Intolerent: Aquatics- (Passive Ability, Flaw) Possessor may not possess Aquatic pets or summons, or willingly possess allies of said subtype
Requires: Non-Aquatic subtype
Value: 1 Week

Intolerent: Astral Beings- (Passive Ability, Flaw) Possessor may not possess Astral Being pets or summons, or willingly possess allies of said subtype
Requires: Non-Astral-Being subtype
Value: 1 Week

Intolerent: Bio-Horrors- (Passive Ability, Flaw) Possessor may not possess Bio-Horror pets or summons, or willingly possess allies of said subtype
Requires: Non-Bio-Horror subtype
Value: 1 Week

Intolerent: Celestials- (Passive Ability, Flaw) Possessor may not possess Celestial pets or summons, or willingly possess allies of said subtype
Requires: Non-Celestial subtype
Value: 1 Week

Intolerent: Clockworks- (Passive Ability, Flaw) Possessor may not possess Clockwork pets or summons, or willingly possess allies of said subtype
Requires: Non-Clockwork subtype
Value: 1 Week

Intolerent: Cthonians- (Passive Ability, Flaw) Possessor may not possess Cthonian pets or summons, or willingly possess allies of said subtype
Requires: Non-Cthonian subtype
Value: 1 Week

Intolerent: Daemons- (Passive Ability, Flaw) Possessor may not possess Daemon pets or summons, or willingly possess allies of said subtype
Requires: Non-Daemon subtype
Value: 1 Week

Intolerent: Darkspawn- (Passive Ability, Flaw) Possessor may not possess Darkspawn pets or summons, or willingly possess allies of said subtype
Requires: Non-Darkspawn subtype
Value: 1 Week

Intolerent: Demons- (Passive Ability, Flaw) Possessor may not possess Demon pets or summons, or willingly possess allies of said subtype
Requires: Non-Demon subtype
Value: 1 Week

Intolerent: Devas- (Passive Ability, Flaw) Possessor may not possess Deva pets or summons, or willingly possess allies of said subtype
Requires: Non-Deva subtype
Value: 1 Week

Intolerent: Devils- (Passive Ability, Flaw) Possessor may not possess Devil pets or summons, or willingly possess allies of said subtype
Requires: Non-Devil subtype
Value: 1 Week

Intolerent: Dragons- (Passive Ability, Flaw) Possessor may not possess Dragon pets or summons, or willingly possess allies of said subtype
Requires: Non-Dragon subtype
Value: 1 Week

Intolerent: Elementals- (Passive Ability, Flaw) Possessor may not possess Elemental pets or summons, or willingly possess allies of said subtype
Requires: Non-Elemental subtype
Value: 1 Week

Intolerent: Fae- (Passive Ability, Flaw) Possessor may not possess Fae pets or summons, or willingly possess allies of said subtype
Requires: Non-Fae subtype
Value: 1 Week

Intolerent: Golems- (Passive Ability, Flaw) Possessor may not possess Golem pets or summons, or willingly possess allies of said subtype
Requires: Non-Golem subtype
Value: 1 Week

Intolerent: Horrors- (Passive Ability, Flaw) Possessor may not possess Horror pets or summons, or willingly possess allies of said subtype
Requires: Non-Horror subtype
Value: 1 Week

Intolerent: Humanoids- (Passive Ability, Flaw) Possessor may not possess Humanoid pets or summons, or willingly possess allies of said subtype
Requires: Non-Humanoid subtype
Value: 1 Week

Intolerent: Humans- (Passive Ability, Flaw) Possessor may not possess Human pets or summons, or willingly possess allies of said subtype
Requires: Non-Human subtype
Value: 1 Week

Intolerent: Illuminated- (Passive Ability, Flaw) Possessor may not possess Illuminated pets or summons, or willingly possess allies of said subtype
Requires: Non-Illuminated subtype
Value: 1 Week

Intolerent: Insects- (Passive Ability, Flaw) Possessor may not possess Insect pets or summons, or willingly possess allies of said subtype
Requires: Non-Insect subtype
Value: 1 Week

Intolerent: Machines- (Passive Ability, Flaw) Possessor may not possess Machine pets or summons, or willingly possess allies of said subtype
Requires: Non-Machine subtype
Value: 1 Week

Intolerent: Magic Beings- (Passive Ability, Flaw) Possessor may not possess Magic Being pets or summons, or willingly possess allies of said subtype
Requires: Non-Magic-Being subtype
Value: 1 Week

Intolerent: Monsters- (Passive Ability, Flaw) Possessor may not possess Monster pets or summons, or willingly possess allies of said subtype
Requires: Non-Monster subtype
Value: 1 Week

Intolerent: Oozes- (Passive Ability, Flaw) Possessor may not possess Ooze pets or summons, or willingly possess allies of said subtype
Requires: Non-Ooze subtype
Value: 1 Week

Intolerent: Outsiders- (Passive Ability, Flaw) Possessor may not possess Outsider pets or summons, or willingly possess allies of said subtype
Requires: Non-Outsider subtype
Value: 1 Week

Intolerent: Plants- (Passive Ability, Flaw) Possessor may not possess Plant pets or summons, or willingly possess allies of said subtype
Requires: Non-Plant subtype
Value: 1 Week

Intolerent: Robots- (Passive Ability, Flaw) Possessor may not possess Robot pets or summons, or willingly possess allies of said subtype
Requires: Non-Robot subtype
Value: 1 Week

Intolerent: Shapeshifters- (Passive Ability, Flaw) Possessor may not possess Shapeshifter pets or summons, or willingly possess allies of said subtype
Requires: Non-Shapeshifter subtype
Value: 1 Week

Intolerent: Spirits- (Passive Ability, Flaw) Possessor may not possess Spirit pets or summons, or willingly possess allies of said subtype
Requires: Non-Spirit subtype
Value: 1 Week

Intolerent: Undead- (Passive Ability, Flaw) Possessor may not possess Undead pets or summons, or willingly possess allies of said subtype
Requires: Non-Undead subtype
Value: 1 Week

Loner- (Passive Ability, Flaw) Possessor may not willingly possess non-pet, non-summon allies
Requires: None
Value: 4 Weeks

Mystically Inept- (Passive Ability, Flaw) Possessor may not cast spells or possess spell slots
Requires: None
Value: 3 Weeks

Nongenerative- (Passive Ability, Flaw) Possessor may not summon
Requires: None
Value: 3 Weeks

Overconfident- (Passive Ability, Flaw) Possessor may not willingly leave a Random Quest thread until its objective is complete
Requires: None
Value: 1 Week

Pacifist- (Passive Ability, Flaw) Possessor may not conduct offensive actions
Requires: None
Value: 5 Weeks

Permanently Elderly- (Passive Ability, Flaw) Possessor is afflicted with Fatigued: Elderly at the start of each thread and may not become Immune to Fatigued: Elderly
Requires: No Prerequisites
Value: 1 Week

Perpetually Lost- (Passive Ability, Flaw) Possessor may not create or set Zones, Terrains, or Phantom Terrains. Possessor has a 5% chance of becoming afflicted with Confusion each time possessor enters a new room in a Random Dungeon. Possessor, each time possessor attempts to leave a Random Dungeon (including by turning in a victory condition or exiting the thread with rewards) and would otherwise succeed in doing so, has a 50% chance of being unable to, proceeding to a randomly generated room in the dungeon instead, with possessor meeting up with possessor's former allies should both defeat the contents of whatever room they are in. Has RP effects.
Requires: None
Value: 2 Weeks

Persistently Impoverished- (Passive Ability, Flaw) Possessor does not gain Gold or Treasure drops, Possessor may not sell items to the Shop, Items from the shop cost possessor double their normal price
Requires: None
Value: 4 Weeks

Ponderous- (Passive Ability, Flaw) Possessor's turn-order-determining stats are halved for turn-order determining purposes, Possessor may not gain additional actions due to having high turn-order-determining stats
Requires: None
Value: 2 Weeks

Poor Depth Perception- (Passive Ability, Flaw) Possessor treats all targets as though they were in the back row when it is disadvantageous to do so
Requires: None
Value: 3 Weeks

Poor Leader- (Passive Ability, Flaw) Possessor's level is halved, rounded down, for purposes of equipping and levelling pets and summons
Requires: None
Value: 2 Weeks

Prosaic- (Passive Ability, Flaw) Possessor has no buff slots and cannot gain buff slots
Requires: None
Value: 2 Weeks

Random Death Syndrome- (Passive Ability, Flaw) Possessor has a 5% chance of being afflicted with Instant Death at the start of every round, Possessor cannot become Resistant or Immune to Instant Death
Requires: None
Value: 4 Weeks

Sessile- (Passive Ability, Flaw) Possessor must begin battle in the front row and may not perform the Change Row action
Requires: None
Value: 3 Weeks

Static- (Passive Ability, Flaw) Possessor may not equip Transformations or possess Transformation Slots
Requires: None
Value: 3 Weeks

Susceptible- (Passive Ability, Flaw) Possessor is always afflicted with negative status effects whenever there is a chance of such an event occurring, Possessor cannot become resistant or immune to negative status effects
Requires: None
Value: 4 Weeks

Unaccompanied- (Passive Ability, Flaw) Possessor may not equip Pets or possess Pet Slots
Requires: None
Value: 3 Weeks

Unadorned- (Passive Ability, Flaw) Possessor may not equip Accessories or possess Accessory Slots
Requires: None
Value: 3 Weeks

Unarmed- (Passive Ability, Flaw) Possessor may not equip Weapons or possess Weapon Slots
Requires: None
Value: 3 Weeks

Unclad- (Passive Ability, Flaw) Possessor may not equip Armor or possess Armor Slots
Requires: None
Value: 3 Weeks

Uninspiring- (Passive Ability, Flaw) Possessor may not place buffs on allies
Requires: None
Value: 2 Weeks

Wasteful- (Passive Ability, Flaw) Whenever possessor uses a consumable that has a limited number of charges, possessor uses all of those charges while only generating the effect of using one such charge
Requires: None
Value: 2 Weeks

Weak Mind- (Passive Ability, Flaw) Possessor may not become Resistant or Immune to Charm
Requires: None
Value: 2 Weeks

Weakness: Acid: Major- (Passive Ability, Flaw) Possessor has a 200% Acid Weakness, Possessor cannot gain Acid Resistance or become Immune to Acid
Requires: Weakness: Acid: Moderate
Value: 1 Week

Weakness: Acid: Minor- (Passive Ability, Flaw) Possessor has a 50% Acid Weakness, Possessor cannot gain Acid Resistance or become Immune to Acid
Requires: None
Value: 1 Week

Weakness: Acid: Moderate- (Passive Ability, Flaw) Possessor has a 100% Acid Weakness, Possessor cannot gain Acid Resistance or become Immune to Acid
Requires: Weakness: Acid: Minor
Value: 1 Week

Weakness: Air: Major- (Passive Ability, Flaw) Possessor has a 200% Air Weakness, Possessor cannot gain Air Resistance or become Immune to Air
Requires: Weakness: Air: Moderate
Value: 1 Week

Weakness: Air: Minor- (Passive Ability, Flaw) Possessor has a 50% Air Weakness, Possessor cannot gain Air Resistance or become Immune to Air
Requires: None
Value: 1 Week

Weakness: Air: Moderate- (Passive Ability, Flaw) Possessor has a 100% Air Weakness, Possessor cannot gain Air Resistance or become Immune to Air
Requires: Weakness: Air: Minor
Value: 1 Week

Weakness: Darkness: Major- (Passive Ability, Flaw) Possessor has a 200% Darkness Weakness, Possessor cannot gain Darkness Resistance or become Immune to Darkness
Requires: Weakness: Darkness: Moderate
Value: 1 Week

Weakness: Darkness: Minor- (Passive Ability, Flaw) Possessor has a 50% Darkness Weakness, Possessor cannot gain Darkness Resistance or become Immune to Darkness
Requires: None
Value: 1 Week

Weakness: Darkness: Moderate- (Passive Ability, Flaw) Possessor has a 100% Darkness Weakness, Possessor cannot gain Darkness Resistance or become Immune to Darkness
Requires: Weakness: Darkness: Minor
Value: 1 Week

Weakness: Earth: Major- (Passive Ability, Flaw) Possessor has a 200% Earth Weakness, Possessor cannot gain Earth Resistance or become Immune to Earth
Requires: Weakness: Air: Moderate
Value: 1 Week

Weakness: Earth: Minor- (Passive Ability, Flaw) Possessor has a 50% Earth Weakness, Possessor cannot gain Earth Resistance or become Immune to Earth
Requires: None
Value: 1 Week

Weakness: Earth: Moderate- (Passive Ability, Flaw) Possessor has a 100% Earth Weakness, Possessor cannot gain Earth Resistance or become Immune to Earth
Requires: Weakness: Earth: Minor
Value: 1 Week

Weakness: Electrical: Major- (Passive Ability, Flaw) Possessor has a 200% Electrical Weakness, Possessor cannot gain Electrical Resistance or become Immune to Electrical
Requires: Weakness: Electrical: Moderate
Value: 1 Week

Weakness: Electrical: Minor- (Passive Ability, Flaw) Possessor has a 50% Electrical Weakness, Possessor cannot gain Electrical Resistance or become Immune to Electrical
Requires: None
Value: 1 Week

Weakness: Electrical: Moderate- (Passive Ability, Flaw) Possessor has a 100% Electrical Weakness, Possessor cannot gain Electrical Resistance or become Immune to Electrical
Requires: Weakness: Electrical: Minor
Value: 1 Week

Weakness: Fire: Major- (Passive Ability, Flaw) Possessor has a 200% Fire Weakness, Possessor cannot gain Fire Resistance or become Immune to Fire
Requires: Weakness: Fire: Moderate
Value: 1 Week

Weakness: Fire: Minor- (Passive Ability, Flaw) Possessor has a 50% Fire Weakness, Possessor cannot gain Fire Resistance or become Immune to Fire
Requires: None
Value: 1 Week

Weakness: Fire: Moderate- (Passive Ability, Flaw) Possessor has a 100% Fire Weakness, Possessor cannot gain Fire Resistance or become Immune to Fire
Requires: Weakness: Fire: Minor
Value: 1 Week

Weakness: Ice: Major- (Passive Ability, Flaw) Possessor has a 200% Ice Weakness, Possessor cannot gain Ice Resistance or become Immune to Ice
Requires: Weakness: Ice: Moderate
Value: 1 Week

Weakness: Ice: Minor- (Passive Ability, Flaw) Possessor has a 50% Ice Weakness, Possessor cannot gain Ice Resistance or become Immune to Ice
Requires: None
Value: 1 Week

Weakness: Ice: Moderate- (Passive Ability, Flaw) Possessor has a 100% Ice Weakness, Possessor cannot gain Ice Resistance or become Immune to Ice
Requires: Weakness: Ice: Minor
Value: 1 Week

Weakness: Light: Major- (Passive Ability, Flaw) Possessor has a 200% Light Weakness, Possessor cannot gain Light Resistance or become Immune to Light
Requires: Weakness: Light: Moderate
Value: 1 Week

Weakness: Light: Minor- (Passive Ability, Flaw) Possessor has a 50% Light Weakness, Possessor cannot gain Light Resistance or become Immune to Light
Requires: None
Value: 1 Week

Weakness: Light: Moderate- (Passive Ability, Flaw) Possessor has a 100% Light Weakness, Possessor cannot gain Light Resistance or become Immune to Light
Requires: Weakness: Light: Minor
Value: 1 Week

Weakness: Magic: Major- (Passive Ability, Flaw) Possessor has a 200% Magic Weakness, Possessor cannot gain Magic Resistance or become Immune to Magic
Requires: Weakness: Magic: Moderate
Value: 1 Week

