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Proficiencies Rules and Abilities

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Post by Admin on May 16, 2021 10:40:20 GMT -5

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[attr="class","backwash"] Proficiencies

[attr="class","forwardwash"][attr="class","tint"]Rules



[attr="class","rides"] General Synopsis

In the world of Morpheus Online, proficiencies are a big deal. They allow the player to gauge their understanding and application in a particular skill at a given time. Proficiencies come in a series of 7 stages: Novice, Apprentice, Adept, Journeyman, Expert, Master, and Grand Master. As one grows in their proficiency’s tier, they will notice a direct correlation in how well you can apply this particular skill within the game’s system. Players are free to allocate experience points they have earned towards the proficiencies they have access to. At the start of the game, players are free to allocate points towards a standard set of proficiencies. Other proficiencies that are not a part of this standard set are also found throughout the world but are unlocked to the player via certain actions such as events and quests or by purchasing them. Below, you will see the chart showing the experience amounts you must place in a particular proficiency in order to level it up.
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Novice1-25
Apprentice26-125
Adept126-250
Journeyman 251-500
Expert501-1000Current Site Cap
Master1001-2000
Grand Master2001+



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Here at Morpheus Online, we do not wish to restrict players too much in their world. Therefore, you are able to combine the number of proficiencies an act you perform uses. The number you can tie in is restricted towards one’s level but combining these skills typically grants greater results than a single proficiency on their own. Levels 1-9 can utilize 2 proficiencies at a given time. At the current moment the game is capped at level 9, once more levels are unlockable the number of combinations will rise. When using multiple proficiencies at once, think not of them all meshing into one new action but a fluid use of skills to gain a result. For example, if you have a fire magic, acrobatic, and a sword weapon proficiency you can do an action like coating your blade in flames, running up a wall and using the gravity of you falling with the flaming blade to stab an enemy resulting in an increase of damage in that action. For more information regarding using multiple proficiencies for an action during event threads can be found in the Event Rules.

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While we are not heavily monitoring casual threads and quests, players should still try to RP their particular proficiencies at their current tier level. This is a roleplay forum created for the intention of our community to have fun but also experience the journey their characters are on. Novice fire magic users should not be able to create massive pillars of flames nor should an adept lockpicker be able pick the vault to the city’s largest bank. Trying to do more grandeur actions than you are capable of during official threads, such as events, could result in penilization.
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Proficiencies are broken up into 5 different rarities: Common, Uncommon, Rare, Legendary, and Mythic. With four different types Weapon, Magic, Skill, and Unique. For the most part, all proficiencies will follow the same general rule set. Some of the Unique type and the Mythic rarity will have their own rules to follow. Players have access to all the Common Proficiencies at the start of the game; some Uncommon and Rare can be auto unlocked at the start through a random encounter through the system. Many rarer proficiencies are hidden and take certain actions and events to occur before a player can gain them. There are some that have been given the rank of Unique Proficiencies . This is due to the fact that they often have bonuses that are not available to other players. In fact, there typically can only be one person that can have a Special Proficiency at a given time and people can only have one and only Special Proficiency ever. Once you pick a Special Proficiency, you will be locked in and will not have the option to gain a new one.
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As time goes on, players will gain experience in a number of proficiencies. They will be pleased to know that you have the power to mix proficiencies together to create unique skills and effects. Some proficiencies take magic for example, could often be combined to make new and exciting applications. A fire and water magic combined could become steam or a boiling water element. We know that players will come to have favorite combos, but as it stands for the moment, proficiencies are staff-only created. You are free to make these pseudo elements and proficiencies on the fly in your threads by mixing one or more of the official proficiencies but until staff declares that mixture a real proficiency, it is not something your character can naturally train and excel in. It is something that they will continue to have to mix the other two proficiencies together to obtain. This is due to the fact that the human imagination is a really powerful tool. If staff had to keep adding the proficiencies that are birthed through two or more of the current ones, we would be updating the list far too often. This is just a measure to keep our sanity but still let you have the fun of experiencing these combos.

