Difference between revisions of "MRPG Proficiency List Old"

From The Coursebooks Wiki
Jump to navigation Jump to search
(Magic Proficiencies)
(Trading Proficiencies)
Line 5: Line 5:
 
==Trading Proficiencies==
 
==Trading Proficiencies==
 
It is possible to trade proficiencies for those belonging to other classes. For example, the warrior/rogue/ranger classes can all trade proficiencies between them making each class basically interchangeable. Non-magic users can also trade proficiencies to learn some magic, as long as the magic is not listed as Exclusively Reserved(ER for short).
 
It is possible to trade proficiencies for those belonging to other classes. For example, the warrior/rogue/ranger classes can all trade proficiencies between them making each class basically interchangeable. Non-magic users can also trade proficiencies to learn some magic, as long as the magic is not listed as Exclusively Reserved(ER for short).
 +
 +
Of the 11 magic types, 5 are ER, those being all four Exo-Mage proficiencies and the Paladin's Holy proficiency(Though if Clerics are ever created they will likely also have this proficiency).
 +
 +
Trading proficiencies allows players to more thoroughly customize their builds. A warrior, for example, might conclude that he has no use for martial weapons, and trade that proficiency for Life Magic in order to gain access to healing spells. It is important to note that doing this would not make him a capable healer, but rather give him some self-healing potential.
 +
 +
It is generally assumed that some classes will have to trade proficiencies in order to be effective. The Paladin, for example, has three magic proficiencies, but not transcription. Meanwhile, he is proficient in three of the four weapon-types. So he can use 75% of the weapons in the game, but can only learn the spells in his class-tree. By trading one of his weapon proficiencies for transcription, he could use spellbooks and copy scrolls.
  
 
==Basic Proficiency List==
 
==Basic Proficiency List==

Revision as of 17:58, 20 June 2012

Each class has 8 Core Proficiencies associated with it that grant base abilities specific to that class. Minor Facets can be stacked atop these proficiencies to improve the basic abilities. As the player gains levels they will eventually be able to increase the max number of proficiencies to 11(and potentially 16 in later expansions). Some proficiencies are reserved and cannot be traded, while others can be swapped out for proficiencies belonging to a different class.

Each Proficiency must be trained and has a level associated with it that is used in combat and magic calculation. If the proficiency is traded for another proficiency, all progress in that proficiency is lost. Training is done simply by using the proficiency, so maxing

Trading Proficiencies

It is possible to trade proficiencies for those belonging to other classes. For example, the warrior/rogue/ranger classes can all trade proficiencies between them making each class basically interchangeable. Non-magic users can also trade proficiencies to learn some magic, as long as the magic is not listed as Exclusively Reserved(ER for short).

Of the 11 magic types, 5 are ER, those being all four Exo-Mage proficiencies and the Paladin's Holy proficiency(Though if Clerics are ever created they will likely also have this proficiency).

Trading proficiencies allows players to more thoroughly customize their builds. A warrior, for example, might conclude that he has no use for martial weapons, and trade that proficiency for Life Magic in order to gain access to healing spells. It is important to note that doing this would not make him a capable healer, but rather give him some self-healing potential.

It is generally assumed that some classes will have to trade proficiencies in order to be effective. The Paladin, for example, has three magic proficiencies, but not transcription. Meanwhile, he is proficient in three of the four weapon-types. So he can use 75% of the weapons in the game, but can only learn the spells in his class-tree. By trading one of his weapon proficiencies for transcription, he could use spellbooks and copy scrolls.

Basic Proficiency List

Physical Proficiencies

  • Weapon Proficiency, Bladed
  • Weapon Proficiency, Blunt
  • Weapon Proficiency, Ranged
  • Weapon Proficiency, Martial
  • Weapon Proficiency, Empty-Hand
  • Shield Proficiency
  • Armor Proficiency, Light
  • Armor Proficiency, Medium
  • Armor Proficiency, Heavy

Special

  • Special Proficiency, Melee
  • Special Proficiency, Ranged
  • Special Proficiency, Stealth
  • Special Proficiency, Dodge
  • Special Proficiency, Evade
  • Special Proficiency, Aura

Magics

  • Magic Proficiency, Light
  • Magic Proficiency, Dark
  • Magic Proficiency, Mind
  • Magic Proficiency, Life
  • Magic Proficiency, Earth
  • Magic Proficiency, Fire
  • Magic Proficiency, Wind
  • Magic Proficiency, Water
  • Magic Proficiency, Death
  • Magic Proficiency, Change
  • Magic Proficiency, Holy

(See: MRPG Magic)

Support

  • Wand Proficiency
  • Scroll Proficiency
  • Lore Proficiency
  • Transcription

In-Depth Proficiency List

Physical Proficiencies

  • Weapon Proficiencies - all weapon proficiencies, bladed, blunt, ranged, and martial, are about using a weapon of a particular style and govern how effectively the character can use that weapon. Additionally, weapons may have a minimum proficiency requirement, making the player unable to equip a weapon without meeting that proficiency. This also means that players who do not have a proficiency cannot equip weapons of that type at all(E.G.: a player without bladed proficiency cannot equip a sword).
  • Shield Proficiencies - a shield can be used along with a single-handed weapon and grants additional armor. Certain facets can also be used with shields to produce special effects. with the right facets, a player can even equip two shields and become nearly immune to melee attacks(though sacrificing the ability to make melee attacks in the process).
  • Armor Proficiencies - armor proficiency, like weapon proficiency, deals with what sort of armor a player can equip, and how effectively it will protect him or her.

