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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 Basics

The very core principle of the Proficiency System, is that for every year your character has lived, they gain 1 Proficiency Point to spend. If your character is 15 years old, they have 15 points to spend, 27 points at 27 years old, and 45 points at 45 years. This point accruement happens all the way up to 60 years old, at which point, point gain is capped. This means that even if your character ages beyond 60 years old, they no longer gain any Proficiency Points. 60 points is the maximum amount of Proficiency Points that can be received. There may be some exceptions to these rules, each of which will be explained in a subsection below on a case-by-case basis. Furthermore, a summary is given below that outlines each of the Proficiencies and what they dictate in-roleplay. For ease of reading, these Proficiencies are split into different Categories, so as to prevent complication through overlong explanation.

Point Cap Exceptions

Point Cap Exceptions are specific situations in which a Character may have more than the 60 max of Proficiency Points available to spend on Proficiencies.

  • The Altalar Race can gain 10 more Proficiency Points than the other races. This means that the Altalar continue to accumulate Proficiency points until age 70, while other races stop accumulating points at 60.

Proficiency Categories

For ease of reference, the Proficiency System has a number of categories in which the Proficiencies are divided. There is no in-roleplay difference to having Proficiencies of a different category, it is merely for ease of reference that these categories are maintained, and it also helps in calculating the Physical Stat. The Categories and their Proficiencies are as followed:

Combat Proficiency Category which contains:

  • 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
  • Siege Combat Skill
  • Cavalry Combat Skill
  • Front-line Combat Skill

Knowledge Proficiency Category which contains:

  • Sailing Knowledge
  • Hunting Knowledge
  • Underworld Knowledge
  • Statesman Knowledge
  • Marshal Knowledge
  • Magical Knowledge
  • Religious Knowledge
  • Admiral Knowledge
  • Historical Knowledge
  • Eastern Knowledge
  • Linguistic Knowledge

Science Proficiency Category which contains:

  • Medical Sciences
  • Alchemy Sciences
  • Nature Care Sciences
  • Food & Drink Sciences

Arts Proficiency Category which contains:

  • Musical Arts
  • Visual Arts
  • Threads Arts
  • Literary Arts
  • Metallurgy Arts
  • Finecraft Arts

Body Proficiency Category which contains:

  • Athletic Training
  • Rogue Training
  • Bodycare Training
  • Perception Training

Special Race Proficiency Category which contains:

  • Altalar Martial Skill

Body Shape & Body Fat

Proficiencies also dictate the Body Shape of a person; for example, an artist who spends his time painting and sketching will lead a relatively sedentary life, and resultantly have less time to train his physique, whereas a trained knight will devote much more time to his strength and flexibility. As such, Body Shape is dictated by a couple of maths to calculate how much Body Shape a character is allowed to have. Only a couple of Proficiencies actually contribute to the Body Shape, and not all of them in the same way. Consult the table below for the calculation numbers.

Proficiency Name Calculation Factor Reason
Athletic Training Double the points invested Athletic training is all about building strength and stamina
Extra Heavy Combat Skill Double the points invested Extra Heavy Weapons are like their name implies, very heavy to lift
Heavy Bow Combat Skill Double the points invested Extra Heavy Bow training includes weight lifting a lot
Unarmed Combat Skill Double the points invested Unarmed relies solely on the physical output of the person, so strength is needed
Metallurgy Arts All points invested Smithing and forging are physically intensive activities
Sailing Knowledge All points invested Sailing is a physically intensive activity, especially with rigging
All other Combat Proficiency Skills All summarized Points invested All Combat Proficiencies require some form of physical excersize
Bodycare Training Half the points invested Bodycare is all about physical well being, and proper excersize is part of that
Literary Arts Half the points invested Literary Arts includes dancing and stage performance, which are physical

To give an example: Say a character has invested 10 Proficiency points in Unarmed Combat Skill, 10 points in Shielding Combat Skill, 10 points in Religious Knowledge and 10 points in Athletic Training. Since both Unarmed and Shielding are Combat Skills, they are summarized to 20. Religious Knowledge is not part of the list of above skills that factor into the Body Stat so that proficiency is ignored. Atheltic Training factors in double, so that is multiplied to 20. Finally, there is 20+20=40 which amounts to Muscular Body Shape, since it would need to be at least 45 to become Strongman. Fat does not require any calculations and players are free to choose whatever Body Fat they want to have for their character, as long as it fits the minimum and maximum prescribed in the Racial Limitations section. Note, Body Shape is also limited for some reason. For example Qadir can only become Strongman, not Musclegod. These minimum are set, what this means is that if the race minimum is Athletic, the calculation still starts at the bottom with 0. Furthermore, it is important to note that Racial bonuses and Culture boosts or indeed any form of boost does not factor into the Body Stat in any way. These calculations are purely based on the points invested from Proficiency Points that can be freely spent.

