Knowledge Proficiency Category

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The Knowledge Proficiency Category summarizes all the Proficiency Skills which are related to Character Knowledge, both for in-game Roleplay, as well as Progression Report Skills, which may be relevant to some Knowledge Checks. These Skills are fairly broad, for example, Sailing Knowledge covers a wide range of air and sea sailing knowledge as well as navigation, so it is up to the player to specialize the character to apply this knowledge where applicable.

Sailing Knowledge

Sailing Knowledge does not unlock packs, but simply new abilities at certain amounts of points invested. Points over 20 simply increase the speed of sailing and effect of blockade running/smuggling or just avoiding enemy ships and outrunning them.

Points Description
0 Your Character does not understand anything about Sailing and cannot even lower a sail
5 Your Character is a competent Deck-hand Sailor, and knows how to do sailing Navigation and map planning
10 Your Character now owns a sloop-tier sailing vessel that they can either sail themselves or with a group in Progressions, this ship has no cannons
15 Your Character now owns a yacht-tier sailing vessel that they can either sail themselves or with a group in Progressions, this ship has a few cannons
20 Your Character now owns a snow-tier sailing vessel that they can either sail themselves or with a group in Progressions, this ship has a decent number of cannons, it also grants them a basic number of NPC sailors

Hunting Knowledge

Hunting Knowledge does not unlock packs, but simply new abilities at certain amounts of points invested.

Points Description
0 Your character is unable to hunt correctly. Chances of them catching an animal are next to nothing
4 Your character is able to hunt small game, like catching rabbits and squirrels with self-made traps
7 Your character is able to make field rations and track small animals aside from using traps on them
10 Your character is able to hunt medium sized animals like deer and wolves with a good chance of success
13 Your character is able to skin and use the resources provided by an animal carcass giving access to thinks like leather and meat
16 Your character is able to hunt large sized animals like bears and predator hunter animals with a good chance of success
20 Your character is able to remain viritually undetected by prey animals while stalking them in the wild This can also be used to completely out-run and out-hide anyone following your character in the wild. Inversely, your character can also find anyone who ran away into the wilderness, unless they have at least 20 points in Hunting Knowledge themselves.
25 Your character has deep knowledge and understanding of all animal habits, breeding, behavior and food as found on the Animals pages
30 Your character can reasonably organize large hunting expeditions to chase after the most legendary of prey in Progressions

Magical Knowledge

Magical Knowledge covers the understanding of many Magical things. The way Magical Knowledge works is that it unlocks a new so called Pack every 4 points invested. For example, if a Character has invested 8 points in Magical Knowledge, they may choose two of the packs in the table below. You should mention which packs are chosen on your Character Application. For races/cultures who can exceed 20 points, the rate becomes one pack per 5 points, so at 25 points a character can choose 6 packs, while only Altalar and Es-Allar can reach 30 and choose 7 packs. Note, none of these packs will help in identification of Mind Abilities. Mind Abilities due to their own nature are hidden from identification.

Pack Description
Arkenism
  • The Character knows the history and past actions of Arken as recorded on various History Pages
  • The Character knows the thematic background of Arken and their interactions with one another
  • The Character knows the deep-lore names of the Arken and their primary attributes
  • The Character knows how Silven are made, and how to identify Silven in person, but not their mutations
Sanguinology
  • The Character knows the deep-lore and History of all Bloodlines and Vampirism in general
  • The Character can identify Vampire mutations and abilities when seeing them in-person
  • The Character has an in-depth understanding of Vampire weaknesses and Curing
Demonology
  • The Character knows how to tell a Possession apart from another based on telltale signs
  • The Character knows how to cure Possessed persons, who to contact for this etc
  • The Character can identify Possession based abilities and traits when witnessing them
Dimenthism
  • The Character knows the deep lore behind Exist, Void, and Binral Essences
  • The Character knows about the Void Invasion Cycles and why they happen and how
  • The Character is able to identify Exist or Void Essence when witnessing it or its effects
Racialism
  • The Character has a deep understanding of all Racial abilities, their weaknesses etc
  • The Character is able to identify a racial ability when witnessing it in person
Eventism
  • The Character knows the deep-lore behind Magical events like the Dread Empire forming
  • The Character knows the deep-lore behind Magic influence events like the Wildering
  • This covers all Magic related Historical Events not covered by Historical Knowledge
Artifactism
  • The Character is able to identify Artifacts when they see them in person
  • The Character is able to tell what an Artifact does when they see it in person
  • The Character knows the history of Artifacts and their status, as seen on the Wiki Pages

Society Knowledge

Society Knowledge covers the knowing of cultural traditions and customs, but also religious aspects. This was previously Religious Knowledge, but was widened to include Society beliefs. It is important to note that this is not history. For example, if will equip the character with the knowledge on the fact that Altalar bring offerings, but not the historical context. For exact historical knowledge, Historical Knowledge as a proficiency is required. This proficiency is unlocked through a new so called Pack every 4 points invested. For example, if a Character has invested 8 points in this Proficiency, they may choose two of the packs in the table below. You should mention which packs are chosen on your Character Application. For races/cultures who can exceed 20 points, the rate becomes one pack per 5 points, so at 25 points a character can choose 6 packs, while only Altalar can reach 30 and choose 7 packs.

