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Season 5 Updates

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#1Naga 

Season 5 Updates Empty Mon Nov 11, 2024 4:03 pm

Naga

Season 5 Updates



System Changes



Rank Regulation Changes


With special thanks to members of the community, we have reworked ranks to be both more approachable and beneficial. As a consequence of these changes, other elements of the site have been adjusted for the sake of transparency they have been included here. Ranking up does and continues to remain something we encourage members to do, but we want all ranks to feel relevant and have the ability to influence decisions.

Details:

  • Future events and quests will be more accessible to lower-rank members as a result of these changes.

  • Characters now begin with 500 Mana instead of 200 and receive +500 Mana every time they rank up.

  • Statistics and Spell Slots have been adjusted providing characters with more overall statistics and spell slots.

  • Specializations are now unlocked at A-Rank instead of S-Rank.

  • Users can claim the following amounts of mana and attributes based upon their current rank in their Character Statistic Sheet citing this page: D-Rank +300 Mana, C-Rank +500 Mana and +20 SP, B-Rank +600 Mana and +40 SP, A-Rank +600 Mana and +60 SP, S-Rank +80 SP, X-Rank +100 SP and Z-Rank +120 SP


Quest & Social Interaction Changes


Recognizing the challenges that many people face in their lives and wanting to encourage members to claim social interactions rather than complete neutral quests we have opened up the frequency and increased the overall rewards given to members extending the word count minimums

Details:

  • Users can now complete 8 Neutral Quests or Social Interactions throughout the entire month instead of being limited to 2 Neutral Quests per week.

  • Jewel modifiers from completing above the word count minimum for Social Interactions have been increased from 50% and 25% to 50% and 75% respectively.


Attribute Regulation Changes


To minimize the burden and stranglehold that users feel towards items building and rounding off their character, especially for ranged magical combat, we have introduced a scaling spell range modifier for intelligence allowing mages to fight further away by passively investing into the attribute, this is also influencing by buffs and debuffs so watch out for those pesky Spellhowlers reducing your intelligence and missing out on that final blow!

Details:

  • Intelligence now provides users with a +5 meters Spell Range increase per tier up to 40 meters.


Weapon Mastery Regulation Changes


With the advent of the Intelligence change, Ranged Weaponry has fallen further into the background as a result of its availability and overall usability as a consequence we have made minor changes to Ranged Weapon Mastery doubling the overall range given and applying the range increase to all spells attached to Ranged Weapons instead of just the Basic Shot Spells. This is with the hopes that more people will consider investing time into getting skilled with Ranged Weaponry.

Details:

  • Ranged Weapon Mastery now provides a +10 meter range increase on all Spells attached to Ranged Weapons per tier instead of a +5 meter range increase on all basic Shot Spells.


Guild Regulation Changes


Guilds and their creation have been in a strange position over the past couple of years with them being from the perspective of staff after discussion being too easy, as a result, we have adjusted the requirements to be more substantive requiring work over time instead of merely doing a single foundation topic and have harsher standards to make them.

Details:

  • Guildmasters must now be S-Rank at a minimum, and at least 3 of the founders must be A-Rank or higher.

  • Upon creating a guild, the guild must assign a founder member as the Guild Ace

  • Ace acts as a substitute guild master who is capable of creating their guild events and Quests and acting in the guild master's stead in their absence

  • Guildmasters and Guild aces are capable of claiming two of their Guild's spells.

  • Activity is now considered to have completed three activity checks within the past 6 months.

  • Minor clarification: Characters only receive a legendary custom upon completing their first Guild Event.

  • Guild Members, Allies of the Guild and Guildless members who intend to join the Guild during the event are now considered the only viable participants in Guild Events.

  • Several new purchasable perks have been added to the Guild Shop for the Guild Building.


Reputation Regulations Changes


As the world and characters continue to grow, elements of the site become more pronounced with many falling victim to their fame as a consequence we have revised the reputation, adding another tier, reducing information known about individuals based on their reputation while increasing baseline requirements. Bounty and Contracts have been adjusted to better fit their co-responding reputation tiers.

Details:

  • An additional reputation tier has been added at 75,000+ which replaces the initial 40,000+ reputation tier

  • 20,000+ Reputation tier has been raised to 25,000+ Reputation and 40,000+ Reputation tier has been raised to 50,000+ Reputation

  • Threat Level reputations have been increased by one tier at base overall starting at 5,000+ instead of 2,500+.


