Post by Admin on Sept 14, 2015 17:38:39 GMT -5
The fights here will depends on more than just roleplaying skills. The main concept is magic power. There are a few things you need to know about Magic Power:
Magic Power Classifications
- Caster Magic: Magic that is expelled from the body as opposed to Magic done through the use of a weapon or outside source.
- Holder Magic: Magic that requires a Mage to use an external source to produce the Magic. It usually requires the use of Magic Power, though there are some exceptions such as Edolas Items that are powered by Lacrima.
- Lost Magic: a type of Magic that has been obliterated from the history of the world due to their immense power and the sheer gravity of their side effects. However, users of such Magic still exist, though the Magic itself is believed to be extremely rare.
- Forbidden Magic: List of Magics that the Magic Council forbid from use, because of the effects they may have, whether they be on victims or the user.
Starting Magic Power
Dragon: 500 MP
Demon: 500 MP
Guild Master: 350 MP
S-Class Mage: 300
A-Class Mage: 250
B-Class Mage: 200
C-Class Mage: 150
D-Class Mage: 100
Demon Slayer: 75 MP
Dragon Slayer: 50
Celestial Spirit: 40
Rogue Mage: 35
E-Class Mage: 30
Exceed: 25
Human: 5 MP
Side Effect: Cannot use again for 24 real time hours.
Restrictions: Must have ally (Current player or friendly NPC) be injured in same thread. In case of death, can still be used.
Dragon Slayer : Refueled
Effect: Boost MP by 50% (100% while in the same thread as a sreagon with higher MP) for every 50 MP you have. Ends when thread ends.
Side Effect: Cannot use again for 24 real time hours.
Restrictions: Must consume your own element: if from enemy or ally magic, instantly get benefit. If taken from any other source, you are left defenseless for the post.
Demon Slayer: Harsh Training
Effect: Boost MP by 100% (200% while in the same thread as a Demon wit higher MP) for every 100 MP you have. Ends when thread ends.
Side Effect: Cannot use again for 48 real time hours.
Restrictions: None.
Rogue Mage : Solititude
Effect: Boosts MP by 5% for every 10 posts
Increasing your Magic Power
Starting a thread: +10 MP automatically
Joining a scenario: +5 MP
Every post made: +5 MP
Every five pages on a thread: +5 MP
Defeating small event bosses: +10 MP
(+5 MP to those involved in fight)
Defeating big event bosses: +30 MP
(+10 MP to those involved in fight)
Defeating major event bosses: +70 MP
(+30 MP to those involved in fight)
Private Thread: No reward
Note: Magic Power will be rewarded when the scenario is concluded, and your character is not involved in another battle. Players removed due to inactivity will not receive any MP.
Overwhelming Magic Power
If an opponent's Magic Power is two (x2) your current Magic Power, you will not be able to move effectively when close to them.
If an opponent's Magic Power is three times (x3) your current Magic Power, all your attacks will only have half their original power.
If an opponent's Magic Power is four times (x4) your current Magic Power, all your attacks will be ineffective.
If an opponent's Magic Power is five times (x5) your current Magic Power, you will immediately black out.
Magic Power penalty upon death
You will lose 20% or 100 Magic Power (whichever is least) upon your character's death.
(Note: player's Magic Power will not go below their starting Magic Power)
Magic Power Classifications
- Caster Magic: Magic that is expelled from the body as opposed to Magic done through the use of a weapon or outside source.
- Holder Magic: Magic that requires a Mage to use an external source to produce the Magic. It usually requires the use of Magic Power, though there are some exceptions such as Edolas Items that are powered by Lacrima.
- Lost Magic: a type of Magic that has been obliterated from the history of the world due to their immense power and the sheer gravity of their side effects. However, users of such Magic still exist, though the Magic itself is believed to be extremely rare.
- Forbidden Magic: List of Magics that the Magic Council forbid from use, because of the effects they may have, whether they be on victims or the user.
Starting Magic Power
Dragon: 500 MP
Demon: 500 MP
Guild Master: 350 MP
S-Class Mage: 300
A-Class Mage: 250
B-Class Mage: 200
C-Class Mage: 150
D-Class Mage: 100
Demon Slayer: 75 MP
Dragon Slayer: 50
Celestial Spirit: 40
Rogue Mage: 35
E-Class Mage: 30
Exceed: 25
Human: 5 MP
Side Effect: Cannot use again for 24 real time hours.
Restrictions: Must have ally (Current player or friendly NPC) be injured in same thread. In case of death, can still be used.
Dragon Slayer : Refueled
Effect: Boost MP by 50% (100% while in the same thread as a sreagon with higher MP) for every 50 MP you have. Ends when thread ends.
Side Effect: Cannot use again for 24 real time hours.
Restrictions: Must consume your own element: if from enemy or ally magic, instantly get benefit. If taken from any other source, you are left defenseless for the post.
Demon Slayer: Harsh Training
Effect: Boost MP by 100% (200% while in the same thread as a Demon wit higher MP) for every 100 MP you have. Ends when thread ends.
Side Effect: Cannot use again for 48 real time hours.
Restrictions: None.
Rogue Mage : Solititude
Effect: Boosts MP by 5% for every 10 posts
Increasing your Magic Power
Starting a thread: +10 MP automatically
Joining a scenario: +5 MP
Every post made: +5 MP
Every five pages on a thread: +5 MP
Defeating small event bosses: +10 MP
(+5 MP to those involved in fight)
Defeating big event bosses: +30 MP
(+10 MP to those involved in fight)
Defeating major event bosses: +70 MP
(+30 MP to those involved in fight)
Private Thread: No reward
Note: Magic Power will be rewarded when the scenario is concluded, and your character is not involved in another battle. Players removed due to inactivity will not receive any MP.
Overwhelming Magic Power
If an opponent's Magic Power is two (x2) your current Magic Power, you will not be able to move effectively when close to them.
If an opponent's Magic Power is three times (x3) your current Magic Power, all your attacks will only have half their original power.
If an opponent's Magic Power is four times (x4) your current Magic Power, all your attacks will be ineffective.
If an opponent's Magic Power is five times (x5) your current Magic Power, you will immediately black out.
Magic Power penalty upon death
You will lose 20% or 100 Magic Power (whichever is least) upon your character's death.
(Note: player's Magic Power will not go below their starting Magic Power)