Weakness: Magic: Minor- (Passive Ability, Flaw) Possessor has a 50% Magic Weakness, Possessor cannot gain Magic Resistance or become Immune to Magic
Requires: None
Value: 1 Week

Weakness: Magic: Moderate- (Passive Ability, Flaw) Possessor has a 100% Magic Weakness, Possessor cannot gain Magic Resistance or become Immune to Magic
Requires: Weakness: Magic: Minor
Value: 1 Week

Weakness: Physical: Major- (Passive Ability, Flaw) Possessor has a 200% Physical Weakness, Possessor cannot gain Physical Resistance or become Immune to Physical
Requires: Weakness: Physical: Moderate
Value: 1 Week

Weakness: Physical: Minor- (Passive Ability, Flaw) Possessor has a 50% Physical Weakness, Possessor cannot gain Physical Resistance or become Immune to Physical
Requires: None
Value: 1 Week

Weakness: Physical: Moderate- (Passive Ability, Flaw) Possessor has a 100% Physical Weakness, Possessor cannot gain Physical Resistance or become Immune to Physical
Requires: Weakness: Physical: Minor
Value: 1 Week

Weakness: Psychic: Major- (Passive Ability, Flaw) Possessor has a 200% Psychic Weakness, Possessor cannot gain Psychic Resistance or become Immune to Psychic
Requires: Weakness: Psychic: Moderate
Value: 1 Week

Weakness: Psychic: Minor- (Passive Ability, Flaw) Possessor has a 50% Psychic Weakness, Possessor cannot gain Psychic Resistance or become Immune to Psychic
Requires: None
Value: 1 Week

Weakness: Psychic: Moderate- (Passive Ability, Flaw) Possessor has a 100% Psychic Weakness, Possessor cannot gain Psychic Resistance or become Immune to Psychic
Requires: Weakness: Psychic: Minor
Value: 1 Week

Weakness: Technology: Major- (Passive Ability, Flaw) Possessor has a 200% Technology Weakness, Possessor cannot gain Technology Resistance or become Immune to Technology
Requires: Weakness: Technology: Moderate
Value: 1 Week

Weakness: Technology: Minor- (Passive Ability, Flaw) Possessor has a 50% Technology Weakness, Possessor cannot gain Technology Resistance or become Immune to Technology
Requires: None
Value: 1 Week

Weakness: Technology: Moderate- (Passive Ability, Flaw) Possessor has a 100% Technology Weakness, Possessor cannot gain Technology Resistance or become Immune to Technology
Requires: Weakness: Technology: Minor
Value: 1 Week

Weakness: Water: Major- (Passive Ability, Flaw) Possessor has a 200% Water Weakness, Possessor cannot gain Water Resistance or become Immune to Water
Requires: Weakness: Water: Moderate
Value: 1 Week

Weakness: Water: Minor- (Passive Ability, Flaw) Possessor has a 50% Water Weakness, Possessor cannot gain Water Resistance or become Immune to Water
Requires: None
Value: 1 Week

Weakness: Water: Moderate- (Passive Ability, Flaw) Possessor has a 100% Water Weakness, Possessor cannot gain Water Resistance or become Immune to Water
Requires: Weakness: Water: Minor
Value: 1 Week

Without Agility- (Passive Ability, Flaw) Possessor's unmodified Agility is halved
Requires: None
Value: 3 Weeks

Without Constitution- (Passive Ability, Flaw) Possessor's unmodified Constitution is halved
Requires: None
Value: 3 Weeks

Without Mind- (Passive Ability, Flaw) Possessor's unmodified Mind is halved
Requires: None
Value: 3 Weeks

Without Spirit- (Passive Ability, Flaw) Possessor's unmodified Spirit is halved
Requires: None
Value: 3 Weeks

Without Strength- (Passive Ability, Flaw) Possessor's unmodified Strength is halved
Requires: None
Value: 3 Weeks

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:52 pm
by Administrator
Unique Abilities

*4th Sigil: Ehrymunluuk -> The Flame Which Destroys All- (Passive Ability, Blessing) Possesor gains +400,000 Magical Attack, Possessor gains +4,000,000 MP, Possessor's first Fire-element action of each round deals 4,000,000 additional Damage (with said quantity being increased to 40,000,000 additional Damage against bosses), Possessor ignores the Fire Resistance and Immunity of entities below Level 80, Possessor's attacks may cause targets below Level 40 to become dead, Possessor's offensive actions may gain the element Fire, Possessor gains +10% Dodge and 40% Earth Resistance until the end of the round as a non-stacking buff whenever possessor kills an opponent while Fire element
Not for Sale
(Owned by The Shielding Golem)

*Connected to the Vastness of Parithorne Forest- (Passive Ability, Botanist) Possessor gains +5,000 CON and +500,000 HP, Whenever possessor deals Flat Earth-element Damage, said Damage is increased by 50,000 points, Possessor may summon one Plant whose name includes 'Tree' that is below Level 80 and normally fightable for drops on the Enemy List at the start of each round, Max 200 summoned, Possessor gains an additional +5,000 CON that is uncapped and an additional +5,000,000 HP if possessor is Level 40 or greater and possesses at least 50 Plant allies
Not for Sale
(Owned by Kelver Netsumi)

*Doctor Leon Kindler's Undying Arm- (Passive Ability, Healer) Possessor gains +100,000 Melee Attack and +100,000 Magical Attack for purposes of actions that are non-offensive and Heal, Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain 'Heals', Possessor's 'Melee Attack' and 'Attack with Finesse' actions may cure Wounded, Possessor's 'Melee Attack' and 'Attack with Finesse' actions may resurrect targets killed by sources below Level 60, Possessor gains 1 weapon slot, This ability may not be destroyed by sources below Level 100
Not for Sale
(Owned by Sword-Vashna)

*Inhabited by the Phoenix Myselgleister- (Passive Ability, Skykeeper) Possessor gains +25,000 SPI, gains +250,000 HP, gains +250,000 MP, may choose to gain the element Fire at the start of any round, and, up to once per thread, when killed, automatically resurrect itself, and, in said case, possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect; possessor may, if Level 68 or greater, spend an action to replicate the action of a unique version of the Phoenix from the Enemy List named Myselgleister that naturally possesses stats that are 111,000 points higher than its listed counterpart's, doing so as though said entity were performing said action
Not for Sale
(Owned by Rey Naboshi)

*Master of The Lonely Pillar Style- (Passive Ability, Monk) Possessor gains +100,000 Melee Attack if possessor possesses no allies and is in a Monk stance whose name does not contain 'Style' or is in a Monk stance whose name is 'The Lonely Pillar Style', Possessor gains +100,000 Defense if possessor possesses no allies and is in a Monk stance whose name does not contain 'Style' or is in a Monk stance whose name is 'The Lonely Pillar Style', Possessor's first attack of each round deals 1,000,000 additional Damage if possessor has no allies and is in a Monk stance whose name does not contain 'Style' or is in a Monk stance whose name is 'Lonely Pillar Style', Possessor gains 2 additional Monk-only bonus weeks each month if possessor did not learn abilities from any Other Ability Shop, Possessor counts as having mastered a 3rd-tier Martial Art Style for prerequisite purposes
Not for Sale
(Owned by Darston)

*Soul Linked to that of Carlos Alvarez, Warrior-Psychic- (Passive Ability, Friendship) Possessor may, once per month in the ability shop, choose to gain 4 bonus weeks that are any combination of Psychic, Mind Lord, Protector, Matrix Keeper, General, Warrior, and Lancer; if possessor does so, Carlos Alvarez gains new powers related to possessor's skillset as an RP effect
Not for Sale
(Owned by Nole Patricsson)
Used 4 Times as of August 30, 2016

*Winner of Hippo-Wresting-Championship-40,000-(Passive Ability, Beastmaster) Possessor gains +40,000 STR, possessor gains +2 Fame, possessor's chances of inflicting Fatigued: Stun and Paralyzed on Animals are increased by 100%, Possessor gains Fatigued: Stun Immunity, Possessor gains +40,000 Defense against individuals whose name includes 'Hippo', Instances of Fatigued: Stun and Paralyzed with possessor as a source gain the added effect of causing their possessors who are Animals who are below Level 60 and not 20 or more Levels greater than possessor to count as defeated
Not for Sale
(Owned by Archimedes)

Re: Ability Shop 3.0

Posted: Sat May 30, 2020 12:52 pm
by Administrator
Character-Type-Specific Abilities

Domain Feature (Nexus Administrator)




Greater Fateweaving (Fated One)

~Greater Fateweavings~

Bestow Fate: Will Be Cleansed of the Evil Taint-
Greater Fateweaving, Boon, Manifold
Consumes:
5 Purity
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Demon, non-Devil, non-Daemon, non-'Serpent Blessed', non-Fiend, that is not Corruption, Devastation, Agony, Null, or Evil element, that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows either said individual or its creator to choose, at the beginning of any round, to cure said individual of all debuffs and minor negative status effects that come from sources that are Demons, Devils, Daemons, Darkspawn, Undead, Horrors, Corruption element, Agony element, Devastation element, or Dark Magic that are below its creator's Level, with said effect vanishing once such triggering occurs.

Bestow Fate: Will Be Gunned Down in the Firefight-
Greater Fateweaving, Burden, Manifold
Consumes:
20 Reaver's Rifle
20 Tengu's Magic Bullets
180,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one entity that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect causes its possessor to take (Creator Level * 60,000) additional Damage from the first time each round it would be Damaged by an attack that involves a Gun, with said effect ending at the end of the third battle in which said effect causes its possessor to take extra Damage.

Bestow Fate: Will Find the Great Treasure-
Greater Fateweaving, Boon, Manifold
Consumes:
500,000,000 Gold
500,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one entity that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows its possessor to roll twice on the treasure tables of entities of lower Level than its creator (choosing one result, not both). This effect's creator may choose in the Shop for this effect to disappear at the end of the current month, with said effect not disappearing in already-created threads.

Bestow Fate: Will Never Be Haunted By Restless Spirits-
Greater Fateweaving, Boon, Manifold
Consumes:
30 Ectoplasm
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Undead that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect prevents its possessor from being marked as Haunted by sources below its creator's Level or affected by abilities from said sources whose name includes 'Possess'. This effect's creator may choose in the Shop for this effect to disappear at the end of the current month, with said effect not disappearing in already-created threads.

Bestow Fate: Will Slay The Dragon-
Greater Fateweaving, Boon, Manifold
Consumes:
5 True Dragon's Blood
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Dragon that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect provides +(Creator Level * 500) Damage Dealt against Dragons during the next fight said individual has against a <unique / non unique, chosen by creator at the time of creation> Dragon.


~Well-Born Fateweaving~

Will Slay Guhlrekt the Exile
Well-Born Fateweaving, Boon, Manifold
Effective Source Level: 40
Effect: Possessor counts as being solely a Dragon who is wearing an item named 'Fog Boots' for the purposes of the abilities and effects of the individual 'Guhlrekt the Exile' from the Boss List. This effect lasts until possessor conducts an attack that kills the individual 'Guhlrekt the Exile' from the Boss List.



Oath (Knight of the Order)

Oath of the Dragon-Slayer
Oath, Militant
Commandments: Thou shalt not refuse to aid goodly folk whom art menaced by a dragon thou art capable of besting
Effect While Active: Possessor gains +50% Critical against Dragons and deals 5% more Damage (to a max of 500,000,000 additional Damage) to Dragons
Atonement: Defeat 5 unique evil Dragons who are actively causing problems for generally-good or knight-allied individuals
Prerequisites: Level 20, 1 Militant Oath Active
Cost: 2,000,000 Gold, 4 Weeks



Overlay Element (Nexus Administrator)




Overlay Terrain (Nexus Administrator)




Overweapon Blueprint (Alien Warlord)




Retainer Augment
Character Types who may take Retainers: Alien Warlord, Concord Administrator, Enigma Man, Keybearer, Knight of the Order, Mandate Magellan, Nexus Administrator, Outer Lord, Anointed Prophet, Realm Noble



Scheme (Enigma Man)

An Enigma Man may initiate Schemes from the Scheme List so long as all prerequisites are met. An Enigma Man may possess up to 5 open, non-completed Schemes at a time. An Enigma Man may possess any number of completed Schemes.

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Scheme Name: Ancients Walk Among Us

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Ancient Civilization' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Using a mix of geomantic manipulation, faked items / structures from the civilization described in your 'Discovery of the Century' scheme, and items / personnel from existing organizations, cause at least one individual of at least Level 35 who is under your control or loyal to you to spawn and both count as a member of the civilization in question and be a part of a preexisting notable group on the same world as at least one faked ruin of said civilization (with said preexisting group needing to possess at least one unique member of Level 30 or greater). Repeat this process for a total of 10 different groups; these spawns must spawn as part of these groups and may not otherwise be inserted into said groups following their spawning.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
At the start of each round, if this scheme's completer is Mystery element, it may summon one Ancient of equal or lower Level that is normally fightable for drops on the Enemy List in any row-order formation in the same battlespace. Max 200 summoned.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Black Ops

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Shadow Government' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Direct at least five different operations in which agents of your government (and, optionally, you) participate in attacking locations/organizations within the nation chosen in your 'Official Replacements' scheme. At least one of these operations must be against some manner of dissident group. At least one of these operations must be against a government agency that you do not control. At least one of these operations must be against an entity or organization that controls a resource of some value to you or your government. No individuals at the sites of these attacks who are not loyal to you may survive. At least three of these attacks must involve the death of a unique individual of Level 20 or greater who was not under your control. None of these attacks may be publicly connected to you or your agencies, but at least some rumors that you or your agencies are behind each of them must be spread.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
If this scheme's completer is Mystery element and possesses at least 5 allies who are Units, it may, at the start of each round, inflict Instant Death on up to 5 non-unique targets below Level 60 that are not of greater Level than it.

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Scheme Name: Celebrations and their Hidden Meanings

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. In this thread, describe a holiday. Describe under what events said holiday occurs, whether they are based on some calendar date, triggered by some manner of environmental event, declared by some type of individual, or something else. Describe five major practices that must occur for an 'official' version of the holiday to be happening, such as ways in which individuals must celebrate or events that must occur. Describe at least five hidden aspects of the holiday that are not openly know but are part of the holiday's 'secret truth'. At least one of these five must be some means of contacting or obtaining information from the Enigma Man creating this scheme (whether under one of its actual Identities or some other assumed role).
The Enigma Man undertaking this Scheme must be at least Level 20.
This Scheme cannot normally be undertaken outside of special events that specify that it can.

To Complete This Scheme:
Cause the holiday to occur and be celebrated by at least 3,000,000 individuals. These individuals can be in the same location or across different locations. Ensure that all the requirements for the holiday, both open and secret, occur. Ensure that at least 5,000 nonunique individuals or at least 5 unique individuals experience each of the hidden requirements. Ensure that whatever means of contacting or obtaining a message functionally work. Ensure that the holiday will be held again in at least 75% of the same area(s) the next time its triggering condition occurs.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This scheme's completer, upon its completion, chooses a round number.
Whenever this scheme's possessor considers it to be that round's number in battle, this Scheme's completer possesses at least 1 Paradox, and this Scheme's completer is in a Zone of Mystery, this Scheme's completer may spend an action to have a 100% chance of inflicting any one minor status effect on either all allies or all opponents.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Celebrity Influence

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Detail a celebrity. Said celebrity becomes a fictitious entity that may either be the Scheme's possessor (though it does not count as an additional Identity for Enigma Man rules purposes) or may be an individual working for, manipulated into being an agent of, or otherwise connected to the scheme's possessor (or multiple of the above).

To Complete This Scheme:
Earn 5 Fame from RP threads while in this cover / for actions of this quasi-fictitious celebrity.

