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(Created page with "<html><style>hr{height: 2px}</style></html> ==Introduction== <ul class="vspace tealdiamond"> <li>The mastery system is TS' form of character progression. There are no levels.<...")
 
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==Preface==
==Introduction==
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__NOTOC__
<ul class="vspace tealdiamond">
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<html><img src="http://terrarp.net/resources/mastery/pierce.png" class="right" style="margin: 0 0 70px 20px; width: 200px"></html>
<li>The mastery system is TS' form of character progression. There are no levels.</li>
 
<li><span style="color: #da682f">All characters start with 3 mastery slots and can have up to a maximum of 5 slots.</span></li>
 
<li>Your character increases power level by putting points into their mastery.</li>
 
<li>For more information on a specific mastery, click on their name!</li>
 
<li>Any mastery that is marked as <span class="b2a">(Complex)</span> may require some extra reading on their own page. If you are a new player, consider avoiding them.</li>
 
</ul><br>
 
  
http://terrarp.net/resources/mastery.png
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Pierce weapons require high precision, but are very deadly against targets with light to no armor. It is one of the most difficult weapon types to master due to the high requirement of accuracy, speed, and positioning from the user.
__NOTOC__
 
<hr>
 
http://terrarp.net/resources/mastery/m-core.png
 
<html><img src="http://terrarp.net/resources/mastery/core.png" class="fimg" style="margin:5px 0 20px 0"></html>
 
  
<div class="caution" style="margin-right: 300px">
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Pierce weapons feature precise thrush and jab that are best aimed at the target's vulnerable spots. Those that are bigger in size have higher reach, but are slower and cannot be used in narrowed spaces.  
◆ These are part of your character's kit, don't select them as your starting 3.</div><br>
 
  
==Language==
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<em>Some pierce weapons are made to counter-armor, however, they tend to be far too heavy and unwieldy for most fighters to use any other times.</em>
<ul class="tealdiamond vspace">
 
<li>[[Language]] - All characters start out with a Mastered level of the common language and a few other common languages. However, ancient and rarer languages require you to put points into them to comprehend and use them. E.g. Gnollish, Demonic, Shattered, Forgotten, Elefyn, etc...
 
<br><span style="color: #dfdfdf"><em>Languages do not take 1 of the 5 mastery slots your character is limited to. They will also not appear on your character sheet until you unlock them.</em></span></li>
 
</ul><br>
 
  
==Core==
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<span class="b2a">Strengths:</span> Attacking light to non-armored targets
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<br><span class="b2a">Weaknesses:</span> Attacking armor, high requirement for accuracy, speed, and positioning
  
<ul class="tealdiamond vspace">
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==Weapon Types==
<li>[[Mobility]] - Mobility, reflexes, or quickness. <span style="color: #dfdfdf"><em>This mastery does not take 1 of the 3 starting slots.</em></span></li>
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<table width="100%" border="0" class="infobox progression">
<li>[[Wellness]] - Fortitude, vitality, natural resistances, or heath. <span style="color: #dfdfdf"><em>This mastery does not take 1 of the 3 starting slots.</em></span></li>
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    <tr>
<li>[[Luck]] - The ability to defy all odds sometimes. <span style="color: #dfdfdf"><em>This mastery does not take 1 of the 3 starting slots.</em></span></li>
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      <td width="25%"><span style="color:#39d47e">Thrusting Dagger</span></td>
</ul><br>
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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>
 +
    </tr>
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    <tr>
 +
      <td><span style="color:#9fd439">Rapier</span></td>
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      <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>
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      <td><span style="color:#73d439">Thrusting Sword</span></td>
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      <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>
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    </tr>
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    <tr>
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      <td><span style="color:#33b98e">Spear</span></td>
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      <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>
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      <td><span style="color:#d4aa39">Pronged Polearm</span></td>
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      <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>
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      <td><span style="color:#d44039">Lance</span></td>
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      <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>
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      <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>
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    </tr>
 +
</table><br>
  