Physical Stat Body Shape

  • 55 Stat = Musclegod Body Shape, where one has such muscular development and body frame size that it becomes intimidating in and of itself.
  • 45 Stat = Strongman Body Shape, where one has large muscular definition and large physical development, which is largely bulk muscle.
  • 30 Stat = Muscular Body Shape, where one has large muscular definition and large physical development, though mostly lean muscle.
  • 25 Stat = Ripped Body Shape, where one has strong muscular definition and a well developed physique.
  • 15 Stat = Athletic Body Shape, where one has muscular definition and shape, but remains more slim.
  • 5 Stat = Toned Body Shape, where one has some muscular definition, but is barely shows.
  • 0 Stat = Average Body Shape, meaning having functional muscle, but without definition.
  • 0 Stat = Slim Body Shape, meaning very small and slender musculature, good for thin characters.

Body Fat Categories

  • Extreme Low Fat (recommended for Ripped), 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.

Racial Limitations

Race Minimum Body Shape Maximum Body Shape Minimum Body Fat Maximum Body Fat
Ailor, Qadir, Songaskia, Half-Human Slim Strongman Extreme Low Obese
Sihai Slim Ripped Extreme Low Obese
Dwarf Toned Strongman Average Built
Altalar, Cielothar, Isldar Slim Athletic Extreme Low Moderate
Avanthar Average Strongman Low Moderate
Drowdar, Kathar Toned Muscular Extreme Low Moderate
Ka-Maraya Toned Strongman Low Built
El-Maraya Slim Athletic Extreme Low Average
Al-Allar, Zu-Allar, Mu-Allar Slim Ripped Extreme Low Average
Sa-Allar, Cro-Allar Athletic Musclegod Average Built
Es-Allar Slim Average Moderate Moderate
Varran Slim Muscular Low Average
Orc Ripped Musclegod Extreme Low Built
Url Muscular Musclegod Low Low
Half-Varran Slim Ripped Extreme Low Average
Half-Elf Slim Ripped Extreme Low Moderate
Half-Orc Athletic Strongman Low Obese
  • Note: Yanar are completely immune to all Physical Stat calculations. Yanar can Ovalate, which means they absorb the Body Shape of another person, and as such are not attached to any individual Statistic.
  • Note: Slizzar are completely immune to all Physical Stat calculations, IF they are Template Shifting. A Slizzar naturally has an Athletic Body Shape, but a Slizzar can become whatever their Template wants them to be in Body Shape & Fat Stats.

Proficiency Boost

On top of the core idea of receiving points based on age and spending them, there is such a thing called Proficiency Boost. These are pure point boosts that are given for specific reasons, for example Race or Culture, but they can also be granted by in-game artifacts or special items from progressions. Proficiency Boosts can come in two ways, either they are a flat boost, or a flexible boost. Flat boosts are just a single number; for example +5 Statesman Knowledge, which cannot be changed and has to be added to the Statesman Knowledge Proficiency. In some situations, however, a character may temporarily be given a flexible point boost, in which case they can attribute this to whatever Proficiency they like. Currently, the lore only supports the following Point Boosts.

Race & Culture Boosts

Race & Culture boosts are flat point boosts given to the varying races and cultures. These are not only made because they have a specific background that would imply greater skill, but also given by Lore Staff to encourage more unconventional races being played by the players by making them more attractive to play. Each Race & Culture is defined in the list below. The list should be read as Race, followed by Subrace, followed by the list of all Proficiency Boosts. Keep in mind, every character can only ever have one of these boosts. Also, Race & Culture Boosts can break the maximum Proficiency Points that can be spent on a Proficiency when the maximum is already reached with point spendage.