Scheme Effect:
When completed, the 5 Fame obtained in completing this Scheme is moved from the Scheme's completer to this Scheme. This Scheme's possessor may choose, at the start of any round, to count as possessing said Fame until the end of the round as a buff that may not be removed by lower-Level sources. While in possession of the Fame on this Scheme, this Scheme's possessor may choose to count as possessing the element Glitz or to count as possessing a Glitz element ally (or, if its possessor's Paradox is 3 or higher, both simultaneously).

Multiple Scheme Completion:
This scheme may be undertaken up to (Level / 5, Rounded up) times. Scheme completion bonuses stack.

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Scheme Name: Cites of Secrets, Cities of Gold

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Ancient Civilization' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Either organize an expedition to explore a ruin of the civilization described in your 'Discovery of the Century' scheme. Ensure that it includes at least 15 other individuals that you do not control, at least one of whom is unique and Level 30 or greater. Have it locate at least 100,000,000 Gold worth of treasure allegedly from said civilization. Have its successful return and the treasure publicized such that at least 10,000,000 individuals know about it (at least 5 of whom must be unique and Level 20 or greater). Ensure that at least half of the treasure vanishes from its claimants hands and at least half of the individuals on said expedition die or vanish. Ensure said disappearances / deaths become publicized to at least 1,000,000 individuals each (at least one of whom must be unique and Level 20 or greater). Ensure that despite these disappearances and deaths, at least three more expeditions set out to try to acquire more treasures from said civilization, each of which must involve at least 15 individuals unaffiliated with you, at least one of whom is Level 20 or greater and unique.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
If this scheme's completer is Mystery element and possesses at least 1 Paradox, it obtains 100,000,000 Temporary Gold at the start of each battle that lasts until that battle's end.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Clandestine Facilities

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. In this thread, describe five facilities. At least three must be random dungeons that possess some thematic associated with your government or its agencies. At least one must be hidden within or otherwise directly connected to a preexisting governmental building in the nation chosen in your 'Official Replacements' scheme. At least one must be within or directly connected to a preexisting non-government-controlled building within said nation whose normal occupants remain unaware of its existence (save for an optional small sub-portion totaling no more than 25% of their number who are subverted to be under your control). At least one of these must be used as the new main command center of a government agency under your control.
The Scheme 'The Shadow Government' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Establish these five facilities. Ensure that each is spawning at least some entities of Level 30 or greater on a regular basis who are loyal to you and under your control. Ensure that none of these facilities are safely accessible to the general public or governmental agencies not under your control and that their interiors are not observable to said entities.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This scheme's completer gains +5,000 to all stats as an uncapped bonus while it possesses an ally that is a Large Structure or is in a Terrain or Phantom Terrain that it created.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Discovery of the Century

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Describe an ancient civilization in it.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Announce the discovery of evidence of your fabricated civilization, whether doing so directly or through a proxy. Ensure that at least 30,000,000 individuals, including at lest 50 unique individuals (at least 5 of whom must be greater than Level 20), hear about this discovery and that at least 75% of each of those groups/sub-groups thinks that it is real. Provide at least 5 physical items of evidence for the existence of this civilization and at least one verbal or written account providing additional information regarding it.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This Scheme's possessor may always choose to count as having already acted during battle if Mystery element and with a Paradox value of at least 1.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Diverted Funding

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Shadow Government' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Successfully divert at least 100,000,000 Gold worth of cash or resources from other projects conducted by the government to yourself or one or more agencies under your control that otherwise would not receive the funding. Do this in a way that does not involve overt theft, does not directly link you or any of your Identities to the diversion of the funds, and that does not result in legal charges being filed against you or members of the government or its agencies who are under your control.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This scheme's completer may claim 50,000,000 Gold each month.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Doomed Expeditions

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Ancient Civilization' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Cause at least 5 different expeditions to explore ruins of the civilization described in the 'Discovery of the Century' scheme to fail. All of these expeditions must include at least 30 members, at least one of whom must be unique. At least three of these must include a unique individual of Level 20 or greater. At least three of these expeditions must be launched at the prompting of the Enigma Man initiating this scheme or one of its Identities. At least three of these expeditions must end will all members of the expedition dead (but with public knowledge of the expedition having been launched). At least one of these expeditions must result in at least one insane, broken, or otherwise dissuaded-from-investigating survivor returning to civilization to tell the tale of what happened on the failed expedition.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
If this scheme's completer is Mystery element, attempts to scan its stats or the stats of its Large Structure allies may, should this scheme's completer desire such, cause said scan sources to be dealt 400,000 Flat Mystery element Damage to the source of said scan before said scan occurs.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Establishing a Currency

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Detail a type of currency. Include that value in Gold of one unit of it and describe it physically. Describe at least 5 messages or symbols hidden on the currency that relate to rumors about you, powers you or your identities possess, schemes you have completed, or other similarly-relevant-to-you-as-an-Enigma-Man things.

To Complete This Scheme:
Pay 100,000,000 Gold. This Gold will be converted into your currency as the Scheme completes itself.

Scheme Effect:
This Scheme's possessor may treat its Fame or Obscurity as 1 higher per each unique individual in the same battlespace is carrying the currency created through this Scheme, up to a max of the number of times this scheme has been completed Fame or Obscurity.

Multiple Scheme Completion:
This scheme may be completed up to 5 times, creating a different denomination of currency with different hidden traits each time.

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Scheme Name: False Flag Operations

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Shadow Government' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Conduct some manner of notable attack on the nation chosen in your 'Official Replacements' scheme or cause some major disaster in it. Ensure that the majority of the populace does not believe you or any of your agents/agencies is behind it. Spread rumors and ensure that at least some small minority of individuals in said nation believes that you or one of your identities/agents/agencies is behind it.
Either retaliate against the source blamed for the attack/disaster with some manner of nationally-launched attack or begin a major national program to ensure that attacks/disasters of a similar sort cannot happen in the future.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
Once per battle, if this scheme's completer is Mystery element and possesses at least 1 Paradox, it may, when conducting an offensive action that targets one or more allies, select an opponent that is not of greater Level than this scheme's completer and allow the individuals targeted by said offensive action to perform counters targeting said opponent as though said opponent were the source of said offensive action.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Gangster Frankenstein Earphone Radio Slavery

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Shadow Government' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Implement a method of mind control, whether it be direct psychic mind control, some sort of implant, stations that can emit control-waves, or something else, in a manner such that at least 25% of the population of the nation chosen in your 'Official Replacements' scheme can at any time be 'activated' and made mind controlled agents under the direct command of you or one of your agencies.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
At the start of each round, if this scheme's completer is Mystery element and possesses at least 1 Paradox, it may choose to have a 100% chance of inflicting Charm on any number of opponents.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: I Am Coming, You Cannot Stop Me

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Select a target unique individual of Level 0-19.

To Complete This Scheme:
Over the course of five seperate incidents, each at least a month apart (RP-time, out-of-game-time need not bear this restriction in this case), deliver via some manner ominous threats of the target's impending doom to the target. Do not harm said target until after the final delivery. Successfully kill the target after the fifth delivery without being killed by the target at any point before such success occurs.

Scheme Effect:
This Scheme's possessor may, once per thread at the start of the thread, name a unique entity on the boss list of a Level equal to or lower than this Scheme's possessor's Level. The first time during the thread that said named target is an opponent of this Scheme's possessor, this Scheme's possessor, as an effect that is part of this scheme, which is not a buff and may not be extended or replicated, cannot be killed by said target for a number of rounds equal to 10 times the number of times this scheme has been Completed and gains an optional chance of inflicting Instant Death on said chosen target with offensive actions equal to 5 times the number of times this Scheme has been completed.

Multiple Scheme Completion:
This scheme may be completed an additional 4 times. Each such time, the bottom and top values of the Level range of the target are increased by 20.

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Scheme Name: International Reach

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Shadow Government' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Select five nations that the nation chosen in your 'Official Replacements' scheme has routine relations (whether aggressive or non-aggressive) with. At least three of these nations must have populations of at least 300,000,000 and each must contain at least five unique individuals of Level 20 or greater in a position of power in its government or one of its government's agencies. Have yourself, one of your identities, or an entity fully under your control obtain a major position in each of those nations or one of its most prominent agencies. Ensure that during this process that it does not become publicly known that these individuals are associated with your nation / controlled by you (unless they publicly are you, in which case they may only be publicly you in one such nation out of these nations and the nation chosen by you in the previous scheme).

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
At the start of each round, if this scheme's completer is Mystery element and possesses at least 1 Paradox, it may move itself into any row of any row-order formation in the same battlespace so long as no individual in said row-order formation that is 20 or more Levels greater than it objects.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Lost Arts Great and Powerful

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Ancient Civilization' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Have each of your identities possess at least 5 <Class Name>-tier abilities and at least 1 Adept-tier ability. At least one of these identities must possess Architect. At least one must possess Arcane Vizier. At least one must possess Magewright. At least one must possess Wizard. At least one must possess Scholar.

Scheme Effect:
This scheme's completer's unmodified stats are increased by 300.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: New World Order

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'Special Agencies' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Omnipresent Surveillance' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'False Flag Operations' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'International Reach' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Gangster Frankenstein Earphone Radio Slavery' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Black Ops' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Diverted Funding' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Slick Suits, Silver Tongues, And Watching Minds' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Clandestine Facilities' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Assume (or already possess) direct or indirect control of every notable process of government in the nation chosen in your 'Official Replacements' scheme. Ensure no unique individual of Level 20 or greater in said government lives, remains in position, and opposes you.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This Scheme's possessor may become Level 40.
If this scheme's completer is Mystery element and possesses at least 2 Paradox, whenever an individual in the same battlespace as this scheme's completer summons a Unit or Large Structure that is below Level 80 and equal to or below this scheme's completer's Level, provided said summoner is equal to or below this scheme's completer's Level, this scheme's completer may prevent said summoning and, if said summon is normally fightable for drops on the Enemy List, summon a version of said summon itself instead. Max 200 summoned.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Official Replacements

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. In this thread select a nation with a population of at least 300,000,000.
The Scheme 'Political Assassinations' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Select five of the selected nation's unique political officers / officials. At least 3 of them must be Level 20 or greater. Kill or indefinitely incapacitate (i.e. Petrify, imprison in a secret facility, throw into a time void, etc) these individuals. Replace these individuals with replicas or facsimiles of some manner that are fully under your control. Additionally create such a facsimile for one of the individuals killed as part of the 'Political Assassinations' scheme whose death was openly known and re-insert them into their previous position successfully.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This scheme's completer may, up to 5 times per battle, upon the death of an entity on an opposing side that is below this scheme's completer's Level and normally fightable for drops, summon an entity of the same sort from the Enemy List and give it a non-stacking buff that makes its possessor the element Mystery; these summons may be summoned into the row-order-formation that the entity whose death permitted their summoning was in at the time of its death. Max 25 summoned.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Omnipresent Surveillance

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. In this thread, select some manner of device or item to serve as your primary surveillance source. This could range from an actual type of camera, a common consumer electronic good with some manner of software or transmitter in it, or something more esoteric, such as paintings with eyeballs on them, statues of individuals who never really existed, or trees with ear-shaped fruit.
The Scheme 'The Shadow Government' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Distribute copies of these surveillance sources around the nation chosen in the 'Official Replacements' scheme. Ensure that at least 95% of the population of each major city in the nation, as well as at least 90% of the population of the nation as a whole, encounters at least one of these surveilance objects on a daily basis.
Actually ensuring that the surveillance sources are connected to something / operational is not required. They automatically start to work, even if they aren't set up to, once the scheme is complete.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This scheme's completer may, at the start of each round, if Mystery element and in a Zone of Mystery, scan the stats of all individuals in any one battlespace within the same battle.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Parallel Downfall

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Select a target unique individual.

To Complete This Scheme:
Enact the ruin of said unique individual (with the method of said ruin being open to situational appropriateness, whether it be financial, romantic, military, allegedly-fated-goal-shattering, etc) using one Identity while another Identity interacts with said individual at a different location.

Scheme Effect:
If this Scheme's possessor's Paradox is 1 or greater, this Scheme's possessor's identities each gain +25% Critical against opponents for each time that one of this Scheme's possessor's other identities (to a max of once per other identity) targeted said opponent earlier within the same round, with this effect being constantly-applied by this Scheme and not being a buff but also not being subject to capping.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Political Assassinations

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Kill five different unique political figures, at least four of whom must be members of governments of countries or regions that contain populations of at least 30,000,000 individuals and at least three of whom must be Level 20 or greater. Each must be killed in a separate incident. You may not be successfully recorded or witnessed in a lasting manner while committing these assassinations. At each death, leave some manner of clue that can be found that somehow connects to one or more of your identities or operations without specifically revealing yourself.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This scheme's completer deals 1,000,000 additional Damage (to a max of 20,000,000 additional Damage per round) to unique targets that have not acted yet if this scheme's completer is Mystery element.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Relics of a Lost People

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. In it, describe five items from the imaginary ancient civilization described in the 'Discovery of the Century' Scheme. At least four of these items must be of types other than 'Item' (i.e. the one that holds Materials and Antiquities), and all five of the items must be of a power level that would cause them to have a value of at least 1,000,000 Gold.
The Scheme 'Discovery of the Century' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Create working versions of these five items. Distribute these items to locations around the world such that they are located by individuals with 'knowledge' of the 'existence' of the ancient civilization or individuals who would show the items to said individuals. Ensure that at least one is discovered by an individual intentionally looking for such relics and at least one is found by someone not expecting to find said relics in a location that wouldn't be expected to contain ruins of the civilization in question. Ensure that the existence of each item becomes publicly known to at least 100,000 individuals, at least one of whom is unique.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
If this Scheme's completer is Mystery element and possesses at least 1 Paradox, it may grant any item it has equipped the element Time as a non-stacking buff at the start of each round.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Research Log - An Ally In Need

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Select three target unique individuals, at least one of whom must have been selected for 'Research Log - Begin' (if at least one such individual remains alive at the time of this Scheme's onset) and at least one of whom must not have been previously selected as the target of a Scheme whose name includes 'Research Log'.
The Scheme 'Research Log - Begin' must already be completed and possessed by the individual undertaking this Scheme.

To Complete This Scheme:
Assume a disguise. Pretend to be an individual investigating or somehow wronged by one or more of your Identities. Lead targets, together, to attempt to solve some quandary relating to your identities or to strike some blow against one of your identities. Pretend to have your identity-self kill your disguised-self during this investigation or action. Other participants must remain motivated to avenge your disguised self and/or think they learned more notable things regarding their own investigations of the Enigma Men during this. Said event must end with all of its participants having learned no actively-useful information about you / having struck no menaningful blows against any of your identities and with an interest in continuing to research the Enigma Men or fighting the Enigma Men.

Scheme Effect:
Whenever this Scheme's possessor inflicts an instance of the debuff 'Investigating the Enigma Men' on an individual, this Scheme's possessor may choose to provide its target with a buff that stacks a number of times equal to this Scheme's possessor's 'Investigating the Enigma Man' cap that provides +2,000 MIN, and, should such be chosen, this Scheme's possessor's 'Research Log - Begin' Scheme may affect targets who possess a Charm Immunity so long as they do not also possess an Dominion Immunity.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Research Log - Begin

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Select three target unique individuals.
The Scheme 'Spreading Rumors' must already be completed and possessed by the individual undertaking this Scheme.

To Complete This Scheme:
Convince said target individuals, separately or as a group, to begin investigating The Enigma Men while not openly identifying yourself to any of them as such. Outright coercion or control may not be utilized during this. Lead said group, directly or indirectly, on a wild goose chase 'investigating' one or more of your identities. Said wild goose chase must end with all of its participants having learned no actively-useful information about you and with an interest in continuing to research the Enigma Men.