==Traveling==
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==Progression==
  
<ul class="tealdiamond vspace">
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<div class="caution tip">The information from here to the end of the page is identical to other weapon mastery.</div><br>
<li>[[Mount|Riding]] - The ability to ride a mount and mounted combat in combination with your melee weapons, ranged weapons, and magic. <span style="color: #dfdfdf"><em>This mastery does not take 1 of the 3 starting slots.</em></span></li>
 
<li>[[Seafaring]] - The ability to operate ships and naval combat, which includes fighting other ships and operating naval armaments. <span style="color: #dfdfdf"><em>This mastery does not take 1 of the 3 starting slots.</em></span></li>
 
</ul><br><br>
 
  
<hr>
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<table width="100%" border="0" class="infobox progression">
http://terrarp.net/resources/mastery/m-combat.png
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    <tr>
<html><img src="http://terrarp.net/resources/mastery/combat.png" class="fimg" style="margin:5px 0 10px 0"></html>
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      <td width="20%"><span style="color:#9a9a9a">Beginner</span></td>
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      <td>You can wave your weapon around; that ought to hit something in front of you.</td>
 +
    </tr>
 +
    <tr>
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      <td><span style="color:#dadadb">Novice</span></td>
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      <td>You can wave your weapon around more effectively now; it will definitely hit something if your aim isn't off.</td>
 +
    </tr>
 +
    <tr>
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      <td><span style="color:#2c82d2">Trained</span></td>
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      <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>
 +
    </tr>
 +
    <tr>
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      <td><span style="color:#43B8B2">Proficient</span></td>
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      <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>
 +
    </tr>
 +
    <tr>
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      <td><span style="color:#82c04b">Adept</span></td>
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      <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>
 +
    </tr>
 +
    <tr>
 +
      <td><span style="color:#d0bf2d">Expert</span></td>
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      <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>
 +
    </tr>
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    <tr>
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      <td><span style="color:#cd2b3e">Mastered</span></td>
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      <td>You now have powerful combos and series of attacks that leave your opponent devastated if not dead.</td>
 +
    </tr>
 +
</table><br>
  
 
==Physical Combat==
 
==Physical Combat==
  
<ul class="tealdiamond vspace">
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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.  
<li>[[Pierce]] - Combat skills with weapons that deal critical damage.</li>
 
<li>[[Slash]] - Combat skills with balanced and versatile weapons.</li>
 
<li>[[Cleave]] - Combat skills with weapons that use momentum to chop or saw and sunder armor.</li>
 
<li>[[Bludgeon]] - Combat skills with powerful, albeit slow weapons that crush or smash.</li>
 
<li>[[Ranged]] - Combat skills with weapons that deal damage at a distance.</li>
 
<li>[[Body Combat]] - Combat skills with fist weapons and movesets that use the entire body.</li>
 
</ul><br>
 
 
 
==Physical Defense==
 
<ul class="tealdiamond vspace">
 
<li>[[Shield]] - Skills with shields. You do not need dual-wielding to use a shield with another weapon.</li>
 
<li>[[Guard]] - Include defensive movesets through weapons, such as: blocking, deflecting, disarming, and other countering techniques.</li>
 
<li>[[Acrobat]] - Include scaling wall, flipping, swinging from rope to rope, etc. These mobility technique cannot be done while wearing heavy armor or wielding large weapons. In combat, it includes evasion, safety rolls, and other damage avoidance movements.</li>
 
</ul><br>
 
 
 
==Combat Supplement==
 
<ul class="tealdiamond vspace">
 
<li>[[Berserk]] - <span class="b2a">(Complex)</span> This martial art employs power strikes. Berserkers channel their adrenaline and rage to withstand pain. They exert more power and speed the lower their health becomes. Click to read more about it.</li>
 
<li>[[Dual-wielding]] - This fighting style enables ambidexterity for its user in and out of combat, allowing them to wield and fight with a weapon in each hand. You must pick a weapon when you take this mastery. Click to read more about it.</li>
 
