Post by Zou ۞ on Mar 19, 2010 18:38:49 GMT -5
In the event that you lose the template for your character's stats, here it is so that you can copy it and paste it into your bio. Remember, when filling it out, list reasons for your character's stats if they are obscenely high. Oh, also, you may be awarded some stat points to certain stats if you do decent training that involves the increase of those stats in a training thread.
Also, CTP can be converted into SP. Simply post a message at the bottom of your training thread that says "[Insert CTP amount here] CTP converted to [Insert SP amount here] SP. 10 CTP is equal to 5 SP. You are only allowed to convert a total of 1400 CTP, which is 700 SP, in your entire character lifetime. So, essentially, a maxed out character will have a total of 1400 SP.
Here's the template, though I would reccomend scrolling down and reading the explanations before you start trying to fill everything out.
Explanation:
Also, CTP can be converted into SP. Simply post a message at the bottom of your training thread that says "[Insert CTP amount here] CTP converted to [Insert SP amount here] SP. 10 CTP is equal to 5 SP. You are only allowed to convert a total of 1400 CTP, which is 700 SP, in your entire character lifetime. So, essentially, a maxed out character will have a total of 1400 SP.
Here's the template, though I would reccomend scrolling down and reading the explanations before you start trying to fill everything out.
[b]
[u]Strength[/u] - [Insert number here] Points
[u]Speed[/u] - [Insert number here] Points
[u]Spiritual Pressure[/u] - [Insert number here] Points
[u]Reiatsu Strength[/u] - [Insert number here] Points
[u]Light Aura[/u] - [Insert number here] Points
[u]Dark Aura[/u] - [Insert number here] Points
[u]Instinct[/u] - [Insert number here] Points
[u]Senses[/u] - [Insert number here] Points
[u]Energy sensory[/u] - [Insert number here] Points
[u]Healing Expertise[/u] - [Insert number here] Points
[color=Red]Total SP: [Insert Number Here] Points[/color]
That's all for the template. There are a LOT of stats, but don't get choosy and just give some to all. The result could be quite negative.
[/b]
Explanation:
{Strength}
Strength, the first of the stats into which any points should be allocated, is particularly important in that it defines the physical strength of your character. Not only does strength determine how hard you can punch, kick, or even swing your sword, but it determines how durable you can be when taking a hit from other physical strength related blows, or when in situations such as trying to stand under intense gravity. While many characters sacrifice strength in favor of other stats, having a strength stat which is too low, meaning any strength stat below 25, means that a character is completely incapable of supporting their own body weight, and cannot even stand at this point. That said, strength has a variety of uses.
Physical strength is a very powerful stat. Though Cutback Effect (expanded upon later) will cause retaliations from physical impact, there will STILL be blunt trauma and potentially internal damage from physical hits! Enemies who rely on cutback for this can also be sent flying or skidding back or similar. Maximum physical strength one can achieve is limited. Using boosts, one can only achieve up to three times the normal physical strength after Type. So for example, if after Type your strength is 800, then the maximum strength you can then buffer yourself to with any technique is 2400. Additionally, in physical confrontations, such as in clashes of Zanpakuto, the durability of one's Zanpakuto, or in other words whether or not your weapon can be cut through or can cut through an enemy's weapon, strength can be the stat you base that off of. If strength is your highest stat, then it becomes your offensive stat when you go up against defenses such as Hierro or Blut, or when the physical form of your weapon clashes with the enemy. It is worth noting that if strength is your dominant stat, but is still insufficient to have effect against an enemy's defense (such as Hierro or Blut), then there really will be no damage effect. If the weapon has a non-physical form, such as a gas, then strength is not what you base the power off of.
Regardless, let's get into numbers. At 50 points in physical strength, one has what is average for their disposition. This means humanoid characters have physical strength which is average for any regular human, with strength varying according to the physical build of a character. Naturally, a big, burly man will be far stronger than a very thin one who is not athletic in any way. This matters in confrontations of physical strength where a character who would be more powerful on average faces one who has the same amount of points put into the stat. Likewise, this means that because basic female anatomy has less physical strength on average compared to men, a man would win out against a woman in a contest of pure strength where both had the same number of points, though this also depends on body build.
Now, into specifics on what strength can do. In terms of numbers, strength can be a very dominating stat to have. With 100 strength alone, one is capable of performing like a top performance, professional athlete. This kind of extreme endurance and durability can be invaluable in combat. However, at 150, things become even dicier. With 150, one becomes practically superhuman in terms of strength. What does that mean? One is like a wild animal. 150 strength is not unlike a bear in sheer power. Obviously, 50 is not a unit of measurement, and rather strength scales off of the number. Just because one has 150 strength, does not mean one has three times the physical strength of someone with 50. There is an exponential difference in strength. With 200 in strength, however, one is capable of such feats as not only creating holes in concrete walls by punching them, but of smashing into the ground or ripping chains apart. This feat of strength is domineering, but nothing compared to what one reaches at 300 strength. With 300, a person can become so strong as to jump incredible heights and distances, hurl people through walls and at great distances, and can even flex their muscles to help them deal with physical damage.
There are rewards as well for having extreme levels of strength. While one can be extremely powerful at anything above 300, it is upon reaching 600 that there are specialty rewards. In particular, one is capable at this level of flexing to guard against physical strikes, even from the likes of bladed weapons, and of negating damage from any strike which is inferior by at least 150, assuming the user is flexing the area which is hit while having at least 600 strength. This manner of guarding against physical strikes (so long as they are unaided by reiatsu, as reiatsu is not affected by this defense mechanism) makes for some truly devilish foes. At 800, someone is also capable of "super durability," which means that they can take enormous damage. Being hit by a car, stampeded by bulls, and having every bone broken is not enough to down this person. They can flex their dislocated body parts back into places, survive multiple fatal stab wounds, and still keep coming. Finally, at 1000 strength, there is no telling what this person can do. At this highest of levels of strength, the user can actually force bones to mend when broken by crushing them together within the body. Additionally, one can punch directly through reiatsu based attacks with reiatsu strength inferior to the strength of the user, and suffer no damage for doing so. Strength is definitely a very solid stat to have.
Strength, the first of the stats into which any points should be allocated, is particularly important in that it defines the physical strength of your character. Not only does strength determine how hard you can punch, kick, or even swing your sword, but it determines how durable you can be when taking a hit from other physical strength related blows, or when in situations such as trying to stand under intense gravity. While many characters sacrifice strength in favor of other stats, having a strength stat which is too low, meaning any strength stat below 25, means that a character is completely incapable of supporting their own body weight, and cannot even stand at this point. That said, strength has a variety of uses.
