Proficiencies

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Equipment Proficiencies

Effects:

For every 10 points in the respective proficiency (unless otherwise noted):

Armor

  • When wearing all CLOTH armor
    • + 0.25% Spell Crit Chance
    • + 0.5% Magical Mitigation
    • + 1 Wisdom
  • When wearing all LIGHT armor
    • + 0.25% Attack Crit Chance
    • + 0.5% Resist
    • + 1 Agility
  • When wearing all HEAVY armor
    • + 0.5% Crushing/Slashing/Piercing Mitigation
    • - 1 Burden
    • + 1 Endurance

Weapons

  • When using ONE-HANDED/SHIELD
    • + 1.5 Physical Base Damage (per 1 point in One-Handed Proficiency)
    • + 0.5% Attack Accuracy (per 10 points in One-Handed Proficiency)
    • + 0.5% Block (per 10 points in Shield Proficiency)
  • When using TWO-HANDED
    • + 2.0 Physical Base Damage per 1 point
    • + 0.5% Attack Accuracy
    • + 0.5% Parry
  • When using DUAL-WIELD
    • + 2.5 Physical Base Damage per 1 point
    • + 0.5% Attack Accuracy
    • + 0.25% Attack Crit Chance
  • When using STAFF
    • + 1.0 Physical Base Damage per 1 point
    • + 0.5 Magical Base Damage per 1 point
    • + 0.5% Attack Accuracy

Weapon proficiencies also increase the chance of the special proc for player's active Fighting Style.

Gaining Equipment Proficiencies:

For Armor:

  • When a player is attacked (even if they evade/block/parry, or if the monster misses), an occupied armor slot is randomly chosen for a the chance at a proficiency gain.
  • When a player blocks an attack with a Shield, she has an increased chance of gaining One-Handed proficiency.

For Weapons:

  • When a player attacks an enemy (even if the monster evades), there is a chance that they will gain proficiency with his active fighting style.

Magic Proficiencies

Effects:

Magic proficiencies increases:

  • The damage caused by spells (Offensive magic and Poison).
    • The formula for calculating this is:
Spell damage multiplier = 1 + (prof / 200)
  • The damage caused by Status Effects
  • The duration of sustained spells (everything but direct damage spells and cures).
    • The formula for calculating this is:
Duration = base_duration * (1 + additional_AP / 4) * (1 + prof / 100)
      • Base durations can be found on the Spells page.

Gaining Magic Proficiencies:

Magic proficiency increases when successfully casting a spell of the specific type.

  • Elemental Proficiency can be increased by casting any of the Fire, Cold, Elec, and Wind spells.
  • Divine Proficiency can be increased by casting one of the Holy spells.
  • Forbidden Proficiency can be increased by casting any of the Soul or Dark spells.
  • Deprecating Proficiency can be increased by casting any negative status effect spell on a monster (e.g. Weaken).
  • Supportive Proficiency can be increased by casting any positive status spell on yourself (e.g. Shield).
  • Curative Proficiency can be increased by casting any health-restoring spell on yourself (e.g. Regen).

Other Notes

  • Proficiencies are capped at the player's current level.
  • The rate at which proficiency is gained can be increased via Assimilator training at +10% per rank trained, up to a maximum of double the normal rate.
  • The chance for a proficiency gain decreases as the proficiency approaches the cap. The amount of gain, however, is always chosen at random from one of: 0.01, 0.02, or 0.03.
  • Proficiencies cannot be gained during the turn the Defend or Focus commands are used or when a player otherwise skips a turn.
  • Difficulty has no effect on proficiency gaining.
  • Targeted enemy has no effect on proficiency gaining.
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