Scheme Effect:
This Scheme's possessor's 'Investigating the Enigma Men' Count Cap is increased by 1.
Whenever this Scheme's possessor inflicts an instance of the debuff 'Investigating the Enigma Men' on an individual, this Scheme's possessor may choose, if said debuff's cap has not been reached through said application, to have said debuff's target, should said target not be Immune to Confusion or Charm, to have a 50% chance of having to use its next available action to perform an action that would attempt to scan this Scheme's possessor's stats, should such an action be a valid choice (with said effect being a debuff and having no effect should such an action not be a valid choice for said individual at said time).

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Research Log - Mysterious Evidence Observed

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Select three target unique individuals, at least one of whom must have been selected for 'Research Log - Begin' (if at least one such individual remains alive at the time of this Scheme's onset) and at least one of whom must not have been previously selected as the target of a Scheme whose name includes 'Research Log'.
The Scheme 'Research Log - Begin' must already be completed and possessed by the individual undertaking this Scheme.

To Complete This Scheme:
Plant 'evidence' (none of which may reveal actually-useful information regarding you) relating to activities surrounding one or more of your identities to be found by the selected individuals. Such individuals must become convinced that said evidence is true. Outright coercion or control may not be utilized during this. Said evidence planting must end with all of its participants having learned no actively-useful information about you and with an interest in continuing to research the Enigma Men.

Scheme Effect:
Whenever this Scheme's possessor inflicts an instance of the debuff 'Investigating the Enigma Men' on an individual, this Scheme's possessor may choose to provide its target with a Temporary copy of an item worth under 100,000 Gold that shares an element with this Scheme's possessor, and, should such be chosen, this Scheme's possessor's 'Research Log - Begin' Scheme may affect targets who possess a Confusion Immunity so long as they do not also possess an Insanity Immunity.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Research Log - Weapons of the Conspiracy Part I

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Describe three notable weapons or abilities that could be constructed within the general parameters of this scheme's possible results. These abilities/weapons need to be mysterious, ominous, or interesting in some manner.
The Scheme 'Research Log - Begin' must already be completed and possessed by the individual undertaking this Scheme.

To Complete This Scheme:
Convince one or more individuals researching one or more of your Identities that one of said researched identities possesses one of the notable weapons or abilities described. Do this for each of the three weapons or abilities. Outright mind-control/manipulation may not be used.

Scheme Effect:
This Scheme's possessor obtains +100 to all stats for each instance of the debuff 'Investigating the Enigma Men' that is possessed by one of its opponents, to a max of its 'Investigating the Enigma Men' cap.
Upon the completion of this scheme, this scheme's performer creates three custom abilities to fit the three weapons/abilities in question, following the following parameters:
* The name of the ability may be chosen by its creator.
* The ability is an active, enemy-style ability.
* A max of 30 Ability Creation Points may be spent on each such ability.
* For a cost of 1 Ability Creation Point, the ability has its Damage value increased by 1,000 points. This must be selected at least once unless the 'not an attack' option is chosen.
* For a cost of 1 Ability Creation Point, the ability's chance of inflicting a minor negative status effect increases by 5%.
* For a cost of 1 Ability Creation Point, the ability gains a base element. At least one element must be chosen for said ability.
* For a cost of 2 Ability Creation Points, the ability's chance of inflicting a moderate negative status effect increases by 5%.
* For a cost of 2 Ability Creation Points, the ability deals Flat Damage.
* For a cost of 2 Ability Creation Points, the ability causes attacks that involve it to gain +1% To Hit or Critical (chosen during ability creation).
* For a cost of 2 Ability Creation Points, the ability causes attacks that involve it to gain +5% To Hit or Critical (chosen during ability creation) as a non-capped effect that only applies against entities of a chosen base Tier 1 subtype.
* For a cost of 5 Ability Creation Points, the ability gains the element Null.
* For a cost of 5 Ability Creation Points, the ability is able to be created without a Damage value, enabling it to not generate an attack (and instead usually auto-hit).
* For a cost of 5 Ability Creation Points, the ability provides -250 to a chosen stat as a debuff that stacks 3 times (chosen during ability creation). Each selection instance of this choice adds an additional -250 to a chosen stat to said debuff.
* For a cost of 10 Ability Creation Points, the ability gains the element Mystery.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Research Log - Weapons of the Conspiracy Part II

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'Research Log - Weapons of the Conspiracy Part I' must already be completed and possessed by the individual undertaking this Scheme.

To Complete This Scheme:
Locate one or more individuals researching one or more of your Identities. Learn of at least three different weapons or abilities that you did not come up with that you do not possess that they think you possess.

Scheme Effect:
The bonus to possessor's stats provided by possessor's 'Research Log - Weapons of the Conspiracy Part I' Scheme becomes uncapped.
Upon the completion of this scheme, this scheme's performer creates three custom abilities to fit the three weapons/abilities in question, following the following parameters:
* The name of the ability may be chosen by its creator.
* The ability is an active, enemy-style ability.
* A max of 30 Ability Creation Points may be spent on each such ability.
* For a cost of 1 Ability Creation Point, the ability has its Damage value increased by 1,000 points. This must be selected at least once unless the 'not an attack' option is chosen.
* For a cost of 1 Ability Creation Point, the ability's chance of inflicting a minor negative status effect increases by 5%.
* For a cost of 1 Ability Creation Point, the ability gains a base element. At least one element must be chosen for said ability.
* For a cost of 2 Ability Creation Points, the ability's chance of inflicting a moderate negative status effect increases by 5%.
* For a cost of 2 Ability Creation Points, the ability deals Flat Damage.
* For a cost of 2 Ability Creation Points, the ability causes attacks that involve it to gain +1% To Hit or Critical (chosen during ability creation).
* For a cost of 2 Ability Creation Points, the ability causes attacks that involve it to gain +5% To Hit or Critical (chosen during ability creation) as a non-capped effect that only applies against entities of a chosen base Tier 1 subtype.
* For a cost of 5 Ability Creation Points, the ability gains the element Null.
* For a cost of 5 Ability Creation Points, the ability is able to be created without a Damage value, enabling it to not generate an attack (and instead usually auto-hit).
* For a cost of 5 Ability Creation Points, the ability provides -250 to a chosen stat as a debuff that stacks 3 times (chosen during ability creation). Each selection instance of this choice adds an additional -250 to a chosen stat to said debuff.
* For a cost of 10 Ability Creation Points, the ability gains the element Mystery.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Return of the Ancients

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Apocalypse Clock' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Ancients Walk Among Us' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Ruins of a Bygone Era' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Cites of Secrets, Cities of Gold' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Riddle of the Monuments' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Secret History of the World' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'The Ancient Capital' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Doomed Expeditions' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Lost Arts Great and Powerful' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Have your civilization announce itself to at least 5 individuals who would be considered world leaders of some manner who are unique and Level 35 or greater.
Have your civilization seize control, whether direct or subtle, of 5 or more notable governments or organizations (each of which must have at least one unique member of Level 35 or greater).
Ensure your capital has a population of at least 5,000,000, at least 1,000,000 of which must be Ancients.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This Scheme's possessor may become Level 40.
This scheme's completer may create Identities with the subtype Ancient.
One of this scheme's completer's identities may gain the subtype Ancient and/or may gain the ability 'Basic Ancient Magic Attunement'.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Riddle of the Monuments

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Ancient Civilization' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Choose five preexisting monuments or great works of architecture constructed by or known to civilizations aware of the civilization described in your 'Discovery of the Century' scheme. Introduce evidence that said monuments were actually constructed by your civilization. Ensure that at least 10,000,000 individuals (at least three of which are unique and Level 20 or greater) believe that your civilization created each of them.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
If this scheme's completer is Mystery element and possesses at least 2 Paradox, it may, at the start of each round, change an opposing Large Structure or Golem summon of equal or lower Level to begin counting as its summon and join its side of battle, with said change not being a buff or debuff.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Ruins of a Bygone Era

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. In this thread, describe five dungeons. At least three must be random dungeons that possess some thematic associated with your lost civilization. At least three must be hidden within the ruins created in your 'The Ancient Civilization' scheme. At least one must be hidden or under a preexisting modern city or notable inhabited structure not already associated with your civilization.
The Scheme 'The Ancient Civilization' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Establish these five dungeons. Ensure that each is spawning at least some entities of Level 30 or greater on a regular basis who are loyal to you and under your control. Ensure that none of these facilities are safely or easily accessible to the general public or the residents of the cities/structures they are connected to.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This scheme's completer gains +5,000 to all stats as an uncapped bonus while it possesses an ally that is a Large Structure or is in a Terrain or Phantom Terrain that it created.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Rumored Terror

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'Spreading Rumors' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'I Am Coming, You Cannot Stop Me' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Research Log - Begin' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Research Log - Mysterious Evidence Observed' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Research Log - An Ally In Need' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Research Log - Weapons of the Conspiracy Part I' must already be completed and possessed by the individual undertaking this Scheme.
The Scheme 'Research Log - Weapons of the Conspiracy Part II' must already be completed and possessed by the individual undertaking this Scheme.

To Complete This Scheme:
Kill one of the individuals involved in one of your Research Log schemes with one of the weapons or abilities created in one of your Research Log schemes. Provide evidence of such to at least two surviving researchers indirectly. Indirectly connect two individuals researching one or more of your Identities who did not previously know each other to each other, with at least one of said individuals possessing the evidence of the one researcher's death. Neither of these two researchers must be completely dissuaded from continuing to research you despite the evidence provided (with direct mind control / coercion to prevent such not being permitted).

Scheme Effect:
This Scheme's possessor may become Level 20.
This Scheme's possessor's 'Investigating the Enigma Men' Count Cap is increased by 1.
This Scheme's possessor gains +2,500 to all stats as an uncapped bonus if at least one of its opponents is an individual with 2 or more stacked instances of the debuff 'Researching the Enigma Men'.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Secret History of the World

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Ancient Civilization' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Select five different fields (such as Magical Knowledge, Martial Arts, Architecture, Cooking, etc). Insert false evidence that suggests that modern developments in those fields in civilizations / groups aware of the civilization described in your 'Discovery of the Century' scheme are based on the works of and/or guided by the civilization from said scheme. Ensure that a noted expert in each such field who is unique and at least Level 30 believes such and publically endorses said belief.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
If this scheme's completer is Mystery element and possesses at least 1 Paradox, it and its Ancient allies gain 15% Human Resistance, 15% Humanoid Resistance, and 15% Fae Resistance.

Multiple Scheme Completion:
Not permitted.

=========================================================================================================================================================================================================================================

Scheme Name: Slick Suits, Silver Tongues, And Watching Minds

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Shadow Government' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Have each of your identities possess at least 5 <Class Name>-tier abilities and at least 1 Adept-tier ability. At least one of these identities must possess Psychic. At least one must possess General. At least one must possess Commander. At least one must possess Diplomat. At least one must possess Thief.

Scheme Effect:
This scheme's completer's unmodified stats are increased by 300.

Multiple Scheme Completion:
Not permitted.

=========================================================================================================================================================================================================================================

Scheme Name: Special Agencies

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. In this thread, describe five agencies. At least one of them must have the elimination or conversion of internal dissenters/enemies of your shadow government as its purpose (whether stated openly or not). At least one must be engaging in some manner of secret research projects. At least one must have some esoteric purpose that does not actually make sense, operating off of (at least initially) partially or entirely imaginary principles/goals but maintaining a facade of official importance and dire weight.
The Scheme 'The Shadow Government' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Establish these five agencies in the country chosen in the 'Official Replacements' scheme. Ensure that each one possesses at least 100,000,000 Gold worth of Properties and at least 100,000,000 Gold worth of operational assets. Ensure that each is actively and automatically spawning at least some individuals of at least Level 30 who are loyal to you as its agents/members/project-results. Ensure that each is fully loyal to you and not to arms of the government that you do not control.

Scheme Effect:
Upon this scheme's completion, its completer gains 2 Obscurity.
At the start of each round, possessor may summon up to 5 units below Level 40 that are normally fightable for drops on the Enemy List into any battlespace that possessor has been in during the thread that currently exists that does not contain an individual of Level 80 or greater who objects. These summons may be given a non-stacking buff at the time of their summoning that makes its possessors solely Mystery element and gives its possessors +6,000 to all stats. Max 200 summoned.

Multiple Scheme Completion:
Not permitted.

=========================================================================================================================================================================================================================================

Scheme Name: Spreading Rumors

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Detail at least five at-least-partially-untrue rumors about yourself.

To Complete This Scheme:
Spread each of the five rumors to no more than five individuals directly, none of whom may be told more than one of the rumors directly. Each rumor must then successfully propagate for at least five successive generations of individuals, with at least five different people in each such generation.

Scheme Effect:
This Scheme's possessor's 'Investigating the Enigma Men' Count Cap is increased by 1.
When an individual would attempt to scan this Scheme's possessor, if said scanner is lower Level than this Scheme's possessor, this scheme's possessor may choose to have a 75% chance of instead placing a stacked instance of a debuff named 'Investigating the Enigma Men', which persists between threads if acquired in an RP thread, cannot be removed by sources below this Scheme's possessor's Level at the time of its infliction, and stacks up to a cap of its inflictior's 'Investigating the Enigma Men' Count Cap.
At the start of each round, this Scheme's possessor may choose to have a 30% chance of inflicting Confusion on any number of individuals who possess 1 or more stacked instance of the debuff 'Investigating the Enigma Men'.

Multiple Scheme Completion:
Disallowed.

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Scheme Name: Targeted Assassinations

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Select a country or city-state with a population of at least 100,000,000.

To Complete This Scheme:
Kill 5 unique, major political figures in said nation, at least two of whom must be greater than Level 19. Commit each killing at a different location and time. Commit each killing through a different identity or overall method. Leave a token or symbol at each killing; ensure that someone is made aware of the presence of each of these tokens or symbols and that some connection between them is able to be drawn.

Scheme Effect:
This scheme's completer gains 1 Obscurity upon completing this scheme.
If possessor has 2 or greater Paradox, possessor may target entities that are passengers in vehicles that are in the same battlespace as possessor, provided that said vehicles are not 20 or more Levels greater than possessor.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: The Ancient Capital

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'The Ancient Civilization' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Create a capital city for the civilization described in your 'Discovery of the Century' scheme. It must routinely spawn entities of at least Level 30 that are controlled by or loyal to you. It must spawn entities with the Ancient subtype that are controlled by or loyal to you. It must spawn at least 5 unique entities, at least 3 of whom are at least Level 20, who are controlled by or are loyal to you. It must be shielded or isolated from common observation by outside individuals who are below Level 60.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This scheme's completer may, if it is Mystery element and possesses at least 2 Paradox, whenever it would summon a Human that is normally fightable for drops on the Enemy List, summon a version of said entity that is naturally an Ancient instead of a Human that naturally possesses twice the listed STR, AGI, CON, MIN, and SPI of said Human (counting only its base values and not counting Constant Effects or other additions), to a max of 2,000,000 additional points to any such value

Multiple Scheme Completion:
Not permitted.

=========================================================================================================================================================================================================================================

Scheme Name: The Ancient Civilization

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'Relics of a Lost People' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Create five different ruins of the style of the ancient civilization described in the 'Discovery of the Century' scheme. Each must be of a city of some manner, and each must be located in a generally-unexplored section of the world (usually a place like a deep jungle, polar region, desolate desert, isolated mountain range, uninhabited island, underground cavern, or sea bed). Ensure that each will not be zonally-overwritten or spawned-over by the surrounding area. Ensure at least three of these cities is discovered by a unique individual who believes they are legitimately ancient, and that at least 10,000,000 individuals learn of each of these discoveries.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
Once per thread, if this Scheme's completer is Mystery element and possesses at least 1 Paradox, it may choose at the start of battle to summon 3 Large Structures of equal or lower Level that are normally fightable for drops on the Enemy List and give each of these summons a non-stacking buff that gives its possessor the elements Time and Mystery.

