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Tiana Sin'Darei
Tiana Sin'Darei
Цветок, что распускается в сумерках
Цветок, что распускается в сумерках

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Дата регистрации : 2013-06-30
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СообщениеТема: мастера мастера EmptyВс Июл 21, 2013 8:38 am

Introduction
Every character is entitled to four Mastery slots. You may obtain more slots at a later time. Each level grants 5 Mastery Points that you can distribute to any of your Mastery. Mastery Point is used for relative comparison; it is not used for statistical purposes.

Power Markers: when you click on the “more info” link next to the name of the Mastery, you will be able to see the power markers. We don’t strictly enforce these, especially in closed quests. However, they are extremely important in more difficult, DM’ed contents such as Challenge Quests and the Official Campaign. DMs will not take kindly to blatant powerplaying!

Below is the list of Mastery that may be chosen for your character. By default, player characters may pick up any of the weapons listed below (in-character). However, said character will be inept with the weapon. On the other hand, those who did not take a magic Mastery are considered magically inept and may not use an ounce of it.

Active Skills: to be implemented

Martial Weapon
One-handers
Two-handers
Polearms

Exotic Weapon
Exotic One-handers
Exotic Two-handers
Fist Weapons

Ranged Weapon
Ranged Weapons
Magical Weapons

Magic Mastery
School of Evocation
School of Malignance
School of Naturalism
School of Phantasm

Divine Mastery
Miracles
Spiritual Fighting

Miscellaneous
Fighter Mastery
Utility Mastery
Racial Mastery
Order Mastery

Martial Weapons
One-handers


  • Straight Dagger more info close reach, low damage, very fast
  • Light Axe more info close reach, average damage, fast
  • Light Mace more info close reach, low damage, very fast
  • Sword more info medium reach, average damage, average speed
  • Light Hammer more info close reach, average damage, fast
  • Spear more info long reach, average damage, average speed


Two-handers


  • Great Axe more info medium reach, very high damage, very slow
  • Great Mace more info medium reach, very high damage, very slow
  • Great Hammer more info medium reach, very high damage, very slow
  • Great Sword more info medium/long reach (hybrid), very high damage, very slow


Polearms


  • Halberd more info long reach, high damage, slow. This is typically a long staff with a large blade extending from the tip, or extended from the side of the shaft.
  • Pike more info long reach, high damage, slow. This comes in many shapes, but mainly provides a means to pierce target.
  • Poleaxe more info long reach, very high damage, very slow. This is a long staff with an axe blade on either side, or both
  • Warmace more info long reach, very high damage, very slow. This is a long staff with the end part a mace head
  • Scythe more info long reach, high damage, slow. This includes war scythes and horizontal-head scythes.

Question What's the difference between one-handers and two-handers?
Answer 2H do more damage at a slower speed. It also gives double the mastery bonus (for uncommon+ rarity). For two 1H's, the MP bonus is ignored on the offhand. However, they get double the enchantment slot.

Exotic Weapons
Exotic One-handers


  • Curved Dagger more info (included kukri)
  • Curved Sword more info medium reach, average damage, average speed. This includes scimitars and the likes.
  • Light Flail more info medium reach, average damage, average speed. This includes morning stars.
  • Whip Swords more info long reach, average damage, average speed - extremely difficult to handle. This is a type of sword which blade can break off into several smaller pieces and used flexibly as a whip. It is less reliable than normal swords because of its high chance to jam or separate while parrying.
  • Rapier more info medium reach, average damage, fast



Exotic Two-handers


  • Heavy Curved Sword more info medium/long reach (hybrid), very high damage, very slow.
  • Estoc more info medium/long reach (hybrid), high damage, slow. The largest of two-handed, thrusting swords, used to counter heavy-armor.
  • Heavy Flail more info medium reach, high damage, slow. Same as light flail but bigger in handle, chain, and attachment.
  • Double-axe more info long reach, very high damage, very slow. This is a type of poleaxe which blade is on both end of the shaft.
  • Two-bladed sword more info long reach, high damage, slow. This is a type of sword where the blade is on both ends of the hilt.
  • Whip Spear more info long reach, average damage, average speed - the most difficult weapon to handle. a type of spear which blade can break off into several smaller pieces and used flexibly as a whip. It is less reliable than normal spears because of its high chance to jam or separate while parrying.


