Advanced Mastery Creation Event

Advanced Mastery Creation Event
Discussion in 'World Building' started by Asch, May 27, 2017.
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  1. Asch

    Asch

    Staff Member
    In this event, you have a chance to make an Advanced Mastery and have it be a part of the wiki!

    What is an Advanced Mastery? It is a powerful mastery that seeks to further develop a specific mastery after 1000+ or they are the culmination of combining several different mastery together, from which something new arises.

    There are three types of Advanced Mastery. Note that once a character has taken an advanced mastery that's classified as pure martial or pure magic, they can no longer take mastery that's of the opposite type.
    • Pure Martial: these ones can only be obtained by character with no magic mastery.
    • Pure Magic: these ones can only be obtained by people with no martial mastery.
    • Hybrid: these mastery can be obtained regardless of mastery paths.
    Conditions for creating Advanced Mastery:
    • It must be difficult to obtain.
    • It should require roleplay or a long quest chain to obtain (as in the character go on a journey to discover it).
    There will be participation reward for anyone posting here!
     
    Last edited: May 27, 2017
  2. Asch

    Asch

    Staff Member
    Example:

    Weapon Master:
    • Pure Martial. Requirement: The character must have at least 4 weapon-types mastered.
    • This mastery makes it easier for its user to deal with a variety of enemies and situation by allowing themt to swap freely between their weapons during combat.
    Paladin:
    • Hybrid. Requirement: The character must be anointed by a religious order and master: Any 1H, Shield, a 2H mastery, and illumancy.
    • Healing and support spells become more effective when one wears heavy armor.
    Fiend Knight:
    • Hybrid. Requirement: any 1H, any 2H, shield, and malefimancy.
    • Dark magic is more effective when one wears heavy armor.
    Berserker:
    • Pure Martial. Requirement: Hunting, Dual Wield, must have hunted an epic beast.
    • Berserker mimics bestial rage to limit their pain and obtain ferocious fighting prowess the lower their health becomes.
    Bard:
    • Hybrid. Requirement: Illumancy, musical instruments, magical tools.
    • This mastery gives the user the ability to provide healing and gives short-duration buffs through music.
     
  3. Asch

    Asch

    Staff Member
    Elemental Possession:
    • Pure Magic. Requirement: Malefimancy, only-1 elemental magic, magic tools.
    • Allows an elemental being from another realm to possess the user's power for more magical power related to the element. It starts out with just one body part at low level, however, allows for full possession at later level.
    Flame Lording
    • Pure Magic. Requirement. Illustrious in pyromancy, magical tool.
    • This is the evolution of pyromancy.
    Frost Lording
    • Pure Magic. Requirement. Illustrious in hydromancy, magical tool.
    • This is the evolution of hydromancy.
    Thunder Lording
    • Pure Magic. Requirement. Illustrious in aeromancy, magical tool.
    • This is the evolution of aeromancy.
    Shard Lording
    • Pure Magic. Requirement. Illustrious in geomancy, magical tool.
    • This is the evolution of geomancy.
    Fell Fire
    • Pure Magic. Requirement. Illustrious in pyromancy and malefimancy, magical tool.
    • This version of pyromancy uses an insidious black/purple flame that is extremely difficult to control and extinguish.
     
    Last edited: May 27, 2017
  4. Guardian:
    • Requirement: Shield Mastery X Rank
    • This mastery gives the user the ability to provoke semi-sentient creatures into attacking them. It also provides a bonus chance to stun humanoid enemies when striking a target with a shield from the flank or back.
    Warmage:
    • Requirement: ????
    • Increases the range, damage, and area of effect of multi-target spells.
    Single minded focus X:
    • Requirement: Expert in a melee proficiency
    • For enthusiasts with refined tastes in melee combat. Allows the user to specialize in a single weapon type (1 handed axes, spears, 2 handed sword, etc) gaining an equipment bonus at the cost of a penalty to all other weapon proficiencies. Typically the mark of a mania either apparent or repressed.
    Cantrip:
    • Requirement: Proficiency in Arcanamancy and Rogue
    • A mischievous catalog of spells based around illusions, trickery, and deception. Though cantrips lack any sort of apparent capability in combat one might be able to glean some benefit from their use if one were so inclined. Typically shunned by traditional school magi as gimmicks suited for jesters and street performers.
     
    Last edited by a moderator: May 28, 2017
  5. Asch

    Asch

    Staff Member
    Jack of all Trades (Possibly OP)
    • Hybrid. Requirement: 6 completely different mastery from all categories at adept level.
    • Allows user to use all combat-related mastery (martial or magic) at a novice level.
     
