Shaman Point Buy: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
No edit summary
Line 7: Line 7:
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
}}
}}
The Shaman Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Shaman Point Buy provides Packs for a Character to become proficient in a Faith-based defensive style of combat, using holy incantations, rituals and the powers of the Gods to strike back at enemies who harm allies. Shaman Point Buy thrives when outnumbered, but is generally not good on duelists. As with many other Faith based Proficiencies, Shaman Point Buy has several rules associated with it.
The Shaman Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Shaman Point Buy provides Packs for a Character to become proficient in a Faith-based defensive style of combat, using holy incantations, rituals and the powers of the Gods to strike back at enemies who harm allies. Shaman Point Buy thrives when outnumbered, but is generally not good on duelists.


==Shaman Point Buy Rules==
==Shaman Point Buy Rules==
Line 13: Line 13:
* Shaman Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic. Still, in Regalia, non-Unionist God Powers are considered Magic in some way.
* Shaman Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic. Still, in Regalia, non-Unionist God Powers are considered Magic in some way.
* Shaman Point Buy should generally have aesthetics of nature/earth, berserkers, and works best with the aesthetics of the following Religions: Fornoss and Pagan Faiths.
* Shaman Point Buy should generally have aesthetics of nature/earth, berserkers, and works best with the aesthetics of the following Religions: Fornoss and Pagan Faiths.
* Shaman Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Corpse Count, which increases durability with enemies that are defeated.
* Shaman Point Buy cannot be invested in if the user invests in any of the following: Paladin Point Buy or Theurgy Point Buy.


===Corpse Count Mechanic===
==Stance Ability==
Shaman Point Buy has special Abilities that have slightly altered mechanical rules depending on how many enemies are KO'd in a fight (KO'd: Knocked Out, and fully defeated.) The user generally becomes more durable as enemies go down, while starting off much weaker. The mechanic is described below:
The Shaman Stance Ability is required for all Shaman Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Shaman Point Buy Pack has been purchased. This Ability does not do much besides enable further Shaman Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way.  
* Shaman Defense as an Ability must be active for the Corpse Count Mechanic to apply. Shaman Point Buy Abilities can also be used in conjunction with Constitution, just without Corpse Count.
* At certain thresholds of enemies KO'd in a fight Abilities may have their Cooldowns instantly reset, or an additional upgraded mechanic applied to a permanent aura effect already in use.


==Shaman Point Buy Packs==
===Shaman Stance===
===Shaman Defense===
This pack allows Shamans to use Faith as their Defense Stat.
This pack allows Shamans to use Faith as their Defense Stat.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
Line 32: Line 27:
! Modifiers
! Modifiers
|-
|-
| style="background-color:#e2f5d0;" | Shaman Defense
| style="background-color:#e2f5d0;" | Shaman Stance
| Stance Technique  
| Stance Technique  
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Shaman Defense| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution), and the user loses 2 HP. This Ability does not consume an Action, but the user cannot use a Shield. Shaman Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat. For every 2 KO'd enemies in a Combat Scene, the user gains +1 Block Token from Corpse Count as soon as the second goes down.
| Grants the user {{#simple-tooltip: Shaman Defense | During Shaman Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Combat, the user gains additional benefits from a Corpse Count, meaning the next Shaman Ability used is altered in some way once 2 enemies have been defeated, after which Corpse Count must be regained. When the user reaches 4 HP, they always benefit from Corpse Count until combat ends or they are healed past 4 HP. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.  
}}
}}
| N/A
| N/A
Line 41: Line 36:
|}
|}


