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    Condensed Magic,Pets, and Weapons/Armor/Items

    Inspirational Quote
    Inspirational Quote

    The Broken Elementalist


    The Broken Elementalist

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Guild Master- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Power of Apocalypse
    Position : None
    Posts : 1046
    Cosmic Coins : 1
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    Age : 33
    Experience : -

    Character Sheet
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    Condensed Magic,Pets, and Weapons/Armor/Items Empty Condensed Magic,Pets, and Weapons/Armor/Items

    Post by Inspirational Quote 28th June 2015, 2:43 pm

    Grading Guidelines

    Golden Rules:

    The things below are all guidelines on how to balance spells. These are all bendable but should be the basis for how you look at spells when you do them. If an app has something that is later deemed OP in a way, the staff member who did such app should be notified so that they can fix such OPness. In the case of the staff member not being able to do the app or not wanting to another staff member should be assigned the app for edits.

    Negotiations with apps are a big things with staff who do apps. If a spell is too OP then the staff member should state that the spell is too much and give edits on how to compromise with them while balancing the spell out.

    Also apps should be looked at fully to avoid people using their words to add effects or other things. So read through everything guys.

    All apps are balanced out in a way of if they fight other members but in PvE members are able to do more with their magic that is not stated in magic exactly. These PvE changes should not be too much but can be something like completely working over a charge up for a spell for instant use. This PvE setting will need to be agreed upon in a thread by all participants in order to be that way.

    If you are grading an app belonging to an H-rank mage then inform an administrator before you review it. Review all spells as normal until you reach the H-rank spell, then discuss that spell with the admin to ensure both of you are agreed it is balanced and useable within the RP.


    Spell Ranks:

    REFERENCE FOR COMPARING RANKS:

    Spell Clashing: The chart above explains everything fo ranks excluding H-rank which is the equivalent to 3 S-rank. This chart be used to compare spells when they clash with other spells that are neutral to them. Whereas spells that weaker to a specific type of spell would be considered one rank lower to such spell. An example of this would be if a fire spell of B-rank went against a water spell of B-rank rank. The water spell will win over the fire spell and keep going doing half damage. This changes if the fire spell is at A-rank though and will result in both spells canceling each other out.

    Spell Damage: Spells will always do their rank in damage and will have to split their damage between parts if multiple parts are used. This does depend on if the spell fires off all the shots in a way where the shots cannot all be dodged if they hit sometimes. Most of the time the guideline here stands.

    So if a mage has a spell that shoots out two fireballs simultaneously then the damage will be half of the rank each. This can change though if the spell shoots out a fireball one at a time and can be allowed to do its full rank in damage.

    Some spells are used to do attack opponents over a certain amount of posts which these spells are usually balanced by giving a damage cap per post when it is used that is reasonable. This means a spell that forms a ring of blades around an opponent and constantly attacks them should be lowered to a certain amount of damage per post that is reasonable for their rank.

    Depending on the magic type and the spell being used damage can max out at 1.5 of their rank. This is completely under the graders discretion though. Spells that fit this are massive attacks like a giant fireball or a massive bolt of lightning. This does not apply to S-rank or H-rank spells.

    Charge Spells: Charge spells have the potential of doing extra damage depending on the amount of posts charged. Each post spent charging will increase the damage output by 50% (0.5x rank damage) and is capped at 1.5x rank damage for D-A rank mages. S-ranks may charge their spells up to a maximum of 2.5x rank damage and H-ranks can charge up to a maximum of 3x rank damage.

    Barrier Spells: Barrier spells are basically spells that create a shield that protects the caster from a certain amount of spells. Barriers should only protect the caster from up to 2 spells of their rank, and only when used separately. For example, a D-rank barrier would protect the caster from 2 D-rank spells if used one after the other. If a C-rank spell (= to 2 D-rank spells) hits the barrier then it will shatter and deal 0.25x the spell's damage to the defending mage (0.5x D-rank damage). The exception to this is with element-based barriers, where the barrier can take 3 or 4 hits from equal ranked spells of elements that the barrier resists.

    Distances, Ranges and Speeds: Spells should have certain ranges equal to their rank. Maximum ranges are; 15 meters for D-rank, 30m for C-rank, 50 for B-rank, 75 A-rank, and 100 for S-rank. H-ranks can hit phenomenal ranges as they have hit the very peak of their magical ability, and thus will be considered on a spell-by-spell basis. These same distances can be used for AoE spells (which must always be written as 'the area of effect' rather than using the terms 'radius' or 'diameter').