=========================================================================================================================================================================================================================================

Scheme Name: The Apocalypse Clock

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Describe a device left by the civilization from the 'Discovery of the Century' scheme that monitors some impending Apocalypse. Describe the apocalyptic event it counts down to. Describe a ritual or complex formalized process that must be undertaken at regular intervals to wind it back and stave off the apocalypse.
The Scheme 'The Ancient Civilization' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Create the apocalypse-clock-object (it does not actually need to cause the apocalypse in question itself; you can handle that during the process when the scheme is being performed if necessary, and the scheme itself will fill in for it to a degree once the scheme is completed). Ensure it is discovered by a group of at least 5 individuals that includes at least one unique individual greater than Level 20. Ensure that they believe that it was created by the noted civilization and that the described apocalypse will occur if the device is not wound back. Ensure that they begin regularly performing the requisite routine to hold back the apocalypse (performing any necessary rituals or sacrifices to do so), and observe the successful completion of this ritual at least once. Make sure that if the device ticks down while this scheme is still in progress that the proposed apocalyptic event begins to occur.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
Upon this scheme's completion, its completer chooses three base elements, two Tier 1 non-base elements that it has at least one class ability for (if able), and one Tier 2 non-base element that it has at least one class ability for (if able). These elements are attached to the completed Scheme as part of its record and text.
If this scheme's completer is Mystery element and has at least 1 Paradox, it gains a value called Apocalypse Counter (which has a max of 200) and its opponents gain the ability to perform an action named 'Reset Apocalypse Counter'. Performing the action 'Reset Apocalypse Counter' resets the Apocalypse Counter of one individual to 0. This scheme's completer's Apocalypse Counter increases by 1 at the start of each round that it is Mystery element and has at least 1 Paradox. At the end of each round, this scheme's completer may, if Mystery element with at least 1 Paradox, choose to deal (25,000 * its Level * the value of its Apocalypse Counter) to any number of individuals in the same battlespace.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: The Shadow Government

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken.
The Scheme 'Official Replacements' must already be completed and possessed by the individual undertaking this Scheme.
The Enigma Man undertaking this Scheme must be at least Level 20.

To Complete This Scheme:
Acquire three different positions of power for yourself, one of your identities, or a disguise/alias you have created in the government of the nation chosen in the 'Official Replacements' scheme or in one of its major agencies. Each of these positions must be in a different branch of government / a different agency, and no individual in said government not under your control may, during the establishment of this scheme determine that multiple of these individuals are the same person. Maintain these positions and this false separation between them for at least a month.

Scheme Effect:
Upon this scheme's completion, its completer gains 1 Obscurity.
This scheme's completer may, at the start of battle, summon up to 3 entities below Level 40 that are normally fightable for drops on the Enemy List into any one row-order formation in the same battlespace, with these summons gaining a non-stacking buff that makes their possessors Mystery element. Max 3 summoned.

Multiple Scheme Completion:
Not permitted.

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Scheme Name: Targeted Assassinations

To Undertake This Scheme:
Create a thread announcing that this scheme is being undertaken. Select a country or city-state with a population of at least 100,000,000.

To Complete This Scheme:
Kill 5 unique, major political figures in said nation, at least two of whom must be greater than Level 19. Commit each killing at a different location and time. Commit each killing through a different identity or overall method. Leave a token or symbol at each killing; ensure that someone is made aware of the presence of each of these tokens or symbols and that some connection between them is able to be drawn.

Scheme Effect:
This scheme's completer gains 1 Obscurity upon completing this scheme.
If possessor has 2 or greater Paradox, possessor may target entities that are passengers in vehicles that are in the same battlespace as possessor, provided that said vehicles are not 20 or more Levels greater than possessor.

Multiple Scheme Completion:
Not permitted.

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Sublime Refinement (Living Treasure)




Supersystem (Mandate Magellan)

Drives

Field-Emitters

Frames

Modules

Ordnances

Paintjobs

Platings

Programs

Reactors

Special Cargo



Tide Baptism (Keybearer)

All Being A Kaleidoscope, Melting Into Seas Of Rainbow Unity
Tide Baptism, Color
Inundation Effect: Possessor may spend an action to gain a buff that stacks 200 times that provides its possessor with any combination of non-universe elements possessed by a target individual in the same battlespace. Possessor benefits from the buffs possessed by any other individual in the same battlespace that possessor shares at least one element with, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor obtains +100% Dodge against individuals that possessor shares at least one element with. Whenever an individual in the same battlespace as possessor is Healed for points of or Regenerates HP or MP, if that individual shares at least one element with possessor, possessor may, as an effect that counts as involving a Channeling spell and involving Drain, choose to obtain 50% of that healing or regeneration instead of the individual in question. Possessor may cast spells equipped by individuals in the same battlespace who share at least one element with possessor. Possessor may choose to be Immune to effects created by individuals of lower Level that are attached to a Zone that possesses at least one of possessor's elements.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to obtain a buff that stacks 200 times granting them any non-universe element possessed by one of possessor's other allies, not counting possessor. Possessor's allies, not counting possessor, obtain +100 to all stats for each ally, not counting possessor, that they possess that shares an element with them, counting separately per element, to a max of 200 allies per element and a max of 12 elements per individual. Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer, if it possesses Basic Color Synchronization, may choose to gain this one if the other conditions are met.
* During the quest, merge all areas on a world that possessed at least 24 distinct areas, at least one of which is a Dungeon, at least one of which is a City, and at least one of which is a Wilderness, into one area, recoloring at least 70% of the world in the process.

Drowning, Resurging, Redrowning, Rising Once More
Tide Baptism, Water
Inundation Effect: Possessor suffers no negative effects from Drowning. Each time that Drowning would be inflicted on possessor by a different non-summon source, possessor obtains an instance of a buff that stacks (200 + Possessor's Level) times that does not occupy a buff slot that cannot be removed by sources below possessor's Level that vanishes if possessor leaves Inundation Mode that provides a +2,000 bonus to all of possessor's stats. At the start of each round, if possessor is not afflicted with Drowning but was afflicted with Drowning at the start of a prior round, possessor may choose to become afflicted with Drowning, continuing the count of consecutive rounds that possessor was afflicted with Drowning from a count that was possessed on the prior round chosen. At the start of each round, if possessor did not become afflicted with Drowning via the prior effect on the same round (discounting round-count values imposed by the prior effect), if possessor is afflicted with Drowning, possessor may choose any number of opponents who were previously afflicted with Drowning, with all such opponents chosen being afflicted with Drowning. Once per thread, as a non-resettable effect, if possessor would die due to an equal or lower Level source and possessor is Drowning, possessor may instead choose to not die, remaining at a value of '1' in any value whose reduction to a lower value would cause possessor to be dead, and to gain a non-stacking buff that provides +30,000 to all stats.
Wellspring Effect: Possessor's allies, not counting possessor, suffer no negative effects from the status effect Drowning if they have been afflicted with it for 3 rounds or longer. Possessor's allies, not counting possessor, if afflicted with Drowning, on the first round they are afflicted, obtain +30% Dodge. Possessor's allies, not counting possessor, if afflicted with Drowning, on the second round they are afflicted, may spend the MP of willing allies they possess, including possessor, who are afflicted with Drowning as though it were in additional MP pools they possessed, with possessor being able to prevent this expenditure should possessor desire to do so, regardless of who is borrowing whose MP through it. If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally. Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest drown 5 unique individuals who do not support you, resurrect them, and then convince them to join your cause.

In Each Mind A Nation
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest awaken the minds of at least 25% of a nation's population to become psychic (when they weren't previously) and tie at least 5 replica-worlds the size of a nation or greater with their own different-from-the-main-world government systems or national characters to unique quest-relevant individuals, at least three of whom are of non-insignificant-to-the-quest Level, whose existence and mind perpetuate them (regardless whether said replica worlds are ones controlled by / enjoyed by those individuals, are just weird worlds they are connected to, or are personal mind-traps for them).

Our Minds, Linked As One
Tide Baptism, Psychic
Inundation Effect: At the start of each round, possessor, if Psychic element, may scan a target's stats, and, if successful, as a buff that lasts until the end of the round, may cast spells that target has equipped or on its Inherent Spell List.
Wellspring Effect: Possessor and possessor's allies may all cast spells that the others have equipped or on their Inherent Spell Lists as though they themselves have them equipped.

Power Rains Down, Each Raindrop's Path A Ladder
Tide Baptism, Water
Inundation Effect: At the start of each round that is not the first round of battle, possessor, if in a Zone of Water, may deal (1% of the unspent XP possessed by possessor, to a max of Possessor's Level x 1,000,000) Flat Water & Energy element Damage to all opponents and afflicts entities that took at least one Damage from this with Drowning and Overload. Possessor may choose to grant opponents the option of being afflicted with Charm instead of being dealt this Damage.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, obtain Temporary XP equal to 1% of the unspent XP possessed by possessor. Possessor's PC allies have Level Caps below possessor's Level removed. If possessor possesses at least 2,000,000 unspent XP at the start of a round, possessor may choose to create a Zone of Water & Energy. If possessor possesses at least 50,000,000 unspent XP at the start of a round, possessor may choose to set the Phantom Terrain to Ocean.

This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest sink an entire planet that is significantly involved in the quest beneath the waters of an ocean. Alter at least 75% of the native life so that it can breathe and survive in the new environment and is more powerful than it was before the drowning of the world.

Washing Away All Impurities
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.
Acquisition Method:
* When a Keybearer completes a quest and have not chosen another Tide Baptism to gain from it, the Keybearer may choose to gain this one if the other conditions are met.
* During the quest, cure ailments from a vast group of people. Additionally, formally baptize at least 5 willing, quest-relevant, unique NPCs into the service of the Unbroken Tide.

Witnessing Shells Rupturing, As Hidden Color Bursts From Within
Tide Baptism, Color
Inundation Effect: At the start of each round, if possessor is Color element, possessor may choose for any number of opponents to take (Possessor's Level x 1,000 x the number of Elements those individuals possessed earlier during the same thread but do not currently possess) Flat (Color plus all elements the individual in question previously possessed earlier during the same thread but does not currently possess) Element Damage.
Wellspring Effect: If possessor is Color element, possessor's allies, not counting possessor, obtain + (Possessor's Level x 1,000 x the number of Elements those individuals possessed earlier during the same battle but do not currently possess) to all stats.



World Law (Outer Lord)

~Curse~

Is Constantly Above Minotaurs That Will Wreck His Face- (World Law, Curse) Whenever possessor enters a battlespace, each enemy side may summon up to 20 Minotaur from the Enemy List that possessor prevents itself from being Immune to that may choose to kill possessor with their attacks that possessor can't negatively effect, Has RP effects if possessor is on a tightrope, in a tall building, or similarly above open spaces (though frequently not the same degree of auto-loss)
Not for Sale

Is Menaced By Everything- (World Law, Curse) Possessor's opponents have their stats multiplied by 10 when possessor is present and deal octuple Damage to possessor, Possessor gets double XP from them, though
Not for Sale


~Abstracts~

Abstracts Are Weird- (World Law, Walker from Beyond) When an individual that is not 10 or more Levels greater would scan an Abstract's stats that is not Immune to Confusion, there is a 25% chance that the stat scan attempt is automatically unsuccessful and the scanner is afflicted with Confusion
Requires: Walker from Beyond, Anarchomancer, Soldreidrethanoi, Slayer, Chef
Additional Requirement: Task: Confuse at least 5 unique civilians who were not expecting you to suddenly be involved in their lives
Cost: 5,000,000 Gold, 4 Weeks

John Jacob Jingleheimer Schmidt! His Name Is My Name Too!- (World Law, Walker from Beyond) Abstracts may choose to count their name as additionally being 'John Jacob Jingleheimer Schmidt'
Requires: Walker from Beyond, Bard, Commander, Dancer, Scholar
Additional Requirement: Task: Convince 5,000 individauls, at least 5 of whom must be unique, that your name is 'John Jacob Jingleheimer Schmidt'
Cost: 5,000,000 Gold, 4 Weeks


~Aerials~

Law of Rage: THE WORLD MUST EXPLODE SHOULD A PHOENIX COMMAND IT TO- (World Law, Skykeeper) Aerials have their '1 hit against X' actions that are Fire or Energy element where 'X' is already 5 or greater have X increased by 30,000, Aerials deal 150,000 additional Damage (with this bonus being applied once per Aerial per round), Fire element Aerials may spend an action to destroy a Zone, Terrain, or Phantom Terrain with an equal or lower Level creator that is below Level 88, dealing ((the Zone, Terrain, or Phantom Terrain's creator's Level)x10,000) Flat Fire or Energy element Damage to up to (the Zone, Terrain, or Phantom Terrain's creator's Level)x1,000) targets, Instances of the entity 'Phoenix' from the Enemy List have their natural stats doubled, are naturally Elite, gain the element Energy, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Not for Sale


~Aetherics~

Aetherics Cannot be Contained- (World Law, Worldbreaker) Individuals of equal or lower Level may not object to Aetherics entering or leaving a battlespace; Moderate negative status effects from sources that are not 10 or more Levels greater cannot prevent Aetherics from acting
Requires: Worldbreaker, Ethereal Mage, Wanderer, Spatial Mage, Crusher
Additional Requirement: Task: Breach three sealed dimensional boundaries
Cost: 5,000,000 Gold, 4 Weeks


~Angels~

Angels Safeguard the Realms of Man- (World Law, Heavenly Protector) Humans who possess at least one Angel ally and no Angel opponents gain 15% Base Entity Subtype Resistance that excludes Angels
Requires: Heavenly Protector, Paladin, Priest, Diviner, Guardian
Additional Requirement: Task: Save a majority-human, majority-lower-Level nation or independent city with a population of at least 20,000 from a danger you had no part in causing
Cost: 5,000,000 Gold, 4 Weeks


~Animals~

All Animals are Electricity-Generating- (World Law, Beastmaster) All Animals gain the element Electrical and may choose to deal solely Electrical element Damage
Not for Sale

Animals are Good at Hiding in the Woods- (World Law, Beastmaster) Animals gain +10% Dodge if the Terrain or Phantom Terrain is Forest
Not for Sale

Animals Can Howl to Summon Help from More of their Kind- (World Law, Beastmaster) Animals from the Enemy List that are normally fightable for drops may spend an action called 'Howl' to summon 5 more instances of that entity from the Enemy List, Max 200 summoned per entity on the Enemy List per side of battle
Not for Sale

Animals Can All Secretly Speak, But Know When Humans Are Looking At Them- (World Law, Beastmaster) At the start of each round, if in a battlespace that contains no Humans, each Animal may transfer a single stacked instance of any one replicatable buff to one of its Animal allies; Animals gain +15% Dodge and To Hit against Humans and are informed at the start of each round if any Human is in the same battlespace
Not for Sale

Animals Hunt in Packs- (World Law, Beastmaster) Animals gain +200 to all stats for every ally possessor has that shares that Animal's name or that possesses a Constant Effect named 'Pack Hunter', to a max of 200 such allies, Constant Effect; Animals count as possessing a Constant Effect named 'Pack Hunter'
Not for Sale

Animals Serve As Loyal Companions to Their Masters- (World Law, Beastmaster) Animals are never summoned uncontrolled, are Immune to Charm, and, if items, cannot be stolen
Not for Sale

Foxes are Too Cute to Attack- (World Law, Beastmaster) Animals whose name includes 'Fox' have a 30% chance of preventing attacks from equal-or-lower-Level sources below Level 60 that are not Immune to (or Absorb or Reflect) either Charm or Dominion that target them from occurring
Not for Sale

Goats Can Escape- (World Law, Beastmaster) Animals whose name includes 'Goat' may spend an action to exit a thread
Not for Sale


