Proficiency and Titles

PLEASE NOTE: For crafting abilities a Human, an Aion OR a Zaros will have to give up ONE of their slots to continue above level 5. The reasoning behind this is because these races have the most flexibility, slots and freedom while the other races have a more strict specific ability pool chosen by myself. Also before the other races got crafting abilities which is now redundant with the system, so this is for balancing the slight debuff.

Proficiency in a craft is what makes us unique, and being able to build on these abilities are as important as rping, find your niche, what makes your character you? In Seire we are proud to present this mega list that you can look forward to leveling up on your adventure. In order to make the roleplay just that much more satisfying and goal orientated.

In depth Proficiency Boons:
Asides from the obvious some skills require a little more explanation of level 1-5 and levels 5-10. This provides more information that might also come into play when fighting another character, boss, or encountering a challenge.

Weapon Proficiency: -From levels 1-2 you can end up missing or dealing minimum damage, -3-5 is less damage (-20%) while 5 is neutral damage. -From 5-7 players deal increased damage (20%) and from -7-10 players have the ability to crit with their weapons. (1/4th chance)

Armor Proficiency: -From levels 1-2 you can end up taking more crits or increased dmg from enemy proficiency boons in attack, -3-5 take more damage (-20%) from enemy proficiency while 5 is neutral damage. -From 5-7 players resist some damage (20%) and from -7-10 players have the ability to parry with attacks to negate damage and counter. (1/6th chance)

Crafting Proficiency: -From Levels 1-3 you have a 50% chance of creating an item with half of its effective use, 30% chance of FAILING your craft and 20% chance to succeed fully. -Levels 3-5 gives you a 50% chance of succeeding and a 50% chance of creating an item with half its effective use. -Level 5 gives you the ability to craft a basic craft successfully 95% of the time. All levels above this is the same for BASIC items only. -Levels 6-7 gives a 50% chance of making an advanced item with half its effective use, 20% chance of FAILING an advanced craft, and 30% chance of succeeding fully. -Levels 7-8 gives a 50% chance of succeeding an advanced craft and 50% chance of creating an advanced craft with half its effective use. -Level 9 gives you the ability to craft an advanced item 95% of the time and basic items 100% of the time. -Level 10 gives you a 20% chance of critical hits on any item creation you are level 10 in. This means larger durability, effective use, or rare enchants to randomly occur or appear. This will also increase your luck ability.

Luck Proficiency: -No luck means a luck based encounter is against the player in question -Levels 1-5 gives players a neutral encounter based luck roll -Levels 5-8 gives a slight advantage to luck rolls -Level 9 gives the player a small roll boost to rolls -Level 10 allows others in the thread to get slight advantages to luck rolls.

Stamina: -Levels 1-3 20% chance of not being able to use magic casted randomly. You can use 3 abilities per resting cycle (like DND slots someone can manipulate fire 3 times before needing to use other abilities before needing to rest.) -Levels 4-5 slots increase to 5 and you will always cast magic when needed. -Levels 5-7 a users magic damage will drop randomly to 50% and then further to 20% if a long period of time in a thread goes on without eating, drinking or resting (one of the three) -Levels 7-9 a users magic damage will drop randomly to only 50% in a thread if no food is consumed. -Level 10 a user that eats basic low tier food have a chance to occasionally and randomly drop damage to 80% when hungry or tired but becomes immune to this for the rest of the thread if they eat a more advanced meal.

Please note: Basic food will only fill up a player who uses magic often for a short while, you have a higher chance of not getting a damage drop if you eat larger meals that are not improvised in the wild. That is why having a chef with your team can be very important. Players will be notified when they feel hungry/tired. (only applies to levels below 10, if you eat an advanced meal at 10 you become immune to this)

(Note in PVP if both players agree you can opt out of stamina rules, however food is abundant and easy to get. It also gives you buffs! This will ensure that Chefs have a better niche in the crafting market and party giving them a better role then just ‘support’ this is an easy way to implement livability aspects for little to no work. Give it a try!)

Gardening/Harvesting: -These proficiency’s will reward players with extra materials, seeds, items and will have a chance of randomly giving new items to harvesters not seen from regular harvests. -Levels 1-3 may cause plants to not thrive randomly and give 20% less harvests (Harvesting animals give less materials and has a chance of ruining/botching the harvest) -Levels 3-5 may just give 20% less harvests (Harvesting animals give less items, however no botching will happen) -Levels 5-7 will give a normal harvest and the chance of an extra seed to grow the garden (Harvesting will give extra materials 50%) -Levels 7-9 Will give a higher harvest 50% more and a chance at spawning extra seeds (Harvesting will give extra materials 50% and a chance of elemental items for enchanting) -Level 10 is all the buffs of 7-9 EXCEPT sometimes a random new seed can be found rarely. (Harvesting will give double the amount and a chance of elemental items for enchanting and alchemy might be found, very rarely a creature might drop a fertilized egg when killed.)

Racial Proficiency Boons
Depending on race and proficiency a player can gain additional boons or abilities for further use in combat and roleplay.

Human:

Jacks: Can learn all crafting abilities the fastest, however learns magic related abilities slightly slower.

