Proficiency

Proficiencies form the most fundamental and critical backbone of a character's capabilities and prowess, and defines how they react to combat situations and overcome difficult obstacles.

All characters begin with entirely basic proficiencies, and must visit Academies or Monasteries of the various proficiencies in order to learn new and more advanced skills and abilities. Each new proficiency learnt requires the character to undergo a "Pilgrimage", which will hone their use of that particular proficiency and teach them how to use it most effectively. Once a pilgrimage is complete, they will have full use of the skill and will be able to improve it as they apply it in certain situations.

Proficiencies form a primary part of fundamental character progression. Due to the lack 'levels', players must become stronger by learning more proficiencies and becoming more skilled at those that they know.

Basic Proficiencies
All characters learn some basic proficiencies upon character creation. These skills enable them to participate in basic combat situations, engage with other players, and immerse themselves in the outside world. These proficiencies are: Note that these basic proficiencies cannot be improved or developed by earning Badges.
 * Sprint: Increase your movement speed on foot by 60% for 6 seconds. Cooldown: 65 seconds.
 * Brawler (Passive): You are able to fight with your fists, dealing 5 damage to vitality with each successful hit. Requires no weapon to be equipped in either hand.
 * Weapon Proficiency: Simple (Passive): You can wield weapons, but you cannot benefit from any effect that improves your handling. Your damage dealt with such weapons is reduced by 25%.
 * Solic Vitality (Passive): You have a normal constitution, having 100 vitality points.
 * First Language (Passive): You can speak, understand and write the language of your race.

Learning New Proficiencies
After gaining control of your character, you will be free to access the world as you see fit. Learning proficiencies is something that you can do in your own time, and at your own pace. It's not needed to play through the single-player story chapters, but if you want to participate in PvP or PvE activities, it might be a good idea to pick some up. There are a variety of different Academies and Monasteries that will teach you a large range of different skills, and you aren't limited to one of these: You can pick one from each if you like. Proficiencies will also vary from country to country, depending on the race and culture.

List of Academies
Academies teach proficiencies that are non-verrinari, and make no use of the reality-twisting that occurs with the verrinari skills. Proficiencies taught by Academies use the Fatigue resource: each ability incurs a small amount of fatigue on the character's body, and if he or she reaches a certain point, they will pass out and must be revived at a medical facility.

Following is a list of the different Academies:

Academy of Combat

 * See List of Academy of Combat Proficiencies 

This academy teaches the art of close-combat fighting, typically with melee weapons, or unarmed styles, but occasionally also with close-range guns as well. These proficiencies are designed for characters who aren't afraid to get up close and personal with their foes.

Roles that suit Combat Proficiencies include Soldier, Redshirt or the Saboteur.

Academy of Warfare

 * See List of Academy of Warfare Proficiencies 

While Combat focuses on close-range fighting, Warfare offers similar functions but from a greater range. Students will learn to handle weaponry, first and foremost, including equipabble guns and heavier machinery. In current times, fighting at a distance is the preferred method, and most would-be soldiers spend their time in this Academy.

Roles that suit Warfare Proficiencies include: Soldier, Saboteur, Scout or Engineer.

Academy of Science

 * See List of Academy of Science Proficiencies 

For those wishing to apply their greater intellects, the Academy of Science may be the most suitable. Players can expect to find proficiencies involving alchemy and physics, which they can apply as utility skills in a combat environment. Characters depending on these skills must use acumen and cunning to defeat their opponents, rather than brute force.

Roles that suit Science Proficiencies include: Engineer or Saboteur

Academy of Medicine

 * See List of Academy of Medicine Proficiencies

Medicine may be the best vocation for players who aren't so fond of fighting, and would prefer to help keep their allies alive. At the Academy of Medicine, players can learn proficiencies that will boost their own survival, as well as their friends, which is crucial for overcoming group obstacles.

Roles that suit Medicine Proficiencies include: Support

Academy of Leadership

 * See List of Academy of Leadership Proficiencies 

The Leadership Academy is a must for any player who is planning on leading, be it from the command room, or out in the field. Players taking these proficiencies will be able to expand their NPC team, provide helpful benefits to their allies, and demoralise the enemy.