~Celestials~

Celestials Empower Paladins Through Their Presence- (World Law, Justicar) Individuals with the ability 'Paladin' gain +1,000 to all stats as an uncapped bonus if a Celestial is present in the same battlespace
Requires: Justicar, Paladin, Luminary, Priest, Lawbringer
Additional Requirement: Task: Assist a unique Paladin in completing a quest
Cost: 5,000,000 Gold, 4 Weeks


~Darkspawn~

Dark Things Spill from the Minds of the Mad- (World Law, Herald of Lunacy) If an entity is afflicted with Confusion it has a 1% chance at the start of each round to summon a random Darkspawn of equal or lower Level from the Enemy List that is normally fightable for drops, If an entity is afflicted with Insanity it summons a random Darkspawn of equal or lower Level from the Enemy List that is no more than 5 Levels lower than it that is normally fightable for drops, Summons from this ability are uncontrolled if their summoner possesses no Darkspawn allies and is not a Darkspawn.
Requires: Herald of Lunacy, Summoner, Mentalist, Mind Lord, Ebon Chancellor, Channeler
Additional Requirement: Task: Alter the spawn tables of at least 5 different areas to begin spawning Darkspawn when they previously could not spawn any; cause a unique individual in at least one of these areas to suffer temporary or permanent madness
Cost: 3,000,000 Gold, 5 Weeks

Darkspawn Attract Cults- (World Law, Herald of Lunacy) Darkspawn may, at the start of each round, summon up to 20 Humans that are 5 or more Levels lower and fightable for drops on the Enemy List
Requires: Herald of Lunacy, Delver of the Forbidden, Priest, Warlock, Ritualist
Additional Requirement: Task: Set up cults of at least 30 members (at least one of whom must be unique in each) for 5 unique or notable-for-their-area Darkspawn
Cost: 5,000,000 Gold, 4 Weeks

Darkspawn Can Meld Into Darkness- (World Law, Herald of Lunacy) Darkspawn gain +40% Dodge if in a Zone of Darkness
Requires: Herald of Lunacy, Ebon Chancellor, Umbramancer, Thief, Spy
Additional Requirement: Task: Locate and ally with three unique Darkspawn with shadow-based or heavily-darkness-based powers
Cost: 6,000,000 Gold, 4 Weeks

Darkspawn Can Sprout Dangerous Tentacles- (World Law, Herald of Lunacy) Darkspawn may, before their first action of each round, choose to have a (the Darkspawn's Level x 5)% chance of inflicting Paralyzed on up to (the Darkspawn's Level / 5, rounded up) targets, with this infliction chance counting as involving a Whip; A Darkspawn may choose, at the start of a round, to deal (its Level x 10,000) Flat Physical element Damage to any number of entities it has afflicted with Paralyzed
Requires: Herald of Lunacy, Dominator, Crusher, Biomancer, Transmuter
Additional Requirement: Task: Defeat a notable foe by grappling and crushing it with a tentacle
Cost: 5,000,000 Gold, 4 Weeks

Darkspawn Dwell Amidst Impossible Geometries, Traversing Worlds At Angles Askew From Paths Mortals May Travel- (World Law, Herald of Lunacy) Darkspawn count as whatever is most-advantageous out of the Front Row and Back Row if in a standard row-order formation and are not moved due to row-order-imbalance if in a standard row-order formation. Darkspawn cannot be prevented from moving between battlespaces by lower Level Terrestrial entities or Large Structures.
Requires: Herald of Lunacy, Wanderer, Subspace Architect
Additional Requirement: Task: Create a Level 40 or greater dungeon with distorted geometry
Cost: 5,000,000 Gold, 4 Weeks

Darkspawn Feed on Confusion and Fear- (World Law, Herald of Lunacy) At the start of each round, for each non-Darkspawn afflicted with Confusion (discounting sub-status effect versions), Confusion: Fear, and/or Insanity, each Darkspawn regenerates ((1% of the afflicted entity's Max MP if it is afflicted with Confusion (discounting sub-status effect versions)) + (1% of the afflicted entity's Max HP if it is afflicted with Confusion: Fear) + (5% of (the afflicted entity's Max HP + the afflicted entity's Max MP) if it is afflicted with Insanity)) HP and MP
Not for Sale

Darkspawn Shatter the Minds of those they Fight- (World Law, Herald of Lunacy) Offensive, damage-dealing attacks from Darkspawn that do not already deal MIN Damage deal (1/10 the Darkspawn's MIN) MIN Damage
Requires: Adept Herald of Lunacy Knowledge, Mentalist, Combatant, Slayer, Illusionist
Additional Requirement: Task: Defeat a unique Darkspawn-hunter of Level 40 or greater through MIN Damage
Cost: 30,000,000 Gold, 6 Weeks

Madness Takes Its Toll- (World Law, Herald of Lunacy) Entities afflicted with Insanity are treated as though dead for purposes of victory conditions
Requires: Adept Herald of Lunacy Knowledge, (Adept Psychic Arts Attunement OR Adept Psychic Synchronization), Ebon Chancellor
Additional Requirement: Task: Drive at least 6 unique individuals, at least three of whom are Level 40 or greater, permanently insane
Cost: 30,000,000 Gold, 6 Weeks

Mortal Minds Cannot Comprehend the Terrors Beyond- (World Law, Herald of Lunacy) Whenever a Human or Humanoid attempts to scan the stats of a Darkspawn, it has its success chance reduced by 50% and has a chance equal to double the Darkspawn's Level of being afflicted with Insanity.
Requires: Herald of Lunacy, Delver of the Forbidden, Mentalist
Additional Requirement: Task: Drive at least 1,000 mortal beings, at least 4 of which must be unique, insane through knowledge of Darkspawn or Forbidden Magic.
Cost: 5,000,000 Gold, 6 Weeks

Outer Space is Filled with Terrible Things- (World Law, Herald of Lunacy) If the Terrain or Phantom Terrain is Space, at the start of each round 1-20 random Darkspawn that are normally fightable for drops on the Enemy List of a random Level between a minimum of 5 Levels below the highest Level individual in battle (99 in cases where said number would be higher) to a max of the lower of 20 Levels above the highest Level individual in battle and Level 100, with these Darkspawn joining a random side of battle that possesses at least one unique Darkspawn, or, failing the existence of such a side, a random side that possesses at least one non-summon Darkspawn, or, failing the existence of such a side, a random side that possesses at least one Darkspawn summon, or, failing the existence of such a side, being uncontrolled; if the chosen Level would not have any Darkspawn summonable on it, the next-lowest Level in the Enemy List is checked, proceeding downward until a suitable summon is found, and, if the bottom of the enemy list is found, failing to summon; Max 200 summoned
Requires: Herald of Lunacy, Delver of the Forbidden, Astromancer, Wanderer, Geomancer, Summoner
Additional Requirement: Task: Cause at least 4 different regions of space that previously didn't contain Darkspawn to begin spawning Darkspawn on a regular basis
Cost: 8,000,000 Gold, 8 Weeks

Scholars Inevitably Learn Terrible Things When Investigating Ancient Tomes- (World Law, Herald of Lunacy) Each round that a non-Darkspawn that does not have the ability Herald of Lunacy or Delver of the Forbidden has one or more out-of-stock Book or Tome equipped, that individual has a 25% chance at the end of the round of dealing itself (the item's value/1,000) Flat Darkness & Psychic element MIN Damage and having a (the item's Value/10,000)% chance of being afflicted with Confusion
Requires: Herald of Lunacy, Delver of the Forbidden, Scholar, Artificer, Detective
Additional Requirement: Task: Cause at least 5 scholars, at least one of whom must be Unique and at least one of whom must be Level 20 or greater, to find a text that contains mind-damaging knowledge relating to Darkspawn
Cost: 1,000,000 Gold, 3 Week

The Songs of Darkspawn Drive Men Mad- (World Law, Herald of Lunacy) Whenever a Darkspawn casts a Bardic Music spell that can inflict minor negative status effects that do not include Confusion, it gains a chance equal to the highest chance out of the other minor negative status effects of inflicting Confusion, and whenever a Darkspawn casts a Bardic Music spell that can inflict major negative status effects that do not include Insanity, it gains a chance equal to the highest chance out of the other minor negative status effects of inflicting Insanity
Requires: Herald of Lunacy, Delver of the Forbidden, Bard, Dancer, Enchanter
Additional Requirement: Task: Drive a unique individual mad through singing
Cost: 5,000,000 Gold, 4 Weeks

The World's True History Is Unknown and Madness-Inducing- (World Law, Herald of Lunacy) Each round, non-Darkspawn who are not afflicted with Confusion or Insanity and who do not possess the ability Delver of the Forbidden or Herald of Lunacy have a 25% chance of treating the current round's number as having reverted to 0 (and incrementing forward again from that point normally) and ceasing to count as having scanned the stats of anything whose stats they previously scanned; non-Darkspawn who are not afflicted with Confusion or Insanity and who do not possess the ability Delver of the Forbidden or Herald of Lunacy have a percentage chance equal to the Level of the highest-Level Darkspawn in the same battlespace of being afflicted with Insanity upon scanning an entity's stats
Requires: Herald of Lunacy, Scholar, Delver of the Forbidden
Additional Requirement: Task: Edit the history of a country-sized portion of a world (or wider) to prominently-yet-secretly include Darkspawn when it previously did not
Cost: 3,000,000 Gold, 3 Weeks


~Daemons~

Daemons Are Empowered By Spiteful Vengeance- (World Law, Puppet Master) The minor, moderate, and major negative status effect infliction chances of Daemons are increased by 10% against entities that previously inflicted negative status effects on them, provided those prior inflictors were not controlled by other entities at the time of such infliction
Requires: Puppet Master, Warlock, Enslaver, Controller, Channeler
Additional Requirement: Task: Enact vengeance on three unique individuals who previously wronged you
Cost: 5,000,000 Gold, 4 Weeks

Toys Can Animate and Become Evil- (World Law, Puppet Master) Each Daemon may equip a single Toy as a Weaponx0, with a Toy equipped in this manner gaining the subtype Soul; there is a 5% chance at the start of each round that each non-unique Toy equipped or carried by an opponent of a Daemon gains the subtype soul as a non-stacking buff and causes its possessor, if its possessor is not Immune to Charm or Dominion, to immediately trade it to a willing Daemon
Requires: Puppet Master, Puppeteer, Rune Mage, Golomancer, Artificer, Channeler, Enslaver
Additional Requirement: Task: Cause at least 5 unique toys to become sentient and evil; have at least three of them kill non-daemon former owners, at least two of whom must be unique and Level 20 or greater
Cost: 12,000,000 Gold, 5 Weeks


~Demons~

Demons Dwell in Fire and Darkness- (World Law, Demonologist) Demons do not suffer Fire or Darkness Damage from effects attached to Zones, Terrains, or Phantom Terrains, and cannot be afflicted with Voidstruck or Burning by effects attached to Zones, Terrains, or Phantom Terrains (with this effect not preventing the infliction of sub-status effects)
Requires: Demonologist, Diabolist, Wanderer, Blazing Sultan, Ebon Chancellor
Additional Requirement: Task: Complete a quest in a realm that is heavily Fire-aligned and has Fire-related environmental hazards; Complete a quest in a realm that is heavily Darkness-aligned and has Darkness-related environmental hazards
Cost: 5,000,000 Gold, 4 Weeks

Law of Rage: EACH NATION SHALL BE RULED BY SIX GREAT DEMONS- (World Law, Demonologist) Demons may choose to have their actions gain (6 * this action's performer's Level)% inflicts Charm and (this action's performer's Level / 4, to a maximum of 30)% inflicts Dominion, Large Structures may not unsummon Demons, Each Demon may summon up to 20 Humans that are 5 or more Levels lower than it that are below Level 80 that are normally fightable for drops on the Enemy List at the start of each round, Whenever a Large Structure is summoned, each Enemy side of battle may choose to summon up to 6 Demons that are normally fightable for drops on the Enemy List, Max 666 summoned per side of battle, Each Demon may choose to count as possessing up to 1,000,000 additional allies who are units, Instances of the entity 'Great Demon' from the Enemy List have their natural stats doubled, are naturally Elite, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Not for Sale

Law of Rage: THE BUZZING OF FLY DEMONS SHALL MELT THE MINDS OF THE WISE- (World Law, Demonologist) Demons have their Disease infliction chances increased by 200%, Instances of Diseased inflicted by Demons gain the text 'If this status effect's possessor is not a Demon, this status effect reduces its possessor's MIN by 15% of its non-status-effect-counting value), Whenever a Demon acts, it applies a debuff that provides -500 MIN that an individual can acquire a max of 5 instances of in a single round that stacks 200 times to all non-Demons in the same battlespace, The attacks of Demons remove all Knowledge element buffs from their targets, Demons deal double MIN Damage to Mindshadows (as an effect that does not stack with any other MIN-Damage-multiplying World Laws), Instances of the entity 'Fly Demon' from the Enemy List have their natural stats doubled, are naturally Elite, gain the elements Life and Fury, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Not for Sale


~Devas~

The Arrival of Devas Portends Raucous Feasting and Merriment- (World Law, Champion of the Upper Realms) When a Deva enters a battlespace, all of its allies are afflicted with Invigorated
Requires: Champion of the Upper Realms, Chef, Dancer, Bard, Commander
Additional Requirement: Task: Organize a great celebratory feast attended by at least 500 other individuals, at least 5 of whom must be unique
Cost: 5,000,000 Gold, 4 Weeks


~Devils~

Those Who Try to Bind Devils Often Find Themselves Outwitted- (World Law, Pactmaker) If a Devil would be afflicted with Paralyzed, a sub-status effect of Paralyzed, Charm, a sub-status effect of Charm, or Awestruck: Sealed by a source that is not a Devil and that is not 20 or more Levels greater, there is a 25% chance that the Devil is instead not afflicted with said status effect, and instead, the status effect's infliction's source is afflicted with a copy of the status effect with the Devil as a source
Requires: Pactmaker, Warlock, Dominator, Thief, Channeler
Additional Requirement: Task: Successfully subvert/confront, defeat, and bind to your service a unique individual who was previously attempting to bind or seal you, with at least part of the process involving trickery or deception
Cost: 5,000,000 Gold, 4 Weeks


~Dragons~

Law of Rage: DRAGONS SHALL BREATHE BEES ON ALL YOU UNLUCKY SCHMUCKS- (World Law, Dragon Lord) Dragons have their Poison and Pain infliction chances increased by 200%, Dragons that summon Insects may summon double the number they otherwise would, Dragons have their summoning caps doubled for Insect summons, Dragons may spend an action to choose an equal-or-lower-Level Insect on the Enemy List that is normally fightable for drops whose name includes 'Bee', replicate 12 actions as though 12 different instances of said entity were performing those actions, and then summon 120 of that entity, Max 20,000 summoned, Dragons gain +20,000 to all stats, Instances of the entity 'Dragon' from the Enemy List have their natural stats doubled, are naturally Elite, gain the elements Toxin and Fury, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Not for Sale


~Edgelanders~

Edgelanders Can Channel Their Lineages- (World Law, Explorer) At the start of each thread or upon first entering a thread, each Edgelander may choose one Tier 1 planar subtype and gain it as a non-stacking buff that cannot be removed by non-Outsiders that are not 20 or more Levels greater
Requires: Explorer, Scholar, Channeler, Summoner, Wanderer
Additional Requirement: Task: Help three unique individuals learn about their lineages and assist them in unlocking the use of powers related to those lineages that they could not previously utilize
Cost: 5,000,000 Gold, 4 Weeks


~Elementals~

Elementals Shape the Environment With Their Presence- (World Law, Conjurer) The presence of an Elemental counts as the presence of a Zone of its combination of elements
Requires: Conjurer, Elementalist, Geomancer, Druid, Channeler
Additional Requirement: Task: Locate three different elementals that are stuck in areas that do not match their elements and alter those areas to fit them better in a lasting manner
Cost: 5,000,000 Gold, 4 Weeks