</ul><br>
 
 
 
<hr>
 
http://terrarp.net/resources/mastery/m-magic.png
 
<html><img src="http://terrarp.net/resources/mastery/mcombat.png" class="fimg" style="margin:5px 0 0 0"></html>
 
 
 
==Evocation Magic==
 
 
 
<ul class="tealdiamond vspace">
 
<li>[[Magic|Pyromancy]] - 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.</li>
 
<li>[[Magic|Hydromancy]] - Water and ice magic is most optimal at medium range and is accurate; it also offers many crowd control spells such as slow or root. Ice magic creates defensive obstacles and protects the user. This magic is very versatile. Traits: medium energy consumption and low damage.</li>
 
<li>[[Magic|Geomancy]] - Earth magic is best at close range and is the most defensive magic because it can shape earth in a variety of ways to hinder or block foes. Direct earth manipulation is very costly, however, despite its destructiveness. This magic cannot manipulate metal and the certain kinds of crystals. Traits: high energy consumption, medium damage, and low accuracy.</li>
 
<li>[[Magic|Aeromancy]] - Air and lighting magic is highly precise at medium range and works very well against humanoid targets. Lightning provides a number of crowd control through stun and electified. Air on the other hand offer various movement spells such as minor gliding ability and the ability to soften falls. With air, flying is not possible, but high jumps can be achieved. Overall, this magic is very versatile. Traits: medium energy consumption, medium damage.</li>
 
<li>[[Magic|Arcanamancy]] - Arcane magic uses the raw non-elemental magical energy, it is powerful at long range with high accuracy. This magic often manifests in the form of a ray or burst that is purple in color. Arcane spells require more mana than elemental magic, but can be combined with them for stronger effects. This magic also enables short range teleportation to places the user can see, the distance grows with higher mastery. Traits: high energy consumption, very high damage.
 
</li>
 
</ul><br>
 
 
 
==Other Magic==
 
<ul class="tealdiamond vspace">
 
<li>[[Planamancy]] - <span class="b2a">(Complex)</span> Astral mages draw magical power from beings living in different planes of existences. Through this, they are able to cast any spell that is not on the advanced mastery list. Trait: high energy consumption, albeit high utility.
 
This magic is rather complex, so you should click on the name to read more about it.</li>
 
<li>[[Magic|Malefimancy]] - Dark magic specializes in vile magic, rot, hexxes, and curses that are difficult to defend against. It also offers a lot of dark rituals and lengthy spell preparations.<em>Note: the in-game world abhors users of dark magic.</em> Trait: low energy consumption, but spells usually require a longer casting time or preparation.</li>
 
<li>[[Magic|Phantasmia]] - Illusion magic is not regarded as a formal school of magic, but it can be used to create temporary distractions, fantasies, or altered perceptions. These spells are stronger when they are cast on a single target. Although an illusion AoE field is possible, sustaining it require a lot of energy, at Adept onward, short term invisibility becomes possible, but not perfect. This mastery can be used to tank damage. Trait: medium energy consumption and low damage.</li>
 
</ul><br>
 
 
 
==Support Magic==
 
<ul class="tealdiamond vspace">
 
<li>[[Magic|Illumancy]] - Light magic is often used to heal injuries, buff, and protect its target from harm and does minor holy damage (not smiting). Trait: High energy consumption. This magic is better utilized by a true mage than a hybrid caster. Also enables [[Resurrection]].</li>
 
<li>[[Magic|Naturamancy]] - This magic manipulates nature, particularly plant life, and offers a number of nature-themed healing spells. Trait: low energy consumption in nature, if not, it is mid-range in energy consumption.
 
