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 Mastery Guide

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Achreios

Plot Director
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Age : 26
Posts : 350
Join Date : 2013-01-31
Location : Tennessee
Rank : Maker of the Abyss
Exp : 392
Weapon Skill : King
HSM : King
Reiatsu : King
Hakudo : King

PostSubject: Mastery Guide   Mon Mar 18, 2013 12:53 am

~Eve of Eternity Mastery Guide~

Here at Bleach: Eve of Eternity, we use a modified Mastery System that determines how skilled characters are in the IC environment. This system is in place to answer the questions regarding skill compared to other characters and should be acted out accordingly. Keep in mind however, these Masteries only affect skill, strategy is not hindered by these stats in the slightest. This system is only in place to answer the question "I am better than my opponent in (insert Mastery here)" or " My opponent is better than me in (insert Mastery here)". The Mastery System also affects the various Augments members are allowed to purchase for their characters, as it serves as a "Requirement" for high level techniques. The Masteries are divided into 4 parts; Reiatsu, High Speed Movement (otherwise stated HSM), Weapon Skill, and Hakudo. Each part is further divided into 5 degrees of skill; Master, Expert, Average, Beginner, and Untrained. Each degree of power has positive and negative effects based on how advanced the skill is.

~The Four Masteries~

~Reiatsu~

Reiatsu focuses on a persons ability to channel Reiatsu into attacks. These attacks being Kido, Cero, Ginto, etc. As you gain a level in each category, you are allowed access to a new range of power for your reiatsu based attacks. It should also be made aware that Reiatsu based spells (cero, ginto, kido, etc), are restricted to 1 attack per post (excluding bala, which is restricted to 2 per post), unless an augment allows otherwise.  Below it is broken down by race as to what perks  one will have at each of the 5 levels in this category.

Shinigami
*Note: Shinigami suffer a 20 kido level power deduction for all kido cast without an incantation if one is known.


  • Master- At this Level, Shinigami are able to cast all kido levels 1 to 99 and have a cooldown rate of 10 kido before a 4 post kido exhaustion is in effect.
  • Expert- At this level, Shinigami are able to cast any type of kido levels 1 to 75 and have a cooldown rate of 8 kido before a 4 post kido exhausting is in effect.
  • Average-At this level, Shinigami are able to cast any type of kido levels 1 to 50. In addition to this, they have a cooldown rate of 5 kido before a 5 post kido exhaustion is in effect.
  • Beginner- At this level, Shinigami are able to cast any type of kido levels 1 to 25. In addition to this, they have a cooldown rate of 3 kido before a 5 post kido exhaustion is in effect.
  • Untrained-At this level, Shinigami are able to cast any type of kido levels 1 to 10. In addition to this, they have a cooldown rate of 1 kido before a 5 post kido exhaustion is in effect.


Arrancar
*Note: All cero variations, not counting bala, require a 1 post preparation time unless an augment allows otherwise.

  • Master-At this level, Arrancar are able to fire Cero's equal in power to a level 90 kido. They are also allowed access to 2 Cero Obscuras, and 3 Gran Rey Cero per topic. In addition, they have a cooldown rate of 20 bala (2 bala=1 cero)/10 cero before a 4 post reiatsu exhaustion is in effect.
  • Expert-At this level, Arrancar are able to fire Cero's equal in power to a level 75 kido. They are also allowed access to 1 Cero Obscuras and 2 Gran Rey Cero per topic. In addition, they have a cooldown rate of 16 bala (2 bala=1 cero)/8 cero before a 4 post reiatsu exhaustion is in effect.
  • Average-At this level, Arrancar are able to fire Cero's equal in power to a level 50 kido. They are also allowed access to 1 Gran Rey Cero per topic. In addition, they have a cooldown rate of 10 bala (2 bala=1 cero)/5 cero before a 5 post reiatsu exhaustion is in effect.
  • Beginner-At this level, Arrancar are able to fire Cero's equal in power to a level 25 kido. In addition, they have a cooldown rate of 5 bala (2 bala=1 cero)/2 cero before a 5 post reiatsu exhaustion is in effect.
  • Untrained-At this level, Arrancar are able to fire Cero's equal in power to a level 10 kido. In addition, they have a cooldown rate of 2 bala (2 bala=1 cero)/1 cero before a 5 post reiatsu exhaustion is in effect.


