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Character Progression - Mastery

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Mastery Progression, how and what?

Mastery Progression will proceed through daily login although for those that want to spice up their game we've got few options!

 

Every once a week players are able to submit an additional Adventure Ticket.

 

What are Adventure Tickets?

Adventure Tickets are additional but no obligatory way of achieving additional means of Mastery Experience.

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What should I submit within those tickets?

The entire system of Adventure Tickets will rely on adventures, of course. Adventures can be done in the world, through IC means. Should it be grave robbing, cave exploration, fighting your nemesis or even thugs through RP means, all of this is viable. We count on your creativity!

 

Before you proceed with your adventure don't forget to ask your local Minstrel for availability! To make it more appealing, we will, depending on the timezone, dispatch you to a friendly Minstrel that can enhance your adventure with additional obstacles!

 

Our only requirement is: bring your friends. Adventure Tickets cannot be a solo adventure.

 

Additionally, we want to encourage people to socialise between each other.

Having that in mind we are coming forth with another possibility of gaining Mastery Experience.

 

Events organised by players.

 

Every Event that happens with initiative of players will be treated as Minstrel hosted event and all participants will be rewarded additional Mastery Experience. These Events will be limited to once a week and so are rewards.

One player should not host two events in a row.

Below you can find out what Mastery steps there are on Tierra Nueva, all granting spells, abilities and perks! There are six of them:

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Subclass Change might be performed by a player upon submitting screenshots of at least four training sessions in Minstrel Ticket involving their and another Player Character of the subclass of interest. The sessions must be at least an hour long each - and they must contain timestamps. They are to be submitted in a batch rather than on four separate occasions.

Training might be physical or theoretical, whichever makes sense. First change comes without any loss for the character, any next change results in loss of one step of Mastery.

A Player Character’s Subclass change might only be performed within the same Class. Additionally, a player might not perform Subclass change within Paladin and Warlock classes. Change within Cleric Subclass is possible only to another domain of worshipped deity, if available.

On Tierra Nueva, a Player Character might have their class or subclass changed through roleplay means. As a character evolves, their interests might change and wander towards different specialisations, and we strive to enable this kind of progression.

Because of the rather arduous character of such changes, there is a certain loss a character experiences by undergoing this process. All of this is to be found within this guide, with explanations as to how to proceed and likely answers to most of your questions.

Subclass and Class change system

Introduction

Grace Period

During Grace Period Subclass and Class changes might be performed freely once - through a Whitelisting Ticket. After that, this system’s rules take precedence.

Subclass Change

class Change

Class Change might be performed by a player upon submitting screenshots of at least four training sessions in Minstrel Ticket involving their and another Player Character of the chosen Class of interest.

Class Changes are always a big step for a character. Class defines Player Character’s means of defence, it creates hooks and gives a general idea of who the character is.  Because of its importance, on Tierra Nueva we discern a few different limitations to Class Changing.

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Non-Caster Classes - Fighter, Barbarian, Monk, Rogue
Caster Classes - Sorcerer, Wizard, Bard, Druid, Ranger
Special Classes - Cleric, Paladin, Warlock

Caster to Caster [loss of 2 Mastery Steps]
Spellcasting Player Characters that aren’t Clerics, Paladins or Warlocks can reclass to another Spellcasting Class without any special requirements after going through four earlier mentioned training/teaching RP sessions screenshotted within a Minstrel ticket.

Spellcasting Player Characters can, however, take vows or make Pacts with extraplanar entities with the support of other Clerics, Paladins, Warlocks, or through a Minstrel Ticket. Hence, Player Characters can reclass to above.
Melee to Melee [loss of 2 Mastery Steps]
Melee Player Characters can reclass to another Melee Class without any special requirements after going through four earlier mentioned training/teaching RP sessions screenshotted within a Minstrel ticket.

Caster to Melee, Melee to Caster [brings to Step 1 of Mastery]
Caster or Melee Player Characters attempting to change their Class to the opposite spectrum - are always brought down to Step 1 of Mastery. 

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Special Class Change

Due to the vows, oaths and pacts taken, Clerics, Paladins or Warlocks aren’t able to change their Class through above means. However, they can still break them - with rather serious consequences - and pursue further means of development. All the backgrounds for such changes are presented below.

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Cleric
A Cleric takes their power from divine connection to their deity. Hence, any attempt at breaking it and changing their vocation would naturally mean complete breakdown of cleric’s power. A Player should be aware of that. Cleric that decides to change class completely does so while giving up on all Mastery they have acquired.

A Cleric who breaks their vows acting non-accordingly to their god’s teachings, if proven to Minstrel (or if the player reports it themselves, should they be of the opinion that their Player Characters have broken their vows) will be brought to Step 1 of Mastery and forcibly reclassed to a Fighter.
A Cleric who has broken their vows to a god might only reclass back to a Cleric with explicit consent of a Minstrel, and only serve a different Patron.

Lore-breaking situations, when a Player forces a sudden change of their character’s faith or any illogical ones - a cleric of Lathander in joyful friendship with Reborn, a cleric of Naralis speaking fondly of the Drow, a cleric of Moradin praying together with faithful of Maglubiyet, etc. - will be treated as Fail RP, won’t serve as evidence for subclass/class change and in extreme situations might force us to issue a Yellow Card or further means.


Paladin

A Paladin, alike Cleric, takes their power from divine connection to their deity. Hence, any attempt at breaking it and changing their vocation would naturally mean complete breakdown of cleric’s power. A Player should be aware of that. Paladin that decides to change class completely does so while giving up on all Mastery they have acquired.

A Paladin who breaks their Oath acting non-accordingly to their god’s teachings, if proven to Minstrel (or if the player reports it themselves, should they be of the opinion that their Player Characters have broken their Oath) will, depending on their advancement level, be given two choices. Below Practitioner Mastery, they are reclassed to Fighter and barred from taking up another Oath ever again. At Practitioner or above, they instead experience a change of their Subclass to Oathbreaker, with the loss of 2 Mastery Steps.

Lore-breaking situations, when a Player forces a sudden change of their character’s faith or any illogical ones - a Paladin of Corellon makes a bond of friendship with an orc, a Paladin of Helm denies pilgrims protection, a Paladin of Moradin who insults Dwarvenkind, etc. - will be treated as Fail RP, won’t serve as evidence for subclass/class change and in extreme situations might force us to issue a Yellow Card or further means.


Warlock
A Warlock has made a Pact with an otherworldly entity, and takes their power off that connection. Breaking it and changing vocation would mean a loss of power for them. A Player should be aware of that. It is not possible to change class as a Warlock without undergoing a DM event of unpredictable consequences.

If a Warlock breaks his Pact, they need to be ready to pay the price for that - additional to that they have already promised. Note that breaking of such Pact doesn’t mean that the Warlock wouldn’t have to honour their obligation after death, with otherworldly Patrons hungrily awaiting them. Upon breaking a Pact and completing the DM event, a Warlock might decide to reclass completely to one of the available Classes or try to take up another Pact - which will be significantly harder.

Lore-breaking situations - such as openly acting against one’s Patron, self-decided change of attitude in favour of another Patron or deity, etc. - will be treated as Fail RP, won’t serve as evidence for subclass/class change and in extreme situations might force us to issue a Yellow Card or further means.

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