Pack Description
Unionist Culture
  • The Character knows the Creeds by heart and can recite them accurately
  • The Character knows the History of Unionism and the correct historical events
  • This pack is required for any Curate or Reverend Character
Ailor Culture
  • The Character knows how the Ailor Cultures came to be in history
  • The Character knows the Cultural traditions and customs of all Cultures
  • The Character has basic command in important symbolic words and terms in all Cultures
Allorn Culture
  • The Character has a deep understanding of the society and culture of the Allorn Empire
  • The Character has a deep understanding of the Faith of Estel and its worship and tenets
  • The Character has a deep understanding of Estel's personal presence and actions in the framework of Faith of Estel
Western Culture
  • The Character has a deep understanding of Avanthar, Cielothar, Sihndar, Kathar, Isldar, Allar and Yanar Culture
  • The Character has a deep understanding of the Alchzech and its functions on Allar Society
  • The Character has a deep understanding of all Estellian varieties of the Nelfin races mentioned above
Eastern Culture
  • The Character has a deep understanding of Qadir, Songaskian, Sihai and Old Ceardian culture
  • The Character has a deep understanding of the Alwattah & Shambala Faiths
  • The Character has a deep understanding of the Loong Faith & the Loong interactions with the Sihai
Heresy Culture
  • The Character has an in-depth understanding Diviner, Etosian and Vultarin Unionist Heresies
  • The Character has an in-depth connection with these, knowing "someone" in their leading circles
  • The Character has an in-depth understanding of the conflicts and connections with Divine Unionism
Pagan Culture
  • The Character has an in-depth understanding of Old Gods, Oldt Fayth or other Ailor Pagan Faiths
  • The Character has an in-depth understanding of all Ailor Faiths not of the above list of Unionism
  • The Character has an in-depth understanding of the non-formal tribal Ailor Cultures
Extinct Culture
  • The Character has an in-depth understanding of extinct cultural beliefs and traditions
  • The above does not apply to Seraph, but can apply to Meraic or other lost Cultures

Historical Knowledge

Historical Knowledge covers the knowing of historical information as presented on this Wiki. It is important to note that this is not Cultural Knowledge. For example, if will equip the character with the knowledge on the fact that Altalar stopped bringing offerings in a specific year, but not the cultural meaning or why they did it. For exact cultural context, Cultural Knowledge as a proficiency is required. This proficiency is unlocked through a new so called Pack every 3 points invested. For example, if a Character has invested 9 points in this Proficiency, they may choose three of the packs in the table below. You should mention which packs are chosen on your Character Application. Beyond 20 points, the rate remains the same.

Pack Description
Ailor History The Character knows the History of all Ailor Cultures and the Ailor Race
Nelfin History The Character knows the History of all Nelfin Races and the Yanar Race, this also includes Varran History
Sendrass & Hadar History The Character knows the History of Hadar and Sendrass and their interactions, but also Slizzar History
Pre-Allorn History The Character knows (what little there is availabe) about the second, third and Meraic Civilizations, but also Maraya History
Ancient History The Character knows (what little there is available) about the Seraph Civilization
Farah'deen History The Character knows the History of the Qadir, Songaskian and their forerunners
Dragon History The Character knows the recorded History of the Dragons, and their folklore myths
Wildland History The Character knows the history of the Url, Dwarves and general Ellador/Jorrhildr landmasses, except Vampire History
Eastern History The Character knows the entire extent of Sihai History
Gentile History The Character knows the History of the Maiar, Dakkar, Ogres, and Thylans (considered the less-organized tribal non-playable races)
Newling History The Character knows the History of the Orc exodus and subsequent events from the Orc perspective, as well as the recent History of Half-Races

Linguistic Knowledge

Linguistic Knowledge covers the knowing of Linguistic theories and in-depth understanding of what makes a language, as well as being able to decode the various dialects. Linguistic Knowledge allows individuals to learn additional languages

Points Description
0 Your character can only speak languages based on the rules outlined on Character Applications
5 A new Race/Culture language of choice (except ancient/forgotten languages)
10 A new Race/Culture language of choice (except ancient/forgotten languages)
15 Choose either Elven, Human or Mythic Pack on the [Languages] Page OR Choose a new Race/Culture language of choice (except ancient/forgotten languages)
20 Learn the Seraph Dialect OR Choose a new Race/Culture language of choice (except ancient/forgotten languages)
25 (only possible for some Races/Cultures: Choose either Elven, Human or Mythic Pack, depending on the one chosen at 15 points invested, OR Choose a new Race/Culture language of choice (except ancient/forgotten languages)
30 (only possible for Altalar): Learn another language pack from the Elven, Human or Mythic Pack selection OR Choose a new Race/Culture language of choice (except ancient/forgotten languages)

Accreditation
Writers MonMarty, HydraLana
Processors HydraLana, Bagley, Scribbe
Last Editor MonMarty on 09/12/2019.

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