Physical strength is a very powerful stat. Though Cutback Effect (expanded upon later) will cause retaliations from physical impact, there will STILL be blunt trauma and potentially internal damage from physical hits! Enemies who rely on cutback for this can also be sent flying or skidding back or similar. Maximum physical strength one can achieve is limited. Using boosts, one can only achieve up to three times the normal physical strength after Type. So for example, if after Type your strength is 800, then the maximum strength you can then buffer yourself to with any technique is 2400. Additionally, in physical confrontations, such as in clashes of Zanpakuto, the durability of one's Zanpakuto, or in other words whether or not your weapon can be cut through or can cut through an enemy's weapon, strength can be the stat you base that off of. If strength is your highest stat, then it becomes your offensive stat when you go up against defenses such as Hierro or Blut, or when the physical form of your weapon clashes with the enemy. It is worth noting that if strength is your dominant stat, but is still insufficient to have effect against an enemy's defense (such as Hierro or Blut), then there really will be no damage effect. If the weapon has a non-physical form, such as a gas, then strength is not what you base the power off of.
Regardless, let's get into numbers. At 50 points in physical strength, one has what is average for their disposition. This means humanoid characters have physical strength which is average for any regular human, with strength varying according to the physical build of a character. Naturally, a big, burly man will be far stronger than a very thin one who is not athletic in any way. This matters in confrontations of physical strength where a character who would be more powerful on average faces one who has the same amount of points put into the stat. Likewise, this means that because basic female anatomy has less physical strength on average compared to men, a man would win out against a woman in a contest of pure strength where both had the same number of points, though this also depends on body build.
Now, into specifics on what strength can do. In terms of numbers, strength can be a very dominating stat to have. With 100 strength alone, one is capable of performing like a top performance, professional athlete. This kind of extreme endurance and durability can be invaluable in combat. However, at 150, things become even dicier. With 150, one becomes practically superhuman in terms of strength. What does that mean? One is like a wild animal. 150 strength is not unlike a bear in sheer power. Obviously, 50 is not a unit of measurement, and rather strength scales off of the number. Just because one has 150 strength, does not mean one has three times the physical strength of someone with 50. There is an exponential difference in strength. With 200 in strength, however, one is capable of such feats as not only creating holes in concrete walls by punching them, but of smashing into the ground or ripping chains apart. This feat of strength is domineering, but nothing compared to what one reaches at 300 strength. With 300, a person can become so strong as to jump incredible heights and distances, hurl people through walls and at great distances, and can even flex their muscles to help them deal with physical damage.
There are rewards as well for having extreme levels of strength. While one can be extremely powerful at anything above 300, it is upon reaching 600 that there are specialty rewards. In particular, one is capable at this level of flexing to guard against physical strikes, even from the likes of bladed weapons, and of negating damage from any strike which is inferior by at least 150, assuming the user is flexing the area which is hit while having at least 600 strength. This manner of guarding against physical strikes (so long as they are unaided by reiatsu, as reiatsu is not affected by this defense mechanism) makes for some truly devilish foes. At 800, someone is also capable of "super durability," which means that they can take enormous damage. Being hit by a car, stampeded by bulls, and having every bone broken is not enough to down this person. They can flex their dislocated body parts back into places, survive multiple fatal stab wounds, and still keep coming. Finally, at 1000 strength, there is no telling what this person can do. At this highest of levels of strength, the user can actually force bones to mend when broken by crushing them together within the body. Additionally, one can punch directly through reiatsu based attacks with reiatsu strength inferior to the strength of the user, and suffer no damage for doing so. Strength is definitely a very solid stat to have.
{Speed}
Speed? Yeah, that's important. This is how quickly your character can move. How fast are they? Not only does this stat determine running speed, but it also determines how quickly you can move your arm, or blink your eyes, or even speak. This is an incredibly vital stat to any character, especially those who wish to be physically apt. Like strength, speed is limited to three times the base amount, but this time with an exception. Step techniques, such as Shunpo, which increase speed for a single step, are able to bypass this 3x limitation. Otherwise, if say you have 800 in speed, you can only ever reach 2400 maximum. Still, this stat is unimaginably powerful.
50 speed would be an average human's physical speed. There's nothing special about it. 100, however, would be a full on athlete. While a regular human, with adrenaline pumping and everything, could probably get out a short sprint with perhaps 12 MPH, an athlete can go maybe faster than that, hitting up to 16 or more at a full sprint, not to mention the kind of speed that can be achieved when performing more basic actions, such as arm motions with slashing a sword. How fast can you slash? How quickly can you jump? That's what this stat is all about. Unless one is planning to be a speed based character, then anyone that isn't at least Captain or Espada level would be wasting their stat points by putting more than 250 into speed. Let's get into some numbers.
At 200 speed, your character can begin to blur to other characters with lower speed, and even begin to run at a speed not unlike some wild animals. At 400 speed, one can probably outrun a cheetah, though it would be difficult, and also very consuming of one's stamina. Starting at 400 speed, one can seemingly disappear to the naked eye, and achieve a blurring effect to the average human. It is worth noting, however, that this blurring effect is relative. This means that while one can blur, one can only blur to those who are slower. Blurring is possible for someone with 400 speed when against someone with 100 speed. If both have 400 speed, then they will easily be able to perceive one another normally.
However, speed can get even crazier than that. Starting at 600 speed, someone would be so fast as to be able to leave behind brief, flickering afterimages for only a split second more. At 800 speed, one could do this with such intensity as to leave multiple afterimages with brief movements. Performing a step technique, such as Shunpo, with at least 800 speed creates a small indent in the floor or ground, and produces small winds in the area that the user occupied. At 800 speed, one can seemingly disappear entirely. However, even faster than that, at 1000 speed, one has a truly magical gift. Someone with 1000 speed could actually achieve weak whirlwinds when moving, and even faster than 1000 could even create small wind tunnels with basic movement. Little vacuums, essentially.
However, unlike strength, speed has a terrible drawback. Even if they are faster than that, many characters will hold back with their speed. High speed movement is possible in the spiritual world, but even for spiritual beings it is extremely draining. It is an unnatural skill, taking the body beyond natural limitations. Most characters who can move quickly like to limit themselves to 300 speed, and purposely stay slow. This is because starting at 400 or higher, there is a huge stamina drain. The level at which one depletes themselves goes up by what appears to be 50% per 100 additional speed, after one has passed the 300 mark. This means with 400 speed movements, one depletes 50% more quickly. With 500 speed movements, that's a 50% increase to stamina drain, and then a second 50% increase on top of that, etc. At 700+ speed, it should only be possible to fight for a few short posts consecutively if one keeps up that high speed movement. Still, it is a very useful stat to have.
Speed? Yeah, that's important. This is how quickly your character can move. How fast are they? Not only does this stat determine running speed, but it also determines how quickly you can move your arm, or blink your eyes, or even speak. This is an incredibly vital stat to any character, especially those who wish to be physically apt. Like strength, speed is limited to three times the base amount, but this time with an exception. Step techniques, such as Shunpo, which increase speed for a single step, are able to bypass this 3x limitation. Otherwise, if say you have 800 in speed, you can only ever reach 2400 maximum. Still, this stat is unimaginably powerful.