Bank Regulations Changes


An element of the site that has gone largely untouched since the conception of the site, the bank regulations have been revised with members now being able to find them in the regulation section rather than relegated to the Banking Sub-forum. Other improvements can be found with Guild Masters now being able to manage their Guilds Bank in a new section which can be found in the Banking Sub-forum. Banks have also been made into individual locations for which members can visit with Illegal and Guildless characters being able to perform heists giving them rewards as a result, unlike other raids these can only exclusively be defended by the leading faction in the area as stated in the bank regulation topic.

Details:

  • Guild Bank and Shop has been merged with the Bank Regulations

  • New banks now possess regulations that offer different features and limitations.

  • A Bank has been created for each major country for people to explore and heist if capable including the Fiorian Reserve (Era, Fiore), Blackwood Bank (Oak, Fiore), Rosailles Mint (Rosailles, Minstrel), Illingrad Repository (Illingrad, Pergrande), Anthea Deposit (Anthea, Seven), Madhya Countinghouse (Madhya, Bellum), Albion Fund (Albion, Caelum), Nataqin Catacombs (Castle of Harmony, Enca), Crypt of Denurmeru (Denurmeru, Desierto) Fjallgard Vault (Fjallgard, Iceberg), Hallsburg Trust (Hallsburg, Bosco), Nenequetzal Archives (Nenequetzal, Stella), Tianjing Treasury (Tianjing, Sin), and Shinkoku Exchange (Shinkoku, Joya).


Heist & Raid Regulations Changes


With the renewed emphasis on player interaction through conflict, we have reworked the pre-existing Guild Raid Regulations to include mentions of pillaging property, and performing heists while touching up aspects to make individuals feel welcome to participate. In the hopes of minimizing harassment or one-sided conflict, we have implied a variety of rules in the hopes of lightening up elements of the site that have been seen as undesirable or harmful.

Details:

  • Guild Raid Regulations have been moved to the Raids, Heisting, Bounties & Incarceration Regulations

  • Raids and heists must be performed by at least two members.

  • Members from either side can only post on one topic of the raid at a time. If their topic ends, they may leave to go to another raid topic to continue to raid/defend.

  • If both sides have a win from their respective raid threads they can move to open a third tie-breaking thread or call it a draw and both parties end said raid.

  • Guild Buildings and Properties can only be raided two months after creation.

  • Raiders must have a just cause to justify the raid. This restriction can be waived with the agreement of both defenders and attackers.

  • Attacks with proven OOC motivations will be punished for some time with exclusion from raids and invasions.

  • Attackers with valid IC motivations can get rewarded for a successful raid even if the defenders don’t join.

  • Bank heists have three tiers and each can be performed once per month overall.

  • Reputation and Bounties/Contracts gained from Raiding, Pillaging and Heisting have been increased from 500 Reputation to 1,000 Reputation and 500,000 Jewels to 750,000 Jewels respectively, note this bounty figure is modified by challenge tiers when heisting.

  • Performing Raids and Heists that are undefended results in a reduced reward.

  • Raiding the Rune Knights or The Shinigami Convocation will always result in the full bounty for attackers.


Incarceration Regulations Changes


Prison on the site has always felt more of a hurdle for members to overcome than a way to grow your character as a result we have implemented incentives that help members rather than penalize them as they are serving out their sentence. Members can still pay to hasten their sentence, however, we have changed our approach with users being rewarded instead of penalized for completing them properly. To ensure members are still able to grow their character even in prison, characters who originally had a threat level below Disaster can still participate in Global Events such as dungeons and the Arena. To promote outbreak attempts, the thresholds for escaping such as the post-count requirement have been reduced while only members directly affiliated with the prisons can defend against a breakout. So characters are not stuck inside prisons ad infinitum, sentences now passively reduce based upon the time of their incarceration, however if they commit a crime after being released in such a manner they will be treated as though they have their previous danger level, this does not increase their bounty/contract but the risk associated when they fight.

Details:

  • Rune Knight members are exclusively capable of preventing Hellsea Bastille Prisoner escapes alongside whomever originally claimed the bounty of the prisoner/s if applicable.

  • Illegal Guild Members are exclusively capable of preventing Boiling Rock Prisoner escapes, alongside whomever originally claimed the contract of the prisoner/s if applicable.

