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common kit
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| style="background-color:#dcd5f2;" | Sorcery Skill 1
| style="background-color:#dcd5f2;" | Home Upgrade 1
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Upgrade 1 | This (Mundane) Region Enchant is always active on the user’s primary residence and cannot be disabled. While active in a region, it becomes immune to fire damage due to sprinkler irrigation systems. Additionally, if a metal block is placed behind the front door or any entrance, if the Region is burgled, any burglars have one of their legs broken due to a trap activating. They can still continue to burgle, but will have to do with a broken leg. This effect cannot be Dodged, Prevented or Countered.
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| style="background-color:#dcd5f2;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip:  Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
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| style="background-color:#dcd5f2;" | Great Force 1
| Constant Passive
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Sorcery Skill 1 | If the Character has purchased at least 1 Sorcery Ability, they may gain an additional Sorcery Ability from any Category for free. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost.
| Grants the user {{#simple-tooltip: Great Force 1 | If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder) the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat advantage.
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| style="background-color:#dcd5f2;" | Home Upgrade 1
| style="background-color:#dcd5f2;" | Gate Smash 1
| Region Enchant
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip:  Gate Smash 1 | The Character can muster all their strength and smash through a metal or wooden gate or door that is locked or barred. This Ability does also work on cell gates in the Regalian Prison. This Ability can be used once per day. And produces a lot of noise, thus requiring the actual Ability usage to be done in announce emote (+h). Because of the size and bulkiness of the Character however, they are also permanently incapable of dodging or side-stepping any Mundane or Ability based Projectile attacks.
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| style="background-color:#dcd5f2;" | Honed Skill 5
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Honed Skill 5 | Any item created by the user at a certain Proficiency Point investment for the skill, the item is always made as if it had +5 Proficiency invested (pertaining to Hobby Group Proficiencies Visual Art, Craft Art, Threads Art and Culinary Art). This +5 boost can break the 15 Proficiency limit for these Hobby Group Proficiencies. Additionally, any item made by the user within the Metallurgy Point-Buy system is always of superior quality than other crafters who do not have this Ability. (Metallurgy does not have a Quality=Proficiency investment system, superiority is dictated by this Ability only).
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founders kit
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
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| style="background-color:#dcd5f2; width: 21%;" | Founders Gift 1
| Direct Touch
| Primal Power
| Grants the user {{#simple-tooltip: Founders Gift 1 | Any Artifact owned by this Character can be skillfully duplicated into a single mimic Artifact, including its powers. The user may then give the Artifact to another person. This mimic Artifact is in all aspects an identical copy, except that it cannot be given to a third party or taken from the person that the user gave it to. If for whatever reason the gifted person loses the mimic Artifact, it disintegrates. Additionally, the mimic Artifact is not immune to item degrading Abilities, and can be destroyed. It is required to report who owns a mimic Artifact to Lore Staff through the usual process of Artifacts changing ownership. The user cannot destroy or take back the mimic Artifact remotely, it must be destroyed while worn by the owner. This Ability has no cooldown, however a mimic Artifact can only be produced in a forge. If the user loses their Artifact, the mimic Artifact also disintegrates. Mimic Artifacts cannot be given to alts or inactive players, and an Artifact owned by an inactive player will disintegrate the mimic also.
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| style="background-color:#dcd5f2;" | Founders Gift 2
| Self
| Primal Power