Special Proficiencies

  • Special Proficiency, Melee - this proficiency combines with bladed, blunt, and martial weapons to let the warrior/rogue/ranger execute special melee attacks. these attacks generate additional threat and help the warrior maintain a monster's focus.
  • Special Proficiency, Ranged - used with ranged and throwing weapons(single-use untyped weapons), this allows the warrior/rogue/ranger to execute special attacks.
  • Special Proficiency, Stealth - for use by rogues and anyone else who wants to take it, this allows players to stealthily sneak around and gain bonuses for attacking from behind.
  • Special Proficiency, Dodge - all classes have an innate dodge-ability, but the dodge proficiency allowed the player to take special dogde-facets and drastically improve their character's ability to reduce or avoid damage.
  • Special Proficiency, Evade - evasion is used specifically in escaping and avoiding trouble. Characters with high evasion will produce less 'threat' and thus go ignored by monsters when a more appealing target presents itself. Additionally, mobs will 'break aggro' more easily, allowing evasive players to run from danger and escape successfully.
  • Special Proficiency, Aura - this one belongs to the Lifebringer, but is not exclusively reserved. Auras can be used to restore health, cure disease, or remove unwanted status effects. Auruas are also instrumental in temporarily increasing a character's stats or abilities. The aura proficiency is used in a subset of magic called Auramancy, though it does not use MP and does not require the player to otherwise be a magic-user.

Magic Proficiencies

  • Magic Proficiency, Light - Used by Paladins and Endo-Mages, light-magic is a primal, powerful force of good.
  • Magic Proficiency, Dark - The antithesis of evil, some of the most powerful spells belong to the category of dark magic.
  • Magic Proficiency, Mind -
  • Magic Proficiency, Life - Common to Endo-Mages and LifeBringers, life magic is primarily about healing, restoring, and returning life.
  • Magic Proficiency, Death -
  • Magic Proficiency, Change - Change magic is used in creating something from nothing or turning one thing into another. It can be used to produce ethereal potions, someone creatures to fight for the mage, or even turn enemies into less-threatening aberrations.
  • Magic Proficiency, Ritual - Ritual magic is primarily a support-type. It is used to strengthen other spells or to temporarily increase attributes and skills.
  • Magic Proficiency, Earth
  • Magic Proficiency, Fire
  • Magic Proficiency, Wind
  • Magic Proficiency, Water
  • Magic Proficiency, Holy

Support Magic Proficiencies

  • Wand Proficiency - Magic wands are exactly what the name implies. A wand contains a specific spell and number of uses. Some wands are re-chargeable while others are limited-use. Certain wands might also work with spells the mage knows in order to enhance their effects or reduce their cost.
  • Scroll Proficiency - Scrolls are somewhat like wands in that they contain a single specific spell. Scrolls are not single-use but typically contain far weaker spells than wands. In addition, scrolls require mana to use. A player without mana may still use a scroll, but at a cost of hit-points.
  • Lore Proficiency - Lore is archaic knowledge, an understanding of history and the changes and discoveries made over time. Lore is required to read in multiple languages and to access spell tomes which lead to knowledge of new spells. The Lore skill also determines the number of spells a player is able to memorize.
  • Transcription - Transcription is the ability to transcribe spells into a spellbook. A mage can only memorize a maximum of eight spells(which can then be hot-keyed) and requires a spellbook to store the rest. Without transcription, a mage cannot record additional spells or develop new ones. They can still memorize new spells but must forget permanently old ones each time.
  • Aura Proficiency - Used in a sub-school of magic called Auromancy, aura proficiency grants the ability to manipulate auras. Used chiefly by LifeBringers to remove negative status-effects, Auramancy can be taken by any class and used to protect against magic, provide buffs, or prevent effects from ones self.

Minor Proficiencies

These are proficiencies that belong to all classes. They are not tradable and cannot be deliberately trained.

  • Block - Related to Shield Proficiency, the Block skill allows the player to block or deflect an attack, negating its damage or effect. Unlike, Dodge, the block-skill increases with levels in Shield Proficiency and can also be improved with facets.
  • Constitution - Used in calculating your maximum Hit Points and in damage calculation(characters with greater constitution take less damage). This proficiency increases with level.
  • Wisdom - Used in calculating maximum Spell Points and in magic resistance calculation. This proficiency also increases with level.


Exclusively Reserved

The following schools of magic are exclusively reserved to a single class.

Exo-Mage

  • Magic Proficiency, Earth
  • Magic Proficiency, Fire
  • Magic Proficiency, Wind
  • Magic Proficiency, Water

Paladin

  • Magic Proficiency, Holy

See Also

Mage Wars RPG