Training

Training is a vital part of the the roleplay on the server, and what many spend their time in RP doing. It is what typically allows people to rank up their abilities and thus grow their characters in strength.

Training itself is measured in hours and minutes.

Training can be done in two ways.

Passive Training

Passively, meaning you just leave a message saying “X Character trains in Y for Z hours”.

  • Passive Training can be done 8 hours per day. During this time, one cannot RP as that character during the time of passive training. You will still be able to play any other character you own, as long as they are not passive training too!

  • If you passive train at all in one day, passive training is prohibited the next day.


  • You can only passive train in one ability at a time, and it can only be done on abilities you have.

Force Users, in regards to their Force Abilities, can passive train three abilities at a time.

  • Alternatively, they can forgo doing passive and use that passive training slot to meditate; and once that is done, they get a x2 multiplier for one training session in the 24 hours after.


  • Passive training can be done from Begun Training. However, until one reaches Proficient level, they must passive train assuming someone with Highly Proficient or above is passively training/teaching you. Once the Proficient level is reached, they can start passively training on their own.

One cannot passively teach until they reach Highly Proficient in an ability.

Breaching any of these rules will result in the technique being unrefined.


  • Passive training does not get multipliers added to it


  • If you passive train while you sleep, it means your character doesn't sleep and you get exhaustion debuffs.


  • You must write a message to stop training at the time you said you would, with 5 minute margins on either side. Missing it invalidates the training.

For example, if you say you are going to finish passive training at 18:00, then you must write your finishing message between 17:55 and 18:05.

Active Training

Actively, which means you do RP manually with another person, typically someone well versed in the ability you want to train in. This can have numbers multiplied to it to increase the training time, which will be explained later in the page.

Active Training is vital, and cannot be ignored in favour of pure passive training. There will need to be legitimate sessions contained within the hours, and you will be asked to continue training until @StemmedAxis06 feels it is sufficient. Furthermore, to upgrade to the next level of an ability, a feat is typically required. But this will also be explained later.

There are designated training channels where one is allowed to do training in. They are as follows:

  • #gar-training

  • #cis-training

  • #ee-training

  • #gs-training

  • #sith-training

  • #training-room

  • #just-like-the-simulations

  • #actual-fleet-training

Since training is an hour-based system, if it is discovered training is taking place in a channel that DMs do not have access to (unless only @StemmedAxis06 has sanctioned); or training sessions are being dragged out deliberately for time extensions, the following may take place:

  • The training gets retconned

  • The character belonging to the player gets nerfed

  • The factions belonging to both player and DM get nerfed

  • The DM in question has their role removed

Any exceptions to this must be approved by a Group Dungeon Master. Make sure to tell your Group Dungeon Master when you are done training so they can log it!

Feats

It is a requirement to get a feat to upgrade an ability before any future hours are permitted to be trained in.

For example, say you train 200 hours, which is enough to get you to Highly Proficient. Well, you need to get a feat and have it approved, and for the ability to the next level on your profile; before you can add more hours to that ability.

Once you reach an hour threshold, no more hours may be added to that ability until you get a feat submitted and approved.

Spreadsheet to Calculate Training Times

A spreadsheet to calculate training times for Force Users can be found here. It is recommended you SAVE A COPY FOR YOURSELF, as opposed to using the main one. This is because if someone else is using the main one, then you cannot use it. If for whatever bizarre reason you are using the main one, make sure to clean up after yourself!


A Non-Force User sheet is still a work in progress!

As for updates to this sheet, the link will be updated whenever one is released; and users will be notified through #rp-announcements.

Non-Force User Skills

Standard Times

As with other abilities, a feat is needed to get to the next stage of an ability. Hours cannot be completely done by passive training, and a user may be asked to do more training sessions until management is satisfied enough time has been dedicated.

Passive Training cannot be done on one’s own until one reaches Proficient, until then, it must be done with a teacher.

These are the base times for any ability of the non-Force User variety. The timings are as follows:


Hours Needed To Go To Skilled: 20 hours


Hours Needed To Go To Proficient: 75 hours


Hours Needed To Go To Highly Proficient: 200 hours


Hours Needed To Go To Mastery: 500 hours


Hours Needed To Go To Extreme Mastery: 1000 hours


Hours Needed To Go To The Mastery: N/A (Determined on a case by case by Windu)


Hours Needed To Go To The Master: N/A (Determined on a case-by-case by Windu)

Factors of Multiplication

There are several factors of multiplication .