    Spell speed should be half the amount of the amount of range but in meters per second or something similar. So 5-7.5 m/s at D-rank, etc.

    Again all of these are guidelines and can change with the mods discretion.

    Spell Affecting Things:

    Buff Spells: Spells can be used to buff up other spells or your character's attributes. These spells will boost mages of their rank the boost it states in the spell. However, if the target is of higher rank than the buff spell then the effect will have seemingly less impact due to the differences in rank. For example, a C rank spell that states it boosts the next spell by 50% would boost any C-rank spell by 50% as stated. If the caster used a B rank spell then the buff would only boost the spell by half a C-rank or 25% of a B rank spell.
    Seeing as we're all working with percentages now. We have to put all the buffs in relative terms.
    Here's what I have written up as a guideline for how buffs actually work:

    Buffs need to be put in relative terms. A 100% D Rank buff of a D Rank spell could give it C Rank power, but a 100% D Rank buff of a B Rank spell won't turn it into an A Rank spell. Buffs become marginally less powerful as you apply them to stronger Spells or Stats.

    To put it into perspective, take a look at the following list of examples:

    100% D Rank buff
    = 50% C Rank buff
    = 25% B Rank buff
    = 12.5% A Rank buff
    = 6.25% S Rank buff
    = 2.07% H Rank buff

    or

    100% B Rank buff
    = 400% D Rank buff
    = 200% C Rank buff
    = 50% A Rank buff
    = 25% S Rank buff
    = 8.3% H Rank buff

    or

    100% H Rank buff
    = 4800% D Rank buff
    = 2400% C Rank buff
    = 1200% B Rank buff
    = 600% A Rank buff
    = 300% S Rank buff

    or

    25% D Rank buff
    = 12.5% C Rank buff
    = 6.25% B Rank buff
    = 3.07% A Rank buff
    = 1.56% S Rank buff
    = 0.53% H Rank buff


    If you have a D Rank spell that doubles (or 100% boost of) a D Rank Spell or Stat, it will only increase a C Rank Spell or Stat by half, increase a B Rank Spell or Stat by a quarter, etc. This does not mean that all Buffs should boost by 100% (in most cases that would probably be too powerful), but this is the easiest example to give. Keep in mind that H rank = 3 x S rank

    Debuff Spells: Some spells can be used to affect other mages in some way with various effects depending on their magic type. These spell effects will only affect mages of rank of the spell and lower fully while affecting mages one rank higher for half the amount. This means that a B-rank poison spell being used on an enemy will only affect them fully if they are B-rank or lower while a A-rank mage will only suffer half the effects of the poison. Mages that are two or more ranks higher than the spell will not suffer the effects.

    There are some debuff spells that cause a sort of immobilization to opponents if they hit. These spells should only immobilize mages of equal rank for one post while having half their effect on mages one rank higher and no effect on any who are higher than that. Lower ranked mages will obviously be stuck for a longer period of time.

    Weapons Made Through A Spell: Weapons can be made through a spell for a mage to use in combat. These weapons will do their spell rank in damage and will NOT do the user’s rank in physical damage like a registered weapon would. Any effect they have is treated as their rank in damage and for affecting others. These weapons need to have a stated damage threshold they can take before being destroyed (or, in the case of requip weapons, dispelled) which is usually 2-4 of the rank of the spell. This depends on what exactly is being made and how it is being used. No matter what 4 is the highest but it should be rarely seen unless the weapon being formed is a shield of some kind.

    Weapons That Are Manipulated by Spells: Weapons can be manipulated by spells to power them up somehow. These weapons will still do their the user’s rank in damage but the spells or effects the weapon can use due to being manipulated will be of the rank of the spell buff on the weapon. The damage threshold stays the same as it would under the weapons registration but can be changed by the buff itself.




    Durations and CDs

    Below is a small chart that explains the durations and cooldowns for spells based on rank that should be followed but again these can be bended some. Remember that a cooldown should always be longer than a duration and in some cases the cooldown can be increased or the duration can be lowered to balance out a spell more. Durations should have an explanation of some sort why they are so high at S-rank or H-rank. These high duration spells should have some sort of drawback to using them also.

    D-rank: Durations: 3 max, CDs: 2-4
    C-rank: Durations: 5 max, CDs: 3-6
    B-rank: Durations: 6 max, CDs; 4-7
    A-rank: Durations: 7 max, CDs: 5-8
    S-rank: Durations: 10 max, the CDs on S-rank spells are usually a lot higher due to the effects. This means a spell with a 10 post duration would usually have 15-20 posts in a CD due to the effects it can do. Minimum CD is 8 posts.
    H-rank: These are a case by case basis due to H-rank being 3x that of S-rank, and being used by a mage at the very peak of their power. Cooldowns should always be high regardless of the length of duration.