| Grants the user {{#simple-tooltip: Founders Gift 2  | This Ability grants several effects. Firstly, any infection process that would cause the user to be infected with an Affliction, is halved. If for example for infection you must roll “/dice 0 20” and infection occurs when rolling above 10, infection instead only occurs when rolling above 15. Additionally, the user is immune to the ambient damage of heat and frost, meaning they can resist extreme temperatures, but not fire or magma itself, or being flash frozen in freezing water. Finally, the user is immune to any Knock-over or Knock-back effect from any Abilities or Mundane Techniques. The Character can still be staggered, but their position cannot be affected by these mechanics.
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| style="background-color:#dcd5f2;" | Founders Gift 3
| Self
| Primal Power
| Grants the user {{#simple-tooltip:  Founders Gift 3 | This Ability grants several effects. Firstly, the user is immune to any toxins, venoms or acidic substances that would cause damage to their body from Mundane sources only, regardless of being inhaled, applied or drunk. Secondly, the user never becomes ill from rotten foods or copious amounts of alcohol, they still receive the mind dulling effects, but are unable to become sick or go unconscious from overdrinking.
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| style="background-color:#dcd5f2;" | Founders Gift 4
| Self
| Primal Power
| Grants the user {{#simple-tooltip:  Founders Gift 4  | This Ability grants several effects. Firstly, the user is able to always see through certain illusions but only in hyper specific circumstances. The only illusions the user can see through, are illusions pertaining to earth metals (such as fake Regal coins) and earth gems (such as illusioned diamonds). Secondly, the user is able to always see through forgeries made with the Art Forgery Pack, for any forgery made in the Craft Art category. Finally, in Progressions, the user is able to identify structural weak points in buildings. This does not aid in finding structural weak points in walls, but can help in securing an easy exit, or an easy demolition job from other buildings.
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| style="background-color:#dcd5f2;" | Founders Gift 5
| Self
| Primal Power
| Grants the user {{#simple-tooltip: Founders Gift 5  | This ability grants several effects. Firstly, the user is immune to mind control by Dragons. Secondly, the user is immune to: Emotion Sense 1, Shrewd Insight 1, Peace Reign 2, Mind Surge 1, Mind Surge 2, Mind Surge 3, and Mind Surge 4.
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| style="background-color:#dcd5f2;" | Bunker Down 1
| Toggle Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Home Upgrade 1 | This (Mundane) Region Enchant is always active on the user’s primary residence and cannot be disabled. While active in a region, it becomes immune to fire damage due to sprinkler irrigation systems. Additionally, if a metal block is placed behind the front door or any entrance, if the Region is burgled, any burglars have one of their legs broken due to a trap activating. They can still continue to burgle, but will have to do with a broken leg. This effect cannot be Dodged, Prevented or Countered.
| Grants the user {{#simple-tooltip:   Bunker Down 1 | If wielding a shield, the Character can choose to “Bunker down”, requiring them in a kneeling position with a shield down in front of them (using a shield if mundane, if not mundane, a shield is not be required). While this stance is upheld, they become immune to any Mundane or Ability based harm effects from a 180 degree angle in front of them (Ability based effects besides damage still apply). There is enough room behind the user for 1 additional person to gain the benefit, with the user counting as an Obstacle. The user of this Ability cannot do anything but talk while bunkering down (they cannot even see past their shield), but the person behind them (if there is one) can move and use Abilities, Weapons, or Items.
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Revision as of 21:46, 9 August 2021

common kit

Ability Name Ability Type Ability Range Ability Description
Honed Skill 1 Constant Passive Self Grants the user Honed Skill 1

Home Upgrade 1 Region Enchant Player Region Grants the user Home Upgrade 1

Shrewd Insight 1 Control Power Emote Distance Grants the user Shrewd Insight 1

Great Force 1 Constant Passive Self Grants the user Great Force 1

Gate Smash 1 Trigger Passive Direct Touch Grants the user Gate Smash 1

Honed Skill 5 Constant Passive Self Grants the user Honed Skill 5

founders kit

Ability Name Ability Type Ability Range Ability Description
Founders Gift 1 Direct Touch Primal Power Grants the user Founders Gift 1

Founders Gift 2 Self Primal Power Grants the user Founders Gift 2

Founders Gift 3 Self Primal Power Grants the user Founders Gift 3

Founders Gift 4 Self Primal Power Grants the user Founders Gift 4

Founders Gift 5 Self Primal Power Grants the user Founders Gift 5

Bunker Down 1 Toggle Passive Self Grants the user Bunker Down 1