===Shaman Aura===
 
==Shaman Point Buy Packs==
 
===Shaman Aura Pack===
This Pack allows the Shamans to become stronger the longer a fight lasts against Spirits.
This Pack allows the Shamans to become stronger the longer a fight lasts against Spirits.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
Line 53: Line 51:
| style="background-color:#e2f5d0;" | Shaman Aura
| style="background-color:#e2f5d0;" | Shaman Aura
| Passive Power
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Shaman Aura| To reinforce Shamans, Shaman Aura is a constant effect radiating energy around the user. For every enemy Spirit or person possessed by a Spirit in Range, the user gains +1 Faith applied only when defending against attacks from Spirits or persons possessed by Spirits (breaking cap up to 11). If there are no Spirits, Shaman Aura grants a flat +1 Faith instead. For every 2 KO enemies in a Combat Scene, the user can apply -1 Main Combat Stat Debuff as part of Corpse Count onto any enemy that lasts until KO'd or the end of combat, which can stack from subsequent Corpse Counts or from other Shaman, but only up to -2 Main Combat Stat. Shaman Aura has no Cooldown.
| Grants the user {{#simple-tooltip: Shaman Aura | To encourage your allies to charge ahead, Shaman Aura is a constant effect sounding war drums to those nearby. The first time an ally within range is given the Trapped, Fleeting, or Prone Status Effects, ignore that application and instead grant all allies within range an additional 2 blocks of movement on their next turn. Shaman Aura can be maintained indefinitely, or it can be detonated, applying +1 Attack up to a maximum of 9 to all allies within range for the next 30 minutes. If detonated, Shaman Aura has a 4 hour cooldown. <u>'''If the user has a Corpse Count when triggered::'''</u> When detonated, all allies on their next turn gain 2 blocks of movement.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Shaman Puppet===
 
This Pack allows the Shaman to turn the enemies powers on themselves.
===Shaman Pounce Pack===
This Pack allows the Shaman to get to where they shouldn’t be.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
Line 69: Line 67:
! Modifiers
! Modifiers
|-
|-
| style="background-color:#e2f5d0;" | Shaman Puppet
| style="background-color:#e2f5d0;" | Shaman Pounce
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Shaman Puppet| To meddle with enemies, target an opponent and read/ask for their Character App to read their Abilities. Choose one Ability from Point Buy (regardless if it is on Cooldown), and use a copy of it from the target's location, but as if it was being used by the user instead (meaning it can harm the target's allies, and benefit the user's allies, but not vice versa). If the Ability involves any sort of resources, it must use the user's resources, not the target's. This does not consume the next turn for the Target. For every 2 KO enemies in a Combat Scene, the Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Puppet has a 2 Hour Cooldown, and does not stack.
| Grants the user {{#simple-tooltip: Shaman Pounce | To get where you shouldn’t, target an opponent that is out of reach, whether by elevation or behind cover. The user immediately propels themselves toward the target, allowing them to make an attack after landing. Shaman Pounce has a 1 hour cooldown. <u>''If the user has a Corpse Count when triggered::'''</u> Additionally apply the Confused Status to all enemies within 3 blocks for the next turn after landing.
}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Shaman Exchange===
===Shaman Exchange Pack===
This Pack allows the Shaman to aid allies with their durability and faith.
This Pack allows the Shaman to aid allies with their durability and faith.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
Line 90: Line 88:
| Passive Power
| Passive Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Shaman Exchange | The user can, at any point during a fight (even not during the user's action or turn) transfer any Block Tokens from themselves to allies, even in response to attack Emotes hitting them, thus consuming the Block Token and preventing damage. Additionally, any Faith Proficiency (base and buffs) can be granted from themselves to an Ally instead, granting them Main Defense Stat, but this does not break cap. Block Tokens and Stats handed away cannot be taken back until end of Combat. Shaman Exchange has no Cooldown.
| Grants the user {{#simple-tooltip: Shaman Exchange | The user can, without expending their turn, transfer any Block Tokens from themselves to allies, even in response to attack Emotes hitting them, thus consuming the Block Token and preventing damage. Additionally, any Faith Proficiency (base and buffs) can be granted from themselves to an Ally instead, granting them a bonus to Defense up to a cap of 9. Block Tokens and Stats handed away cannot be taken back until the end of Combat. Shaman Exchange has a 15 Minute Cooldown. <u>'''If the user has a Corpse Count when triggered::'''</u> The user does not lose any Block Tokens or Faith Proficiency when giving them to an ally, instead making a copy to hand away.
}}
}}
| N/A
| N/A
Line 96: Line 94:
|}
|}


