Proficiency is the degree of skill or expertise and experience in any activity that is used to define a character’s training or success rate while performing a certain action in-roleplay. Proficiency is used on MassiveCraft to fairly distribute points on a character in a way that limits overpowered character design, but still allows creative mix-matching of various skills to create unique characters. Proficiency is a mandatory part of a character application, with Proficiency points being unable to be declared without an approved application; due to this, and the numerical factors involved, Proficiencies may seem daunting and confusing, but are a simple concept once understood. This page will, as such, go into great detail to explain the Proficiency System, and how to optimally use it to enhance your own and other roleplayer's experience on the server.
Proficiency on MassiveCraft is a Dungeons & Dragons inspired point-allocation system where characters are skilled based on the amount of years they have spent training/working on something in their backstory. The Proficiency system is very simple, every character starts with 5 points at age 0, and then gains 1 point per 1 year of aging. For example, a 17 year old has 5+17=22 Proficiency Points. This is consistent across all races, genders and character types. Then, this point accumulation stops when 60 points have been reached. This means that if a character is 49 years old, they have 5+49=54 Proficiency points to invest, but if they are 62 years old, they still only have 60. This again is consistent across all genders, character types and races, though Altalar gain a special Proficiency buff which can be found on their racial page. You can assign your Proficiency Points on your sheet in whatever order you like, but you should try to be orderly about it. For example, a lot of players use the following format below, which should be added to your Character Application under the Skills section. Keep in mind, every Proficiency is by default limited to a maximum investment of 20 points in total, for every Proficiency (except for Ritualism, which have their own progression). However, each race (and Ailor culture) have limits that are higher than other races/cultures. You can read more about the increased limits further below. Keep in mind, Proficiency points are a measure of technique and skill in training, not in actual capacity. For example, an Ailor with 10 Blades Combat Skill could still outmatch an Altalar with 15 Blades Combat Skill, depending on the scenario and other factors, like Physical Stat. These are explained further below.
Proficiency Points (27+5=32 total, character is 27 years old)
- 15 Blades Combat Skill
- 5 Bodycare Training
- 2 Metallurgy Sciences
- 5 Squad Tactic Skill
- 5 Perception Training
When you're done dedicating your Age plus Five Proficiency Points, you can spend another 10 points, but only on the Arts Category Proficiencies, meaning if they are spent elsewhere, Lore Staff will reject the Application. These are called the Hobby Points, and are given to any character as long as they are over the age of 10 years old. Hobby Points are optional, so they can be left out, but highly recommended to be used. It is recommended that you clearly indicate on your Character Application where the 10 points are going for example: 20 Points in Theatre Arts (+10 from Hobby Points and +10 from Proficiency Points).
All Proficiencies that exist are divided into categories. These categories have no actual function, it just makes presenting them easier, as well as making all the skills easier to read. You can click on the category names to be redirected to a page that contains more in-depth information what each individual Proficiency means, and what it can do in roleplay.
|Category (Click link for more Details)||Proficiencies|
|Combat Proficiency Category||Unarmed Combat Skill, Light Bow Combat Skill, Blunt Combat Skill, Shielding Combat Skill, Pole Combat Skill, Extra Heavy Combat Skill, Stave Combat Skill, Heavy Bow Combat Skill, Throwing Combat Skill, Fast Blade Combat Skill, Thin Blade Combat Skill, Blades Combat Skill, Axes Combat Skill, Cavalry Combat Skilll, Lashing Combat Skill, Eastern Martial Combat Skill, Puretek Combat Skill|
|Tactical Proficiency Category||Squad Tactic Skill, Command Tactic Skill, General Tactic Skill, Marine Tactic Skill, Captain Tactic Skill, Admiral Tactic Skill|