Injuries

    • To be physically injured means you have a harder time to learn abilities, or some abilities are even restricted. The list is as follows:

      • You have a minor injury (cuts, concussion, illness, etc)

          • Will decrease the time by 5% (0.95 multiplier)

      • You have a moderate injury (gashes, bedridden, hospitalisation, could die if untreated, etc)

          • Will decrease the time by 15% (0.85 multiplier)

      • You have a serious injury (will die if left untreated, etc)

          • Will decrease the time by 45% (0.55 multiplier)

      • You have a nigh-fatal injury (will die if not treated immediately, and for the period post-healing, etc)

          • Will decrease the time by 75% (0.25 multiplier)

      • Cybernetics

          • You cannot learn certain abilities such as lightning, tutaminis, judgement, etc for those cybernetic parts


  • You are suffering mental debilitation, meaning you have a harder time learning abilities. The list is as follows:

    • Exhaustion from lack of sleep, physical drain, time of the training session (doing so at night will do this), or too many training sessions per day (2 per day maximum unless your character is an exception, to which the relevant people will be notified)

            • Will decrease time by 10% (0.90 multiplier)

    • Insanity/Mental Instability

            • Will decrease time by 25% (0.75 multiplier)

    • Grief

            • Will decrease time by 15% (0.85 multiplier)

    • Nightmares

            • Will decrease time by 2% (0.98 multiplier)


Skill of Teacher

  • Skilled and Proficient

      • 5% increase (1.05 multiplier)

      • Technique will be listed as unrefined

  • Highly Proficient

      • 10% increase (1.10 multiplier)

  • Mastery

      • 15% increase (1.15 multiplier)

  • Extreme Mastery

      • 35% increase (1.35 multiplier)

  • The Mastery

      • 120% increase (2.20 multiplier)

  • The Master

      • 200% increase (4.00 multiplier)


Weapon Instinct

  • Weapon Instinct only applies for skills that fall under the All Weapon Types section.

  • Skilled and Proficient

      • 5% increase (1.05 multiplier)

  • Highly Proficient

      • 10% increase (1.10 multiplier)

  • Mastery

      • 15% increase (1.15 multiplier)

  • Extreme Mastery

      • 20% increase (1.20 multiplier)

  • The Mastery

      • 40% increase (1.40 multiplier)

  • The Master

      • 50% increase (1.50 multiplier)


Null-class ARC Troopers

  • Due to genetic enhancement, Null-class ARC Troopers get an additional 1.10 multiplier.


Veteran Bonus

  • The veteran bonus applies to characters which are hardened from combat within RP, and rewards players for having attended RP events. This only applies to non-FU skills, and is for a singular character (i.e. does not mean a player with a character having attended 50+ events gets the 50+ multiplier on another character in their repertoire):

      • Attended 100+ events = 50% increase time (1.50 multiplier)

      • Attended 75+ events = 40% increase time (1.40 multiplier)

      • Attended 50+ events = 30% increase time (1.30 multiplier)

      • Attended 35+ events = 25% increase time (1.25 multiplier)

      • Attended 10+ events = 10% increase time (1.10 multiplier)


  • To be classified as an event, it must have been in the event category, not in a casual RP channel (though there can be exceptions to this rule). Lying about the events one has attended will cause a reset of all training hours attributed to that character.


Difficulty of Ability

The difficulty of the ability will determine the time it takes to learn it. This one is the most important. So, I recommend double checking this section constantly, as it is likely to undergo changes and transitions.


  • Very Easy (1.30 Multiplier)

    • Programmed Saber Combat

    • Prakith Sword Combat

    • Basic Hand-to-Hand Combat

    • Programmed Hand-to-Hand Combat

    • Energy Shields

    • Throwables

    • Ground Vehicles

    • Blaster Pistols

    • Rocket Launchers

    • Grenade Launchers

    • Shotguns

    • Spears

    • Stun Batons


  • Easy (1.15 multiplier)

