MH Academy: A Kingdom Hearts AU
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MH Walkthrough: Basic Concepts

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MH Walkthrough: Basic Concepts Empty MH Walkthrough: Basic Concepts

Post by Information Moogle Mon May 25, 2015 12:46 am

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MH Walkthrough: Basic Concepts Empty Tiers of the Statistics

Post by Information Moogle Mon May 25, 2015 12:51 am




Strength


Exactly what it says on the tin. This stat makes your character stronger. They hit harder, carry more, and push greater loads.

Strength Tiers:

Endurance


A character's endurance determines how much abuse they can take. This is in regards to both physical and magical damage. This also means that damage is consistent. A character with T1 stats who deals moderate damage to somebody who has T2 stats also deals moderate damage to somebody with T5 stats. A person with T5 stats can take a lot more hits than a T2 can, however. This means it is literally impossible to instantly kill any individual due to damage output.

Endurance Tiers:

Magical Prowess


Nobody in Kingdom Hearts just "knows" magic. It's a complicated art, rife with study and dedication. The advancement here represents a person's skill with their spells, such as complexity or cost.

Magical Prowess Tiers:

Synthesis


Beyond mere crafting, Synthesis allows a person to develop powerful and potent items. They dedicate almost as much time to their craft as a mage to magic. They can even infuse magical spells into their weapons when they are trained to a certain extent, though without outside help they can only infuse spells they can cast. Each spell costs one weapon charge.

Synth Tiers:

Speed


An effective way to control a battlefield is speed. With fast reaction times the ability to move quicker than the opposition, characters can flank or rush foes before they react.

Speed Tiers:

Agility


Some characters prefer maneuverability to strength or speed. Characters with agility have better accuracy at distance and better finesse with their weaponry. They can flip and jump around the battlefield quickly and with ease.

Agility Tiers:
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MH Walkthrough: Basic Concepts Empty Character Tiers

Post by Information Moogle Mon May 25, 2015 12:52 am




Your character's tier is the overall power of your character and is determined by the total amount of stat points you currently have. When you reached 46SP, your character's tier will be five. Like your stats, your character tier allows you to do more and be more powerful. They affect the quality of items you can synthesis, your maximum MP, your maximum GP, your skill trees, and how many abilities and summons you can have.

At Character Tier One (6-8), a character has 100MP and 1GP. They start with two skill-trees and the first section of said trees.

At Character Tier Two (9-13), a character has 200MP and 2GP. They gain access to the second level of their skill tree. It takes nine posts for their MP to cool down once expended.

At Character Tier Three (14-18), a character has 300MP and 3GP. They gain access to the third level of their skill tree. It takes eight posts for their MP to cool down once expended.

At Character Tier Four (19-22), a character has 400MP and 4GP. They gain access to fourth level of their skill tree. It takes seven posts for their MP to cool down once expended.

At Character Tier Five (23), a character has 500MP and 5GP. It takes six posts for their MP to cool down once expended. They gain access to the fifth and final level of their skill trees.



Once you have your character approved and your stats calculated, you should read up on this topic. You will find instructions there about posting and recording your stat changes. Keep in mind that you won't be able to edit or remove your posts after your topic is created! That means everything you post is permanent!



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MH Walkthrough: Basic Concepts Empty Drive Forms

Post by Information Moogle Mon May 25, 2015 12:56 am




Drive Forms are a product of special, magic-imbued clothing. They are meant empower an individual with new, incredible abilities in dire situations. They can even the odds or even turn the tide of battle when normal magic and punches fights just don't cut it.

Drive Forms in Mirage Hearts do not require a special set of clothing. Instead, they require a special object, known as a focus object. This object is affected by the energy channeled into it when a Drive Form is activated. Clothing changes color, for instances, and shows more visible changes to signify that a Drive Form has been initiated. On the other hand, smaller objects are less obvious and have no practical difference in power. The individual using the form does not undergo any significant physical changes. The trick is that the object is required to enter a Drive Form, in it's complete form if applicable, but can not be used by any one other than the owner for this purpose. The objects themselves are fairly difficult to destroy through conventional methods, but this speaks nothing of them being misplaced or lost.

Converse to transformations, which are a standard ability type requiring equal loss for equal gain, Drive Forms require minimal sacrifice for maximal gain. Usually the trait given up for the duration of the form (for instance, magic) is vastly overcompensated for by the enhancements gained in exchange (such as greatly increased physical prowess). Due to the power of these forms, they must be applied for. Length is not equivalent to quality.

