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2.a. Class, Equipment, and Elemental Synergy Regulations

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#1Naga 

2.a. Class, Equipment, and Elemental Synergy Regulations Empty Sat Nov 13, 2021 6:11 am

Naga

Class Regulations


Classes


  • Users must choose a class when they are creating their character.

  • Classes customize the experience of the character. They determine whether they can cast magic or not and what spells they can cast.

  • Modifiers from the feats section in the class page do not stack with any modifiers you may acquire from Limited Magic purchased through the shop or have as an enhancement.

  • Modifiers from the feats section on the class page only apply to the user's magic spells

Spell Proficiency


  • Superior: Spell types mentioned in this section are what the class specializes in, and the class typically has perks that improve these spell types.

  • Normal: Spell types mentioned in this section are those that the class can perform adequately.

Specializations


  • Each Class possesses three specializations which allow the user to further flesh out the character, upon obtaining a specialization, the Character's class will be changed to match it.

  • Upon reaching A-Rank with your character, you may select a specialization for them in the character review topic.



Last edited by Naga on Sun Sep 24, 2023 9:29 am; edited 2 times in total

#2Naga 

2.a. Class, Equipment, and Elemental Synergy Regulations Empty Sat Nov 13, 2021 6:15 am

Naga

Equipment Regulations


General


  • Each character has the following slots: Head, Body, Weapon, Off-Hand Earrings, Necklace, Ring, and Relic. These slots can be filled with a single item. Upon purchasing, the item will be added to your profile, and clicking on it will result in getting directed to the shop entry to prove it and of course to make it easier for us all to see what someone is wielding.

  • Additional Item Slots for different item types can be obtained through effects throughout the site however, users can have at most up to 4 item slots per type.

  • Users that reach Grand Master in a weapon type as part of Weapon Master have their weapon and off-hand item cap increased from 4 to 5 for said weapon type.

  • Equipment is separated into three categories: Unlimited, Limited, and Custom.

  • Unlimited pieces can be purchased multiple times, are cheaper, but offer few perks.

  • Limited pieces can only be purchased a certain amount of times depending on their rarity, are typically more expensive, and have unique perks.

  • Custom pieces are uniquely made pieces that a user receives directly.

  • It is not allowed to wield the same limited item more than once despite its availability.

Prices and Availability


  • The general shop forum is where the user may make their purchases.

    RarityPrices
    Common250,000J
    Rare500,000J
    Unique1,000,000J
    Legendary2,500,000J
    Mythic5,000,000J

  • Unlimited equipment from the shop costs 50% less than the listed price excluding unlimited companions. The reduction does not stack with any other discount.

  • The shop has a capped discount of 50%.

  • Discounts do not apply to the thematic section of the shop.

  • Limited items can be held by multiple people depending on their rarity as follows: Rare (4), Unique (3), Legendary (2), and Mythic (1).

  • Customs are excluded from this and can only be held by the receiver regardless of the rarity.

Resell and Refund


  • In case the user has items that they no longer wish to use, they can refund or resell that item depending on the circumstances.

  • Reselling and Refunding can be requested in the Resell & Refund review.

  • The user must state which item or magic it is that they wish to refund or resell. A moderator will remove the item from the profile, and post a stamp confirming the resell or refunding of the item.

  • Purchases may be refunded for their original purchase amount for the first 48 hours unless the purchases are used in a topic.

  • Users may refund up to two items, including items, magics, and companions, per month for the full amount. Items resold or refunded may not be purchased again for two months.

  • Purchases from the Point Shop can not be refunded or Resold.

  • In the event that an item, magic, or something is adjusted, members may apply for a complete refund equal to the amount they purchased it for.

  • Users never get more than what they paid for an item. This means that if it was purchased at a discount because of an event or a class, it would be 50% of the discounted price.

Durability


  • The durability of an item is reduced when physical or magical damage is applied to it. The damage can be from the user's own or another individual's physical attacks or spells, this excludes spells from the item itself.