Fist Weapons


  • Blunt Fists more info close reach, low damage, very fast. Includes brass knuckles & spiked gloves.
  • Bladed Fists more info close reach, low damage, very fast. Includes claws & punch knife.

Question What's the difference between one-handers and two-handers?
Answer 2H do more damage at a slower speed. It also gives double the mastery bonus (for uncommon+ rarity). For two 1H's, the MP bonus is ignored on the offhand. However, they get double the enchantment slot.



Ranged Weapons
Martial Ranged


  • Long Bow more info long range, increased power, fast reload time
  • Short Bow more info short range, increased speed, fast reload time
  • Crossbow more info two-handed, increased accuracy, armor piercing, increased power, long reload time
  • Thrown more info one-handed, includes axes, knives, spears, glaive


Magical Weapons


  • Focus more info includes Scepter, Wands, Rods, Chakram, Scroll, Idol, Skull, Ceremonial dagger, Effigy, Lantern. Foci are one-handed objects that possess magical power. Channeling magic through these items will increases the speed of spellcasting. Foci also gives you one very basic spell that costs no mana.You may use a focus on each hand with the Dual Wielding mastery. Dual Wielding provides you with 200% additional speed in spellcasting and doubles the enchantment slot. Dual wielding Foci and a one-handed weapon will require the Dual Wield mastery.
  • Staff more info elongated two-handed weapons. Staff provides you with double the bonus mastery point (MP) if the item is uncommon or rarer. Staff boosts the power of the spell, provides you with a number of mana-free spells, but only 100% additional spellcasting speed.
  • Instrument more info two-handed focus that provide you with double the bonus mastery point (MP) if the item is uncommon or rarer. Instrument boosts the number of mana-efficient spells and slight increase in magical power, but only 100% additional spellcasting speed. There are three categories of instrument with each having their own signature one: Percussion (tabor), Wind (flute), Stringed (lute). You may come up with your own as long as you clarify it in the preferred weapon portion in your Personal Inventory post. The instrument must also be of the medieval thematic.
  • Grimoire more info are ideal for mages who uses non-magical weapon one-handers who does not want to use Runic Wielding. Grimoire provides additional spellcasting speed slightly faster than gesturing, it also contains a number of low-mana or manaless spells. You do not need Dual Wielding to use this together with a non-magical one-hander. The book can be slung over the shoulder. However you may only cast the free spell by opening the book and inhaling the inscribed spell. Grimoire that run out of spells are useless.
  • Runic Wielding more info with this mastery, you can channel magic and cast from any weapon you wield (Focus and staff already does this). This mastery will allow you to perform spellcasting faster than gesturing, but slower than channeling magic through a magical weapon. You may use Dual-Wield with this, this mastery allows you to cast magic with both hands occupied and without having to recite the spell. You may also take a focus with this mastery.

Question Why would any mage in their right mind take magical weapon as a Mastery over another tree of magic?
Answer Casting speed. More often than not, a high level spell will take an extremely long time to cast, even for highly proficient mage. With a catalyst as powerful as a magical weapon, complex spells are shortened in cast time. Click here to read more about it.




Magic
School of Evocation

Magic on Etheria has its own rule that players should be aware of and try to follow; read about it on the magic resource page. For newcomers, you should choose which magic you would like to play first.


  • Pyromancy more info fire magic
  • Hydromancy more info water magic
  • Pagomancy more info ice magic
  • Aeromancy more info air magic
  • Geomancy more info earth magic
  • Volcumancy more invo lightning magic
  • Arcanamancy more info versatile energy magic, mainly used to construct objects or mimic other magic under evocation. It is quite mana-intensive.

School of Malignance

Magic on Etheria has its own rule that players should be aware of and try to follow; read about it on the magic resource page. For newcomers, you should choose which magic you would like to play first.


