From Terrasphere
Introduction
- The mastery system is TS' form of character progression. There are no levels.
- All characters start with 3 mastery slots and can have up to a maximum of 5 slots.
- Your character increases power level by putting points into their mastery.
- For more information on a specific mastery, click on their name!
- Any mastery that is marked as (Complex) may require some extra reading on their own page. If you are a new player, consider avoiding them.
Physical Combat
- Pierce - Combat skills with weapons that deal critical damage.
- Slash - Combat skills with balanced and versatile weapons.
- Cleave - Combat skills with weapons that use momentum to chop or saw and sunder armor.
- Bludgeon - Combat skills with powerful, albeit slow weapons that crush or smash.
- Ranged - Combat skills with weapons that deal damage at a distance.
- Body Combat - Combat skills with fist weapons and movesets that use the entire body.
Physical Defense
- Shield - Skills with shields. You do not need dual-wielding to use a shield with another weapon.
- Guard - Include defensive movesets through weapons, such as: blocking, deflecting, disarming, and other countering techniques.
- 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.
Combat Supplement
- Draconian Strength - User of this mastery forgo magic to tap into an incredible source of physical strength. It allows users to wield 2-handed weapons one. It also increases the user's athleticism and give them an advantage in strength-related tasks.
- Berserk - This mastery involves channeling one's adrenaline and rage into their fighting, all the while being numbed to pain. When the user drops below a certain amount of HP, they will enter a berserk state to devastate their enemies.
- Ambidexterity - Allows the user to to dual-wield, fighting with a weapon in each hand. Out of combat, the user is very skillful and precise with their hands.
Evocation Magic
- Pyromancy - This is the destructive and uncontrollable force of fire.
- Hydromancy - This is the versatile magic that controls water and ice.
- Geomancy - Powerful and defensive, albeit lacking in range is this earth magic.
- Aeromancy - Air is highly versatile as it controls air and lightning, giving the user great tools to deal with their problem.
- Arcanamancy - Arcane magic harnesses its power from pure energy, making dangerously powerful, but unstable and poisonous at the same time.
Other Magic
- Astral Magic - This magic derives its power from star positioning, supporting through fate and cosmological power.
- Black Magic - This magic harnesses the dark energy to crush its target.
- Illusion Magic - This magic warps the target's perception and reality, making them experience things that aren't there.
- Spirit Magic – This magic harnesses energy from the spiritual world as the basis of its power.
Support Magic
- Light Magic - 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.
- Natural Magic - 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.
- Bardic Magic - (Complex) 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 Music. Also enables Resurrection.
Miscellaneous
- 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.
- Magic Theory - The user forgoes all emphasis on the physical body (no physical combat mastery) to embrace the essence of magic itself. With this mastery, the user is able to wield any magical tools of their choosing and develop telekinesis spells, and developing a way to enhance their inspection skills and tool when it comes to identifying a spell.
Survivalism
- 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.
- Beast Taming - (Complex) 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.
Utility
- 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.
- Tinker - (Complex) 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.
- 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.
- Mysticism - The user have a connection to mystical powers to imbue their abilities, making them slightly more powerful. This connection also allows the user to feel divinity more clearly and have a deeper knowledge of religions.
Support
- Heroic Shouts - This mastery allows its user to provide front-line support purely through their shouts. Click to read more about it.
- 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.
◆ These are part of your character's kit, don't select them as your starting 3.
Language
- [[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...
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.
Core
- [[Movement]] - Walking, running, swimming speed.
- [[Armor]] - Determines what kind of armor you can wear.
- [[Wellness]] - Fortitude, vitality, natural resistances, or heath.
- [[Luck]] - The ability to defy all odds sometimes.
Traveling
- [[Mount|Riding]] - The ability to ride a mount and mounted combat in combination with your melee weapons, ranged weapons, and magic.
- [[Seafaring]] - The ability to operate ships and naval combat, which includes fighting other ships and operating naval armaments.
Frequently Asked Questions
- Why is it important to put MP into a Mastery if it doesn't increase the tier?Having more points in a mastery makes you better at that mastery, even if it doesn't increase the tier.For example: 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.
- Can you combine Mastery?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.For example: 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.
Common Links
- Updating Mastery
- Guide: Earning MP
- Changing (respecing) Mastery
- Guide: Heroic Feat (3000 MP in a mastery)
◆ 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.
Advancement
Unlocking Mastery Slots - You automatically unlock the 4th and 5th mastery slot when you have earned and/or spent 1000 MP and 3000 MP respectively. You can then go to this forum, sign up, find a partner and go on a brief quest (3 posts from each person) about your character learning the new mastery. Afterward, come back to the thread and your request will be processed.
Evolved Mastery - When you have mastered a mastery, you may evolve it to narrow down on a theme.