50 speed would be an average human's physical speed. There's nothing special about it. 100, however, would be a full on athlete. While a regular human, with adrenaline pumping and everything, could probably get out a short sprint with perhaps 12 MPH, an athlete can go maybe faster than that, hitting up to 16 or more at a full sprint, not to mention the kind of speed that can be achieved when performing more basic actions, such as arm motions with slashing a sword. How fast can you slash? How quickly can you jump? That's what this stat is all about. Unless one is planning to be a speed based character, then anyone that isn't at least Captain or Espada level would be wasting their stat points by putting more than 250 into speed. Let's get into some numbers.
At 200 speed, your character can begin to blur to other characters with lower speed, and even begin to run at a speed not unlike some wild animals. At 400 speed, one can probably outrun a cheetah, though it would be difficult, and also very consuming of one's stamina. Starting at 400 speed, one can seemingly disappear to the naked eye, and achieve a blurring effect to the average human. It is worth noting, however, that this blurring effect is relative. This means that while one can blur, one can only blur to those who are slower. Blurring is possible for someone with 400 speed when against someone with 100 speed. If both have 400 speed, then they will easily be able to perceive one another normally.
However, speed can get even crazier than that. Starting at 600 speed, someone would be so fast as to be able to leave behind brief, flickering afterimages for only a split second more. At 800 speed, one could do this with such intensity as to leave multiple afterimages with brief movements. Performing a step technique, such as Shunpo, with at least 800 speed creates a small indent in the floor or ground, and produces small winds in the area that the user occupied. At 800 speed, one can seemingly disappear entirely. However, even faster than that, at 1000 speed, one has a truly magical gift. Someone with 1000 speed could actually achieve weak whirlwinds when moving, and even faster than 1000 could even create small wind tunnels with basic movement. Little vacuums, essentially.
However, unlike strength, speed has a terrible drawback. Even if they are faster than that, many characters will hold back with their speed. High speed movement is possible in the spiritual world, but even for spiritual beings it is extremely draining. It is an unnatural skill, taking the body beyond natural limitations. Most characters who can move quickly like to limit themselves to 300 speed, and purposely stay slow. This is because starting at 400 or higher, there is a huge stamina drain. The level at which one depletes themselves goes up by what appears to be 50% per 100 additional speed, after one has passed the 300 mark. This means with 400 speed movements, one depletes 50% more quickly. With 500 speed movements, that's a 50% increase to stamina drain, and then a second 50% increase on top of that, etc. At 700+ speed, it should only be possible to fight for a few short posts consecutively if one keeps up that high speed movement. Still, it is a very useful stat to have.
{Spiritual Pressure}
Spiritual pressure, arguably one of the most important stats of them all, has a tremendous number of uses. In the English dub of the Bleach anime, Spiritual Pressure is used to indicate Reiatsu, the basic unit of energy. Unlike the other stats, which are vague off the bat, spiritual pressure serves a purpose almost immediately. Virtually all techniques cost reiatsu, and therefore to have no spiritual pressure would mean that one cannot use any techniques. Even activating a Zanpakuto costs reiatsu, so not having any spiritual pressure would mean not being able to release. Every 1 in your spiritual pressure stat is equivalent to having 10 reiatsu. So, if you have 100 in spiritual pressure, you have 1000 reiatsu to spend.
Additionally, spiritual pressure serves another, sinister purpose. Unlike other stats, its strength carries based on difference with others rather than number. For everyone except arrancar, pressure also dictates a cutting-back effect. For each action, there is an opposite and equal reaction. Slashing someone is just reiatsu colliding. The weaker one is subjugated by the stronger one. If you slash someone, their body pushes back on your blade. If their spiritual pressure is stronger than yours by a margin of 150 or greater, you will take damage instead of them, though the damage you take will be to the hands, arms, or whole body (depending on difference), not the place you slashed. At 150, it is minor lacerations to the hand and part of the forearm. At 250, it is major lacerations to the hand and forearm, making it very hard to use. At 350 difference, such major lacerations across the entire arm that it can no longer be used at all. At 500+ difference, the lacerations will be major on the arm, minor on the torso. At 800+ difference, major lacerations across both arms, rendering them useless, and minor lacerations on the torso. Luckily, there exists a way around that. You can sacrifice your Reiatsu Strength to add to your Spiritual Pressure, and increase your cutting ability. This is done through your character standing still, and charging themselves. In an OOC after you've done this, you must state how much of your reiatsu strength was sacrificed for spiritual pressure. You can't charge while moving, only when still. Please note, for Arrancar Reiatsu Strength is what determines cutting. If an Arrancar with reiatsu strength within the appropriate number range with that stat to not receive the cutback effect from clashing with spiritual pressure, then cutback does not occur.
Remember, the Cut Back Effect works for all melee attacks. Axes, Zanpakuto, punches, kicks, etc. Special effects, or reiatsu based attacks, such as a blade charged with reiatsu, or a Cero, won't meet the Cut Back Effect. Release negates the cutback effect if you hit someone with any part of your release. It costs 300 reiatsu for conversions from Spiritual Pressure to Reiatsu Strength or Reiatsu Strength to Pressure. Conversions only use actual points, not points gained from Types. Converting RS to SP can also increase your maximum reiatsu amount, just as it can also decrease it. Look out! If you go from 200 in pressure to 300, your maximum possible reiatsu becomes 3000, but you don't gain that extra reiatsu. If you had 1600/2000 before, it just becomes 1600/3000. However, if you drop from 300 to 200, you may lose excess reiatsu. If you had 2200/3000, and suddenly your total becomes 2000, then the 200 excess is lost.
Spiritual pressure is also known to serve another purpose, making it a very lethal stat to possess. Like strength, spiritual pressure can serve as a damage doing stat. However, unlike strength, which works with physically based release forms (such as melee based Zanpakuto) and all physical confrontations, spiritual pressure only works for releases themselves. It does not work for your reiatsu based techniques, nor for physical confrontations. The attack power of a Zanpakuto or similar can be determined by spiritual pressure. Starting to figure it out? That's only if spiritual pressure is your dominant stat. It's a sort of mix. Three stats determine your attack power. The first two are strength and spiritual pressure. When your release form is in combat, its offensive power is determined by the highest of those three stats. However, that release is only determined by strength if it is a physical based release in addition to strength being highest. Your ability to damage with anything else other than a release also only comes down to strength and one other stat, as spiritual pressure is used only for releases.
Regardless, it is not a stat to be lightly looked down upon.
Spiritual pressure, arguably one of the most important stats of them all, has a tremendous number of uses. In the English dub of the Bleach anime, Spiritual Pressure is used to indicate Reiatsu, the basic unit of energy. Unlike the other stats, which are vague off the bat, spiritual pressure serves a purpose almost immediately. Virtually all techniques cost reiatsu, and therefore to have no spiritual pressure would mean that one cannot use any techniques. Even activating a Zanpakuto costs reiatsu, so not having any spiritual pressure would mean not being able to release. Every 1 in your spiritual pressure stat is equivalent to having 10 reiatsu. So, if you have 100 in spiritual pressure, you have 1000 reiatsu to spend.