If your application is rejected: don't fret. You can try again. It is recommended to wait a while before attempting this, but you must wait a minimum of two weeks before making a second attempt. You will receive upon your rejection a list of reasons as to why you did not receive a Drive Form this time. The reasons will be mostly constructive with destructive elements where required. Taking note of them will ensure you to have a better chance at receiving a Drive Form on your next attempt.

If your application is accepted: congratulations. You've earned your Drive Form skill tree. Each tier is representative of a single drive form, with each of the Drive Forms getting progressively stronger as the tree progresses. The forms have the following for each tier.

First Drive Form (T1): One Major Drawback, One Major Gain. In addition, the form itself gets three skill slots

Second Drive Form (T2): One Major Drawback, Two Major Gains. The Form itself gets five skill slots

Third Drive Form (T3): One Major Drawback, Three Major Gains. The Form itself gets seven skill slots

Fourth Drive Form (T4): One Major Drawback, Four Major Gains. The form itself gains nine skill slots.

Final Form (T5): One Major Drawback, Five Major Gains. The form itself gains eleven skill slots.
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MH Walkthrough: Basic Concepts Empty Keyblades

Post by Information Moogle Mon May 25, 2015 12:57 am




Introduction:

Because of the severe power of these weapons, acquiring one on Mirage Hearts is extremely difficult.
You can attempt to earn a Keyblade at any tier, and if successful the Keyblade will be of the same tier as yourself.
When constructing a Keyblade, follow the skill template. To earn a Keyblade, you must write a Dive to the Heart.
While Nobodies and Pseudo-Heartless can both wield a Keyblade, only Somebodies may earn them.
Keyblades are extremely powerful anti-magic weapons and are adept at blocking any magic.
If your application is rejected, you can try again. It is recommended to wait a while before attempting this, but you must wait a minimum of two weeks before making a second attempt. You will receive upon your rejection a list of reasons as to why you did not receive a Keyblade this time. The reasons will be mostly constructive with destructive elements where required. Taking note of them will ensure you to have a better chance at receiving a Keyblade on your next attempt.
If your application is accepted, congratulations. You can pick any Keyblade you like, canon or non-canon. You must chose an element that goes with your Keyblade if it has one. If not, then don't worry. Your keyblade may be more broad in focus or focus primarily on physical attacks.


Application Process:

  1. If approved, you will then be required to write a Dive to Heart in your Station of Awakening. Also note that the Station of Awakening is a reflection of your heart, so it doesn't necessarily need to look like Sora's.
  2. The Game Master will then review the Dive to Heart and either approve or reject it.


There are five Tiers in a Keyblade Skill Tree. You will be assigned a tier upon a receiving a Keyblade based on your character's current tier.

Keyblade's Chosen (T1): You've been selected by the Keyblade. Mastery of the weapon escapes you. This tier grants you the basic abilities of your Keyblade, such as being able to summon it, and unlocking or locking any object. You get three other passive abilities here to do with as you please. They aren't incredible in power.These first abilities are meant as compliments rather than armaments.

Keyblade Initiate (T2): You're skill with the weapon is great. You may now apply elemental bonuses to your Keyblade based on it's element. You gain three extra skill slots with which to experiment. These slots can be passive abilities, or abilities that enhance the properties of your blade.

Keybearer (T3): You're seasoned. You have gained the ability to morph your Keyblade at will into a weapon of your choice (even two if you want!). You gain three more skill slots with which to use, and they may do anything from add additional forms to augment the one that exists.

Keyblade Master (T4): You've gained a remarkable level of skill with the weapon. Your weapon now transforms into a vehicle for you to travel between the worlds on, as well as a versatile machine of combat. You can also functionally release the hearts of either the vulnerable or the willing. You gain two more skill slots that you can use for nearly anything.

Keyblade Foreteller (T5): The ultimate Keyblade wielder. In ancient times, it was said that Keyblade Wielders of all kinds followed these powerful individuals to the letter in unions of wielders. Keyblade Foretellers can turn their Keyblades into Weapons of massive destruction. You gain the ability to turn your Keyblade into a giant weapon of your choice. You gain one extra skill slot that can be used for nearly anything.

Using the same criteria as above, a person must also go through the exact same screening process for each additional Keyblade they want to gain. It will get reasonably more difficult with each Keychain you attempt to attain, because that's all alternative Keyblades are: Keychains. Just because you have multiple doesn't grant you the Synch blade ability. That's an entirely different can of worms.
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MH Walkthrough: Basic Concepts Empty Synchblade

Post by Information Moogle Mon May 25, 2015 12:58 am




Synchblade is the name for the ability that grants a Keybearer the ability to use two Keyblades simultaneously. In order to use Synchblade, a Keybearer must normally meet only one requirement before attempting to gain this power for themselves: The Keybearer must be a Somebody with Two Hearts. If you don't already have two Hearts, you can create a plot in which you gain your second Heart. Without a second Heart, however, no such thing can occur.

