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Common Techniques are
pre-made techniques which are considered to be some natural
progressions from "scratch", or what you might develop
if you just became a fighter of a particular energy type, with no
techs. They are all mostly basic and commonly requested concepts
made into techs, so you don't have to.
HOW DO THEY WORK?
Here's how you can give
your character Common Techs:
- Browse through the
Common Techs directory and find a tech you would like a
character to have.
- Make sure your
character is eligible to receive that tech (proper energy
type, meets requisites, etc.)
- Find the tech day
requirement for your character, for that tech. Tech day
requirements are listed like this: A (B/C) ... The three
numbers (A, B, and C) are three different requirements,
depending on your character's tech bias (which usually is
decided with your race). A is the base amount of days,
and also works for neutral tech bias, B is for good
tech bias, and C is for poor tech bias. Characters with
excellent bias will take half (rounded down) of
whatever the base is. Characters with dismal
bias will take 1.5x whatever the base is.
- Place the tech name
in your tag with a progress indicator next to it. You can
either list the full name of the tech (ex. Weapon
Proficiency Level 1 (Swords)) or you can simply mention the Common
Tech Number (CTN) in a recognizable fashion (ex.
CT#16 (Swords) or CTN: 0016 (Swords) or something
similar). Either way, you must have an indicator of how
many tech days you have invested in it, and how many you need
to complete it (which you got from step 3)
- Gain tech days as you
would normally (solos and Passive Training, for instance).
- Just like normal
techs, once you have all the tech days, it's yours!
You can also teach
common techniques that your character has to other characters,
just like normal characters. For the moment, however, the Official
Teacher bonuses do not apply to common techs.
WHAT DOES ALL THIS
STUFF MEAN?
In the header of each
common tech, there is some special information which you may not
understand right off the bat. Here's what it all means:
CTN - Common
Technique Number. Use it for abbreviating a common tech for
official purposes, or for finding a common tech in our system.
Power Type -
Lists all the energies involved in the technique.
Tech Type - As
the name implies, this tells you what type of tech this technique
is. Among the attributes you will see are the following:
- Upgrade / Full /
Add-on - An Upgrade tech is meant to modify existing values
and statistics without being bound to a tech. A Full tech
operates independently, in and of itself. An Add-on tech only
works on top of one single other tech at a time.
- Passive / Active - A
passive tech is always working, or works automatically without
consciously being activated. An Active tech is just the
opposite -- you must consciously make the tech activate.
Add-ons are usually neither, since they mimic what their
parent tech is.
Bias Req. - Tech
Bias Requisite. Your tech bias must be at least this high in order
to develop this tech. The tech bias scale is, from worst to best,
Dismal, Poor, Neutral, Good, Excellent. For this purpose,
"Excellent" will do the same as "Good", and
"Dismal" characters can still develop techs with
"Poor" bias requisites.
Mand. Charges -
Mandatory Charges. Applies only to magic spells. Before casting,
spells may sometimes require you to spend a number of posts
charging before the rest of the spell can take effect, which
includes any built-in charging that is allowed. You can spend
one-half more of the tech days that the tech costs to halve (round
up) the number of mandatory charges required, but this can only be
applied one and at the same time as the development of the tech.
Tech Req. -
Technique Requisites. Some common techs require that you have
other techs before you start on them. You must have completed
all of the techs listed in this field before starting on this
tech. A tech req of "Special" means there are special
tech requirements which are explained in the tech's description.
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