Additionally, spiritual pressure serves another, sinister purpose. Unlike other stats, its strength carries based on difference with others rather than number. For everyone except arrancar, pressure also dictates a cutting-back effect. For each action, there is an opposite and equal reaction. Slashing someone is just reiatsu colliding. The weaker one is subjugated by the stronger one. If you slash someone, their body pushes back on your blade. If their spiritual pressure is stronger than yours by a margin of 150 or greater, you will take damage instead of them, though the damage you take will be to the hands, arms, or whole body (depending on difference), not the place you slashed. At 150, it is minor lacerations to the hand and part of the forearm. At 250, it is major lacerations to the hand and forearm, making it very hard to use. At 350 difference, such major lacerations across the entire arm that it can no longer be used at all. At 500+ difference, the lacerations will be major on the arm, minor on the torso. At 800+ difference, major lacerations across both arms, rendering them useless, and minor lacerations on the torso. Luckily, there exists a way around that. You can sacrifice your Reiatsu Strength to add to your Spiritual Pressure, and increase your cutting ability. This is done through your character standing still, and charging themselves. In an OOC after you've done this, you must state how much of your reiatsu strength was sacrificed for spiritual pressure. You can't charge while moving, only when still. Please note, for Arrancar Reiatsu Strength is what determines cutting. If an Arrancar with reiatsu strength within the appropriate number range with that stat to not receive the cutback effect from clashing with spiritual pressure, then cutback does not occur.
Remember, the Cut Back Effect works for all melee attacks. Axes, Zanpakuto, punches, kicks, etc. Special effects, or reiatsu based attacks, such as a blade charged with reiatsu, or a Cero, won't meet the Cut Back Effect. Release negates the cutback effect if you hit someone with any part of your release. It costs 300 reiatsu for conversions from Spiritual Pressure to Reiatsu Strength or Reiatsu Strength to Pressure. Conversions only use actual points, not points gained from Types. Converting RS to SP can also increase your maximum reiatsu amount, just as it can also decrease it. Look out! If you go from 200 in pressure to 300, your maximum possible reiatsu becomes 3000, but you don't gain that extra reiatsu. If you had 1600/2000 before, it just becomes 1600/3000. However, if you drop from 300 to 200, you may lose excess reiatsu. If you had 2200/3000, and suddenly your total becomes 2000, then the 200 excess is lost.
Spiritual pressure is also known to serve another purpose, making it a very lethal stat to possess. Like strength, spiritual pressure can serve as a damage doing stat. However, unlike strength, which works with physically based release forms (such as melee based Zanpakuto) and all physical confrontations, spiritual pressure only works for releases themselves. It does not work for your reiatsu based techniques, nor for physical confrontations. The attack power of a Zanpakuto or similar can be determined by spiritual pressure. Starting to figure it out? That's only if spiritual pressure is your dominant stat. It's a sort of mix. Three stats determine your attack power. The first two are strength and spiritual pressure. When your release form is in combat, its offensive power is determined by the highest of those three stats. However, that release is only determined by strength if it is a physical based release in addition to strength being highest. Your ability to damage with anything else other than a release also only comes down to strength and one other stat, as spiritual pressure is used only for releases.
Regardless, it is not a stat to be lightly looked down upon.
{Reiatsu Strength}
Reiatsu strength has often been called the single most important stat for any character. This is most probably an exaggeration, but to a degree it is true. Reiatsu strength is the third of the offensive stats. If it is your dominant stat out of spiritual pressure, strength, or reiatsu strength, then it becomes your attack strength. Unlike spiritual pressure, which is limited to your release weapon (I.E. Zanpakuto), or strength, which is limited to physical combat and physically based release forms, reiatsu strength can be used to determine all power, both offensive and defensive. Reiatsu strength is the determinant of the strength of all non-release techniques, such as Kido, Cero, or even defenses such as Hierro and Blut. It is also, if the dominant stat, the offensive power and the durability of your release weapon.
Reiatsu strength is typically the most important stat in clashes. If two spell-type techniques, such as a Kido and a Cero, end up clashing, then the one with the superior reiatsu strength wins. The higher your reiatsu strength, the bigger and stronger your technique comes out to be. The only exception to clashes of reiatsu strength is if there is a 2 class difference. If say a class 6 technique clashes with a class 4 technique, then the class 4 technique overpowers the class 6 technique regardless of reiatsu strength. The further exception to even that exception is reiatsu strength advantage which is marginal. If there is a significant enough class difference, it can still be overpowered. If a class 6 technique clashes with a class 4 technique, and the class 6 technique is backed by double the reiatsu strength of the class 4 technique, then the techniques will destroy one another, and it will be a draw. If the class 6 technique has triple the reiatsu strength of the class 4 technique, then the class 6 technique will defeat the class 4 technique. Regardless, no reiatsu strength can compensate for a 3+ class difference. Reiatsu strength is also the main stat when discussing the strength of releases, such as the Zanpakuto. If reiatsu strength is your dominant stat, then when your release collides with someone else's, your reiatsu strength clashes with their dominant stat out of reiatsu strength, strength, and spiritual pressure.
Reiatsu strength also serves the purpose of determining the durability of a weapon, though it shares this burden with the other two offensive stats. A lot of people like to attempt to break each other's weapons. If your offensive stat is at least twice that of the opposition's weapon, then your Zanpakuto can cut through theirs in one clean hit. The durability of your weapon is determined by your offensive stat, as is your cutting power when trying to break other weapons. This is not to say that repeated trauma cannot destroy their spirit weapon, but it means that destroying that weapon easily requires double or more in reiatsu strength or one of the other offensive stats. It is also possible to convert spiritual pressure into reiatsu strength by sacrificing 300 reiatsu, and then having your character stand still and focus for the conversion. If say you have 400 in both stats, then you can shift 100 from spiritual pressure into reiatsu strength to produce a final of 300 in spiritual pressure, 500 in reiatsu strength. A conversion between these two stats can only be performed once every three posts.
Reiatsu strength does have a limit, however. Like speed and strength, it can only ever hit three times its ordinary value. So, if your reiatsu strength is 1000, then the maximum you can ever achieve with any technique or boost is 3000, and you can never go over that. Regardless, reiatsu strength is a very viable stat to have, especially at higher numbers. Those with higher numbers in the stat also become exceptionally good at focusing it in order to cut through even the muscular defenses of those with incredible physical strength. An equivalent or higher reiatsu strength stat would allow one to cut straight through the defenses provided by having a high strength stat. Additionally, those with 600 or more reiatsu strength are capable of releasing their reiatsu from their bodies to create a menacing effect, or in small bursts to create blinding flashes of light. Those with at least 800 are capable of exerting an extremely intimidating pressure over enemies. Those with 1000 or more are capable of actually flexing their reiatsu around their bodies to repel attacks with lower offensive strength, unless they are Technique Master Type. With at least 1200, one is also immune to the primary effect of Senka, which destroys the soul chain to erase one's powers. Those with 1200 reiatsu strength or more are untouchable to this effect.
As a whole, it is an incredibly powerful stat to have.