Roles that suit Leadership Proficiencies include: Tactician, Redshirt or Support

Academy of Subterfuge

 * See List of Academy of Subterfuge Proficiencies

Some players may prefer to be sneaky, and there are many uses for characters with skills in subterfuge. This academy teaches a character how to avoid enemy detection, disable or tap into electronics and machinery, and execute otherwise stealthy manoeuvers.

Roles that suit Subterfuge Proficiencies include: Saboteur, Engineer or Scout

List of Monasteries
Monasteries teach their students the ways of verrinari, a reality-twisting practice that involves weaving fables into the fabric of reality. Due to the mechanics of verrinari, pain and sacrifice is required to initiate an act of verrinari, so these proficiencies use a character's own vitality as a resource for their skills.

Monastery of Tides

 * See List of Monastery of Tides Proficiencies

Those who take on the path of the Tides will encounter skills that are more passive in nature, compared to the other Monasteries. While offensive capabilities certainly exist, this aspect of verrinari focuses on healing wounds and restoring that which is broken.

Roles that suit Tides Proficiencies include: Soldier, Support or Medic

Monastery of Forces

 * See List of Monastery of Forces Proficiencies 

Harnessing the powers that drive the engine of the world, verrinarists in this field encounter strong offensive abilities mixed with powerful defensive skills, excelling in both survival and retribution. A wielder of Forces is certainly not to be trifled with.

Roles that suit Forces Proficiencies include: Soldier, Redshirt or Support

Monastery of Lights

 * See List of Monastery of Lights Proficiencies 

Typically regarded as the most aesthetically pleasing of the verrinari paths, this is the form made famous by Alura, capable at offensive combat but primarily through utility-type skills. It's proficiencies are often more difficult to master than others, making it rarer, but it is a potent addition to any character's arsenal of skills, and can perform a wide range of skills.

Roles that suit Lights Proficiencies include: Soldier, Support, Saboteur, Scout or Medic

Monastery of Life

 * See List of Monastery of Life Proficiencies 

Students of this form tend to be very much in touch with the earth around them, and are generally peaceful, tranquil people. Their lack of offensive capabilities is made up for by a powerful support skillset and potent healing techniques. Any verrinarist planning on supporting their allies by keeping them alive may at least want to consider investigating some Life Proficiencies.

Roles that suit Life Proficiencies include: Support or Medic

Monastery of Shadows

 * See List of Monastery of Shadows Proficiencies 

The antithesis of Lights, students of this Monastery are taught the power of illusion and trickery, using mirages and visions to confuse and distract their opponents. Although one may naively mistake them to lack any real power, this form has some effective offensive proficiencies to help them defend themselves against attackers.

Roles that suit Shadows Proficiencies include: Soldier, Saboteur or Scout

Developing your Proficiencies
Learning a proficiency is just the beginning. In it's primal form, it is more effective than your basic proficiencies, but it still isn't as effective as it could be. There are two ways in which you develop your proficiencies, and thus progress your character:
 * Use the Proficiency often to unlock Badge Slots
 * Earn Badges to fill Badge Slots

Badge/Emblem Slots
These slots are the most important way for you to increase the effectiveness of individual proficiencies, and ensure that you are spending effort and focus on the proficiencies that you really want. While there is no limit on how many proficiencies you can learn (besides time), there is a limit to how many abilities you have access to in each combat situation, so you will want to pick out a set number of specific abilities and focus on progressing those.

Badges are marks of distinction, awarded to players for accomplishments in PvE and PvP. Both types come in two forms, Minor and Major. Minor Badges/Emblems are awarded for more common, easier achievements, while Major Badges/Emblems are awarded for truly heroic feats.

Minor Badges
These tokens are awarded to each player at the completion of a Chapterbook and at the end of each encounter in a Storybook, as well as

Minor Badges will typically directly increase the effectiveness of a proficiency by small increments, usually to a limit of 15 or 20. In cases where players are collecting them faster than can be used, Minor Badges can also be exchanged at most military sites for money or influence, or even purchase unique sets of gear.

Major Badges
These tokens are awarded after an encounter in a Storybook is completed. The number of tokens granted by each defeat is proportionate to how many players attended that particular encounter: In the 12-player bracket, 3 Major Badges are awarded. In 24-player, 7 are awarded, while 36-player brackets have 10 awarded. The Group Leader or designated Distributor is tasked with determining which players receive them, but a character may not receive more than 1 per encounter.

Major Badges, when applied to a proficiency, will generally apply a significant change or improvement to it.