~Emanations~

Emanations Exist As Fortified Principles- (World Law, Sage of Sefirot) Equal or lower Level sources cannot kill Emanations via Stat Damage or reduce the stats of Emanations below 20% of their non-debuff-status-effect-and-stat-damage-counting value
Requires: Sage of Sefirot, Abjurer, Scholar, Monk, Guardian
Additional Requirement: Task: Defeat 5 unique entities, each of which must be focused in killing things through depletion of a different specific stat
Cost: 5,000,000 Gold, 4 Weeks


~Eroded~

Eroded Grind Down Those Around Them- (World Law, Sifter of Unmade Places) Each non-Eroded that is in the same battlespace as one or more Eroded obtains -500 to all stats at the start of each round as a debuff that stacks 200 times
Requires: Sifter of Unmade Places, Warlock, Ravager, Geomancer, Necromancer
Additional Requirement: Task: Confront a unique individual three times, leaving it permanently weaker each time
Cost: 5,000,000 Gold, 4 Weeks


~Golems~

Law of Rage: GOLEMS WITH OUTER SHELLS OF BRONZE BURN WITH UNCONQUERABLE INNER FURY- (World Law, Evermason) Golems gain +20,000 to all stats, Fire element Golems may make any of their actions or attacks solely Fury element, Golems who deal Fury element Damage may inflict Burning on any individual who takes at least 1 point of Fury element Damage, Fury element Golems gain Immunity to Minor Negative Status Effects, Immunity to Burning, Immunity to Awestruck, Immunity to Mindblasted, and Immunity to Overload, Fire & Fury element Golems have a 50% chance of resurrecting themselves at the start of each round, Instances of the entity 'Bronze Golem' from the Enemy List have their natural stats doubled, are naturally Elite, gain the elements Fire and Fury, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Not for Sale


~Humans~

Every Human Has a Talent, Whether That Human Knows About It or Not- (World Law, General) When each Human first appears in the thread, a random Base Class is determined (with the Base Class having to be one the Human has as an Associated Class if it has Associated Classes) and associated with that Human; it counts as having 5 additional abilities from said class, and the stat bonuses provided by that class's abilities are increased by 1% (to a max of 1,000,000 additional points). This effect is tracked and maintained by this World Law rather than being a buff or on that Human.
Requires: General, Channeler, Monk, Scholar, Thief, Warrior
Additional Requirement: Task: Help at least 5 unique Humans find talents they possessed that they didn't know about.
Cost: 5,000,000 Gold, 6 Weeks


~Illuminated~

Illuminated Move In Harmony With One Another- (World Law, Lightbearer) Each Illuminated gains +100 to its turn-order-determining stat sum for turn-order-determining purposes for each other Illuminated on the same side in the same battlespace (to a max of 200 such other Illuminated)
Requires: Lightbearer, Channeler, Commander, Artificer, Monk
Additional Requirement: Task: Complete a quest working in concert with at least 5,000 Illuminated
Cost: 5,000,000 Gold, 4 Weeks


~Mechanichim~

Mechanichim Self-Repair Over Time- (World Law, Concordant Artisan) Mechanichim regenerate 1% of their Max HP at the start of each round (to a max of 500,000,000 HP)
Requires: Concordant Artisan, Engineer, Mechanist, Roboticist, Healer
Additional Requirement: Task: Escape near-defeat in a quest while severely injured or with notable powers disabled, fix yourself up to reasonable levels of performance (or with novel alternate powers / improvements), then proceed to return to the original quest and complete it successfully
Cost: 5,000,000 Gold, 4 Weeks


~Mementos of Ruin~

Mementos of Ruin Are Calamitous In Large Numbers- (World Law, Occultist) Mementos of Ruin gain +((The Number of Mementos of Ruin in the same battlespace / 20), to a max of 100)% Critical
Requires: Occultist, Warlock, Slayer, Channeler, Commander
Additional Requirement: Task: Fill a city with a population of at least 100,000 with at least 2,000 Mementos of Ruin, then destroy it in a manner that utilizes them
Cost: 5,000,000 Gold, 4 Weeks


~Outsiders~

Outsiders Dwell In Numerous Planes- (World Law, Gatekeeper) Outsiders gain an uncapped +2,000 to all stats if a Terrain or Phantom Terrain is present that has a corresponding Planar square mile present in the Shop (whether in stock or not); Outsiders gain an uncapped +500 to all stats if not in the main battlespace of a battle
Requires: Gatekeeper, Wanderer, Geomancer, Channeler, Scholar
Additional Requirement: Task: Complete quests in 5 different planar environments, at least one of which must be an artificial demiplane
Cost: 5,000,000 Gold, 4 Weeks


~Paragon~

Paragons Work Tirelessly To Complete Their Goals- (World Law, Honed One) Paragons gain Fatigued Immunity
Requires: Honed One, Monk, Commander, Warrior, Scholar
Additional Requirement: Task: Complete a quest without stopping to rest
Cost: 5,000,000 Gold, 4 Weeks


~Quezmellym~

Quezmellym Are the Locus of Fates- (World Law, Discordant) Quezmellym of equal or greater Level may object to Non-Quezmellym placing Fate element buffs or debuffs on individuals in the same battlespace as those Quezmellym, preventing them from being placed by doing so
Requires: Discordant, Crafter, Dancer, Ravager, Seer
Additional Requirement: Task: Break three fates laid down upon unique individuals by outside powers; Convince three unique individuals to do specific things, declared in advance of first meeting those individuals (with the 'convincing' not having to be direct or honest)
Cost: 5,000,000 Gold, 4 Weeks


~Reptiles~

Dragons Are Giant Reptiles- (World Law, Herpetologist) Dragons count as additionally possessing the subtype Reptile. Dragons may count as an additional number of entities equal to their Level for row-order purposes.
Requires: Herpetologist, Dragon Lord
Additional Requirement: Task: Defeat a unique Dragon of Level 20 or greater and perform a study of its corpse. Perform studies of at least 5 different living Dragons, at least 5 different dead Dragons, at least 5 different living Reptiles, and at least 5 different dead Reptiles.
Cost: 3,000,000 Gold, 4 Weeks

You Had Best Beware, Lest Reptiles Leave Bad Reviews for Your Business, Leading to the Most Unfortunate Sorts of Personal Financial Disasters- (World Law, Herpetologist) If a non-Reptile has not spent a separate, non-offensive action placing a buff on each individual Reptile in the same battlespace (being able to count each action a max of once for a single Reptile, regardless of how many were buffed in it), whenever said non-Reptile either performs a Commerce-element action, buys something from a Shop, or performs a 'Trade' action, any Reptile may, to a max of once per trigger across all Reptiles (with the highest-Level Reptile choosing 'yes' gaining precedence, with ties determined randomly), choose, at the end of said action or instance of buying, to both deal (the Reptile's Level x 1,000,000) Flat Beast or Beast & Commerce or Beast & Commerce & Fury & Destruction element Gold Damage to said non-Reptile, as well as placing a debuff of said non-Reptile that stacks a max of 4 times, with the debuff providing -5 Fame and causing its possessor's Commerce element actions to have a 25% chance of failing (with things that would occur before and after those actions still occurring), with the checks from multiple stacked instances of the debuff being made separate times
Not for Sale


~Spirits~

Ancient and Clever Animals Eventually Turn Into Spirits and Gain the Ability to Speak- (World Law, Binder) If an Animal has been in a thread for 200 consecutive rounds across at least 5 different battles, it gains an unremovable buff that gives its possessor Spirit as an additional subtype, gives its possessor +5,000 to all stats, gives its possessor an additional +5,000 MIN, and gives its possessor Impaired: Mute Immunity.
Requires: Binder, Beastmaster, Enchanter, Summoner, Druid
Additional Requirement: Task: Turn at least at least 100 Animals of Level 15 or greater into Spirits. Assist an animal spirit that is at least 100 years old in completing a quest.
Cost: 5,000,000 Gold, 6 Weeks

Descendants May Invoke the Spirits of Their Ancestors Through Prayer, Allowing Them to Act Upon the World Once More- (World Law, Binder) Entities who possesses a dead Spirit earlier in their summon-generation trees that is not 20 or more Levels greater than they are may spend an action to allow that dead Spirit to immediately perform an action as though it were not dead
Requires: Binder, Channeler, Priest, Shrine Maiden, Healer, Necromancer
Additional Requirement: Task: Complete three quest on behalf of three different unique ancestral Spirits, at least one of which is Level 60 or greater, that seeks to intervene in the world but cannot fully do so on its own
Cost: 120,000,000 Gold, 12 Weeks

Every Object Holds A Spirit Which Is Released Upon Its Destruction- (World Law, Binder) Whenever an item is destroyed or a consumable's last charge is used, its owner may summon a Spirit that is normally fightable for drops on the Enemy List. If the item in question drops from at least one entity on the Enemy List (regardless of whether or not that entity is normally fightable for drops) the Spirit must be equal Level to or lower Level than the highest Level entity on the Enemy List that drops the item in question; if the item does not drop from any entity on the Enemy List, the Spirit must be equal Level to or lower Level than the item's owner.
Requires: Binder, Magewright, Evermason, Smith, Shrine Maiden
Additional Requirement: Task: Invest at least 100 Spirits of Level 15 or greater into items and distribute them to at least 5 locations. Assist a tsukumogami or other type of object-spirit in completing a quest.
Cost: 5,000,000 Gold, 6 Weeks

Experimental World Law: Spirits are Drinkable- (World Law, Binder) If an individual possesses a willing Spirit ally, that individual may deal a mutually-agreed-upon quantity of Flat Water & Physical element HP Drain and/or MP Drain to said Spirit, being hit with a (that Spirit's Level x 4)% Poison: Drunk infliction chance upon doing so
Requires: Binder, Shrine Maiden, Bartender, Anarchomancer, Elemental Researcher
Additional Requirement: Task: Convert three notable Spirits into alcohol
Cost: 30,000,000 Gold, 20 Weeks

Lesser Spirits Serve as Agents of the Kami, Delivering their Magic According to their Will- (World Law, Binder) Enemy, Pet, Summon, and Transformation Spirits gain the 'Cast a Spell' action, Non-Kami Spirits who worship a Kami that is in the same thread gain an additional action each round, assigned in turn order, that may only be used to either perform a 'Cast a Spell' action to cast a spell equipped by the Kami as though the Spirit performing said bonus action had a copy of said spell equipped, or to, with the Kami's permission, replicating an action the Kami could perform as though the Kami itself were performing it, with each Kami replicating a max of one action per round in this manner and paying all costs that would normally be associated with performing said action
Requires: Adept Binder Knowledge, Adept Spirit Magic Attunement, Priest, Channeler
Additional Requirement: Task: Assist three Spirits of Level 40 or greater to perform quests bestowed upon them by their patron Kami.
Cost: 30,000,000 Gold, 6 Weeks

Mortals May Pledge Themselves To The Service Of Spirits For Power And The Granting Of Wishes- (World Law, Binder) A Human or Humanoid may spend an action and choose a willing Spirit. The Human or Humanoid then gains a non-stacking buff that may not be removed by the Human or Humanoid and also may not be removed by any entity of lower Level than the chosen Spirit that counts as a Covenant Effect. The chosen Spirit may elect to make decisions on behalf of the Human or Humanoid that possesses the Covenant Effect. The Human or Humanoid may, up to once per round while in possession of the Covenant Effect, provided that the Spirit in question is alive and willing, spend an action to replicate the effect of any ability possessed by the Spirit that entities of its type possess on the Enemy List or Boss List or that it possesses as an activate ability that is from an entity on its Manifestation List, and replicate the effect of that ability as though the Spirit were performing it, with this replicated action being able to target entities in the replicator's battlespace in addition to entities the Spirit itself could otherwise target.
Requires: Adept Binder Knowledge, Adept Channeling Synchronization, Shrine Maiden, Enchanter, Commander, Priest, Lawbringer, Diviner, Wanderer, Magewright, Scholar
Additional Requirement: Task: Convince or force at least 20,000 non-unique mortals to pledge themselves to the service of unique spirits. Convince or force at least 2 unique mortals of Level 40 or greater to pledge themselves to the service of unique Spirits of Level 40 or greater.
Cost: 30,000,000 Gold, 7 Weeks

Offerings of Food, Drink, and Incense Empower Spirits- (Passive Ability, Binder) If a Spirit is traded a Food or Drink consumable, it may immediately gain a buff that stacks 20 times that provides +250 to all stats
Requires: Binder, Shrine Maiden, Priest, Chef, Thief
Additional Requirement: Task: Give suitable offerings of food, drink, or incense to 5 unique spirits
Cost: 5,000,000 Gold, 4 Weeks

Spirits Are Intangible- (World Law, Binder) Spirits gain +(50 + their Level)% Dodge that counts as coming from a Constant Effect named 'Incorporeal'
Requires: Binder, Veilwalker
Additional Requirement: Task: Break into a secured facility or dungeon that was constructed by an entity of Level 15 or greater and is guarded by at least one entity of Level 20 or greater by walking through a wall or other structural component. Kill or complete tasks for two different unique incorporeal beings.
Cost: 5,000,000 Gold, 6 Weeks

Spirits Can Possess Mortals And Beasts- (World Law, Binder) Spirits may perform an action to begin treating a Human, Humanoid, Animal, Aquatic, Aerial, Cthonian, Astral Being, or Reptile as a Transformation that the Spirit is in as a debuff that count as coming from an active ability named 'Possess', with the target's actions being controlled by the Spirit and the Spirit unable to be targeted as though it were transformed into the target, with this effect not working on entities that are not 5 or more Levels lower than the Spirit in question or that are Immune to, Reflect, or Absorb (Charm if the Spirit is below Level 40 or Dominion if the Spirit is Level 41 or greater), with the Spirit re-entering battle upon the target's death or de-transformation and victory conditions not being checked until the Spirit has the opportunity to return to battle in this manner or a round ends.
Requires: Adept Binder Knowledge, Adept Ethereal Magic Synchronization, Enchanter, Channeler, Mind Lord, Mentalist, Necromancer, Commander
Additional Requirement: Task: Gain control of three unique individuals of Level 40 or greater through Spirit powers. Conduct a notorious or awe-inspiring deed while disguised as or possessing an entity of Level 40 or greater.
Cost: 30,000,000 Gold, 6 Weeks

Spirits Can Sense Their Bound Kin And Are Apt To Rush To Their Aid- (World Law, Binder) At the start of each round, if a Spirit is afflicted with Charm, Dominion, Paralyzed, Petrified, or Awestruck: Sealed from a non-Spirit source that is on another side of battle, the Spirit's side of battle may summon 5 Spirits whose Level is not more than 5 Levels greater than the Level of said Spirit that are normally fightable for drops on the Enemy List, with a max of 3,000 such summons per side.
Requires: Binder, Shrine Maiden, Diviner, Commander, Channeler, Guardian
Additional Requirement: Task: Lead a group of at least 40 Spirits to free a Spirit that is either itself Level 40 or greater and unique or that is being held by a non-Spirit that is Level 40 or greater and unique.
Cost: 12,000,000 Gold, 6 Weeks