Reiatsu strength has often been called the single most important stat for any character. This is most probably an exaggeration, but to a degree it is true. Reiatsu strength is the third of the offensive stats. If it is your dominant stat out of spiritual pressure, strength, or reiatsu strength, then it becomes your attack strength. Unlike spiritual pressure, which is limited to your release weapon (I.E. Zanpakuto), or strength, which is limited to physical combat and physically based release forms, reiatsu strength can be used to determine all power, both offensive and defensive. Reiatsu strength is the determinant of the strength of all non-release techniques, such as Kido, Cero, or even defenses such as Hierro and Blut. It is also, if the dominant stat, the offensive power and the durability of your release weapon.
Reiatsu strength is typically the most important stat in clashes. If two spell-type techniques, such as a Kido and a Cero, end up clashing, then the one with the superior reiatsu strength wins. The higher your reiatsu strength, the bigger and stronger your technique comes out to be. The only exception to clashes of reiatsu strength is if there is a 2 class difference. If say a class 6 technique clashes with a class 4 technique, then the class 4 technique overpowers the class 6 technique regardless of reiatsu strength. The further exception to even that exception is reiatsu strength advantage which is marginal. If there is a significant enough class difference, it can still be overpowered. If a class 6 technique clashes with a class 4 technique, and the class 6 technique is backed by double the reiatsu strength of the class 4 technique, then the techniques will destroy one another, and it will be a draw. If the class 6 technique has triple the reiatsu strength of the class 4 technique, then the class 6 technique will defeat the class 4 technique. Regardless, no reiatsu strength can compensate for a 3+ class difference. Reiatsu strength is also the main stat when discussing the strength of releases, such as the Zanpakuto. If reiatsu strength is your dominant stat, then when your release collides with someone else's, your reiatsu strength clashes with their dominant stat out of reiatsu strength, strength, and spiritual pressure.
Reiatsu strength also serves the purpose of determining the durability of a weapon, though it shares this burden with the other two offensive stats. A lot of people like to attempt to break each other's weapons. If your offensive stat is at least twice that of the opposition's weapon, then your Zanpakuto can cut through theirs in one clean hit. The durability of your weapon is determined by your offensive stat, as is your cutting power when trying to break other weapons. This is not to say that repeated trauma cannot destroy their spirit weapon, but it means that destroying that weapon easily requires double or more in reiatsu strength or one of the other offensive stats. It is also possible to convert spiritual pressure into reiatsu strength by sacrificing 300 reiatsu, and then having your character stand still and focus for the conversion. If say you have 400 in both stats, then you can shift 100 from spiritual pressure into reiatsu strength to produce a final of 300 in spiritual pressure, 500 in reiatsu strength. A conversion between these two stats can only be performed once every three posts.
Reiatsu strength does have a limit, however. Like speed and strength, it can only ever hit three times its ordinary value. So, if your reiatsu strength is 1000, then the maximum you can ever achieve with any technique or boost is 3000, and you can never go over that. Regardless, reiatsu strength is a very viable stat to have, especially at higher numbers. Those with higher numbers in the stat also become exceptionally good at focusing it in order to cut through even the muscular defenses of those with incredible physical strength. An equivalent or higher reiatsu strength stat would allow one to cut straight through the defenses provided by having a high strength stat. Additionally, those with 600 or more reiatsu strength are capable of releasing their reiatsu from their bodies to create a menacing effect, or in small bursts to create blinding flashes of light. Those with at least 800 are capable of exerting an extremely intimidating pressure over enemies. Those with 1000 or more are capable of actually flexing their reiatsu around their bodies to repel attacks with lower offensive strength, unless they are Technique Master Type. With at least 1200, one is also immune to the primary effect of Senka, which destroys the soul chain to erase one's powers. Those with 1200 reiatsu strength or more are untouchable to this effect.
As a whole, it is an incredibly powerful stat to have.
{Light/Dark Aura}
You have 100 points for this, and this amount never increases or decreases. The 100 is NOT a part of your SP total. This does NOT count inside your SP count, and the 100 given to light/dark aura is completely separate from all other points. Basically, you distribute them between the two.
This is the aura of a character. Their inherent personality type in addition to the feel of their reiatsu. This determines how good or evil your character's reiatsu aura is. If you want to come off as neutral, 50 to each. If you want to seem more good than evil, put more into good. Just reflect that to seem truly good or evil, there has to be a significant difference between the two. This can change the type of charisma you give off when speaking. If you've got a high light aura, you're capable of giving off a great, charismatic aura. If you have a high dark aura, you'll be the one that sparks fear into the minds of enemies, and even into the minds of allies. Traditionally, a "good guy" shouldn't have a dark aura, while a "bad guy" shouldn't have a light aura.
However, it's more than this. Those with light aura will not only be more cheerful, but more capable of warding off the likes of fear and despair. Those with particularly high light aura values will also find that they have inherent talents based upon it. When one has at least 75 in light aura, they can actually feel the good in others, and discern their intentions as being evil or good. In other words, it's very difficult for someone to fool a person with 75 light aura as to the nature of one's intentions. With 100 in light aura, a character is also capable of immunity to nightmare and fear based powers.
On the other hand, those with dark aura are always sinister and malevolent. Even if they appear happy, their auras will be creepy, chilling, and menacing. It is easy for those with a high enough dark aura to create fear in those that encounter them. The higher the dark aura, the easier it is to cause fear in others with presence alone. Those without at least the same level of dark aura will at least be slightly creeped out or chilled by those with sufficient dark aura. Additionally, anyone with at least 75 dark aura is capable of greater empathy than most, but only in terms of understanding what motivates and drives someone's darkest thoughts. Those with sufficient dark aura are very good at discerning how to be cruel to others. With 100 dark aura, one is immune to powers which attempt to attack them mentally with negative emotions.
There are extremes, and there are moderations. It all depends on the character in question. It is worth noting that having 50 in both stats, or total neutrality, allows one to gain a sort of "super empathy" or elevated understanding of the personalities of those around.
You have 100 points for this, and this amount never increases or decreases. The 100 is NOT a part of your SP total. This does NOT count inside your SP count, and the 100 given to light/dark aura is completely separate from all other points. Basically, you distribute them between the two.
This is the aura of a character. Their inherent personality type in addition to the feel of their reiatsu. This determines how good or evil your character's reiatsu aura is. If you want to come off as neutral, 50 to each. If you want to seem more good than evil, put more into good. Just reflect that to seem truly good or evil, there has to be a significant difference between the two. This can change the type of charisma you give off when speaking. If you've got a high light aura, you're capable of giving off a great, charismatic aura. If you have a high dark aura, you'll be the one that sparks fear into the minds of enemies, and even into the minds of allies. Traditionally, a "good guy" shouldn't have a dark aura, while a "bad guy" shouldn't have a light aura.
