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__NOTOC__<html><img src="http://i.imgur.com/ssqHzRp.png" class="right" style="margin-left: 10px"></html>
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==Preface==
 
==Preface==
__NOTOC__
 
<html><img src="http://terrarp.net/resources/mastery/pyromancy.png" class="right" style="margin: 0 0 70px 20px; width: 200px"></html>
 
  
Fire magic is effective at all ranges; however, it is low in accuracy and difficult to control. Fire magic also offers explosively quick movement spells. Traits: high energy consumption and high damage.  
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Magic is not common in the world of Terrasphere. The majority of people do not have access to it.
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==Spellcasting==
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Spellcasting requires an incantation specific to the spell be recited or written in the air. Powerful spells take longer to channel and consume more energy. Injury or other distraction may interrupt spellcasting. There are two methods to cast spells in TS.
  
<span class="b2a">Strengths:</span> Attacking light to non-armored targets
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<ul class="vspace tealdiamond">
<br><span class="b2a">Weaknesses:</span> Attacking armor, high requirement for accuracy, speed, and positioning
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<li>Swipe your hand in a direction to bring up a panel with your available spells. Tap on the spell and your character will begin reciting or drawing</li>
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<li>The player can also memorize the oral incantation or the written version themselves and manually cast the spell that way</li>
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</ul>
  
==Weapon Types==
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===Mana===
<table width="100%" border="0" class="infobox progression">
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    <tr>
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Spellcasting consumes energy (NPCs call it mana), which is the same as stamina in the game. Players should avoid depleting their energy bar, because a Mind Down will be triggered.  
      <td width="25%"><span style="color:#39d47e">Thrusting Dagger</span></td>
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      <td><span class="b2a">(One-handed)</span> Its lethality comes from its easy concealment and clean stabs. It is highly favored by assassins.</td>
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Mind Down is a state where the user will fall unconscious until energy recovers (if energy is fully depleted, it will take longer to recover naturally). Given this, physical fighters who use magic at the same time must carefully manage their energy.
    </tr>
 
    <tr>
 
      <td><span style="color:#9fd439">Rapier</span></td>
 
      <td><span class="b2a">(One or two-handed)</span> Its pinpoint accuracy and lightning speed is great for agile users. Cannot slash.</td>
 
    </tr>
 
    <tr>
 
      <td><span style="color:#73d439">Thrusting Sword</span></td>
 
      <td><span class="b2a">(One or two-handed)</span> Despite its ability to slash, its main purpose is for thrusting. Some are bigger and thicker than others or come with strange shapes to enhance its thrusts.</td>
 
    </tr>
 
    <tr>
 
      <td><span style="color:#33b98e">Spear</span></td>
 
      <td><span class="b2a">(Polearm: One or two-handed)</span> Its large reach keep the target a distance and can deal devastating thrusts.</td>
 
    </tr>
 
    <tr>
 
      <td><span style="color:#d4aa39">Pronged Polearm</span></td>
 
      <td><span class="b2a">(Polearm: Two-handed)</span> (Bident, trident, multi-prongs) It is made for to demolish lightly armored or non-armored targets.</td>
 
    </tr>
 
    <tr>
 
      <td><span style="color:#d44039">Lance</span></td>
 
      <td><span class="b2a">(Polearm: One or two-handed)</span> It tend to be on the bigger side and made to piece heavily fortified armor. It is extremely slow, however, and difficult to wield.</td>
 
    </tr>
 
    <tr>
 
      <td><span style="color:#d44039">Ultra Lance</span></td>
 
      <td><span class="b2a">(Polearm: Two-handed)</span> It tend to be on the bigger side and made to piece heavily fortified armor. It is extremely slow, however, and difficult to wield.</td>
 
    </tr>
 
</table><br>
 
  
 
==Progression==
 
==Progression==
  
<div class="caution tip">◆ The information from here to the end of the page is identical to other weapon mastery.</div><br>
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This is the general progression scaling for ALL magic.
  