  • Malefimancy more info centers around black magic, particularly curses, hexes
  • Necromancy more info putrid magic involving death and raising the dead. This mastery allows summoning without requiring Summoning Magic.
  • Demonomancy more info centers around demonic magic and the summoning of demons. This mastery allows summoning without Summoning Magic.
  • Hemomancy more info depends very little on mana, however, uses blood as its main source of energy. Noted that blood that does not belong to the Hemomancer must come in contact with his weapon or body before it can be transmuted. Hemomancer may command foreign blood to come toward him, however, the blood must be on the outside of the target’s body.
  • Spectral Magic more info centers around soul magic and the summoning of unworldly apparitions. This mastery allows summoning without Summoning Magic. Knowledge of Spectral Magic allows the mage to resist the effects of the immaterial realm.
  • Augmenting Magic more info allows you to turn one of your body parts (at first) or your entire body (later levels) into that of an elemental's or another being, making spell-casting and physical combat prowess more effective.

School of Naturalism

Magic on Etheria has its own rule that players should be aware of and try to follow; read about it on the magic resource page. For newcomers, you should choose which magic you would like to play first.


  • Shapeshifting Magic more info the art of transforming one's body. Shapeshifting is a very difficult skill to master. The first step is always to facilitate a change, which requires a variety of effort to maintain.
  • Natural Magic more info exerts control over plant life.
  • Summoning Magic more info / familiars guide. Make exclusive contract and summon unworldly avatars/creatures.

School of Phantasm

Magic on Etheria has its own rule that players should be aware of and try to follow; read about it on the magic resource page. For newcomers, you should choose which magic you would like to play first.


  • Illusion Magic more info centers on the disruption of the mind. Illusion magic can either be casted on target or if the mage is high enough in mastery, they can cast a barrier where they can cause enemies to attack one another, inflict fear, slowness, etc...
  • Mimicry Magic more info centers on mimicking the target’s magic, copying their spells and retaining it for a short amount of time.



Miscellaneous
Miracles

Miracles are cast via invoking the power of the player’s deity. Unlike magic, these mastery require the caster to pray to their deity for it to work; there is a chance the prayer will go unanswered. These mastery require a lesser amount of mana to cast.


  • Deitic Aura more info this is the more passive version of smite that has an extremely powerful albeit situational use. Its effect only works when you are going on a Mission.
  • Smite more info centers around magic that deals holy damage. Depending on the alignment of the deity, one may either smite undead (double damage vs. undead) or smite demon (50% damage vs. demon). The evil-aligned deity may grant you the ability to turn undead, forcing them to submit control to you.
  • Bless more info revolves around health restoration and provides defensive as well as offensive buffs. The thematic of Bless is based on the deity the player worships (e.g. worshiper of Aetur will receive healing in the form of flames).

Spiritual Fighting

These two mastery are available only to those following a religion. This mastery is not available for any character other than devout zealots. The reason is that only one who is deeply involved in their religion would be able to get his much support from their deity. The staff will check your biography to make sure you’re fit to take this mastery.

Having one of these mastery will quality you as a Monk. These mastery are fully physical, you will not be able to make ranged attacks using them. You may worship a deity who is of the evil alignment, instead of holy energy (bonus damage vs. undead and to a lesser extent demon), you will receive dark energy (empowers dark magic and dark summons). These mastery originate from the far east.


  • Tempest Wrath weaponless martial art. Tempest Wrath encompasses the usage of one’s entire body: palms, fists, elbows, knees, legs, and head to dispense a divine energy fueled by the patron god. This energy is neutral element but not considered magic. It uses stamina in tandem with the deity power. This mastery includes a high degree of evasion techniques as well. gloves are the choice weapons.
  • Keeper’s Wrath staff martial art. This style allows the user to imbue each end of the staff weapon with divine energy fueled by the patron god. This energy is neutral element but not considered magic. It uses stamina in tandem with the deity power. Note: The restriction for this mastery is strict, please need the category description for more detail.