However, it's more than this. Those with light aura will not only be more cheerful, but more capable of warding off the likes of fear and despair. Those with particularly high light aura values will also find that they have inherent talents based upon it. When one has at least 75 in light aura, they can actually feel the good in others, and discern their intentions as being evil or good. In other words, it's very difficult for someone to fool a person with 75 light aura as to the nature of one's intentions. With 100 in light aura, a character is also capable of immunity to nightmare and fear based powers.
On the other hand, those with dark aura are always sinister and malevolent. Even if they appear happy, their auras will be creepy, chilling, and menacing. It is easy for those with a high enough dark aura to create fear in those that encounter them. The higher the dark aura, the easier it is to cause fear in others with presence alone. Those without at least the same level of dark aura will at least be slightly creeped out or chilled by those with sufficient dark aura. Additionally, anyone with at least 75 dark aura is capable of greater empathy than most, but only in terms of understanding what motivates and drives someone's darkest thoughts. Those with sufficient dark aura are very good at discerning how to be cruel to others. With 100 dark aura, one is immune to powers which attempt to attack them mentally with negative emotions.
There are extremes, and there are moderations. It all depends on the character in question. It is worth noting that having 50 in both stats, or total neutrality, allows one to gain a sort of "super empathy" or elevated understanding of the personalities of those around.
{Instinct}
Instinct determines many things. It is generally your mental speed in battle, as well as your sixth sense. How well can you recognize someone is behind you, sneaking up? How well can you read that something is wrong? Also, how fast does your mind process danger? If someone is slashing from behind you, your mind will only keep up with it as fast as it can. If you can't register an attack quickly enough, you can't react quickly enough. Instinct doesn't determine how well your body can react. If your mind is fast enough to realize and come up with a response, that's useless if your body isn't fast or strong enough to give out that proper response, or deliver a counter or defense anyway. This is a stat primarily focused on mental speed.
The average human would have 50 instinct, while a high level athlete would have 100, and a savage animal would have 150. These are all standard, and most people do not need to exceed 150 instinct. Those that do, however, will find that they have great rewards for doing so. At 200 instinct, one becomes capable of empathizing with and more easily taming wild animals that they encounter. At 300 instinct, one gains the ability to "see beyond seeing," or in other words to masterfully process all non-visual information with flawless efficiency. However, it is at 450 instinct that something truly remarkable happens. With this high of an instinct stat, one is capable of super deduction, which allows one to instantly pick up how something works just by seeing it once. With 600 instinct, it is even possible to mentally discern absolutely all weaknesses and strengths of what has been observed, and how best to take advantage of it. Also at 600 instinct, all it takes is a basic command to tame any wild animal.
Instinct determines many things. It is generally your mental speed in battle, as well as your sixth sense. How well can you recognize someone is behind you, sneaking up? How well can you read that something is wrong? Also, how fast does your mind process danger? If someone is slashing from behind you, your mind will only keep up with it as fast as it can. If you can't register an attack quickly enough, you can't react quickly enough. Instinct doesn't determine how well your body can react. If your mind is fast enough to realize and come up with a response, that's useless if your body isn't fast or strong enough to give out that proper response, or deliver a counter or defense anyway. This is a stat primarily focused on mental speed.
The average human would have 50 instinct, while a high level athlete would have 100, and a savage animal would have 150. These are all standard, and most people do not need to exceed 150 instinct. Those that do, however, will find that they have great rewards for doing so. At 200 instinct, one becomes capable of empathizing with and more easily taming wild animals that they encounter. At 300 instinct, one gains the ability to "see beyond seeing," or in other words to masterfully process all non-visual information with flawless efficiency. However, it is at 450 instinct that something truly remarkable happens. With this high of an instinct stat, one is capable of super deduction, which allows one to instantly pick up how something works just by seeing it once. With 600 instinct, it is even possible to mentally discern absolutely all weaknesses and strengths of what has been observed, and how best to take advantage of it. Also at 600 instinct, all it takes is a basic command to tame any wild animal.
{Senses}
This stat controls all five senses: sight, smell, taste, hearing, touch. They are not separated into individual stats because of overcomplication with doing so. Therefore, this single stat determines how effectively one takes in information using their senses. Getting the picture? Reaction is a three-stat game. Reacting to things requires having the faculties to perceive and ascertain the information, or in other words intake the data (this is what senses does), and then process the data and possible responses and solutions (this is what instinct does), and finally physically carry out the solution. (this is what speed does)
Senses is not an exceptionally important stat, as 50 alone is the average human being's sensory ability, and 100 is that of a honed athlete. Most can get away with a mere 150, which is the senses of a wild animal. However, for some, it becomes far more entertaining if one can use an even higher level of senses. With at least 300 in senses, one is capable of super sensory, such as detecting heartbeats, hearing twitches, and even visually seeing meek alterations in the world and in the world's inhabitants. Even individual perspiration can be seen with 300 senses. At 450 senses, however, one is capable of an almost god-like feat with their senses. Every little detail can be captured and stored. Every single minute thing can be detected. Individual sweat droplets, down to seeing if foreign compounds are involved in what is being observed, or in other words being able to detect chemical abnormalities, such as toxins or poison. One can hear a heartbeat and differentiate it from others. One can hear footsteps in the rain. It is virtually impossible to fool or sneak up on a person with 450 senses. At 600 senses, however, one has not only a heightened version of what is achieved at 450, but gains another ability. A sort of "super vision" which has no blind spots. In other words, with 600 senses, one can see all around themselves for 360 degrees just by motion of the eyes. With 900 in senses, one gains a "super radar field" which with any of the senses active can detect any minor changes or actions taking place in the world around. This person has mega output which cannot be harmed by removing one of the senses. And, at 1000 senses, one's eyes gain a special property. A sort of "ultra vision" which allows seeing anything down to its finest detail, and as a result being able to cite all information about it, as well as, if a physical action of some sort, temporarily copy it.
It is worth noting, however, that with senses too high, it is possible to overload them. A dog whistle will be far worse to someone with 300+ senses and will hurt tremendously, and likewise blinding flashes can also be worse. While having high senses has benefits, it can also be detrimental and make the user far more vulnerable.
This stat controls all five senses: sight, smell, taste, hearing, touch. They are not separated into individual stats because of overcomplication with doing so. Therefore, this single stat determines how effectively one takes in information using their senses. Getting the picture? Reaction is a three-stat game. Reacting to things requires having the faculties to perceive and ascertain the information, or in other words intake the data (this is what senses does), and then process the data and possible responses and solutions (this is what instinct does), and finally physically carry out the solution. (this is what speed does)
Senses is not an exceptionally important stat, as 50 alone is the average human being's sensory ability, and 100 is that of a honed athlete. Most can get away with a mere 150, which is the senses of a wild animal. However, for some, it becomes far more entertaining if one can use an even higher level of senses. With at least 300 in senses, one is capable of super sensory, such as detecting heartbeats, hearing twitches, and even visually seeing meek alterations in the world and in the world's inhabitants. Even individual perspiration can be seen with 300 senses. At 450 senses, however, one is capable of an almost god-like feat with their senses. Every little detail can be captured and stored. Every single minute thing can be detected. Individual sweat droplets, down to seeing if foreign compounds are involved in what is being observed, or in other words being able to detect chemical abnormalities, such as toxins or poison. One can hear a heartbeat and differentiate it from others. One can hear footsteps in the rain. It is virtually impossible to fool or sneak up on a person with 450 senses. At 600 senses, however, one has not only a heightened version of what is achieved at 450, but gains another ability. A sort of "super vision" which has no blind spots. In other words, with 600 senses, one can see all around themselves for 360 degrees just by motion of the eyes. With 900 in senses, one gains a "super radar field" which with any of the senses active can detect any minor changes or actions taking place in the world around. This person has mega output which cannot be harmed by removing one of the senses. And, at 1000 senses, one's eyes gain a special property. A sort of "ultra vision" which allows seeing anything down to its finest detail, and as a result being able to cite all information about it, as well as, if a physical action of some sort, temporarily copy it.