Human Races

  • Sihai
    • Common Sihai Dynasty (ch’ien-ji)
      • +10 Eastern Knowledge
    • War Sihai Dynasty
      • +10 Blades Combat Skill
    • Frivolous Sihai Dynasty
      • +20 Food & Drink Sciences
    • Greater Sihai Dynasty
      • +20 Eastern Knowledge
    • New Sihai Dynasty
      • +20 Athletics Training
  • Qadir
      • +10 Rogue Training
      • +10 Finecraft Arts
  • Songaskia
    • Ashanti Songaskia
      • +10 Statesmen Knowledge
      • +10 Bodycare Training
    • Hassal Songaskia
      • +10 Marshal Knowledge
      • +10 Religious Knowledge
    • Rubah Songaskia
      • +10 Pole Combat Skill
      • +10 Throwing Combat Skill
    • Jenne Songaskia
      • +20 Food & Drink Sciences
  • Ailor
    • Heartland Ceardian Ailor
      • +10 Admiral Knowledge
    • Highland Ceardian Ailor
      • +10 Unarmed Combat Skill
    • Anglian Ailor
      • +10 Heavy Bow Combat Skill
    • Ériunin Ailor (Claith)
      • +10 Linguistic Knowledge
    • Velheimer Ailor
      • +10 Axes Combat Skill
    • Colonial Ailor
      • +10 Religious Knowledge
    • Ithanian Ailor
      • +10 Bodycare Training
    • New-Regalian Ailor
      • +10 Marshal Knowledge
    • Leutz-Vixe Ailor
      • +10 Threads Knowledge
    • Dressolini Ailor
      • +10 Musical Arts
    • Imperial Ailor
      • +10 Visual Arts
    • Daendroque Ailor
      • +10 Underworld Knowledge
    • Etosian Ailor
      • +10 Pole Combat Skill
    • Vladno Ailor
      • +10 Metallurgy Arts
    • Szabadok Ailor
      • +10 Cavalry Combat Skill
  • Dwarf
      • +20 Metallurgy Arts
      • +10 Axes Combat Skill

Magus Races

  • Nelfin
    • Altalar
      • +10 To be invested in a Proficiency of the player's choice
      • +10 Historical Knowledge
    • Avanthar
      • +10 Axes Combat Skill
      • +10 Cavalry Combat Skill
    • Sihndar
      • +10 Blades Combat Skill
      • +10 Magical Knowledge
    • Cielothar
      • +20 Nature Care Sciences
    • Isldar
      • +10 Musical Arts
      • +10 Throwing Combat Skill
    • Kathar
      • +10 Fast Blade Combat Skill
      • +10 Magical Knowledge
  • Yanar
      • +20 Nature Care Sciences

Maia Races

  • Maraya
    • El-Maraya
      • +10 Historical Knowledge
      • +10 Statesman Knowledge
    • Ka-Maraya
      • +20 Rogue Training

Half Races

  • Half-Human
      • Pick one of the Ailor Cultures above
  • Half-Elf
      • +10 Light Bow Combat Skill
      • +10 Staves Combat Skill
  • Half-Varran
      • +10 Athletic Training
      • +10 Unarmed Combat Skill
  • Half-Orc
      • +10 Unarmed Combat Skill
      • +10 Athletic Training
  • Mutasj Allar
      • +10 Linguistic Knowledge
      • +10 Rogue Training

Gorr Races

  • Allar
    • Cro-Allar
      • +20 Unarmed Combat Skill
    • Al-Allar
      • +10 Alchemy Sciences
      • +10 Medical Sciences
    • Mu-Allar
      • +10 Athletic Training
      • +10 Fast Blade Combat Skill
    • Zu-Allar
      • +10 Historical Knowledge
      • +10 Visual Arts
    • Sa-Allar
      • +10 Unarmed Combat Skill
      • +10 Nature Care Sciences
    • Es-Allar
      • +10 Literary Arts
      • +10 Magical Knowledge
  • Url
      • +20 Hunting Knowledge
      • +10 Unarmed Combat Skill
  • Slizzar
      • +20 Statesman Knowledge
      • +10 Underworld Knowledge
  • Orc
    • Orc
      • +10 Unarmed Combat Skill
      • +10 Siege Combat Skill
      • +10 Metallurgy Arts
    • Valuur-Orc
      • +10 Unarmed Combat Skill
      • +10 Medical Sciences
      • +10 Siege Combat Skill
  • Varran
    • Warran Varran
      • +10 Athletic Training
      • +10 Unarmed Combat Skill
      • +10 Perception Training
    • Sarran Varran
      • +10 Bodycare Training
      • +20 Literary Arts
    • Yarran Varran
      • +20 Unarmed Combat Training
      • +10 Athletic Training
    • Bakrrann Varran
      • +20 Rogue Training
      • +10 Athletic Training
    • Rakrran Varran
      • +10 Rogue Training
      • +20 Athletic Training
    • Ovirran Varran
      • +20 Athletic Training
      • +10 Threads Skill

Imperial* If a character switches to Imperial Culture from another Ailor Culture, they may choose to abandon their old boost and gain the Imperial boost, or stick with the old one. This choice is not available for races other than Ailor. Url** If a character is changed into an Url from a non-Url Character, old race boosts are lost and these are added on top. If the character was an Ailor however, cultural boosts are kept. This only applies to Thar-Url.