===Shaman Darkness===
===Shaman Darkness Pack===
This Pack allows the Shaman to create space between them and enemies.
This Pack allows the Shaman to create space between them and enemies.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
Line 109: Line 107:
| Movement Power
| Movement Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Shaman Darkness| This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface) to relocate to. Additionally, any enemies within 3 Blocks of the position they relocate from, have the Blindness Debuff applied to them. For every 2 KO enemies in a Combat Scene, the remaining Cooldown of this Ability is reduced by 30 Minutes as part of Corpse Count. Shaman Darkness has a 2 Hour Cooldown. }}
| Grants the user {{#simple-tooltip: Shaman Darkness| This Ability can only be used if one or more enemies are within 3 Blocks of the user. When used, the user can choose anywhere within range (on a horizontal surface) to relocate to. Additionally, any enemies within 3 Blocks of the position they relocate from, have the Blindness Debuff applied to them. Shaman Darkness has a 2 Hour Cooldown. <u>''If the user has a Corpse Count when triggered::'''</u> The user can make an attack with +2 Attack after moving. }}
| N/A
| N/A
|-
|-
|}
|}
===Shaman Ancestor===
===Shaman Ancestor Pack===
This Pack allows the Shaman to summon power from their families.
This Pack allows the Shaman to summon power from their families.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
Line 126: Line 124:
| Skill Power
| Skill Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Shaman Ancestor| This Ability summons the Spirit of an Ancestor, as well as a weapon in their hand, allowing their ancestor to guide them in combat. If Shaman Defense is not active, this gives the user +2 Main Combat Stat (breaking cap up to 11) and -2 Main Defense Stat. If Shaman Defense is active, the user loses access to all other Abilities, sets their Main Combat Stat to 11, but can use Abilities from Shaman Point Buy. Shaman Ancestor lasts until the end of Combat and has no Cooldown.}}
| Grants the user {{#simple-tooltip: Shaman Ancestor | This Ability summons the Spirit of an Ancestor, guiding for the remainder of combat. The first time the user wins a Defense roll against an enemy, they are able to apply the Marked Status Effect upon them without expending a turn as the spirits of their ancestors surround their foe. The same target can only be Marked in this way once per Combat Encounter. Shaman Ancestor lasts until the end of combat, and has a 4 hour cooldown once ended. <u>'''If the user has a Corpse Count when triggered::'''</u> The first target to be Marked is additionally given the Trapped Status Effect for the next 10 minutes. This only takes effect once.}}
| N/A
| N/A
|-
|-
|}
|}


===Shaman Earth===
===Shaman Earth Pack===
This Pack allows the Shamans to create space between them and enemies.
This Pack allows the Shamans to create space between them and enemies.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
Line 144: Line 142:
| Instant Power
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Shaman Earth| To protect an ally, this Ability can be used to grant an ally within range +1 Block Token. This Ability can be used as a reaction to an ally being attacked, allowing them to instantly use the Block Token to protect themselves. After 2 enemies are KO'd in a Combat Scene, the user becomes immune to the Brittle Debuff as part of Corpse Count (this constant effect applies even while the Ability is on Cooldown). Shaman Earth has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Shaman Earth | To protect an ally, this Ability can be used to grant an ally within range +1 Block Token. This Ability can be used as a reaction to an ally being attacked, allowing them to instantly use the Block Token to protect themselves. Shaman Earth has a 2 Hour Cooldown. <u>'''If the user has a Corpse Count when triggered::'''</u> The target is considered immune to Status Effects until the Block Token is broken.
}}
}}
| N/A
|-
|}
===Exorcism===
This Pack allows the Shaman to exorcise the Afflicted and gain protection against them.
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#e2f5d0;" | Exorcism
| Counter Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Exorcism| To protect against Afflicted Abilities, use this Ability to Counter any Instant, Link, or Movement Power used by a Character that is Afflicted that targets the user or an ally. This only applies to Abilities from the Arcane Proficiency Category, and Enchant Point Buy. Additionally, outside of combat, the user can perform general Exorcisms, but they do not have a guaranteed effect, and require negotiation with Spirit Players, or Event DMs. If the user is Afflicted themselves, this Ability is Disabled. Exorcism has no cooldown for Curing or general Exorcisms, but its Counter function has a 4 Hour Cooldown, and a 30 Minute Internal Cooldown.}}
| N/A
| N/A
|-
|-
|}
|}