It is worth noting, however, that with senses too high, it is possible to overload them. A dog whistle will be far worse to someone with 300+ senses and will hurt tremendously, and likewise blinding flashes can also be worse. While having high senses has benefits, it can also be detrimental and make the user far more vulnerable.
{Energy Sensory}
Energy sensory, by far the most powerful of the sensory stats, is the stat which allows you to detect reiatsu. Even if it's at a whopping 0, you can detect the difference in power between yourself and others, and can discern the enemy's reiatsu type (Arrancar, Shinigami, etc..) if they focus it on you in an attempt to intimidate. Otherwise, 50 in energy sensory is the average energy sensory. With this, it isn't difficult to sense that reiatsu is in an area, and detect basically how strong people are, as well as whether or not reiatsu is flaring and therefore if something is charging. At 100 energy sensory, however, one can do even more. One can at this point detect individual signatures within half a mile to three quarters of a mile, and pick out their race. If one is familiar enough with the individual, one could even discern whose reiatsu it is. With 150 energy sensory, one can sense exact strength, race, and even basic individual tendencies (aggressive, shy, etc).
However, once getting into the higher numbers, energy sensory becomes even more formidable. With 200 energy sensory, one is capable of detecting even masked reiatsu. On average, anyone can mask reiatsu, and doing so makes it very difficult to detect them even with energy sensory if below 200. While it is impossible to mask reiatsu while released or charging reiatsu in any way (such as for Kido or similar), masking reiatsu can become a very tricky thing to face, especially since anyone can do i t. However, with 200 energy sensory, it is impossible to mask reiatsu from you without having a stealth skill. Regardless, energy sensory can go into more depths.
At 400, you will learn that energy sensory can not only detect reiatsu, but read into the soul. With at least 400 energy sensory, one is capable of reading basic nuances of the soul, such as basic characteristics and emotions. It usually varies per individual using energy sensory. Some people can use this to detect the emotions of others. Some can use this to get split second thoughts. Some can read into the nature of others, while some can see glimpses of another's history. It varies from person to person what can be seen. At 500, one can see not only glimpses of history, but understand basic details and the motivations of another soul. If one has 100 light aura and 500 energy sensory as well, one can understand, therefore, what best to do or say to get someone on their side. Meanwhile, having 100 dark aura and 500 energy sensory would allow someone to understand how best to mentally traumatize or attack someone.
Even higher, 600 energy sensory. At 600 energy sensory, one can, if viable, begin to communicate with other spirits inhabiting the soul of others. With 600 energy sensory, one could seek basic communication with another's Zanpakuto spirit, assuming that the one with 600 energy sensory is the same class or higher in comparison to the person whose soul they are delving into. Finally, at minimum 800 energy sensory, it is possible to deeply read into the person's soul to the point of knowing what their release does. At 1000 energy sensory, if one has 100 in either light or dark aura, they could, through whatever means, communicate intimately enough with a Zanpakuto spirit that they could convince it (assuming the sensor has class superiority) to refuse its services to its master, and actually betray the master by refusing these services, thus negating release. Scary thought. This does not ever work against class 0, and it is possible, through 5 posts of internal dialogue, to overcome this.
You can't deny, though, that energy sensory is terrifying.
Energy sensory, by far the most powerful of the sensory stats, is the stat which allows you to detect reiatsu. Even if it's at a whopping 0, you can detect the difference in power between yourself and others, and can discern the enemy's reiatsu type (Arrancar, Shinigami, etc..) if they focus it on you in an attempt to intimidate. Otherwise, 50 in energy sensory is the average energy sensory. With this, it isn't difficult to sense that reiatsu is in an area, and detect basically how strong people are, as well as whether or not reiatsu is flaring and therefore if something is charging. At 100 energy sensory, however, one can do even more. One can at this point detect individual signatures within half a mile to three quarters of a mile, and pick out their race. If one is familiar enough with the individual, one could even discern whose reiatsu it is. With 150 energy sensory, one can sense exact strength, race, and even basic individual tendencies (aggressive, shy, etc).
However, once getting into the higher numbers, energy sensory becomes even more formidable. With 200 energy sensory, one is capable of detecting even masked reiatsu. On average, anyone can mask reiatsu, and doing so makes it very difficult to detect them even with energy sensory if below 200. While it is impossible to mask reiatsu while released or charging reiatsu in any way (such as for Kido or similar), masking reiatsu can become a very tricky thing to face, especially since anyone can do i t. However, with 200 energy sensory, it is impossible to mask reiatsu from you without having a stealth skill. Regardless, energy sensory can go into more depths.
At 400, you will learn that energy sensory can not only detect reiatsu, but read into the soul. With at least 400 energy sensory, one is capable of reading basic nuances of the soul, such as basic characteristics and emotions. It usually varies per individual using energy sensory. Some people can use this to detect the emotions of others. Some can use this to get split second thoughts. Some can read into the nature of others, while some can see glimpses of another's history. It varies from person to person what can be seen. At 500, one can see not only glimpses of history, but understand basic details and the motivations of another soul. If one has 100 light aura and 500 energy sensory as well, one can understand, therefore, what best to do or say to get someone on their side. Meanwhile, having 100 dark aura and 500 energy sensory would allow someone to understand how best to mentally traumatize or attack someone.
Even higher, 600 energy sensory. At 600 energy sensory, one can, if viable, begin to communicate with other spirits inhabiting the soul of others. With 600 energy sensory, one could seek basic communication with another's Zanpakuto spirit, assuming that the one with 600 energy sensory is the same class or higher in comparison to the person whose soul they are delving into. Finally, at minimum 800 energy sensory, it is possible to deeply read into the person's soul to the point of knowing what their release does. At 1000 energy sensory, if one has 100 in either light or dark aura, they could, through whatever means, communicate intimately enough with a Zanpakuto spirit that they could convince it (assuming the sensor has class superiority) to refuse its services to its master, and actually betray the master by refusing these services, thus negating release. Scary thought. This does not ever work against class 0, and it is possible, through 5 posts of internal dialogue, to overcome this.
You can't deny, though, that energy sensory is terrifying.