|Criminal Proficiency Category||Dextrous Rogue Skill, Stealth Rogue Skill, Burgling Rogue Skill, Conning Rogue Skill|
|Study Proficiency Category||Legal Case Skill, Financial Case Skill, Diplomatic Case Skill|
|Knowledge Proficiency Category||Maritime Knowledge, Hunting Knowledge, Magical Knowledge, Society Knowledge, Historical Knowledge, Linguistic Knowledge|
|Science Proficiency Category||Medical Sciences, Alchemy Sciences, Natura Care Sciences, Anima Care Sciences, Metallurgy Sciences, Finecraft Sciences|
|Arts Proficiency Category||Architecture Arts, Ceramics Arts, Carpentry Arts, Sculpting Arts, Musical Arts, Visual Arts, Threads Arts, Literary Arts, Theatre Arts, Culinary Arts, Dance Arts|
|Body Proficiency Category||Athletic Training, Bodycare Training, Perception Training, Labour Training|
|Race Specific Proficiency Category||Altalar Forging Skill|
|Ritualism Proficiency Category||Void Ritualism Skill, Unionist Sanktism Skill, Lightgiver Ritualism Skill, Pagan Ritualism Skill, Dragon Ritualism Skill, Haunt Ritualism Skill, Shambala Ritualism Skill, Orc Ritualism Skill|
Each race and culture has a specific background or society that encourages specific types of skills, or foster specific types of skills that allow them to be excellent in comparison to others. As such, each race has a set of increased limits (and in some cases, free Physical Stat points), which allows them to invest more points than others. For example, a Qadir has an increased limit of Finecraft Sciences to 25, where-as Al-Allar cannot invest more points than 20. This basically means that without point investments, both races are equal, but when all points are invested, these races and cultures can simply be better than others at certain things. First follows a list of all limits for all the Races aside from Ailor, who have their limitations increased based on their cultures, which can be found further below.
|All Sihai Dynasties||
|Orcon (Orc subspecies)||
|Arak (Orc subspecies)||
|Gorak (Orc subspecies)||
|Nothorc (Orc subspecies, their Half-Orc)||
|Ailor Culture||Increased Cap|
Physical Stat is another number (different from the Proficiency number) that dictates how strong your character is. Physical Stat is calculated from the assigned Proficiency Points, so you should finish your Proficiency Points first before beginning on Physical Stat. Physical Stat calculations are always rounded up. If you end up with 31.11 or 31.76, it both rounds up to 32.
|Point Calculation||Proficiencies used in these Calculations|
|Proficiency Invested x0.5||Athletic Training, Dancing Arts|
|Proficiency Invested x1.0||Hunting Knowledge, Maritime Knowledge, Metallurgy Sciences, All Combat Skill Proficiencies (summarized)|
If you have any Proficiencies on your sheet outlined above, follow the rules as outlined, and then add all numbers up together in some sum. This total sum is your Physical Stat. The Physical Stat isn't your final number however, since some races are hard-capped at a specific limit of Physical Stat. Even if after your calculations you reached above this number, you still have to pull it down to the limit. Inversely, some races have a minimum Physical Stat, and if your calculations reach below that, you have to pull the number up to the minimum. The limits are defined below.
Physical Stat Limits
- Ailor: 60 Physical Stat
- Sihai: 40 Physical Stat in all Forms
- Dwarf: 55 Physical Stat
- Qadir: 40 Physical Stat
- Songaskia: 60 Physical Stat
- Altalar: 30 Physical Stat.
- Avanthar: 60 Physical Stat.
- Cielothar: 30 Physical Stat.
- Sihndar: 60 Physical Stat.
- Isldar: 30 Physical Stat.
- Kathar: 60 Physical Stat.
- Yanar: 40 Physical Stat.
- Maraya: 60 Physical Stat.
- Al-Allar: 30 Physical Stat.
- Mu-Allar: 40 Physical Stat.
- Zu-Allar: 60 Physical Stat.
- Es-Allar: Has no Physical Stat.
- Sa-Allar: 75 Physical Stat, they also gain +15 for free.
- Cro-Allar: 75 Physical Stat.
- Kaam-Allar: 30 Physical Stat.
- Keel-Allar: 30 Physical Stat.
- Slizzar: 25 Physical Stat.
- Varran: 50 Physical Stat, they also gain +10 for free.
- Orc: 90 Physical Stat, they also gain stats for free depending on their subrace.
- Url: 80 Physical Stat.
- Half-Races: The average between the Physical Stats of both parents. There are additional Stat boosts depending on the Race.