  • All equipment, except weapons, has a minor physical resistance, while shields have an additional minor magical resistance.

  • Unarmed Physical Attacks are reduced by one tier against all forms of equipment including weapons, except physical attacks that require unarmed contact for an effect to apply.

  • Headgear takes damage before earrings. Armor takes damage before rings and necklaces. Relics are protected by either headgear or armor, depending on where they are worn. An example would be taking damage from an AoE to the head which reduces the durability of the headpiece first, however, if it breaks the leftover damage goes to the earings.

  • Items do not need to be repaired between topics. Even upon complete destruction in one topic, the item is restored and repaired for use in another topic.

Wielding


  • Two-handed weapons can be wielded in one hand if the user's base Strength is at a certain minimum. The required Strength is different based on the rarity of the weapon and are as follows:

    RarityMinimum Base Strength
    Common30
    Rare60
    Unique120
    Legendary250
    Mythic500

  • Intelligence does not affect the mana cost of spells associated with items.

  • The damage mentioned on a Weapon is added to the user's strength when dealing damage using the weapon. Any attribute boosts mentioned in the bonus section of an item affect the user's overall attributes.

  • In the event that the user drops or breaks their equipment in roleplay, any spells attached to the equipment that was being sustained will be cancelled, and all previously used spells that have gone into cooldown will still remain in cooldown.

  • Weapons can not be used to block any spell, Shields meanwhile are capable of stopping single target spells causing the spells to apply the effect on the shield if applicable.

  • When using weapons to block other weapons, they will both receive the damage equal to attack.

  • The elemental alignment of a weapon affects its interactions with other elements (except for Arcane). If a weapon clash against something that is considered inferior in the elemental interaction against the elemental alignment of their weapon, the damage of the weapon is considered one rank higher for that specific interaction. An example would be a Darkness-type weapon hitting a Nature-type item or spell (Darkness > Nature). A spell could be a Nature-type summon, or a Nature-type defensive wall. Since weapons cannot be used to defend against Offensive-type spells, it would not apply to that, however, the weapon would receive one rank less damage from it. See below.

  • If a weapon clash against something that is considered superior in the elemental interaction against the elemental alignment of their weapon, the damage of the weapon is considered one rank lower for that specific interaction. An example would be a Nature-type weapon hitting a Darkness-type item or spell (Nature < Darkness). Another example would be a Water-type sword getting attacked by a Fire-type spell which would result in the damage received from the Fire-type spell being reduced by one rank (Fire < Water).

  • In general, this means that when a Darkness-type weapon clashes with a Nature-type weapon, the damage of the Darkness-type weapon is increased by one rank, while the damage of the Nature-type weapon is decreased by one rank An example would be both weapons dealing B-rank damage against each other normally based on the strength of the users and damage of the weapons, however, in the clash against each other the Darkness-type weapon deals A-rank damage and the Nature-type weapon deals C-rank damage.

  • Mages can wield Orbs and Books in their off-hand slot, if they are wielding either a wand or staff in their weapon slot then they can ignore strength requirements to wield and use their off-hand for exclusively those weapon types. Orbs and Books deal two ranks lower worth of damage and can not receive any benefits from Weapon Mastery.

  • Users can only use a spell attached to an item that is at most two ranks higher than themselves. However, Adventurers may cast item spells up to three ranks higher than themselves.

  • Weapons and Shields can be wielded in either hand, so long as they comply with any restrictions on the item itself, the user's class, or others.

Weapon Catergorization


  • Some Weapons are categorized into groups that possess baseline modifiers which can be found below:
    • Staffs, Rifles & Longbows receive a flat 10-meter spell range increase to spells attached to them, or when casting through them if applicable.
    • Wands, Pistols & Shortbows receive a flat 10 ms spell speed increase to spells attached to them, or when casting through them if applicable.
    • Musical Instruments cause spells cast through them to receive a base 20% mana cost discount
    • Books and Scrolls cause spells cast through them to receive a base 1 post-cool-down reduction.
    • Orbs do not provide the user with intelligence instead they possess a mana pool that they can use based on the rarity of the item.