  • Users now receive rewards equivalent to a neutral quest when completing their sentence or breaking out of prison except for the jewel rewards, up to S-Rank rewards.

  • Characters with a threat level below Disaster can participate in Global Events.


Mentoring System Changes


Mentoring was a new element to the site to encourage long-term members to participate and roleplay with newer players, while we did have mixed success with the existing platform and structure of the mechanic, after receiving feedback we have refined aspects of it for members who prefer alternative forms of roleplaying such as combat to become mentors as well.

Details:

  • Mentors and Students are eligible to claim fights between them as though they were Arena fights regardless of their location, doing so counts towards the same fight limit as other Arena Fights.

  • Users now receive their student modifier for Quests and Fights with or alongside the mentor, this does not stack with the Arena Fight modifier listed above.

  • When a mentorship ends as a result of rank differential, the cool-down is now reset allowing a user to become a mentor directly after as a result.

#2Naga 

Season 5 Updates Empty Mon Nov 11, 2024 4:13 pm

Naga


Item & Magic Changes



Item changes


Over time we have explored different items that have been highlighted as problematic which we will be continuing to explore, revise and re-release as are listed below. In each instance of shelving or rework, members will be entitled to a free refund if they do not like the outcome.

Details:
  • Throne of the Ancients has been shelved pending rework.

  • Fragarch's requirements have been changed requiring the user to be an adventurer, meanwhile users can only wield the Fragarch.

  • Ribbon of Sharing has been tweaked to have a hard limit of transferring up to 320 SP per attribute to a single companion.

  • Shinigami Eye no longer passively causes focused targets to behave as though they had a minor physical and magical weakness when attacked by the user instead provides the user with Two signature spells that cause minor physical and magical weakness upon a select target when attacked by the user. Owners of the Shinigami eye may purchase something from the Mysterious Merchant Shop for the same amount or less than the purchase amount when selecting explictly an alternative eye modification it will not impact the item slot count.

  • Thanos Gauntlet's Mind Stone: Memory Consumption, Power Stone: Mass Destruction and The Snap have been changed to once per topic

  • Thanos Gauntlet Reality Stone: Mana Domain Spell has been made an instant rather than having a sustained cost and improved.

  • The Portable Fractured Sky has been moved from the Fractured Sky Shop to the Mysterious Merchant Shop and has been reclassified as an orb.

  • Orb of Magi has been moved to the thematic shop and has been reclassified as a weapon.

  • All Books and musical instruments have been reclassified as one-handed weapons.

  • Seven Stalker Weapons have been reclassified as Mythic weapons and possess mana burn relative to one rank lower and the same rank as physical and ranged weapons respectively.

  • Fate's Guise's Astral Projection Cool-down now begins after the user has entered a topic with the spell rather than upon its conclusion.

  • Bai Long's Bai Long, the Cruel Dragon is now listed as once per topic instead of 30 days.

  • Seven Stalker Ranged weapon basic shots now go on a one post-cooldown after nullifying a spell instead of the full cool-down, note this can be further reduced through cool-down reduction.

  • Verne's overdrive transformation now provides +160 instead of +100 for strength and speed while costing 5% mana per turn instead of 10% and has a once-per-topic cool-down instead of 30 day.

  • Pact of the Beastmaster's fusion spell now allows for access to the companion's mana pool, and can now be used once per topic instead of every 14 days however can no longer be used to absorb multiple companions at once.

  • Fukkatsu's Flesh Manipulation can now be used once per topic instead of once per month.

  • Boryuko Shard Explosion can now be used once per topic instead of once per month.

  • Verne's Speedster transformation now costs 5% mana per turn instead of 10% per turn.

  • Dragon Slayer Sword now receives damage equivalent to two ranks lower than the damage dealt from offensive spells and healing spells from Clerics.

  • Excalibur's mana burst has been clarified to last for a single turn.


Weapon Catergorizations


To help differentiate the different classes of weapons under the umbrella of Ranged and Magical Weapons we have added passive effects that apply to specific weapons based on their classification found on the weapon topic. With further exploration, this approach may branch out into additional weapon types in the future.

Details:
  • Bows, Guns and Magical Weapons have been reclassified and now possess baseline bonuses as listed below:

    • Staffs, Rifles & Longbows now give a flat 10-meter spell range increase

    • Wands, Pistols & Shortbows now give a flat 10 m/s spell speed increase

    • 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.