    Elemental Bodies

    Elemental bodies can be tricky but are surprisingly simple to balance. They are unaffected by physical damage from things but if any attack is manipulated by a magic source the damage is applied normally due to the magical source. This means any spell that shoots out any form of magical substance does its damage regularly also. Also an elemental body will have a weakness to the element it is weak to.

    An example on how they work more can be seen like this:

    1. You make yourself into water.
    2. You take on the weaknesses of water and if hit by one of those weaknesses they lose their form or take double damage.
    3. You can't have physical damage.
    4. Hey look at you. You can still take magical damage no matter what the spell or magical item. If the spell or item is non elemental and physical damage based. Look they wasted a spell or turn.

    Also elemental bodies should all be made as spells if they are used for defensive means like stated above but they can be made into abilities. These abilities will have to be RP based meaning they do nothing in combat really and are cosmetic in nature. Like most of these guidelines there are times where you can bend this but it will come with a hefty cost somehow.

    HP/MP Regen:

    These max amounts below cannot change.

    HP Regens: Some mages can attempt to get HP regens on their magic, weapons, armor or items. The regens here would need to either be related to a healing magic of some sort or make some sort of sense in their description as to how they give a regen. The max regen amount per item is 5% HP and the max amount over all if 15% HP.

    In the case of regen over time spells, the maximum HP regeneration per post should be 2%.

    MP Regens: Some mages can attempt to have MP regens on their magic, weapons, armor or items. Due to all mages having a 10% regen of MP every 5 posts already they can only be given an extra 2% on top of that. This regen can be maximum of 2% per post but the built in 10% will be every 5 posts.


    Slayer Perks:

    Slayers get a few perks for being slayers that enhance their capabilities higher than other mages. These perks do not count towards the slayer’s abilities and are considered to be just tacked on. These perks will not be negotiable seeing as they are free addons for the slayer.

    Attribute Buffs: A slayer’s body is naturally going to be stronger than regular people’s due to their intense training which gives them a 10% buff to their durability, strength and speed. This amount is considered what it is like for a mage to be just above the capabilities of a mage of their rank.

    Slayer Resistances: Slayers all have resistances against their respective element. These resistances are not too high but they are enough for their enemies to notice that their attacks are not as effective. The chart below explains the resistances.

    2 ranks above: 0%
    1 rank above: 10%
    Same rank: 25%
    1 rank below: 30%
    2 ranks below: 50%


    Element to MP:: All slayers are able to eat their respective element to restore MP. This restoration of MP is defined in a chart in the Magic Rules section of the rules.

    Magic Rules

    Credit to Zeno


    A.1 "It is not the beard on the outside that counts, it is the beard on the inside."

    All mages in Earthland posess an inner source of magic that can be tapped into to cast spells.

    This is your magic power also known as mp.

    Mp is expressed in a percentage in order to measure how much power spells require, and how much energy is left to cast them.

    In a normal, well-rested and unaffected state, a mage's mp percentage is 100%.



    A.2 Spell Power, Categories and CRAZY STUFF

    Spells are separated in different ranks: D - C - B - A - S - H (lowest -> highest)

    However, within each rank spells differ as well. Some spells deal repetitive damage over a duration while others hit hard instantly. The power of spells within each rank fluctuates and follows certain scaling. When calculating damage in the combat widget, you have to know what kind of spell you have. The widget will take care of the damage calculations for you.

    If you are not using the widget but you just want a general idea of how much damage different types of spells do, the following rules apply:

    Power Levels:
    D: 100
    C: 200
    B: 400
    A: 800
    S: 1600
    H: 4800

    This list of power levels is used to calculate when one spell overpowers another, regardless of whether you are using the widget or not. When spells of the same rank clash, each mage takes into account the current power level of the spell and adds their own KNW to it. The overpowering spell is the one with the highest power level after the respective KNW has been added.

    The widget will use different values to give a more realistic amount of damage. However, if you choose not to use the widget and ignore hp, you can use this list of power levels to calculate damage instead. Below is listed how much of that power level is applied to different types of spells within that rank.