===Shaman Synergy===
===Shaman Brutality Pack===
This Pack allows Shaman to utilize Abilities from [[Bruiser Point Buy]].
This Pack allows Shaman to utilize Abilities from [[Bruiser Point Buy]].
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
Line 177: Line 158:
! Modifiers
! Modifiers
|-
|-
| style="background-color:#e2f5d0;" | Shaman Synergy
| style="background-color:#e2f5d0;" | Shaman Brutality
| Passive Power
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Shaman Synergy | To utilize otherwise unusable point buy packs in a stance, use this ability to grant access to Bruiser Point Buy packs the user has purchased. When using Shaman Defense, the user can use abilities from Bruiser Point Buy as if they had Bruiser Stance active, but they do not gain any of the passive benefits or restrictions from Bruiser Stance. Additionally, they cannot use Shielding Point Buy Abilities while in Shaman Defense, and the user must have a melee weapon equipped.  Shaman Synergy can only be used when Shaman Defense is active, but has no cooldown. }}
| Grants the user {{#simple-tooltip: Shaman Brutality | To brutalize an opponent, this Ability can be triggered automatically when landing an attack on an Enemy with a Status Effect. The target is displaced 5 blocks, with an additional 1HP of damage being dealt to them. Shaman Brutality has a 2 hour cooldown. <u>'''If the user has a Corpse Count when triggered::'''</u> Also apply the Fleeting Status to the Target. }}
| N/A
| N/A
|-
|-

Revision as of 05:56, 20 December 2023

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

The Shaman Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Shaman Point Buy provides Packs for a Character to become proficient in a Faith-based defensive style of combat, using holy incantations, rituals and the powers of the Gods to strike back at enemies who harm allies. Shaman Point Buy thrives when outnumbered, but is generally not good on duelists.

Shaman Point Buy Rules

  • In order to Point Buy any Packs from Shaman Point Buy, the Character must be a devout worshipper of any Religion.
  • Shaman Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic. Still, in Regalia, non-Unionist God Powers are considered Magic in some way.
  • Shaman Point Buy should generally have aesthetics of nature/earth, berserkers, and works best with the aesthetics of the following Religions: Fornoss and Pagan Faiths.

Stance Ability

The Shaman Stance Ability is required for all Shaman Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Shaman Point Buy Pack has been purchased. This Ability does not do much besides enable further Shaman Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way.

Shaman Stance

This pack allows Shamans to use Faith as their Defense Stat.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shaman Stance Stance Technique Self

Grants the user Shaman Defense

N/A


Shaman Point Buy Packs

Shaman Aura Pack

This Pack allows the Shamans to become stronger the longer a fight lasts against Spirits.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shaman Aura Passive Power 6 Blocks

Grants the user Shaman Aura

N/A

Shaman Pounce Pack

This Pack allows the Shaman to get to where they shouldn’t be.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shaman Pounce Instant Power 10 Blocks

Grants the user Shaman Pounce

N/A

Shaman Exchange Pack

This Pack allows the Shaman to aid allies with their durability and faith.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shaman Exchange Passive Power Emote Range

Grants the user Shaman Exchange

N/A

Shaman Darkness Pack

This Pack allows the Shaman to create space between them and enemies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shaman Darkness Movement Power 10 Blocks

Grants the user Shaman Darkness

N/A

Shaman Ancestor Pack

This Pack allows the Shaman to summon power from their families.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shaman Ancestor Skill Power Self

Grants the user Shaman Ancestor

N/A

Shaman Earth Pack

This Pack allows the Shamans to create space between them and enemies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shaman Earth Instant Power Emote Range

Grants the user Shaman Earth

N/A

Shaman Brutality Pack

This Pack allows Shaman to utilize Abilities from Bruiser Point Buy.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shaman Brutality Instant Power Self

Grants the user Shaman Brutality

N/A