    • Musical Instruments now cause spells cast through them to receive a base 20% mana cost discount

    • Books and Scrolls now cause spells cast through them to receive a base 1 post-cool-down reduction.




Forge changes


Following feedback regarding the Forge we have increased the overall number of forge points available for members to use for their custom items while including an element that users can use to select the classification type of their custom if it is a magical or ranged Weapon. As a consequence of these changes, users are entitled to rework all custom items that they possess for free.

Details:
  • Forge item points have been increased by +10 points across the board.

  • An extra element including magical and ranged weapon classifications has been added to the forge.


Additional Item Slots


Additional Item slots have been a continuing trend with them becoming more available for members to obtain without a restriction. It is an unfortunate reality that this can not continue to be left unchecked as a result we have made limitations on the overall maximum number of item slots characters can possess per item type. Details can be found in the equipment regulations. Users can exceed this cap through weapon mastery, additionally, we have clarified that weapon slots earned through Weapon Mastery can apply to either the Weapon Slot or the user's Off-hand Slot.

Details:
  • Item slots are now limited to 4 per item type.

  • Additional Weapon slots from Weapon Mastery can be used for either their weapon or off-hand slot.

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


Shop Item Commissions


With the continued usage of Commissions from Events, giveaways and through the new Commission Piece Burn found in the Prestige section, we have changed our approach with them now being placed within the Event shop. This does not permanently restrict them from being used with event and giveaway-based commissions being attainable by the general community if the owner becomes inactive with the piece being moved into the thematic shop instead. Commissions obtained through the Commission Piece Burn will always remain a unique part of characters and can not be lost in this manner.

Details:
  • Shop Item Commission pieces have been moved to the Event shop and are now exclusively owned by the recipient unless they become inactive. Event and giveaway commissions will be moved to a thematic shop and then can be bought by another, after which they can then be lupined.


Mysterious Merchant Changes


In the advent of the new season, we have explored what direction we want to take the site, focusing on what purpose the Mysterious Merchant can serve for the community. In the past, it served as a means to reduce excess funds from the community over time this function has become unsustainable and only led to a continued expansion of growth that was unexpected and otherwise unintended. While we do not like diminishing the work that has been put into everyone's characters we needed to explore what would be best for the longevity of the site as a result we have implemented various changes that restrict the use of Mysterious Merchant items. These changes were done with a heavy heart and were first and foremost made out of necessity as opposed to a desire to hinder individuals.

Details:
  • Characters can only ever possess one Mysterious Merchant item per item slot, Weapon Slot and Off-hand Slots are considered separate item slots.

  • This rule does not apply to the modification or pouch slot items.

  • Multi-slot items such as the Veritas and Aequitas and Yin Yang only count as one Mysterious Merchant item as part of this rule.

  • Redundant Item restriction drawbacks on Mysterious Merchant Weapons have been removed as they are now covered by the previous rule.

  • Users who possess multiple Mysterious Merchant items in the same inventory can claim a full refund by referencing this change in the Refund Reviews and receive a Mysterious Merchant purchase ticket.

  • Users no longer need to use the Mysterious Item Transfer to transfer regular shop items as some banks now serve that function.

  • The cost for Mysterious Transfers has been reduced from 1.5x to 1x for thematic items and 2x to 1.5x for Mysterious Merchant items.


Magic Changes


Due to other changes made as a result of this update, various magics and spells have been reworked and recategorised as can be seen below.

Details:
  • Requip has been returned to the regular Magic Shop section

  • Take-Over Magics found in The Mysterious Merchant have been moved to their respective soul-type sections in the regular shop

  • Other Magics found in The Mysterious Merchant have been moved to the regular shop in a new section titled; Lost Magics. Like Slayer and Take-Over Magics, these can only be owned by one person at a time.

  • Take-Over Magic, 3rd Generation Dragon Slayer Magics now occupy two enhancement slots, custom magic of those types also occupy two enhancement slots, with the exception of Devourer Dragon Slayer occupying a single enhancement slot

  • Lost Magics occupy one enhancement slot.

  • Greed Magics stated drawback of only being able to use the greed spell has been revised to start instead that Greed is the only spell that can be used with the magic itself.

  • God Slayer, Demon Slayer and Spirit Slayer now ignore God Soul, Demon Soul and Beast Soul Elemental Resistances respectively, further details can be found in their shop description.