It also offers the possession of beasts. This magic is most effective in the wilds. Also enables [[Resurrection]].</li>
 
<li>[[Muse]] - <span class="b2a">(Complex)</span> Bardic magic is a supportive magic similar to Illumancy and Naturamancy, but has no offensive spells. Click on the name to read more. Without music, Muse spells can be cast through singing or dancing. It does not work with Magical Tools. To use muse equipment or empower Muse, take <html><a href="#Creative">Music</a></html>. Also enables [[Resurrection]].</li>
 
</ul><br>
 
 
 
==Miscellaneous==
 
 
 
<ul class="tealdiamond vspace">
 
<li>[[Summoning]] - Form a pact with a named familiar that will take on the form of base magic fueling it. Maintaining a summon requires persistent energy. Summon may take on a maintenance form out of combat so its master may conserve energy. Summoning is a bit complicated, so click to read more about it.</li>
 
 
 
<li>[[Magic|Magical Tools]] - The ability to use grimoire, staff, rod, focus, accessories, charms, tarot cards, and other magic tools. When wielded with a martial weapon, you do not need dual-wielding to use them both at the same time. Magical tools improves the user's perception and identification of magic and magical artifacts.</li>
 
</ul><br><br>
 
 
 
<hr>
 
http://terrarp.net/resources/mastery/m-domestic.png
 
<html><img src="http://terrarp.net/resources/mastery/domestic.png" class="fimg" style="margin:5px 0 0 0"></html>
 
 
 
==Survivalism==
 
 
 
<ul class="tealdiamond vspace">
 
<li>[[Hunting]] - Include tracking, stalking, improved detection, and trapping (detecting, disarming, setting traps). This Mastery also gives hunters an advantage over humanoid, beasts, and monsters, that they have encountered and hunted many times.</li>
 
<li>[[Beast Taming]] - <span class="b2a">(Complex)</span> The ability to tame animals and have them fight alongside you; the mastery also includes animal empathy. You must train the animal and establish a relationship with them, however. Click to read more about it.</li>
 
</ul><br>
 
 
 
==Utility==
 
 
 
<ul class="tealdiamond vspace">
 
<li>[[Rogue]] - This mastery includes acrobatic movements, stealth, hiding, sneaking, lockpicking, spying, disguising, pilfering, and sleight of hand. Users of this mastery can disappear from sight with ease. Rogue also allows for quick re-positioning in combat.</li>
 
<li>[[Tinker]] - <span class="b2a">(Complex)</span> This mastery grants the user the ability to come up with strange inventions for their own purposes. Tinker specializes in mechanical addons, traps, automation, but most importantly, science! Click to read more about it.</li>
 
<li>[[Spellbane]] - This mastery is used to defend against magic, specializing in defense against spells. It behaves differently depending on whether the user is primarily a magic practitioner or a martial fighter.</li>
 
</ul><br>
 
 
 
==Support==
 
<ul class="tealdiamond vspace">
 
<li>[[Heroic Shouts]] - This mastery allows its user to provide front-line support purely through their shouts. Click to read more about it.</li>
 
<li>[[Alchemy]] - This mastery allows the creation of magic potions, poison, healing salves, etc. Alchemy also includes skills in herbalism. Please click to read more about it.</li>
 
</ul><br>
 
 
 
<hr>
 
http://terrarp.net/resources/mastery/m-questions.jpg
 
 
 
==Frequently Asked Questions==
 
 
 
<ul class="vspace tealdiamond">
 
<li><div class="b2a faq">How do I put mastery points (MP) into my Mastery?</div> To update your mastery, follow direction and post in <html><a href="http://terrarp.net/threads/1104/" target="_blank">this thread.</a></html></li>
 
 
 
<li><div class="b2a faq">So how do you get mastery points (MP)?</div> Read about posting rewards [[Currency|here!]]</li>
 
 
 
<li><div class="b2a faq">Why is it important to put MP into a Mastery if it doesn't increase the tier?</div> Having more points in a mastery makes you better at that mastery, even if it doesn't increase the tier.
 
<div style="margin-top: 10px"><span class="b1">For example:</span> 2 equally skilled Sword users are dueling, one is at 505 MP (Adept) while the other is at 650 MP (Adept). The latter should statistically win.
 