  6. Pandora

    Pandora

    Staff Member Game Master
    Summoner:
    • Hybrid. Requirement: Must have any one Elemental or Other magic mastered. As well as a pact formed with a Elemental Spirit of the same type.
    • Allows summoning of special elemental beings for battle or support. Higher the mastery, the stronger the summon.

    Grand Summoner:
    • Pure Magic. Requirement: Must have any one Elemental or Other magic mastered. As well as a pact formed with a Elemental Spirit of the same type.
    • Allows summoning of the Elemental Spirit from which the pact was formed. Higher the mastery, the stronger the summon.
    Mystic Weapon:
    • Hybrid. Requirement: Mastery of any One-Handed or Two-Handed weapons. As well as mastery of any one Elemental or Other magic mastered.
    • Allows elemental mastered to enter ones weapon at will. Higher mastery adds more of the element to damage.

    Mystic Armor:
    • Hybrid. Requirement: Mastery of any Armor type. As well as mastery of any one Elemental and Other magic mastered.
    • Allows elemental mastered to enter ones armor at will. Higher mastery adds more of the elemental protection. Will cause weaknesses to the opposite element during use.

    I can do more but getting dinner right now so maybe some of these aren't too crazy.
     
    Last edited: May 27, 2017
  7. Pandora

    Pandora

    Staff Member Game Master
    Wizard
    • Pure Magic. Requirement: Must have all Elemental or all Other magic's mastered. Must also have Magic Tools at least to Adept.
    • Increases power of all magic abilities and reduces the cost of energy when using them. Higher mastery is a stronger effect.
    Unshakable Will
    • Hybrid. Requirement: Mastered any Armor type. Also proved worth in several special quests and soloed at least three Hard missions.
    • Able to attack and cast magic while withstanding damage. Pain is ignored even though damage is not reduced. Far more difficult to disarm or otherwise prevent action from those with this mastery. Higher mastery equals longer time able to ignore damage.
    Necromancy:
    • Hybrid. Requirement: Mastered Malefimancy and Magic Tools. Also gained a tome of Necromancy or was taught it in a special event from a npc.
    • Allows use of Necromancy type magic.
    Grand Alchemist
    • Hybrid. Requirement: Mastered Five Crafting or Smithy Masteries. Acquire a Workshop with a Magic Cauldron.
    • Allows the ability to create any type of item as long as the recipe is in possession. Higher mastery allows better recipes to be used.
     
    Last edited: May 27, 2017
  8. Asch

    Asch

    Staff Member
  9. Beyond Sight
    • Hybrid, Requirement: Rogue, 1H weapon mastery OR Unarmed Combat Mastery
    • Allows the user to be alerted by the system with an internal alarm allowing them to anticipate ambushes or dangers that they otherwise wouldn't notice with just their normal senses. This skill also alerts the player when they are being attacked from behind prompting them to dodge from any angle.
    Multi-Purpose Craftsman
    • Hybrid, Requirement: 2 Different Crafting Masteries
    • Allows the user to craft tools with a dual purpose allowing them to have features of each of their crafts. This allows users to weaponize shields or imbue spells into their equipment with gem sockets. This Mastery must also combine two reciepies for the desired effect.
    Ranger
    • Hybrid, Requirement: Ranged Mastery and Medium Armor Mastery
    • Allows the user's ranged attacks to become more tricky and clever allowing them to curve and change their course once for more accuracy. This can also give the player more power instead rotating the projectile imitating a rifle's spin.
     
  10. Battle Mage:
    • Hybrid. Requirement: Expert in 1 magic. Expert in 1 weapon type.
    • Allows simultaneous use of weaponry and magic. Slightly increased attack and casting speed.
    Elemental Spirit
    • Pure Magic. Requirement: Adept in Pyromancy. Adept in Hydromancy. Adept in Geomancy. Adept in Aeromancy.
    • Allows the user to summon four elemental spirits as temporary companions that, while dispels in one hit, grants attack buffs for the respective elemental magic.
    Dryad
    • Pure Magic. Requirement: Expert in Naturamancy. Proficient in Geomancy. Adept in Muse.
    • Grants the user an aura of charisma and allure. The user gains the ability to communicate and understand flora and fauna.
    Beastkeeper
    • Pure Martial. Requirement: Master in Beast Taming. Adept in Cultivating.
    • Allows the user to use up to 4 tamed animals (2 small, 1 medium, and 1 large).
    Chamberhead
    • Hybrid. Requirement: Any 3 Domestic Masteries.
    • Allows user to have an extra domestic mastery slot that cannot leave Novice class.
     
  11. Nourisher of Earth
    • Hybrid. Requirement: Adept in Cultivation and Cooking. Proficient in Naturamancy.
    • Food grown and prepared by the user provides increased benefits.
     
  12. Asch

    Asch

    Staff Member
    This event is closed for now, thanks for participating, here are some rewards. More for the mastery I actually used.
     
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