  • Race-restricted magics now more accurately reflect their requirements.

  • Thousand Staffs of the Void Magic has been reworked entirely and renamed Thousand Staffs of Abundance Magic and is available for general purchasing, the original claimant may obtain the magic for free.

  • God Soul: Kama, The Burning Arrow of Love has been completely reworked more details can be found in the magic.


Enhancement Changes


Citing concerns related to the lack of enhancements and the issues with existing ones we have added more and reworked others while also allowing for users to possess more at the same time.


  • Faster Casting and Triple Elemental Magic Enhancements have been clarified to require two enhancement slots as they replace Fast Casting and Double Elemental Magic Enhancements respectively.

  • Armor Penetration now splits the damage between the target and their armor

  • Advanced Armor Penetration now deals damage to both the target and their armor

  • Armor Ignore has been added to the enhancement section which entirely ignores the target's armor.

  • Removing the Holder Enhancement no longer reduces the user's weapon mastery.

  • Companion Magic Enhancement has been added to the enhancement section which provides modifiers to the user and their companion when in range with each-other.

  • Characters now receive an enhancement slot at 121 Intelligence.


Ultimate Spell Changes


Ultimate Spells have been an ongoing issue for both the community and staff in regards to their strength and abilities whilst being particularly challenging for us to grade as a result we have reworked ultimate spells to reflect their status as tools for deciding a fight and being something uniquely the Characters. To mitigate this, we have removed all mentions of Drawbacks in the Ultimate section of the Spell Regulations and while Ultimate S++ Spells will only have two effects overall, users will be entitled to have their spells graded with more liberties than previously offered with the exception that the spells will be concise, the flavour will still be encouraged, however, the functions of spells must still be expressed clearly.

Details:
  • Users can no longer apply drawbacks on Ultimate Spells for additional effects.

  • Owners can no longer apply auto-hit or topic-wide effects to their ultimate spell.

  • Users can no longer apply the auto hit and topic-wide effects onto ultimate spells

  • Users whose ultimate spells or customs items will be entitled to change them without the need for retraining or paying to rework them.

#3Naga 

Season 5 Updates Empty Mon Nov 11, 2024 4:13 pm

Naga

Season 5 Updates



Miscellaneous Additions and Changes



Class Changes


As we continued to explore player interaction and conflict, alternative options for classes became paramount with us looking into enhancing how pure mage classes could participate against hybrid and pure physical classes. These discussions lead to the formation of pure mages being able to use their off-hand slot for specific weapon types, unlike other weapon types they remain unimpacted by weapon mastery and can not be used as skillfully as melee weapons.

Details:

  • Sentinel, Cleric, Spellsinger, Spellhowler, Sorceror and Summoner can now 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. Physical attacks from orbs and book item types are two ranks lower than the user's strength while they do not receive any benefits from Weapon Mastery.

  • Hunter's racial immunity has been clarified to apply for racial fear abilities solely.

  • Spellswords have regained access to the off-hand slot with shields while the Titan Specialization now causes the user to entirely ignore speed penalties from equipment.


Race Changes


When creating several races, there was an oversight concerning their perks and their interaction with the Adventurer Class as a result we have remedied this by allowing the problem perk to interact with the Adventurer Class's item perk while adjusting the mage classes involvement respectively.

Details:

  • High Vampire has been updated to more accurately reflect their base race returning blood vision and changing their 20% constitution buff to a 20% Speed buff.

  • Nephilim, Seraphim, Fae, Fairy, Daemon and Demon race mana cost and cooldown reduction perks have been adjusted to be usable as both mages and adventurers.


Real Estate Changes


Through continued feedback from the community, we have explored the functions of Real Estate for the community at large. Other members can now benefit in part from property perks, more options have been added for people to pick from and additional slots have made it possible to obtain several perks at once. We'd also encourage members to submit any property perk ideas for us to add to the list.

Details:

  • Property Perks now provide other participants on the property with a minor boon as long as they are roleplaying with the owner on the same topic.

  • Additional property perks have been made offering both social and combat options.

  • Housing, Holdings and Islands now receive 2, 3 and 5 Property Perk slots respectively.


The Amaforth Academy Changes


The Amaforth Academy felt incomplete or inappropriate for its purpose as a result, we adjusted problematic areas and added steps to encourage members to become students, teachers and even professors. We recommend members take a look and sign up to become members of a college to enjoy the fun of being at a magical school!

