Special Training Category

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Strength Training

Strength Training is a simple and flat representation of time spent lifting weights and bulking muscle mass. This is why it counts higher in Physical Stat contribution than other Proficiencies. This Proficiency is also relevant for labor intensive activities, like mining, wood-cutting, hauling, demolition, etc. Additionally, several Abilities (from the Ability List) are gained after a number of Proficiency Points invested:

After 5 Points invested in Strength Training, the following Ability is (mandatory) gained for free:

Ability Name Ability Type Ability Range Ability Description
Great Force 1 Constant Passive Self Grants the user Great Force 1

After 10 Points invested in Strength Training, the following Ability is (mandatory) gained for free:

Ability Name Ability Type Ability Range Ability Description
Gate Smash 1 Trigger Passive Direct Touch Grants the user Gate Smash 1

Perception Training

Perception Training makes the person more situationally aware of what is happening around them, as well as what is being done at them. This Proficiency does not grant Abilities, but grants specific Ability immunity or Counters, gained at 5 points invested or 10 points invested. As such, a person can only have 5 or 10 points invested, anything in between will not grant additional benefits. Consult the Ability List for full descriptions on the Abilities listed in the Counters.

After 5 Points invested in Perception Training, the following Abilities are Countered

Counter Descriptions
Rogue Gift 1 is immediately countered when someone tries to use this Ability on the Character, a second roll may not be attempted and the first failed roll is discovery.

Rogue Gift 2 cannot be used when interacting with the Character. Anyone attempting to dictate the /dice roll with Rogue Gift 2 must roll like normal, though the cooldown is not used up.

Rogue Gift 3 does not work on the Character, being able to see through the written fabrication, so long as they have seen the real author's hand writing before. It does not give them the means to prove that the writing is fake, they will only know for certain that it is.

Rogue Gift 4 partially works on the Character. The user of Rogue Gift 4 will still have their handheld items muted, but their footsteps are detectable to the Character.

After 10 Points invested in Perception Training, the following Abilities are Countered

Counter Descriptions
Rogue Gift 5 is immediately countered when someone tries to use this Ability on the Character. They are unable to avoid the initial spotting so long as it was done by the person with Perception.

The Character also becomes able to see through Guard Forgery Pack and Government Forgery Pack papers, able to see that the stamps are fake. This does not however give them the ability to prove to others that they are fake, only know for certain that they are.

Bodycare Training

Bodycare Training includes training for many Bodycare related activities, including but not limited to: fitness training, dietary advice, hair care & dyeing, skin care, massage and other such activities to take care of a person’s body (but not including tattoos or piercings, which fall under Body Art). Putting points towards this Proficiency increase the skill with which all of these activities are done. This Proficiency grants additional Abilities at 5 and 10 points invested. Because this Proficiency still has a skill detached from these Abilities (unlike Perception Training), investing points between 5 and 10 is still worth it. Additionally, A character with 10 Proficiency Points invested can use the "Sculpted" Body Shape regardless of Physical Stat. This Body Shape is equivalent to Muscular/Ripped Body Shape but with more peak aesthetic, and also allows the Character to change the Body Shape of other Characters through Personal Training.

After 5 Points invested in Bodycare Training, the following Ability is (mandatory) gained for free:

Ability Name Ability Type Ability Range Ability Description
Skin Purge 1 Toggle Passive Self Grants the user Skin Purge 1

Note: Because this Ability was originally written as a Magical Ability, this Ability works a little differently for Mundane Bodycare Trainees. While used in its Mundane version, the effects are not instant. While the person can apply a level of make-up and skin-care and posture correction to the point that the effects are just as indistinguishable as the Magical version of this Ability, it takes more time to apply all those effects, roughly an hour. Additionally, while the Mutation(s) will be invisible, they are physically still there. This does not remove them.

After 10 Points invested in Bodycare Training, the following Ability is (mandatory) gained for free:

Ability Name Ability Type Ability Range Ability Description
Age Control 1 Toggle Passive Self Grants the user Age Control 1

Note: Because this Ability was originally written as a Magical Ability, this Ability works a little differently for Mundane Bodycare Trainees. While used in its Mundane version, the effects are not instant. While the person can apply a level of make-up and skin-care and posture correction to the point that the effects are just as indistinguishable as the Magical version of this Ability, it takes more time to apply all those effects, roughly an hour.

Medical Training

Medical Training covers everything to do with ailment treatment. This includes from the base dispensing apothecary medication to treat already diagnosed ailments, but also diagnosing both bodily malfunctions as well as sickness and other natural ailments (so not magical ailments). Furthermore, Medical Training also covers surgery, understanding of bodily anatomy as well as other medical procedures and even holistic medicine. Points put towards this Proficiency increase the speed at which all these actions can be done, as well as their efficiency, or the amount of knowledge a character has on the bodily functions of any given sapient being. Specific knowledge and extra abilities are gained at the 5 point and 10 point investment for this Proficiency.

After 5 Points invested in Medical Training, the following is (mandatory) gained for free:

Ability Name Ability Type Ability Range Ability Description
Light Mend 1 Magic Spell Direct Touch Grants the user Light Mend 1

After 5 Points invested in Medical Training, the character is capable of the following:

  • The Character is capable of traditional mundane treatment for wounds and ailments.
  • The Character can perform medical check-ups, diagnose minor symptoms of a patient, and prescribe treatments for such.

Note: Because this Ability was originally written as a Magical Ability, this Ability works a little differently for Mundane Doctors. This Ability can only be used in its Mundane form variation, and the character is not considered a Sorcerer. While used in its Mundane version, the effects are not instant. This Ability cannot be used within Emote Distance, it must be used within Direct Touch, as the Doctor must use mundane implements to suture the wound. The Ability cannot be used on self if it is reasonably a wound that would prevent the Doctor from healing themselves.

After 10 Points invested in Medical Training, the following is (mandatory) gained for free:

Ability Name Ability Type Ability Range Ability Description
Light Mend 2 Magic Spell Direct Touch Grants the user Light Mend 2

Note: Because this Ability was originally written as a Magical Ability, this Ability works a little differently for Mundane Doctors. This Ability can only be used in its Mundane form variation, and the character is not considered a Sorcerer. While used in its Mundane version, the effects are not instant. This Ability cannot be used anywhere, and can only be used in Clinic environments or places where a Doctor can reasonably apply care. Larger wounds require longer medical attention, and may take reasonable time to heal fully afterwards. While with the Magical version, scars are optional, for the mundane version scars and lingering aesthetic visuals from the wound are mandatory.

After 10 Points invested in Medical Training, the character is capable of the following:

  • The character is familiar with all Mundane Afflictions by heart, and can prescribe their cures/treatments to patients.
  • The character is capable of performing surgeries and in-depth medical care.
  • The character is fully aware of the anatomical makeup of all sentient Races discovered in Aloria, and can perform in-depth surgeries on patients.
  • The character is able to perform amputations in the field without causing fatalities.
  • The character is able to perform emergency wound-care. This allows them to cover deep gashes/internal wound outside of a clinic. This negates the wound, removes the pain, and prevents a lethal attack from killing the target. Removing the emergency aid returns the wound to its previous state. This does not heal; it is a stop-gap measure until a clinic can be found.