Bount

  • Master-  At this level, Bounts are able to absorb and nullify reiatsu techs up to kido level 90 in power.
  • Expert- At this level, Bounts are able to absorb and nullify reiatsu techs up to kido level 70 in power.
  • Average- At this level, Bounts are able to absorb and nullify reiatsu techs up to kido level 50 in power.
  • Beginner- At this level, Bounts are able to absorb and nullify reiatsu techs up to kido level 25 in power.
  • Untrained- At this level, Bounts are able to absorb and nullify reiatsu techs (kido,cero, ginto, etc. Not weapon specific reiatsu attacks) up to kido level 10 in power.


Fullbringer

  • Master-At this level, Fullbringers can manipulate the soul of nearly any sized object within a 100 foot radius of them.
  • Expert-At this level, Fullbringers can manipulate the soul of a large objects within a 50 foot radius of them.
  • Average-At this level, Fullbringers can manipulate the soul of a human sized objects within a 20 foot radius of them.
  • Beginner-At this level, Fullbringers can manipulate the soul of a small objects within a 20 foot radius of them.
  • Untrained-At this level, Fullbringers can manipulate the soul of a small objects within a 5 foot radius of them.


Quincy

  • Master-At this level, Quincy are able to use Ginto Techniques equal in power to a level 90 kido without the use of ginto tubes. In addition, Quincy can use 10 ginto techniques per topic before a 4 post ginto recharge is in effect.
  • Expert-At this level, Quincy are able to use Ginto Techniques equal in power to a level 75 kido.  In addition, Quincy can use 8 ginto techniques per topic. before a 4 post ginto tube recharge is in effect.
  • Average-At this level, Quincy are able to use Ginto Techniques equal in power to a level 50 kido. In addition, Quincy can use 6 ginto techniques per topic. before a 5 post ginto tube recharge is in effect.
  • Beginner-At this level, Quincy are able to use Ginto Techniques equal in power to a level 25 kido. In addition, Quincy can use 4 ginto techniques per topic. before a 5 post ginto tube recharge is in effect.
  • Untrained-At this level, Quincy are able to use Ginto Techniques equal in power to a level 10 kido. In addition, Quincy can use 2 ginto techniques per topic. before a 5 post ginto tube recharge is in effect.


Vizard

  • Master- At this level, Vizard have the same perks a master level shinigami have as well as being able to fire a level 60 cero that counts as 1 kido in their cooldown rate.
  • Expert- At this level, Vizard have the same perks an Expert level shinigami have as well as being able to fire a level 40 cero that counts as 1 kido in their cooldown rate.
  • Average- At this level, Vizard have the same perks a Average level shinigami have as well as being able to fire a level 20 cero that counts as 1 kido in their cooldown rate.
  • Beginner- At this level, Vizard have the same perks a Beginner level shinigami have as well as being able to fire a level 10 cero that counts as 1 kido in their cooldown rate.
  • Untrained- At this level, Vizard have the same perks a Untrained level shinigami have as well as being able to fire a level 5 cero that counts as 1 kido in their cooldown rate.


~Hakudo~

Hakudo is defined as someones prowess in hand to hand combat. Your ability to take and give punches in comparison to someone else as well as mastery of the Art. Those skilled in Hakudo can effectively use their fists just as well, if not more so, than their blades. Many people high ranked in this mastery would consider fighting with their fists the majority of fights. Below are the mastery broken down into their five categories.

Master

Your one of the elite few at hand to hand combat, a true master. Your punches feel like being hit by a train to those beneath you in rank and you yourself can take a barrage of assaults from others in hand to hand that are ranked lower than you. You are only matched by others of your rank.

Expert

Your skills in hand to hand combat are nearly unmatched. Only those who spend every waking moment fighting with their fist could possible be a better than you. Your skin has adapted to the hours of fist to fist combat, making you not feel the sting of strikes anymore from anyone ranked lower than you.

Average

Your are a skilled hand to hand combat specialist. Although you still have a long way to go, you can hold your own in a fight. Though each punch still stings, you can take alot more that you used to. Punches from those ranked lower than you hardly affect you anymore, but you do still feel them.

Beginner

You are new at fist fighting, but you have improved from where you once were. You can throw a solid punch but it takes alot out of you and each punch still hurts. Taking punches also seems to be a task for you, as each punch still hurts like hell from even those ranked the same or lower.

Untrained

You have never used your fists for combat in your life. You have virtually no technique other than what you have seen others preform in movies/ fights. Each throw hurts like hell when you make contact and you can hardly take a punch yourself.

~High Speed Movement~

High Speed Movement is defined as any art, wither it be shunpo, sonido, etc that propels the user forward in what seems like an instant. Just like in life, some people are faster than others, sprinting makes you tired, and eventually you reach a point where you can't get any faster. Below are the levels someone can obtain with this master.