To gain a Synchblade, first one must notify staff that they wish to do so. After obtaining permission from either Lore Staff or Game Master, the individual is given reign to begin an arc in which they awaken their ability to Synchblade, and gain their second Keyblade. The length of the arc is irrelevant next to the quality, but a single topic will likely not be seen as a sufficient development arc. You may end your arc whenever you feel have earned your Synchblade. However, after each topic you complete you must notify staff so that they can grade it. It the topic does not impress staff, you will be dismissed from your endeavor. You may attempt to try again at a later point after receiving staff permission.

If you do so happen to be dismissed at any point, you will within a day receive a Private Message detailing the reasons why. These reasons may be something along the lines as excessive typographical errors. Earning a Synchblade above all else requires a mote of planning and creativity; diving into it is never a good idea simply because you want the power. If you as a player lack the experience or as a character lack actual reason to pursue Synchblade, you may be automatically denied.

Don't give up if this is the case. There is no limit on how much you can try. However, it is recommended that you wait at least a few weeks before trying again so you can approach it from a fresh angle.

*Do not contact Game Master. It grades with such difficulty that it borders on arbitrary
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MH Walkthrough: Basic Concepts Empty Resurrection and Immortality

Post by Information Moogle Mon May 25, 2015 1:47 am




So as is the case will all sites of this nature, characters will die. A lot. When you cross paths with somebody who vehemently wants you dead, and they are strong enough to do so, expecting survival is foolish and expecting help is pointless. While a person who loses their heart will become a Heartless and a Nobody, a person who dies goes to the Underworld of Olympus Coliseum, the afterlife of Kingdom Hearts. When you die, you do not take your possessions with you. Whatever items you had on you at the time are lost, and you will need to go collect them. This does not extend to items that you can summon.

An Underlord regulates the souls of the deceased, as well as determines how to come back from the dead. This information should be found in the Underworld. If it is not present but the rules of a previous Underlord are there, those prior rules will still be valid. If there are no rules at all, then there will be other methods, as defined by below.

There are three options to leave the Underworld if there is no Underlord: the first is a trade. A life for a life, and it has to be a truly willing trade. Meaning a close friend of the dead must die and in exchange, the other will be brought to life. This will be reviewed by staff on a case by case basis to determine how acceptable each trade is. If a person made an alternate just to get their favorite character out of the underworld, the attempt will be rendered non-canon and ultimately denied.

The second option is an Escape. The character must post a topic in which they escape from the underworld. This topic may have widely varied content, from fighting one's way out to deceiving those around them, but as this is an escape target that must be the focus. The dead do not take kindly to runaways. Game Master will review the topic after it has been posted and determine it's canonical standing. An overview will be given if the topic fails to impress that details ways it could be improved. And of course, failure means you will not escape this time.

The third option is a Rescue. A group of intrepid adventurers may attempt to penetrate the heart of the Underworld and retrieve their fallen comrade. This topic may be undertaken in a variety of ways, but similar to the above the focus is on the rescue. The dead do not take kindly to intruders. Game Master will review the topic after it has been posted and determine it's canonical standing. An overview will be given if the topic fails to impress that details ways to improve it. And of course, failure means that the rescue either failed or never happened.

If the second or third option succeed, the character becomes Immortal.

Immortality does not mean invulnerability, nor does it mean undefeatable. It simply means you are unable to die (primarily because you are still dead). You can be chopped up, blown to bits, mangled or atomized. But, an undetermined length of time later you will reform nearby where you died, though usually never within the same topic (barring large lengths of time passing). Whatever traces of your body there were will be gone. Just because you are immortal does not mean your items are, though. You will not reform with your clothing, weapons, or armor. Any items that were on you at the point of death will be where you died, or wherever they had been taken.

In the case that the current Underlord does not allow people to come back under any circumstances, or you do not wish to go through with the methods provided by the Underlord, there is another option. It follows the same guidelines as Rescue, however with a few additional stipulations. You will need to defeat the current Underlord. You must have a mortal body to return to. If yours no longer exists, then you must find another body that is void of a soul, i.e. finding a dead body and putting the soul into it. If this is done, then they must assume the skills, stats (excluding Magic and Synthesis), summons, elements, and synthesis items of the person. They can use their original spells, but they will ultimately work different based on their new elements. Artificial bodies can be created, however their stats will be reset to T1 (except for Magic and Synthesis).
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