Physical Stat & Body Shape & Body Fat Rules
Both Body Shape and Body Fat are 100% player choice, meaning we have no system to dictate the limitations. Body Shape and Body Fat is always proportional. For example: A Strongman Ailor is not the same as a Strongman Cielothar, as Cielothar Strongman have less bulk and height, therefor being different. The same goes for Body Fat. Body Fat works differently on Orcs than it does on Allar. Below follows a list of all Body Shapes, followed by a list of Special Body Shapes (Body Shapes with special rules attached to them), and then a list of all Body Fat types.
Body Shape Types
- Strongman Body Shape, where one has large muscular definition and large physical development, which is largely bulk muscle.
- Muscular Body Shape, where one has large muscular definition and large physical development, though mostly lean muscle.
- Ripped Body Shape, where one has strong muscular definition and a well developed physique.
- Athletic Body Shape, where one has muscular definition and shape, but remains more slim.
- Toned Body Shape, where one has some muscular definition, but is barely shows.
- Average Body Shape, meaning having functional muscle, but without definition.
- Slim Body Shape, meaning very small and slender musculature, good for thin characters.
Special Body Shape Types
- Musclegod Body Shape, where one has such muscular development and body frame size that it becomes intimidating in and of itself. In order to acquire Musclegod Body Shape, one has to have at least 50 Physical Stat. Without this requirement, it is not allowed to have your character be defined as Musclegod on their Character Application.
- Hulking Body Shape, this is a Body Shape only available to Url Characters due to their Forms, and specific Ability based Transformations. It is not allowed to use this Body Shape on a Character Application.
- Sculpted Body Shape is essentially the same as Muscular or Ripped, but gives someone with 5 Bodycare Training the ability to change other people's Body Shape due to fitness training. In order to get this Body Shape, you must have invested 5 Proficiency Points in Bodycare Training.
- Burly Body Shape, this is a Body Shape only available to those who invested 10 points in Labour Training. With this Body Shape, and the required number of Labor Training Proficiency Points, you can ignore Body Fat as an inhibitive factor during Combat Roleplay.
Body Fat Types
- Extreme Low Fat, where below-skin tissue is more easily visible.
- Low Body Fat, which is below average body fat for a person.
- Average Body Fat, which is as implied, average.
- Moderate Body Fat, which allows for some fat build up for example with curves or chub.
- Built Body Fat (recommended for Strongman), which allows for fat to be built around muscle tissue.
- Obese Body Fat, which is purely just overweight, where all muscular definition is gone.
Maximum Racial/Culture Heights
Each Race and Culture has a maximum, minimum and average height. Players are able to define any height for their character within these acceptable ranges, with recommendations at the Averages, but variance being allowed based on character aesthetics or design choices. Generally speaking, the minimum is not super strictly enforced, but the upper maximum of Character Height is. It is also never recommended to emote your character's height unless it is comparatively necessary for other players to take your character's height into consideration with their own emotes. Doing so excessively is seen as a form of god-roleplay. The exact numbers are defined in the table below.
|Race/Culture||Minimum Height||Maximum Height||Height Average|
|Regal Cultures Ailor||5'1||6'2||6'0|
|Heartland Cultures Ailor||5'1||6'6||5'10|
|Fineclass Cultures Ailor||5'1||6'0||5'8|
|Warmland Cultures Ailor||5'1||6'0||5'7|
|Northland Cultures Ailor, Songaskia||5'1||6'6||6'2|
|Wildland Cultures Ailor, Qadir||5'1||6'2||5'8|
|Farland Cultures Ailor||5'1||6'0||5'8|
|Altalar, Avanthar, Isldar, Kathar||5'8||6'10||6'2|
|Cielothar, Sihndar, Maraya||5'5||6'2||6'0|
|Varran||5'2||6'8 (Except Koorran at 4'0)||5'8|
|Al-Allar, Zu-Allar, Kaam-Allar||5'0||6'0||5'5|
|Keel-Allar, Es-Allar, Gorak||4'0||5'0||4'5|
|Orcon, Nothorc and Arak||5'5||7'0||6'2|
|Manathar||Height from previous race||Height from previous race||Height from previous race|
**These numbers represent their natural heights, but both can reach beyond based those on respective Racial Abilities. For Slizzar, they can only reach heights within the range of their shift's Race or Culture.