Master

At this rank you are the fastest at high speed movement. The is no way to become faster than what you are at now. At this level you are capable of preforming 15 high speed movements before becoming exhausted and need a 3 post cooldown. You can also keep up with those of equal rank and following those ranked lower than you is a simple task.

Expert

You are one of the best at high speed movement compared to the majority of others in your class. Although there is little room for improvement, there is always the master class you have yet to reach. You are capable of preforming 10 high speed movements before becoming exhausted and need a 3 post cooldown. Now you can keep up with those in your rank and find following those ranked lower than you simple. Only Master Class high speed movement members escape your speed, to which you can see as being much faster than you.

Average

You have gotten good at high speed movements. Your fast but you don't really stand out from the crowd so to speak.You are capable of preforming 8 high speed movements before becoming exhausted and need a 3 post cooldown. Now you can keep up with those ranked the same as you and lower. Those ranked expert are noticeably faster than you but you can follow them if you focus hard enough. Master ranked members still fully escape you however in a blur.

Beginner

You have gotten pretty good at high speed movements. Your not the best by any means but you got the basics down. You are capable of preforming 5 high speed movements now before becoming exhausted and need a 3 post cooldown. Now you can keep up with those ranked the same as you and lower. Those ranked average are a blur and anyone at expert level or higher cannot be seen at all.


Untrained

You have virtually no training when it comes to preforming high speed movements. At the base of the totem pole, you can only preform 3 high speed movements before you become exhausted and need a 3 post cooldown. Not to mention seeing others preform the movements are still a blur to you.

~Weapon Skill~

This Mastery focuses on ones skill with their particular weapon, specifically the ability to parry, block with the weapon, and preforming specific actions with said blade other than flailing it around like a child would. Below are the levels one can obtain with this mastery.

Master

You are now a master at the art of your weapon. Finding an opponent who can match you is a challenge. Your footwork is as natural as walking at this level while blocking and parrying are as simplistic as speaking. People look to you for any questions concerning their weapon skill. You are indeed a "Master".

Expert

You have nearly perfected the skill required by your weapon type. Your known as one of the best swordsman around, but there is still that little bit left for you to improve in. Your skill with a blade is unmatched by anyone ranked lower than you, your capable of taking and parrying blows with little to no effort.

Average

Your fairly good with a blade at this rank. You still have much to improve upon, but you know how to handle your weapon. Although members ranked higher than you can easily overpower you with their skill, you can equally overpower those ranked lower than you. Able to block with your blade without too much effort.

Beginner

Your just now starting to learn what it means to handle a blade. You have much to improve on and almost any decent warrior can best you when it comes to blocking, stepping, and parrying blows. These tasks for you seem forced and don't come natural just yet.

Untrained

You know nothing about the style of your weapon, throwing it around with no skill involved at all. You need much improvement as almost anyone who has put any training into their weapon skill will show you. Tasks such as blocking with your blade take alot out of you and the ability to parry escapes you completely as does the idea of footwork. There is a long road ahead of you my friend.

~Leveling a Mastery~

To level up a Mastery, you must spend Exp. Exp can be gained several ways; posting, winning fights/spars, winning events, general contribution to the site, etc. The most effective way to earn Exp is to post in Training topics, which earn triple the amount earned in standard IC posts. Another good way is fighting, as the winner will always be awarded bonus Exp. Your current amount of Exp can always be found on your profile, either it be posts or on your profile page. Each Mastery level has an Exp Requirement for purchase; with Master costing the most and untrained being free and standard. You are not required to spend any Exp on Masteries, but it is highly recommended. The cost for each level are as followed:


  • Master: 1000 Exp
  • Expert: 750 Exp
  • Average: 500 Exp
  • Beginner: 250 Exp
  • Untrained: 0 Exp


It should also be noted that after character creation, one cannot simply "pay the difference" towards another Mastery Level. To go from Expert to Master will always cost 1000 Exp, not 250 exp. So choice wisely which level of Mastery you will select during character creation. After character creation, one can purchase a new Mastery level at the "Exp Exchange" forum located in the Character Creation section of the site. Just fill out the application and an admin will apply your purchase at once.

~Racial Augments~

When spending Exp, one should keep in mind to save a good portion of it for your Racial Augments. These Augments allow you to fully customize your character anyway you see fit. Keep in mind though, Weapon Releases are classified under your Racial Augments and are not always free. So its a good idea to leave some Exp for your Weapon Releases. Your not limited to the amount of Augments you can purchase. Given enough time on the site, you could learn every single one if you desired! So save up and spend wisely!
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