Details:

  • The Amaforth Academy page has been updated to clarify how to sign up for a college as a student and teaching staff, further details can be found in the topic itself.

  • Colleges are now listed on Characters' profiles in their field

  • Colleges can only ever have two Professors and three Teachers at a time

  • Characters can be members of up to 3 Colleges at a time and a teacher or professor of one college.

  • Members of a College may complete thematic college-neutral quests that give +5 mana per rank, this counts towards the user's neutral quest allocation. Completing them as a student alongside a Teacher or Professor doubles the overall mana reward while Teachers and Professors receive 50% more mana when completing them with a student.

  • Sentinels mentioned in the College of Augmentation have been replaced with Spellsword both in the Amaforth Academy topic and sub-forum

  • College of Invocation now provides Characters with a 20% discount for Summoning and Defensive Spells

  • College of Augmentation no longer provides Characters with a 20% discount for Defensive spells.

  • The user receives Arena Fight modifiers when fighting against Teachers and Professors of the same college/s they are in within the Amaforth academy, doing so counts towards the same fight limit as other Arena Fights.


Character Bonus Program


With the changes occurring as part of Season 5, the Character Bonus Program needed to be reviewed with elements of it being adjusted to better suit our needs and clarify oversights made when it was first created.

Details:

  • The Item and Magic Discounts offered through the Character Bonus Program have been restructured, see the Character Bonus program page for more details.

  • The bonus now also applies to Guild Event Quests, Social Interactions & Fights.


Tarot Cards Changes


Tarots have been reworked to be more character-defining with each being something people might want to get. The previous tarots did not reflect the intention of the mechanic as it was originally designed. Some requirements have also been adjusted to better fit the perks that have been created. Note: Because of these changes users may claim 10x Tarot rolls from the Tarot review section, This offer lasts until 2025.

Details:

  • The Fool Tarot now provides Adventurers with Mana Cost Reduction based upon their Intelligence instead of a 50% Word Count Reduction for Weapon Mastery.

  • The Magician Tarot now decreases the cost of percentage-based spells and transformations when struck by a spell equal to the rank of the character, however, the effect no longer applies to the user's spells

  • The High Priestess Tarot no longer provides a flat +10 m/s for Spells as Mages and Item Spells for Adventurers instead giving a scale +5 per rank, up to +20 m/s

  • The Empress Tarot now also causes the user allies to receive elemental resistance from the user up to moderate resistance.

  • The Emperor Tarot now causes everyone around the user to have their elemental resistance mitigated by one rank based upon the user's magic or their weapons as an adventurer

  • The Hierophant Tarot now gives the user a self-buff for constitution and endurance lasting for two turns as a mage while giving adventurers a passive self-buff of Constitution and endurance

  • The Lovers Tarot now causes the user to also receive healing over time instead of damage if their partner strikes them with said effect.

  • The Chariot Tarot now applies the full base speed of the user instead of half the user's base speed

  • The Hermit Tarot now gives additional jewels and experience when fighting groups by themselves however causes them to have reduced rewards when fighting with allies.

  • The Fortune Tarot now causes users to receive additional Jewels from fighting during heisting and completing them while reducing the bounty from successful heists

  • The Justice Tarot now also applies to enemies threat level

  • The Hanged Man Tarot now caps the user reputation up to 50,000 even through extrasensory abilities such as the world

  • The Death Tarot now allows the user to become a Lich after dying in a red topic when they complete a moderate storyline about their resurrection

  • The Temperance Tarot causes the user to gain a resistance against detrimental supplemental effects, note this does not include debuff effects.

  • The Tower Tarot now causes the user's armour to receive physical resistance while causing them to become immune to knock-back

  • The Star Tarot now allows the user to cast a spell from the sky without range limits, this is alongside the original passive of 20% mana cost reduction and 1 post-cool-down for magic spells and item spells for Mages and Adventurers Respectively.

  • The Moon Tarot now also causes the user's spells to have the invisible magic circle effect during the nighttime

  • The Sun Tarot instead causes the user to blind those who look at them over time.

  • The Judgement Tarot now causes those around the user to share their attributes and resistances equally except for statistics from items.

  • The World Tarot now allows the user to perceive people around them as though their reputation was one tier higher instead of knowing everything about them.


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