Group Boosts

Group Boosts are a future implementation where membership of say for example the Guard or a Medical organization or the Dragon Knights grants a Proficiency Boost for the duration of membership. This is currently not yet available, but will be added here when this comes into effect.

Character Applications

In order to put all of this into practice for your Character Application, we have developed a very simple step procedure that anyone can follow, that will accurately give you the necessary Proficiencies and statistics for your character. These steps can be followed in a sequence, so they should be followed in the order given, where applicable. If you still have trouble understanding the process to applying Proficiencies to your Character, please contact your nearest Lore Staff member to give you a rundown on how to do this, or ask them to review your Proficiency list to see if it is accurate. The step procedure goes as followed:

  • The First Step, is to understand your character’s Proficiency Points. This is simply done by converting your character’s age into Proficiency Points. Remember that if your character is older than 60, they gain no more than 60 points. 60 Proficiency points is always the maximum.
  • The Second Step, is mostly relevant for characters with special rules. Is your Character a Mage? Is your Character a Vampire? If not, skip this step. If they are, refer to the Special Rule section to know how many Proficiency Points you need to reduce from your available points after the First Step. Before spending any Proficiency Points, you must reduce the Special Rule Points from your available total points.
  • The Third Step, is to assign the points. Here you are permitted to assign Proficiency Points from your total available points to any Proficiencies of your choice. Just remember that Proficiency points assigned to Proficiencies may never be greater than 30 for any Proficiency. There are no limitations on who can learn what Proficiencies.
  • The Fourth Step, is to figure out the Racial/Cultural Boosts and assign them. What Race is your Character? If they are Ailor, what Culture are they? Refer to the Race & Culture Boost section above to know which boosts are associated with your character. When you know which they are, add them on top of your already assigned points. Remember also that Race/Culture Boosts can go beyond the 30 Proficiency max on individual Proficiencies. This means for example you are not allowed to assign 40 points to Blades Combat Skill, but you can assign 30, and then receive a boost of 10 from being a Drowdar, to reach 40. Remember to add back in your Mage or Vampire Proficiencies as the defined rules you can find at the bottom of this page on this step.
  • The Fifth Step, is to calculate your Character Body Shape. This is the only part where maths really come into play. First you have to take all the Combat Skill Proficiencies you have, and add them together into what is called the Physical Stat. Say for example, you have 10 Blades Combat Skill and 10 Heavy Bow Combat Skill, which makes 20 Physical Stat. Then, if your character has any points invested in the Athletics Skill Proficiency, you need to take the points invested in that, double them, and add them to the Physical Stat. Now you have the final Physical Stat, which you compare the Body Shape Physical Stat in a section above to know what your Character’s maximum Body Shape is (though you may choose a lower one if you want, just never a higher one).

If you have done all of the above successfully, you should have a couple of numbers ready. Formatting these numbers correctly is important to help Lore Staff correctly review your application, but maybe you’d also like to see some examples of Proficiency builds to understand better how this would work. Below is a table that shows a couple of Proficiency Builds, so that you can learn how to add them to your Character Application, but also to see some great and accurate examples.

Special Proficiency Rules

Magic Rule

Mages have their own learning curve for Spells which all have a varying level of learning time depending on how many spells have been learnt. For more information about this learning curve, consult the Magic page. The Proficiency rules are rather straightforward; for each spell learnt, X amount of Proficiency Points have to be removed from the pool and added to Magical Knowledge. For Mages, Magical Knowledge has no upper limit. The process is as followed:

  • 0 Magic Spells = 0 points invested in Magical Knowledge
  • 1 Magic Spells = 0 points invested in Magical Knowledge
  • 2 Magic Spells = 2 points invested in Magical Knowledge
  • 3 Magic Spells = 3 points invested in Magical Knowledge
  • 4 Magic Spells = 5 points invested in Magical Knowledge
  • 5 Magic Spells = 9 points invested in Magical Knowledge
  • 6 Magic Spells = 16 points invested in Magical Knowledge
  • 7 Magic Spells = 29 points invested in Magical Knowledge
  • 8 Magic Spells = 48 points invested in Magical Knowledge
  • 9 Magic Spells = 60 points invested in Magical Knowledge
  • 10 Magic Spells = 60 points invested in Magical Knowledge

Vampirism Rule

Vampirism Mutations come at a flat cost. That is to say, someone who is or becomes a Vampire and develops mutations loses 10 Proficiency points from the amount of points they already had, until they are cured, regardless of how many Mutations are actually chosen. Because of this flat nature, there is no further explanation on this page, and a better referral to the Vampirismpage for more information.

Writers MonMarty
Processors Scribbe, WaterDruppel, HydraLana
Last Editor HydraLana on 06/20/2019.

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