</div></li>
 
 
 
<li><div class="b2a faq">Can you combine Mastery?</div> Yes, all Mastery can be combined in one way or another. This can usually be achieved by doing actions or casting spells in a sequence. For magic, there may be combined spells that show up in your spell list if both of the magic are compatible.
 
<div style="margin-top: 10px"><span class="b1">For example:</span> if you had Pyromancy and Weaponsmithing, you can work on the go because you have fire magic. If you had Alchemy and Pierce, you can lace your dagger with poison manually or through a combined skill in game.
 
</div></li>
 
 
 
<li><div class="b2a faq">Can I respec my mastery?</div> Yes, you can do it <html><a href="http://terrarp.net/threads/755/" target="_blank">here</a></html>. It costs gold, however.
 
 
 
<li><div class="b2a faq">What happens when I get to Illustrious (tier) on a mastery?</div> You unlock a  [[Heroic Feat]] based on that mastery, click that link to read more about it.</li>
 
 
 
</ul><br>
 
 
 
<hr>
 
http://terrarp.net/resources/mastery/m-advanced.png
 
 
 
<div class="caution">
 
◆ If you are a new player, please skip this part for now. This information here isn't relevant to you just yet! Come back once you have had some time on the site.</div><br>
 
  
==Advancement==
+
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.
  
[[Mastery Advancement]] - Terrasphere doesn't have "levels," instead, our character progression system is about improving mastery. In time, your character will hit very clear milestones that change them quite a bit. When you have spent 1000 MP on your character, you will unlock the 4th slot. Please check out the link above!
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==Combat Modes==
  
If this is not your first time reading this page, you can go here: [[Advanced Mastery]] and [[Evolved Mastery]].
+
In your settings, you have two combat options: Assist Mode and Free Mode. You may freely switch between them, but only out of combat.
  
[[Category:Core Reading]][[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 08:04, 17 December 2017

Preface

Pierce weapons require high precision, but are very deadly against targets with light to no armor. It is one of the most difficult weapon types to master due to the high requirement of accuracy, speed, and positioning from the user.

Pierce weapons feature precise thrush and jab that are best aimed at the target's vulnerable spots. Those that are bigger in size have higher reach, but are slower and cannot be used in narrowed spaces.

Some pierce weapons are made to counter-armor, however, they tend to be far too heavy and unwieldy for most fighters to use any other times.

Strengths: Attacking light to non-armored targets
Weaknesses: Attacking armor, high requirement for accuracy, speed, and positioning

Weapon Types

Thrusting Dagger (One-handed) Its lethality comes from its easy concealment and clean stabs. It is highly favored by assassins.
Rapier (One or two-handed) Its pinpoint accuracy and lightning speed is great for agile users. Cannot slash.
Thrusting Sword (One or two-handed) 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.
Spear (Polearm: One or two-handed) Its large reach keep the target a distance and can deal devastating thrusts.
Pronged Polearm (Polearm: Two-handed) (Bident, trident, multi-prongs) It is made for to demolish lightly armored or non-armored targets.
Lance (Polearm: One or two-handed) It tend to be on the bigger side and made to piece heavily fortified armor. It is extremely slow, however, and difficult to wield.
Ultra Lance (Polearm: Two-handed) It tend to be on the bigger side and made to piece heavily fortified armor. It is extremely slow, however, and difficult to wield.

Progression

◆ The information from here to the end of the page is identical to other weapon mastery.

Beginner You can wave your weapon around; that ought to hit something in front of you.
Novice You can wave your weapon around more effectively now; it will definitely hit something if your aim isn't off.
Trained Your attacks have some kind of form now and you're starting to discover some skills and mechanics that you can perform somewhat reliably.
Proficient 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.
Adept 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.
Expert 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.
Mastered You now have powerful combos and series of attacks that leave your opponent devastated if not dead.

Physical Combat

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.

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.

Combat Modes

In your settings, you have two combat options: Assist Mode and Free Mode. You may freely switch between them, but only out of combat.

Assist Mode 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.
Free Mode 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.