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[attr="class","rides"] Proficiency Index

Below you will find the index for all the proficiencies that are currently obtainable in Morpheus Online. As time goes on, more of these will be added into the mix. Click on the image of the proficiency to be taken to the page that has information on said proficiency!
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Acrobatics[break][break]
Apothic [break][break]
? ? ?
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Aqua Magic [break][break]
Archery [break][break]
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Axes
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? ? ?
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Blacksmith
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Blades
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? ? ?
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? ? ?
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? ? ?
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Climbing
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Cooking
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Enchanting
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Fishing
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Focus
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? ? ?
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Frost Magic
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Grimoires
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Hammers
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Herbalism
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Lance
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? ? ?
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Magma Magic
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Marksman
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Martial Arts[break][break]

Medical Knowledge[break][break]

Merchant[break][break]

Mining[break][break]

Modern Language[break][break]? ? ?
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Nature Magic[break][break]? ? ?
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Pyro Magic[break][break]Riding[break][break]Scavenging[break][break]? ? ?
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Storm Magic
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? ? ?
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Tempest Magic
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Terra Magic
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Throwing Weapon
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Tracking
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Wands
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Whips
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HolderHolder


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[attr="class","rides"] Proficiencies and Actions

If you have read the Leveling, Quests, and Events Rules, you will know that players utilize action points during event-based threads. The actions that the players can spend these points on are listed below. We want Morpheus Online to be a fun and creative game; but please, if it does not make logical sense for your proficiency and actions IC to be applied in one of the manners below. Please, do not use it in such a way. It will only cause headaches for all parties involved. When in doubt, consult the proper staff member associated with your need.

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A series of events can lead to a single action and thus a single use of an action point. Such as the example of using acrobatics to quickly run up a wall to gain momentum with your fall to plunge a blade in an enemy’s skull. That would fall under the action of an Offense-Melee Weapon. When using an action point you can use a weak, medium, or strong action. The tier of the action will scale up the cost of the resource they use. When using multiple proficiencies in an action, you will have the same action cost across the board for all proficiencies used. So in the example above, if this action was a medium action, you would pay the medium cost for the blade use and the acrobatic use. To know what fuel source the proficiency you are using uses, click on that proficiency above in the Index. When combining proficiencies for a combo action, you will get a 20% discount on the cost of whatever fuel type you use if those proficiencies use the same type. For example, combining Aqua and Pyro magic, since both of these use Mana as their fuel source, it would cost 20% less than using Aqua Magic and Lances.

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When using a group of proficiencies during an action, you will need to base the type of damage you are doing on your best judgment if you are using the classic example of coating your blade in fire and striking. Is that using primarily melee damage or magic damage to do the job? How you spin it is up to you. Just please keep it fair and clear in understanding. Each additional proficiency you use in an action will allow you to add that proficiency’s modifier to the end result. Proficiency modifiers are rather simple and scale up from 1-19. Novice tier proficiencies start at +1 and you will gain +3 towards any tier above that, maxing out at +19 with a Grandmaster Proficiency. Items and certain status conditions could change these # s around a bit or alter how you even attack.


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Action Type
Weak Action
Medium Action
Strong Action
Attack - Melee
5 SP
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2 Damage
10 SP
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4 Damage
15 SP
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6 Damage
Attack - Range
5 SP
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1 Damage
10 SP
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3 Damage
15 SP
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5 Damage
Block - Melee
5 SP
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3 Damage
10 SP
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6 Damage
15 SP
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9 Damage
Attack - Magic
5 MP
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2 Damage
10 MP
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5 Damage
15 MP
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9 Damage
Block - Magic
5 MP
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4 Damage
10 MP
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8 Damage
15 MP
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12 Damage
Other - Magic
5 MP
10 MP
15 MP
Other - Skill
5 SP
10 SP
15 SP
Healing
5 MP or SP
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Restores 3 HP
10 MP or SP
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Restores 6 HP
15 MP or SP
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Restores 9 HP


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Last Edit: Feb 16, 2024 12:46:33 GMT -5 by Admin

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