 
<table width="100%" border="0" class="infobox progression">
 
<table width="100%" border="0" class="infobox progression">
 
     <tr>
 
     <tr>
       <td width="20%"><span style="color:#9a9a9a">Beginner</span></td>
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       <td width="20%"><span style="color:#9a9a9a">0-29 Beginner</span></td>
       <td>You can wave your weapon around; that ought to hit something in front of you.</td>
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       <td>You have about 1 or 2 useful spells that you struggle to control.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#dadadb">Novice</span></td>
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       <td><span style="color:#dadadb">30-99 Novice</span></td>
       <td>You can wave your weapon around more effectively now; it will definitely hit something if your aim isn't off.</td>
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       <td>Your insignificant spell now actually hurt a little. You can kind of levitate things and cast other utility spells that all magic pratitioners are supposed to know.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#2c82d2">Trained</span></td>
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       <td><span style="color:#2c82d2">100-199 Trained</span></td>
       <td>Your attacks have some kind of form now and you're starting to discover some skills and mechanics that you can perform somewhat reliably.</td>
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       <td>You have a set of spells that you use regularly and can use them effectively, although, your energy efficiency isn't quite up to par.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#43B8B2">Proficient</span></td>
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       <td><span style="color:#43b8b2">200-499 Proficient</span></td>
       <td>You can now proficiently wield a weapon in combat. You have found a particular fighting style that you are most comfortable with. You also have a good set of skills that you can perform with confidence.</td>
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       <td>You are starting to get the whole concept of magic now and can cast spells competently. You are now starting to explore the more complicated spells.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#82c04b">Adept</span></td>
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       <td><span style="color:#82c04b">500-999 Adept</span></td>
       <td>You have the basics down pat and are now starting to explore the more complex skills that require a lot more precise execution. You also unlocked complex skills and are beginning to bridge together attacks to perform basic combos.</td>
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       <td>Complicated spells aren't so bad for you now. You can cast some of the big spells and continue to power up your previously simple set of spells.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#d0bf2d">Expert</span></td>
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       <td><span style="color:#d0bf2d">1000-1499 Expert</span></td>
       <td>You have mastered basic stances and movements and can effectively execute movesets associated with your weapon. You are honing and making your attack combos more efficient.</td>
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       <td>You are now a very capable spellcaster who can use both simple and complex spells without a problem. You have learned to manage your energy effectively, making it easier and less costly to cast smaller spells.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#cd2b3e">Mastered</span></td>
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       <td><span style="color:#cd2b3e">1500 Mastered</span></td>
       <td>You now have powerful combos and series of attacks that leave your opponent devastated if not dead.</td>
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       <td>You have mastered your craft and can now cast two different spells simultaneously without exploding.</td>
 
     </tr>
 
     </tr>
 
</table><br>
 
</table><br>
  
==Physical Combat==
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==Magical Tools==
  
Weapon mastery allow you have game-like skills which you can discover and tweak to fit your fighting style as well as allowing you to wield said weapons. Players may come up with complex skills as their respective mastery increases.  
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Magical tools provide great utility for spellcasting. Each tool provide a different kind of benefit toward spellcasting. From rare onward, magical tools may not necessarily match the properties listed below. Unless an item specify otherwise, always go with the effects on this list.
  
Keep in mind that each weapon type has a unique move set, speed, weight, impact, strength and weaknesses. Certain weapons are better suited depending on different situations.
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<span class="b2">Important: You do not need Dual-wielding to use these items in the off-hand with a weapon, or to wield one of these items on each hand.</span>
  
==Combat Modes==
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<html><img src="http://terrarp.net/resources/mastery/mtool.png" class="right" style="margin: 0 0 20px 10px"></html>
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<ul class="vspace tealdiamond">
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<li><span class="b2a">Grimoire</span> (Two-handed) These tomes act as a mana collector, once all of the mana has been expended, the tome must spend time recovering (RP only).</li>
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<li><span class="b2a">Staff</span> (Two-handed) Empowers spells.</li>
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<li><span class="b2a">Charms</span> (Two-handed) Empower spells; they often come in a set of 1-3 and float around the user.</li>
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<li><span class="b2a">Rod</span> (One-handed) Includes scepter, wands, rods. These often contain "Cantrips," which are weak spells that cost little mana and can be used often</li>
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<li><span class="b2a">Battle Trinket</span> (One-handed) Includes ring, necklace, wristlets, anklets, armring, etc. They speed up energy recovery. These are similar to accessories that may be equipped,
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but these are used as magical tool/weapon.</li>
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<li><span class="b2a">Focus</span> (One-handed) Include chakram, idol, skull, ceremonial dagger, effigy, icon, etc. These items allow you to cast spells faster.</li>
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<li><span class="b2a">Tarot Cards</span> (Two-handed) Empower spells; this changes spell casting mechanic. To cast spells, you must shuffle the deck and pull these cards out and arrange them in the air (they float). Think Astrologian from FFXIV.</li>
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</ul><br>
  