    • Jabiim Sabre Combat

    • Street Hand-to-Hand Combat

    • Prakith Hand-to-Hand Combat

    • Temple Hand-to-Hand Combat

    • Zakuul Hand-to-Hand Combat

    • Wrist Shields

    • Riot Shields

    • Traps

    • Explosives

    • Survival Skills

    • Vehicle Boarding

    • Medieval Siege Weapons

    • Blaster Rifles

    • Blaster Carbines

    • Axes

    • Staffs


  • Moderate (1.00 multiplier)

    • Echani Saber Combat

    • Echani Hand-to-Hand Combat

    • Improvised Hand-to-Hand Combat

    • Aerial Hand-to-Hand Combat

    • Korun Hand-to-Hand Combat

    • Kaleesh Hand-to-Hand Combat

    • Cloaking Devices/Stealth Generators

    • Camouflage

    • Shield Combat

    • Deception

    • Slicing

    • Jetpacks

    • Ship Boarding

    • Blaster Cannons

    • Chainguns

    • Disruptors

    • Knife Combat

    • Hunting/Tracking


  • Hard (0.85 multiplier)

    • Arm Vibroblades

    • Mandalorian Hand-to-Hand Combat

    • Mandalorian Saber Combat

    • Way of the Rancor

    • Way of the Hunt

    • Way of the Divto

    • Espionage

    • Manipulation

    • Environmental Conditioning

    • Mechanical Mind

    • Treatment & Aid

    • Rocket Boots

    • Flamethrowers

    • Wrist Darts

    • Wrist Rockets

    • Sniper Rifles

    • Slugthrowers

    • Archery

    • Dagger Combat

    • Electrostaffs


  • Above Hard (0.75 multiplier)

    • Chiss Hand-to-Hand Combat

    • Drunken Hand-to-Hand Combat

    • Mental Shielding

    • Throwing Knives

    • Chemistry

    • Crafting

    • Charric/Chiss Weapons


  • Extremely Hard (0.50 multiplier)

    • Energy Sword Combat

    • Teras Kasi

    • Knights of Prakith Hand-to-Hand Combat

    • Sangheili Hand-to-Hand Combat

    • Hidden Blade Combat

    • Mandalorian Protector Hand-to-Hand Combat

    • Lasat Hand-to-Hand Combat

    • Pattern Recognition

    • Projectors


  • Very Hard (0.25 Multiplier)

    • Way of the Void

    • Custom Styles

    • Air Walking

    • Void Sage

    • Void Sense

    • Psychic Abilities


Training in Equipment

Training in equipment as opposed to the general skill supplies a x5 multiplier.


Force Powers/Lightsaber Abilities

Standard Times

These are the base times for any ability of the Force User/Lightsaber Combat variety. The multipliers applied to each ability will make the hours spent training it worth more or less.

As with other abilities, a feat is needed to get to the next stage of an ability. Hours cannot be completely done by passive training, and a user may be asked to do more training sessions until management is satisfied enough time has been dedicated.

Passive Training cannot be done on one’s own until one reaches Proficient, until then, it must be done with a teacher.

The times, as well as some requirements for each are as follows:


Hours Needed To Go To Skilled: 50 hours


Hours Needed To Go To Proficient: 100 hours


Hours Needed To Go To Highly Proficient: 500 hours


Hours Needed To Go To Mastery: 1000 hours


Hours Needed To Go To Extreme Mastery: 2000 hours


Hours Needed To Go To The Mastery: N/A (Determined on a case by case by Windu)


Hours Needed To Go To The Master: N/A (Determined on a case-by-case by Windu)

Factors of Multiplication

There are several factors of multiplication for the Force Users. They are split into four sections: Universal, Ability Difficulty, Light Side, and Dark Side.

Universal

The universal multipliers apply to ALL Force Users, regardless of balance values or any circumstances.

  • Your Force Potential/Midichlorian Count

      • Alas, Force Potential does have some determination on your ability to learn. Let’s run through the midichlorian count…

        • 27,000 < x = 100% increase time (2.00 multiplier)

        • 25,000 < x ≤ 27,000 = 75% increase time (1.75 multiplier)

        • 22,000 < x ≤ 25,000 = 70% increase time (1.70 multiplier)

        • 20,000 < x ≤ 22,000 = 65% increase time (1.65 multiplier)

        • 19,000 < x ≤ 20,000 = 50% increase time (1.50 multiplier)

        • 17,000 < x ≤ 19,000 = 35% increase time (1.35 multiplier)

        • 15,000 < x ≤ 17,000 =