{Healing Expertise}
Healing Expertise has often been an overlooked stat on this forum, but for poor reasoning. Most have assumed it to be useless, as it is used oftentimes only for knowledge of medical equipment and medical facts. However, this stat is far more than that. Healing expertise is not only expertise of medical instruments and medical conditions, but of anatomical knowledge, biological knowledge, and chemical knowledge. Those with great skill in healing expertise are exceptional in their talents. In the spiritual world, this even extends to intimate knowledge of the soul, not to mention that one's knowledge of the body can become rather vast as well.
Even at 0 healing expertise, one can apply a basic first aid kit. That's standard. 50 is the average human healing expertise, which is what also allows one to wrap wounds to attempt (usually poorly) to stem the bleeding. It is not tremendously impressive. 100 healing expertise would be that of a medical student in the human world. Very knowledgeable of facts, but not necessarily of practice. At 150 healing expertise, however, we gain someone who has the medical expertise of a qualified, experienced surgeon. Someone like this would know all about diseases, bodily conditions, etc. They would know how to best heal someone, just as they would know best where to cut in order to create bleeding which cannot be stemmed. However, they are not nearly as impressive as what comes afterward.
At 200 healing expertise, one also becomes very spiritually gifted in the healing arts, to the point of even being capable of generating a small green aura over their hands and applying it to the wounds of others. Those with this level of healing expertise can apply this green aura to wounds in order to slowly seal them up over several posts. While this does not work on major wounds, minor ones will be closed. At 250 healing expertise, it is possible to use this green aura to suck poison out of an ally as well, and also heal minor wounds to the soul, as well as the physical body. Now, at 300 healing expertise, one begins to devote their soul to medical purposes. Except for Mod Souls, Arrancar and Akki, anyone who has at least 300 in healing expertise must have a release power which possesses medical qualities and is primarily used for healing purposes, though minor offensive capacity is still present. Also possible, however, at 300 healing expertise, is one is capable of realigning bones or dislocated joints to fix their wounds a bit. The green aura from before can be applied to oneself now for minor wounds.
With 400 healing expertise, that green aura can be applied to the major wounds of allies over a series of posts, and to oneself for minor wounds, as well as for extracting poison from oneself over a series of posts. Arrancar with at least 400 healing expertise also gain High Speed Regeneration. Those with this much healing expertise also have such intimate knowledge of the body as to be able to inflict serious, crippling damage to nearly any part of it, though those with this kind of knowledge know best where to inflict that crippling damage anyway. However, even this does not hold a candlestick to the next level. With 600 healing expertise, one is capable of creating a red anti-healing aura which reverses healing. Scars and scabs which are recent enough, or recently healed injuries, can be reopened to the degree at which they were inflicted, and even soul based wounds can be reopened. This is a terrifying ability, and takes only one to three touches or a little bit of prolonged contact depending on severity of the wound in question.
Yet, at 800 in healing expertise, one is capable of something even more daring. A super body which is able to instantly mend bones and dislocated limbs without much fuss. A body which has blood that instantly filters poison out. A capability to learn any healing based technique for the TP value of one class less. This is what 800 healing expertise does. 1000 healing expertise is a nearly god-like soul and body that can instantly restore minor organs which are destroyed or cease functioning (non-vital organs), restore lost facial appendages (eyes, ears, etc), filtrate poison both of the soul and the body, and fix bones and dislocated limbs. At 1200 healing expertise, one can completely reverse all damage done mentally to someone with a mere touch. Even the most insane can be healed and turned sane by this most ungodly of levels.
Without a doubt, this is a horrifically terrifying stat.
Healing Expertise has often been an overlooked stat on this forum, but for poor reasoning. Most have assumed it to be useless, as it is used oftentimes only for knowledge of medical equipment and medical facts. However, this stat is far more than that. Healing expertise is not only expertise of medical instruments and medical conditions, but of anatomical knowledge, biological knowledge, and chemical knowledge. Those with great skill in healing expertise are exceptional in their talents. In the spiritual world, this even extends to intimate knowledge of the soul, not to mention that one's knowledge of the body can become rather vast as well.
Even at 0 healing expertise, one can apply a basic first aid kit. That's standard. 50 is the average human healing expertise, which is what also allows one to wrap wounds to attempt (usually poorly) to stem the bleeding. It is not tremendously impressive. 100 healing expertise would be that of a medical student in the human world. Very knowledgeable of facts, but not necessarily of practice. At 150 healing expertise, however, we gain someone who has the medical expertise of a qualified, experienced surgeon. Someone like this would know all about diseases, bodily conditions, etc. They would know how to best heal someone, just as they would know best where to cut in order to create bleeding which cannot be stemmed. However, they are not nearly as impressive as what comes afterward.
At 200 healing expertise, one also becomes very spiritually gifted in the healing arts, to the point of even being capable of generating a small green aura over their hands and applying it to the wounds of others. Those with this level of healing expertise can apply this green aura to wounds in order to slowly seal them up over several posts. While this does not work on major wounds, minor ones will be closed. At 250 healing expertise, it is possible to use this green aura to suck poison out of an ally as well, and also heal minor wounds to the soul, as well as the physical body. Now, at 300 healing expertise, one begins to devote their soul to medical purposes. Except for Mod Souls, Arrancar and Akki, anyone who has at least 300 in healing expertise must have a release power which possesses medical qualities and is primarily used for healing purposes, though minor offensive capacity is still present. Also possible, however, at 300 healing expertise, is one is capable of realigning bones or dislocated joints to fix their wounds a bit. The green aura from before can be applied to oneself now for minor wounds.
With 400 healing expertise, that green aura can be applied to the major wounds of allies over a series of posts, and to oneself for minor wounds, as well as for extracting poison from oneself over a series of posts. Arrancar with at least 400 healing expertise also gain High Speed Regeneration. Those with this much healing expertise also have such intimate knowledge of the body as to be able to inflict serious, crippling damage to nearly any part of it, though those with this kind of knowledge know best where to inflict that crippling damage anyway. However, even this does not hold a candlestick to the next level. With 600 healing expertise, one is capable of creating a red anti-healing aura which reverses healing. Scars and scabs which are recent enough, or recently healed injuries, can be reopened to the degree at which they were inflicted, and even soul based wounds can be reopened. This is a terrifying ability, and takes only one to three touches or a little bit of prolonged contact depending on severity of the wound in question.
Yet, at 800 in healing expertise, one is capable of something even more daring. A super body which is able to instantly mend bones and dislocated limbs without much fuss. A body which has blood that instantly filters poison out. A capability to learn any healing based technique for the TP value of one class less. This is what 800 healing expertise does. 1000 healing expertise is a nearly god-like soul and body that can instantly restore minor organs which are destroyed or cease functioning (non-vital organs), restore lost facial appendages (eyes, ears, etc), filtrate poison both of the soul and the body, and fix bones and dislocated limbs. At 1200 healing expertise, one can completely reverse all damage done mentally to someone with a mere touch. Even the most insane can be healed and turned sane by this most ungodly of levels.
Without a doubt, this is a horrifically terrifying stat.