Customs


  • Customs are carefully made items, magics, and companions for characters. They can be obtained through a variety of means including events, and storylines. Users also receive a free legendary custom after completing their first 250 roleplay posts and submitting a claim in the character review section.

  • Eligible item types for Customs include Weapons, Shields, Armor, Helm, Necklaces, Rings, and Relics.

  • Customs are always retained by the individual even if they go inactive, however, at staff's discretion, a similar item may be made if they do for the community to purchase.

  • Should the user sell their Custom, they will receive 50% of the value equivalent to the rarity of the custom.

  • Selling the custom will result in it being shelved for use.

Misc.


  • The user can't use additional mana provided by items to continue Transformations longer than what they would have been able to with their total base mana. If the user has 500 mana, a 10% mana cost transformation would cost 50 mana per turn and only last up to the original 500 mana.

  • Item spells do not benefit from perks or bonuses unless they explicitly mention them.

  • Regardless of the number of item slots the user in an item type, they can only ever possess one Mysterious Merchant item per item type, this excludes the user's modification and pouch slot. Multi-slot items only count as one Mysterious Merchant item as part of this rule.

  • Reward modifiers from multiple pieces of equipment using the same field can not be used to stack the effect with only the highest being used.

  • Characters are able to recognise Thematic items from their respective countries of origin and know their abilities once they correctly identify the item. This also applies to Mysterious Merchant items that are described in the lore as coming from specific countries.



Last edited by Naga on Tue Jul 25, 2023 12:06 pm; edited 14 times in total

#3Naga 

2.a. Class, Equipment, and Elemental Synergy Regulations Empty Thu Feb 17, 2022 7:35 am

Naga

Elemental Synergy


General


  • Equipment and companions have elemental synergy based on the mana of the user.

  • There are three types: Matching, Overpowering, and Underpowering.

  • Matching refers to an item or companion that has the exact same element as the user.

  • Overpowering is when the user has elemental mana that is stronger than the element of the equipment or companion. An example would be a Fire-type mage wielding a Frost-type item.

  • Underpowering is when the user has elemental mana that is weaker than the element of the equipment or companion. An example would be a Fire-type mage wielding a Water-type item.

  • The only exception to Elemental Synergy is Arcane which has no Matching, Overpowering, and Underpowering.

Matching


  • If the element of the user and their item match, the spells of that item receive a cooldown reduction of 1 post and a mana cost decrease of 20%. The same applies to companions.

Overpowering


  • If the element of the user overpowers their item, the spells of that item will cost 20% more mana to cast. An example would be a Fire-type user with a Frost-type weapon.

  • If the element of the user overpowers their companion, the spells of the companion suffer a cooldown increase of 1 post and a mana cost increase of 20%. An example would be a Fire-type user with a Frost-type companion.

Underpowering


  • If the element of the user is weakened by the item, the spells of that item will cost 20% more mana to cast. In addition, the spells of the user will cost 10% more mana to cast as well (This stacks with itself if the user has multiple items of such elements). An example would be a Fire-type user wielding a Water-type weapon.

  • If the element of the user is weakened by the companion, the spells of the companion suffer a mana cost increase of 20%. An example would be a Fire-type user with a Water-type companion.

Misc.


  • Should you have access to multiple elements, you will receive Matching to all elements that you possess whether this is through Magic Enhancements or a magic from the shop. In some cases this may result in conflicting elements, however, you will still receive Matching to all the elements that you possess. In such cases, Underpowering and Overpowering are considered non-existent regarding the conflicting elements. Underpowering and Overpowering still exist per element for elements that you do not possess.

  • All races can wield items of every element, however, races that are weak to a certain element (i.e. Daemons are weak to Light-type), recieve Underpowering penalties when wielding items or companions of those elements. Any weaknesses gained or lost by a race modification count towards the user's natural weakneses.

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