Proficiencies
From EHWiki
Equipment Proficiencies
Weapon proficiencies increase the chance of the special proc for player's active Fighting Style. It also gives additional fighting skills.
The following effects are for every 10 points in the respective proficiency.
Armor
- When wearing all CLOTH armor
- + 0.25% Spell Crit Chance
- + 0.7% Magical Mitigation
- + 1 Wisdom
- When wearing all LIGHT armor
- + 0.25% Attack Crit Chance
- + 0.7% Resist
- + 1 Agility
- When wearing all HEAVY armor
- + 0.7% Crushing/Slashing/Piercing Mitigation
- - 1 Burden
- + 1 Endurance
Weapons
- When using ONE-HANDED
- + 15 Physical Base Damage
- + 0.5% Attack Accuracy
- + 0.5% Block
- When using TWO-HANDED
- + 20 Physical Base Damage
- + 0.5% Attack Accuracy
- + 0.5% Parry
- When using DUAL-WIELD
- + 25 Physical Base Damage
- + 0.5% Attack Accuracy
- + 0.25% Attack Crit Chance
- When using STAFF
- + 10 Physical Base Damage
- + 5 Magical Base Damage
- + 0.5% Attack Accuracy
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 the chance at a proficiency gain.
- When a player blocks an attack with a Shield, they have 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.
- Players using the Niten Ichiryu fighting style do not gain proficiency in either Two-Handed or Dual Wielding proficiency even though both are used to determine equipment stats and fighting style procs.
- Players using a Staff can also gain Staff proficiency by casting Magic Missile.
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 casting a spell of the specific type (except Spiritual Proficiency) even if it misses. Spells auto-casted via Innate Arcana can give an increase each turn that they are kept active.
- Elemental Proficiency can be increased by casting any Fire, Cold, Elec, or Wind spells.
- Divine Proficiency can be increased by casting any Holy spells.
- Forbidden Proficiency can be increased by casting any 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. Haste).
- Curative Proficiency can be increased by casting any health-restoring spell on yourself (e.g. Regen).
- Spiritual Proficiency cannot be increased by casting Soul spells. Instead it is the average of your Forbidden and Divine proficiencies.
Gains
- 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 and monster classes have no effect on proficiency gains.
Effective Proficiency
- Effective proficiency can be seen on the right-side scroll section of your character page.
- Base proficiencies are capped at a player's current level. However, bonus proficiency points on equipment allow players to exceed their cap.