Spirits Cannot Be Quantified Or Affected By Technology- (World Law, Binder) Spirits gains Technology Immunity against equal and lower Level sources. Spirits gain 50% Technology Resistance. Spirits gain Antimatter Immunity. Spirits gain Hypertech Immunity against equal and lower Level sources. Spirits gain 50% Hypertech Resistance. Spirits stats cannot be scanned by Hypertech spells, Gadgets, Gizmos, Robots, Machines, or Clockworks. Spirits gain 15% Gun Resistance. Spirits gain 15% Assault Matrix Resistance. Spirits gain 15% Power Armor Resistance. Spirits ignore 25% of the Defense provided by Power Armor. Spirits gain 15% Biomancy Resistance. Spirits gain 15% Technomancy Resistance. Spirits gain 15% Robot Resistance. Spirits gain 15% Machine Resistance. Spirits gain 15% Clockwork Resistance. Spirits gain 15% Gadget Resistance. Spirits gain 15% Gizmo Resistance.
Requires: Adept Binder Knowledge, Adept Ethereal Magic Attunement, Adept Abjuration Attunement, Guardian, Wizard, Shrine Maiden, Druid
Additional Requirement: Task: Defeat three different notable technology-based opponents and solve three notable technology-based threats, all of which must be Level 40 or greater, without displaying any successfully-detected sign of being affected by the technology.
Cost: 60,000,000 Gold, 8 Weeks

Spirits Cannot Be Seen Or Touched By Those Without Magic Or Psychic Sight Unless They Wish To Be- (World Law, Binder) Spirits gains +100% Dodge and To Hit against (Humans, Humanoids, Animals, Aerials, Aquatics, Astral Beings, Cthonians, Insects, Robots, Machines, and Clockworks) who are solely base elements, who are not Magic element, and who do not possess a class-name tier ability in a magic-based class (excluding Alchemist, Biomancer, Technomancer, Scientist, Thief, Ninja, Hunter, Gunslinger, Warrior, Monk, Bard, Dancer, and Commander), with this increase counting as coming from a Constant Effect named 'Invisible' that is also named 'Intangible'.
Requires: Binder, Shrine Maiden, Ethereal Mage, Enchanter
Additional Requirement: Task: Direct a unique mortal to complete a quest on your behalf without being directly seen or touched by it without using technology to communicate with it.
Cost: 3,000,000 Gold, 5 Weeks

Spirits Coexist With Nature, Empowering One Another- (World Law, Binder) If a Spirit is present, Geomancy and Druid Magic spells have their MP cost reduced by 5% (to a max discount of 5,000,000 MP); Spirits gain an uncapped +100 to all stats for each Terrain or Phantom Terrain present (to a max of 20 in total per Spirit)
Requires: Binder, Shrine Maiden, Geomancer, Druid, Channeler
Additional Requirement: Task: Introduce a permanent population of Spirits to a natural expanse that lacks them; Restore damaged natural features in a region already inhabited by Spirits that would not be damaged by such repairs
Cost: 5,000,000 Gold, 4 Weeks

Spirits May Castigate Those Who Offend Them- (Passive Ability, Binder) The first time per battle that a non-Spirit entity conducts an offensive action that targets a Spirit that is either non-summoned or unique, the Spirit may choose between having a 100% chance of inflicting Hexed on that entity or, if the Spirit is Level 40 or greater, having a 15% chance of inflicting Smitten on that entity
Requires: Binder, Shrine Maiden, Priest, Warlock, Enchanter
Additional Requirement: Task: Avenge offenses against three unique Spirits; Avenge an offense against a group of lower-Level non-unique Spirits that would otherwise be unable to retaliate effectively against the source of offense
Cost: 5,000,000 Gold, 4 Weeks

Spirits Must Be Communed With And Must Not Be Bound- (World Law, Binder) Spirits have a percentage chance equal to twice their Level of curing themselves of instances of Charm that come from non-Spirit sources at the start of each round. Spirits have a percentage chance equal to their Level of curing themselves of instances of Dominion that come from non-Spirit sources at the start of each round. Any non-Spirit individual who has an active infliction instance of Charm on a Spirit is afflicted with Hexed at the start of each round. Any non-Spirit individual who has an active infliction instance of Dominion on a Spirit is afflicted with Cursed at the start of each round. Any non-Spirit individual who does not possess the ability 'Shrine Maiden' who has summoned a Spirit has a 100% chance of being afflicted with Hexed at the start of every round and has a 50% chance of each of said summons becoming uncontrolled at the start of each round. Any non-Spirit individual who does not possess the ability 'Adept Spirit Magic Attunement' who has summoned a Spirit that is Level 20 or greater has a 200% chance of being afflicted with Hexed at the start of every round and has a 100% chance of each of said summons becoming uncontrolled at the start of each round. Any non-Spirit individual who does not possess the ability 'Expert Spirit Magic Attunement' who has summoned a Spirit that is Level 40 or greater has a 100% chance of being afflicted with Cursed at the start of every round and has a 200% chance of each of said summons becoming uncontrolled at the start of each round. Any non-Spirit individual who does not possess the ability 'Master Spirit Magic Attunement' who has summoned a Spirit that is Level 60 or greater has a 150% chance of being afflicted with Cursed at the start of every round and has a 400% chance of each of said summons becoming uncontrolled at the start of each round. Any non-Spirit individual who does not possess the ability 'Grandmaster Spirit Magic Attunement' who has summoned a Spirit that is Level 80 or greater has a 200% chance of being afflicted with Cursed at the start of every round, has a 100% chance of being afflicted with Smitten at the start of every round, and has an 800% chance of each of said summons becoming uncontrolled at the start of each round.
Requires: Adept Binder Knowledge, Adept Spirit Magic Attunement, Sage, Lawbringer, Mind Lord, Warlock, High Judge
Additional Requirement: Task: Liberate 10 unique spirits from bondage, at least five of which must be Level 40 or greater, at least one of which must be Level 60 or greater, and at least 5 of which must be in the possession of Level 40 or greater unique spirit binders.
Cost: 30,000,000 Gold, 6 Weeks

Spirits Possess Great Magical Power- (World Law, Binder) Spirits gain +(500 * their Level) SPI and +(5,000 * their Level) MIN
Requires: Binder, Shrine Maiden, Wizard, Sorceress
Additional Requirement: Task: Defeat a unique non-Spirit of Level 15 or greater using magic without assistance from non-Spirits. Complete a task for a non-Spirit that it could not accomplish on its own using Spirit-specific powers.
Cost: 3,000,000 Gold, 4 Weeks

The Creation of Personal Shrines Empowers Spirits- (Passive Ability, Binder) If a Spirit is benefitting from both a Spirit Magic effect attached to a Zone, Terrain, or Phantom Terrain and a Divine Magic effect attached to a Zone, Terrain, or Phantom Terrain, it obtains a +1,000 bonus to uncapped stats and uncapped Defense
Requires: Binder, Shrine Maiden, Priest, Geomancer, Architect
Additional Requirement: Task: Build personal shrines for at least 5 unique or notable-for-their-area spirits and ensure each obtains regular worship or offerings
Cost: 5,000,000 Gold, 4 Weeks

The Dead Become Spirits- (World Law, Binder) Whenever an entity that is not a Spirit dies for the first time in a thread, it is, unless a source that is 20 or more Levels greater or Level 99 or greater objects, immediately resurrected and, as a non-stacking buff, transformed into a Spirit of equal or lower Level of its choice that is normally fightable for drops on the Enemy List
Requires: Binder, Priest, Shrine Maiden, Healer, Necromancer
Additional Requirement: Task: Preside over the funerals for four unique individuals in a manner that assists their passage on to a form of afterlife in which they become Spirits, at least one of whom must have formerly been a hostile, unwilling Undead of Level 20 or greater who was put to rest primarily through actions of the task's performer
Cost: 5,000,000 Gold, 8 Weeks

The Land Itself Is Alive With Spirits- (World Law, Binder) Whenever a Terrain, Phantom Terrain, or Zone is created, its creator may choose to summon a Spirit of equal or lower Level that is normally fightable for drops on the Enemy List, with that Spirit having to share an element with the Zone in the case of a Zone, having to share an element with the corresponding Square Mile of Terrain in the Shop in the case of Terrain or Phantom Terrain, with Illusion additionally being selectable as an element in the case of Phantom Terrain, but only if the Phantom Terain's creator possesses the ability 'Illusionist' or is Illusion element; if the Terrain, Phantom Terrain, or Zone's creator does not decide to do this or is unable to do this, each opposing side of battle's highest Level member (determined randomly in case of ties, with unique individuals being selected over non-unique ones if possible) may choose to summon a Spirit of equal or lower Level than the Terrain, Phantom Terrain, or Zone's creator that is normally fightable for drops on the Enemy List, with that Spirit having to share an element with the Zone in the case of a Zone, having to share an element with the corresponding Square Mile of Terrain in the Shop in the case of Terrain or Phantom Terrain, with Illusion additionally being selectable as an element in the case of Phantom Terrain, but only if the Phantom Terain's creator possesses the ability 'Illusionist' or is Illusion element
Requires: Binder, Geomancer, Summoner, Channeler
Additional Requirement: Task: Cause three areas that did not previously spawn Spirits to begin spawning Spirits; assist a unique Spirit of Level 20 or greater in establishing a connection with an area and gaining power over it
Cost: 5,000,000 Gold, 8 Weeks

The Presence of Spirits Deters the Creation of Undead- (Passive Ability, Binder) If a Spirit is present in a battlespace, entities that are not equal or greater Level may not summon Undead
Requires: Binder, Shrine Maiden, Healer, Abjurer, Necromancer
Additional Requirement: Task: Prevent three notable, otherwise-successful instances of the summoning or creation of Undead
Cost: 5,000,000 Gold, 4 Weeks

There Are Both Benevolent And Malevolent Spirits, And They Are Attracted To Like Kindred- (World Law, Binder) Spirits who do not possess a White Spiritual Mark or a Black Spiritual Mark may spend an action to gain a White Spiritual Mark or a Black Spiritual Mark. Spirits who possess a White Spiritual Mark may choose for their non-offensive actions to gain '(Possessor's Level * 4)% inflicts Favored'. Spirits who possess a Black Spiritual Mark may choose for their non-offensive actions to gain '(Possessor's Level * 4)% inflicts Hexed'. Entities may choose to lose a Black Spiritual Mark whenever they gain a White Spiritual Mark. Entities may choose to lose a White Spiritual Mark whenever they gain a Black Spiritual Mark. Each side of battle that contains at least one entity with a White Spiritual Mark may, at the start of each round, choose to summon one Spirit of equal Level to or lower Level than its highest-Level Spirit or individual with a White Spiritual Mark, with the newly-summoned entity entering battle with a White Spiritual Mark. Each side of battle that contains at least one entity with a Black Spiritual Mark may, at the start of each round, choose to summon one Spirit of equal Level to or lower Level than its highest-Level Spirit or individual with a Black Spiritual Mark, with the newly-summoned entity entering battle with a Black Spiritual Mark.
Requires: Binder, Shrine Maiden, Healer, Warlock, Priest
Additional Requirement: Task: Assist a unique or otherwise notable benevolent Spirit in helping a mortal of its own volition. Assist a unique or otherwise notable malevolent Spirit in laying a curse on a mortal or causing a mortal some manner of torment under the condition that the Spirit is not being commanded to do so by a non-Spirit.
Cost: 3,000,000 Gold, 5 Weeks

There Is A Spirit World Parallel To The Material World, And Spirits Can Walk Between Them- (World Law, Binder) At the start of battle, another battlespace is created. When the battlespace is created, its Terrain is set to Spirit World. When this battlespace is created, each side of battle may choose to add 5 Spirits from the Enemy List that are normally fightable for drops that are equal Level to or lower Level than the highest Level entity on their side of battle, with these Spirits not being summons, with these Spirits joining the side of battle that selects them. Spirits may spend an action to (move into this battlespace from any other battlespace or move from this battlespace to any other battlespace) so long as no entity of equal or greater Level to the Spirit in the battlespace the Spirit is entering or the battlespace the Spirit is leaving objects.
Requires: Adept Binder Knowledge, Adept Gate Magic Attunement, Geomancer, Shrine Maiden, Subspace Architect
Additional Requirement: Task: Gain control of a region of Spirit World that was previously controlled by a Level 40 or greater unique entity. Perform a quest for a Level 40 or greater unique Spirit and make it your ally. Establish a permanent portal between a spirit world and a material world.
Cost: 30,000,000 Gold, 8 Weeks

The Presence of Spirits Makes the World Brighter or Darker as Befits their Nature- (World Law, Binder) The presence of a Spirit who possesses a White Spiritual Mark counts as the presence of a Zone of Light, the presence of a Spirit who possesses a Black Spiritual Mark counts as the presence of a Zone of Darkness
Requires: Binder, Shrine Maiden, Geomancer, Radiant Hierophant, Ebon Chancellor
Additional Requirement: Task: Visit and assist both a benevolent and a malevolent Spirit. One must be in a region of light and radiance, whereas the other must be in a region of darkness and shade.
Cost: 2,000,000 Gold, 3 Weeks

The Spirits Are Ruled By Kami- (World Law, Binder) If a Spirit is non-unique, not Immune to Dominion (and does not Reflect or Absorb Dominion), is not a Deity, and does not have 'Kami' in its name, the highest-Level Spirit whose name includes 'Kami' controls its decisions (with ties in Level by entities on different sides being resolved by selecting the Unique individual in the tie, ties involving unique entities on different sides resulting in neither side's individual gaining control, and with ties between individuals on the same side but not across sides resulting in that side getting control rather than a specific individual).
Requires: Adept Binder Knowledge, Adept Spirit Magic Attunement, Priest, Commander
Additional Requirement: Task: Successfully perform a quest on behalf of a Kami that is unique and Level 60 or greater. Successfully convince two unique Spirits of Level 40 or greater to enter the service of a Kami.
Cost: 30,000,000 Gold, 6 Weeks


~Umbrals~

Umbrals Can Meld With The Gloom- (World Law, Shadow Duke) Umbrals gains +25% Dodge while in a Zone of Darkness, Umbrals count as 5 Levels greater for purposes of having their stats scanned as an effect that does not bypass Level-based Immunities while in a Zone of Darkness
Requires: Shadow Duke, Umbramancer, Thief, Ninja, Ebon Chancellor
Additional Requirement: Task: Complete a quest while staying in dark areas and remaining unseen the entire time
Cost: 5,000,000 Gold, 4 Weeks


~Undead~

Law of Rage: ALL FLESH SHALL BOIL IN THE PRESENCE OF VAMPIRES- (World Law, Deathless One) Undead whose name includes 'Vampire' or 'Vampiric' have a 500% chance of inflicting Burning, Wounded: Maimed, and Pain on all non-Undead in the same battlespace at the start of each round, Undead whose name includes 'Vampire' or 'Vampiric' remove all Flesh element buffs and debuffs from all individuals in the same battlespace at the start of each round, Undead whose name includes 'Vampire' or 'Vampiric' gain +100% Critical against Bio-Horrors and automatically hit all elemental weaknesses of Bio-Horrors regardless of the actual elements of their actions or attacks, Undead whose name includes 'Vampire' or 'Vampiric' gain the elements Fury and Life, Undead whose name includes 'Vampire' or 'Vampiric' gain +20,000 to all stats, Instances of the entity 'Vampire' from the Enemy List have their natural stats doubled, are naturally Elite, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Not for Sale


~Virtues~

Virtues Resist Temptation- (Passive Ability, Symbologist) Virtues are Immune to Charm
Requires: Symbologist, Monk, Abjurer, Enchanter, Mentalist
Additional Requirement: Task: Deny temptations or offers from three unique evil individuals that you have not previously worked alongside and assist forces of good in their defeat
Cost: 5,000,000 Gold, 4 Weeks


~Wishkin~

Wishkin Know the Desires of Mortals- (World Law, Wishmaker) Wishkin may, at the start of a round, scan the stats of all Terrestrial (Civilized) entities
Requires: Wishmaker, Diviner, Seer, Priest, Elementalist
Additional Requirement: Task: Convince 5 different unique individuals to tell your their greatest secret desires, and help at least two of them who have non-malevolent wishes achieve them
Cost: 5,000,000 Gold, 4 Weeks