MRPG Proficiency List Old

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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

Stat Modifier Bonuses

Each Proficiency has an associated stat, and received a bonus based on that stat's modifier. The bonus cannot exceed the base level of the proficiency.

Example: A character has Strength of 15. Their Strength Modifier is +5, so they will get +5 to Weapon Proficiency: Swords. However, their Weapon Proficiency: Swords is only 4, so they only receive +4 to it for a total of 8.

If their Weapon Proficiency: Swords was 5 or greater, they would get all 5.

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.

Details

Proficiency trading itself will require the use of a moderately rare in-game item as well as a cost of in-game money, and can only be carried out every so often. When a player trades a proficiency, they loose all facets associated with that proficiency, but gain back points to be spent on new facets.

All Proficiency Points are reset, allowing the player to re-spend points however they choose.

See: MRPG Level System

Basic Proficiency List

Physical Proficiencies

  • Weapon Proficiency, Bladed
    • STR
  • Weapon Proficiency, Blunt
    • STR
  • Weapon Proficiency, Ranged
    • DEX
  • Weapon Proficiency, Martial
    • SPD
  • Weapon Proficiency, Empty-Hand
    • STR
  • Shield Proficiency
    • STA
  • Armor Proficiency, Leather
    • STA
  • Armor Proficiency, Chain
    • STA
  • Armor Proficiency, Plate
    • STA

Physical Special

  • Special Proficiency, Melee
    • DEX
  • Special Proficiency, Ranged
    • SPD
  • Special Proficiency, Stealth
    • SPD
  • Special Proficiency, Dodge
    • DEX
  • Special Proficiency, Evade
    • INT
  • Special Proficiency, Two-Handed
    • STR
  • Special Proficiency, Longbow
    • INT

Magics

(See: MRPG Magic)

  • Magic Proficiency, Physical
    • STR
  • Magic Proficiency, Mystical
    • INT
  • Magic Proficiency, Effect
    • INT
  • Magic Proficiency, Aura
    • CON
  • Magic Proficiency, Elemental
  • STR

Magical Special

  • Special Proficiency, Enchantment
    • INT
  • Special Proficiency, Magic
    • STR

Support

  • Scroll Proficiency
    • INT
  • Lore Proficiency
    • INT
  • Transcription
    • INT
  • Bludgeon
    • STR

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. Although the currently-listed proficiencies are Leather, Chain, and Plate, they can more acurately be thought of as Light, Medium, and Heavy.

Physical 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. See stealth in the threat determination rules.
  • Special Proficiency, Dodge - all classes have an innate dodge-ability, but the dodge proficiency allows 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. Evasion does not factor in to hitting/being hit checks.
  • Special Proficiency, Two-Handed - applies to two-handed melee weapons and stacks with Special Proficiency, Melee. This proficiency exists to give characters seeking nothing but the most damaging blows from their two-handers. Does not apply to two-handed ranged weapons.
  • Special Proficiency, Longbow - applies specifically to ranged weapons of the sub-type Bow. Stacks with Special Proficiency, Ranged

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 - The magic of control and will-manipulation, these spells are about enhancing allies and bending enemies.
  • Magic Proficiency, Life - Common to Endo-Mages and LifeBringers, life magic is primarily about healing, restoring, and returning life.
  • Magic Proficiency, Death - Not quite the opposite of life, but death magic is close. Death is used to bring harm to opponents, and shares many similar traits to Dark magic, but without being quite so blatantly evil.
  • 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, summon creatures to fight for the mage, or even turn enemies into less-threatening aberrations.
  • Magic Proficiency, Holy The divine power of the creator, used by paladins


  • 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.


Exo-Mage Proficiencies

The Exo-Mage is a master of the four cardinal elements:

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

And excels specifically at combining them to create exotic effects.

Magical Special Proficiencies

  • 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.
  • Special Proficiency, Enchantment - works with special proficiency aura, both are used in Auramancy to create auras. Both proficiencies are required.

Support Proficiencies

  • 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 and Transcription 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 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. (NOTE: Transcription used to be a separate skill, and some pages my still refer to it as such).
  • Bludgeon: - Bludgeon is a proficiency that allows mages to use their various spell-casing implements as melee weapons. It is basically "Hit things with your stick." All pure-magic classes begin with an automatic +10 to bludgeon. Bludgeon does not apply to all blunt weapons. Bludgeon only applies to Spellbooks, Rods, Staves, Orbs, and Cains.

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

Some schools of magic exclusively reserved to a single class.

Exo-Mage

Magic Proficiencies for Earth, Fire, Wind, and Water belong exclusively to the Exo-Mage. Unlike the other classes, the exo-mage typically combines different magic-types to cast spells(example: combining earth and fire to create a lava-attack). Hence one proficiency is largely useless without the others. Additionally, a splash of earth-magic makes most elemental spells able to bypass counter-magic, thus giving the Exo-Mage an edge if he sticks to his spells.

Reserved:

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

Paladin

The Paladin is the only class that has a religious background, and thus the only class able to use 'Holy' magic.

Reserved:

  • Magic Proficiency, Holy

Special Proficiency, Aura

The Aura proficiency is used in the manipulation of auras. Though classified as a Special Proficiency, it is technically a type of magic. All damage-dealing auras deal magical subtypes of damage. Conversely, healing auras can restore HP.

Auras are learned through a tree-system that is based on the Aura Skill, meaning players spending Proficiency Points on Aura use those points to determine which auras they have access to, while the total Aura Proficiency is used in checks.

See MRPG Auras for more information.

See Also