In your settings, you have two combat options: Assist Mode and Free Mode. You may freely switch between them, but only out of combat.
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[[Category:Mastery]]
 
 
<table width="100%" border="0" class="infobox progression">
 
    <tr>
 
      <td width="20%"><span style="color:#3ea3b2">Assist Mode</span></td>
 
      <td>To execute a skill, simply start the motion and your body will automatically carry through with the complete skill. This is similar to how Mages have to open their UI and tap a spell to cast it.</td>
 
    </tr>
 
    <tr>
 
      <td><span style="color:#3e5ab2">Free Mode</span></td>
 
      <td>In this mode, you must memorize all of the motions of a particular skill to execute it. This mode gives you a lot more movement options, allowing you to transition into other skills or perform combos more easily. If you mess up a motion, your skill won't be as effective and you open yourself up to retaliation. This is similar to how you can cast magic without opening the UI by memorizing the incantation and reciting it correctly.</td>
 
    </tr>
 
</table>
 

Revision as of 05:32, 14 January 2018

Preface

Magic is not common in the world of Terrasphere. The majority of people do not have access to it.

Spellcasting

Spellcasting requires an incantation specific to the spell be recited or written in the air. Powerful spells take longer to channel and consume more energy. Injury or other distraction may interrupt spellcasting. There are two methods to cast spells in TS.

  • Swipe your hand in a direction to bring up a panel with your available spells. Tap on the spell and your character will begin reciting or drawing
  • The player can also memorize the oral incantation or the written version themselves and manually cast the spell that way

Mana

Spellcasting consumes energy (NPCs call it mana), which is the same as stamina in the game. Players should avoid depleting their energy bar, because a Mind Down will be triggered.

Mind Down is a state where the user will fall unconscious until energy recovers (if energy is fully depleted, it will take longer to recover naturally). Given this, physical fighters who use magic at the same time must carefully manage their energy.

Progression

This is the general progression scaling for ALL magic.

0-29 Beginner You have about 1 or 2 useful spells that you struggle to control.
30-99 Novice Your insignificant spell now actually hurt a little. You can kind of levitate things and cast other utility spells that all magic pratitioners are supposed to know.
100-199 Trained You have a set of spells that you use regularly and can use them effectively, although, your energy efficiency isn't quite up to par.
200-499 Proficient You are starting to get the whole concept of magic now and can cast spells competently. You are now starting to explore the more complicated spells.
500-999 Adept Complicated spells aren't so bad for you now. You can cast some of the big spells and continue to power up your previously simple set of spells.
1000-1499 Expert You are now a very capable spellcaster who can use both simple and complex spells without a problem. You have learned to manage your energy effectively, making it easier and less costly to cast smaller spells.
1500 Mastered You have mastered your craft and can now cast two different spells simultaneously without exploding.

Magical Tools

Magical tools provide great utility for spellcasting. Each tool provide a different kind of benefit toward spellcasting. From rare onward, magical tools may not necessarily match the properties listed below. Unless an item specify otherwise, always go with the effects on this list.

Important: You do not need Dual-wielding to use these items in the off-hand with a weapon, or to wield one of these items on each hand.

  • Grimoire (Two-handed) These tomes act as a mana collector, once all of the mana has been expended, the tome must spend time recovering (RP only).
  • Staff (Two-handed) Empowers spells.
  • Charms (Two-handed) Empower spells; they often come in a set of 1-3 and float around the user.
  • Rod (One-handed) Includes scepter, wands, rods. These often contain "Cantrips," which are weak spells that cost little mana and can be used often
  • Battle Trinket (One-handed) Includes ring, necklace, wristlets, anklets, armring, etc. They speed up energy recovery. These are similar to accessories that may be equipped, but these are used as magical tool/weapon.
  • Focus (One-handed) Include chakram, idol, skull, ceremonial dagger, effigy, icon, etc. These items allow you to cast spells faster.
  • Tarot Cards (Two-handed) Empower spells; this changes spell casting mechanic. To cast spells, you must shuffle the deck and pull these cards out and arrange them in the air (they float). Think Astrologian from FFXIV.