Miscellaneous
Fighter Mastery


  • Conditioned Body This mastery allows one to become an acrobat and increases general athleticism. As a whole, it allows for a much higher use of one’s athleticism and includes a significance increase in stamina and the capability to vault, jump, climb, sprint, dodge, swim, etc...
  • Frenzy more info as the user sustains more and more damage, his attacks will become faster and more lethal. Frenzy increases physical capability only, it does not affect one's magic ability.
  • Shield one-handed mastery, it includes some offensive capabilities such as counter-attacks. Depending on the shield, you may block arrows as well as channeling spells such as ice beam.
  • Spell Breaker more info includes the ability to weaken or nullify targeted spells (not effective vs. AoE spells, collateral damage, some channeling spells).
  • Unarmed Combat gloves are the choice weapons. This mastery allow you to punch, kick, knee, elbow, head-butt, grapple, throw, body lock, and disarm the target. It can be used in tandem with weapons. It is very strong vs. humanoid, however, very weak against hard-skinned or scaled monsters. While it is not a martial art, it is a legitimate way to enchance one's combat potential.
  • Weapon Expertise more info this is only available for characters that have not taken any magical mastery. This mastery allows you to master up to five different weapons (of your choosing) with only one mastery slot.


Utility Mastery


  • Insight includes tracking mastery(of humanoid, beasts, or inanimate objects), also analysis of spells and enemy weaknesses, reduces the effectiveness of traps and illusion magic. In combat, it increases critical hits.
  • Tamer companion guide includes taming, riding, use animal companions.
  • Rogue includes pilfering, setup/disarm traps, stealth.
  • Dual-wielding more info allows your character to use a weapon in each hand.

Racial Mastery

Racial mastery are limited to the specified race.


  • (Nerem) Valvyrdaes ancient magic in Elfan this mastery allows a massive amount of mana conservation. Example: 20 VV (acronym) 40 Pyromancy. Spells that uses up to 20 Pyromancy now becomes cantrips (i.e. manaless).
  • (Dorf) Mechanic allows its user to give their equipment temporary mechanical effects (e.g. installs rocket boost on one end of the axe, makes it swing harder from momentum)
  • (Canis) Body Shift more info transforms selective body parts to that of a wolf's and borrowing its abilities temporarily (e.g. transforming the legs will grant the user ultra-speed, transforming the arms will grant super strength). Each body part may be transformed per 20 MP (set of arms, set of legs, torso, and head). You get the first one free. At 60 MP, the player will gain the were-wolf form. Magic may be used in were-form.
  • (Fae) Faerie Magic more info gives the user an elemental form. Magic and spellcasting speed are boosted whilst in this form. Note that it requires a lot of mana to sustain. This special form allows the Fae to be immuned to the effects of the immaterial realm.
  • (Sylaphite) Nihil Arts may be used not only in place of dual-wielding, but also as a mean to use any part of the body as a weapon. This is considered an actual martial arts specific to the Sylaphites.
  • (Norgos) Draconian Grip may be used in place of dual-wielding to handle a pair of two-handers. When Dual-wielding, you will receive the double MP bonus from weapon, but the bonus on offhand does not count. You also get double enchantment slots.
  • (Mulru) Bestial Shouts provide special temporary empowerments, buffs, and/or healing. This mastery is a lesser version of Bless; no faith is required.
  • (Narca) Berzerk the moment exaust kicks in (50% stamina), the Narca will become extremely ferocious, granting them 35% more Physical and Magical resistance. Physical combat also takes 65% less stamina. During this stance, the Narca will take on a more bestial appearance.

Order Mastery

Order mastery are limited to characters belonging to that order. You may either start with the mastery if your character is already a part of the Order. OR you can RP the process of your character joining the order and have the DM replace one of your mastery with one of them below.



  • Zaulter-Weist exclusive to characters that have been anointed as knight by Knight's Vigil. This mastery is considered a special martial arts taught exclusively to the Vigil Knights. Baulterweist offensive power comes from deadly riposte and fatal counter-attacks either with weapon or shield. The mastery also increases body speed by a great amount.
  • Survivalist exclusive to characters that are active members of the Enclave. This mastery trains you to fight and survive in wild environment. Having been trained in the art, you will naturally be able to survive in the wilds and able to subject weaker predators to become temporary allies (not more than two).
  • Esoteric Dissection exclusive to characters that are active members of the Thaumaturgy. This mastery allows you to capture the leftover essence of someone else's magic (this is a spell that gather magical remnant into a flask container), which you dissect and analyze it to a great extent. You can reproduce the spells you analyzed and inscribe them onto scrolls to be used or sold later on. This mastery also allows you to null curses or magical ailments such as spellburn or magic overdose.
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