Holy: Can use proficiency levels as ammo for Miracles but only if they are level 10 in Religion

Zaros:

Dangerous: Can learn all weapon abilities the fastest, however learns crafting related abilities the slowest.

Collector: When Arcana knowledge is level 10 a zaros can see and collect residue magic to make motes.

Infected:

Metal Head: Can learn black smithing, and armor related abilities quicker. This includes knowledge and farming for all ingredients.

Hourglasses: Infected with high Arcana knowledge and Control can create hour glasses from Dust collection. These hourglasses can be thrown at a group of people to increase their timers by a month OR be used by one person to gain 5 months of time.

Elementi:

Walking Hospice: Elementi with high Seire or Ein Nature abilities can randomly cause plants to grow and randomly restore stamina/mana energy to people who are around them

Magician: Elementi with high ability in Control and Creativity can change their element at the cost of 10 proficiency levels without being shunned by gods, this ability can be used immediately in any thread once. This ability means an Elementi of steel and fire can change to just one element or even two different ones at any time.

Aion:

Puppeteer: Aion’s with high intimidation can completely freeze high level Rancor in fear, in fact during a fight Rancor who are scared of the Aion and its Aidelon will randomly join the fight to help the Aion in hopes they do not get attacked as well.

Distortion: Aions with high willpower and otherworldly travel can collect corrupted power from portals they close, with enough power they can create a telegem that will teleport them anywhere they’ve been previously once.

Celeste:

Paladin: Celeste with high Religion can call their affiliated gods to fight beside them this will cost 2 points in religion and wont be able to be cast until Religion is level 10 again.

Seed Flare: With high level in Strength and Arcana Knowledge a Celeste can attack while defeated in its seed state. However it is limited to one type of attack and the seed itself is stationary. If someone touches the seed and tries to take it, the Celeste can control that person as long as their soul seed is touching them.

Cursed:

Monstrous: Cursed have an easier time leveling intimidation, willpower, courage, constitution, and strength skills.

Cheater: Cursed arent effected by Illusions, or any other form of attack magic if their proficiency with Insight and magic sensitivity is level 10

Titles and Achievement Perks
Note: You can only equip one title at any given time, however if your character earns the ‘Random Hobo’ achievement learning a weapon proficiency will take away the ability to equip it.

Bookworm: max out all knowledge proficiency. -(Randomly gains information passively through dreams, includes lore and hidden things yet to be discovered.)

Skiller: max out all crafting abilities. -(Has a random chance while crafting to get ultra rare boons or bonuses to crafted items)

Masochist: Level and max out Runic Language proficiency. -(Pain excites you and damage restores your stamina and slot uses)

Masterful Knight: Level up Combat expertise, Strength, and Swords/Daggers to 10. -(Deals 20% extra damage to anyone with a 10 in a proficiency you have 10 in.)

The Barbarian: Level up Clubs and Strength to 10. -(Can enrage for 2 player turn cycles, during this time the player is immune to magic and their attack doubles each time they are hit with an attack.)

Grease Monkey: Level up Engineer and Tech Saavy to 10. -(Immunity to steel element)

Bard: Level up all speech skills to 10 (intimidation and speechcraft etc). -(Has the power to seduce certain enemies/bosses)

Random Hobo: Level up Survival skills but dont level up a single weapon proficiency. -(Immune to damage when sleeping, and is not very noticeable at all.)

Athlete: Level up Limber, Cardio, and Strength to 10 -(Reduces mana and stamina use by half)

Hunter: Level up Hunting, Survival, and animal handling skills to 10 -(Immunity to the Infected Virus)

Healer: Level up all healing proficiency, and Arcana knowledge to 10. -(Can randomly cure incurable diseases or curses when healing others)

Edgy Kid: Level up Scythe proficiency to 10 but no other weapons -(immunity to darkness and happiness)

The Wall: Level up all armor/defensive related skills to 10 -(Can absorb damage beyond the health bar and can avoid death by being healed by cleric magic in this state by an ally only)

Sadist: Level up whips and chains to 10 -(Double your attack everytime a boss or enemy suffers temporarily)

Furry: Level up all monster/animal handling skills to 10 plus the persuasive skill to 10 -(You can talk to Rancor or Sin that show high intelligence)

Snake: Level up persuasion and speech craft to 10 with a female character -(Passively gain gold from low intelligence NPC’s generally its a slow income.)

Chad: Level up all athletic skills to 10 but NO knowledge skills with a male character. -(Doesnt feel pain, only gains! Numb all the time in combat.)

Boring: Level up Religion to 10 and all History related proficiency to 10. -(Can randomly put enemies to sleep as long as they are talking 50/50 chance)

Paladin: Level up Religion to 10 and one combat skill to 10. -(Celeste on Death guaranteed)

Beef Boy: Level constitution to 10 and all defensive/resistant skills to 10. -(Eating prepared meat dishes randomly give you a buff or a heal or a cure.)

No Life Hacker: Level everything to level 10 -(Have a fucking cookie you Mary sue.)

More titles might be added depending.

Keep in mind proficiency will decay if you do not use the skills for a long time, decay stops at level 5. No player will ever reach 0 without their knowledge if time passes by.