    INSTANT:
    Deals 100% of its Rank in damage upon impact.
    DURATION:
    Deals 150% of its Rank in damage over the entire duration. Damage per turn is 150% divided by the duration.
    AREA OF EFFECT:
    Deals 100% of its Rank in damage upon impact in the center. Deals 75% of its rank in damage in the affected area.
    MIXED:
    Spells that have more than 1 effect will have their effects categorized in primary effect, secondary effect and extra effect. Which effect is primary, secondary or extra is up to the player, but has to be mentioned in the application.
    The primary effect is 90% of its Rank effective.
    The secondary effect is 70% of its Rank effective.
    The extra effects are 40% of its Rank effective.


    A.3 “Du är min hjälte för du vågar vara rak~”
    There are different main categories of magic, some of which have their own special set of rules.
    CASTER:
    The mage uses his own body as medium through which magic is expeleld.
    HOLDER MAGIC:
    This category of magic requires the mage to use an item as medium to produce magic. Those items are powered by the Holder's magical power and energy, but there can be some exceptions such as Edolas Items that are powered by Lacrima.
    A Holder's Item can be anything from a weapon to a flower. These items cannot be broken or stolen unless the player agrees to it out of character.
    LOST MAGIC:
    A type of magic who's teachings have been obliterated from the history of the world and thus have become incredibly difficult to obtain. User's of such magic still exist, but are very rare.
    ITEMS & REQUIP MAGIC:
    This form of magic is based on the usage, summoning and/or creation of many different magical items, weapons and armor that are pulled from and stored in a magical pocket space. The items, weapons and armor a Requip mage uses are listed as spells. They are limited to 4 types of spells:
    Support: (mostly lower rank, but not necessarily. Spells that enhance the user's physical abilities and his or her handling of the weapons and armor. Levitation, for example.)
    Spell Armor: (the rank can vary, the higher the rank the better the spell armor. Spell armor can hold 1 passive ability and 1 active ability equal to its rank.)
    Spell Weapon: (Requipers have a large arsenal of weapons, the power depends on the rank of the spell slot. Spell weapons can hold 1 passive ability and 1 active ability.)
    Special (the rank can vary, the higher the rank the more powerful the spell. A Special type of spell allows the Requiper to cast a qpell through a specific weapon or amor, or even combine multiple weapons with a specific armor into one unique offensive or defensive spell.)
    SPOILER:
    Durability of Requip Spells:
    Weapons: The Weapon Spells can resist spells up to their rank, however if they are hit by a spell that his a higher rank than themselves they will instantly break,
    Armors: The Armor spells will be based off of the normal durability rules, taking a set amoung of hits before they break.
    SUMMONS:

    Some mages have the unique ability to summon magical creatures to fight on their behalf. For some mages that's actually the only thing they can do.

    The rules for summoning are pretty easy. Every summon takes up one spell slot. The rank of the spell slot indicates the power of the creature. That creature will need a well-balanced duration and cooldown. ( Duration = how long the creature can be on the field, Cooldown = the time it takes for the creature to rest until it can be summoned again. )

    Summoning puts a great strain on the user and so they are limited to the amount of things they can summon at once. The rules for the amount of summons one can have out at a time are as follows: (Note: these are unchangeable, meaning nothing in your apps can allow you to have more than what is allowed for your rank)
    D and C ranks: One Summon
    B through H ranks: Two Summons
    S and H ranks can summon up to three Summons at one time however they will lose the ability to move themselves, leaving them an open target.

    A normal summon is allowed one active ability and one passive ability equal to their rank. These abilities do not use the user's MP in order to fuel.
    CELESTIAL SPIRIT MAGIC:

    - Zodiacs: Every Celestial Spirit Mage loses 1 Spell Slot that is to be replaced with a Golden Spirit Key for a Zodiac summmon. That Spell Slot is always the strongest Spell Slot availble and corresponds with the user's rank. When a CS mage ranks up, so does his Zodiac Summon. The Zodiac will take up a new Spell Slot and the old one will open up for a new one. Celestial Spirit Mages may only have 1 Zodiac Key, unless he or she obtains another one by killing the owner in battle or because it was given to them by the previous owner. If the initial Celestial gold key was given away, the player cannot apply for another one. When a Celestial Spirit Mage has more than one Zodiac and ranks up, He / she can decide which Zodiac will rank up and which remains the same rank.

    - Stellar: Silver Keys containing Stellar Spirits are limitless, and take up the spell slot given to them by the user.

    - Unknown: Different keys exist to summon special "other" Spirits as well. They have the same rules as the Silver Keys. Example: Black key of the Snake Bearer

    Contracts with Spirits must be described in the description of the spell.
    GOLDEN KEYS:

    Golden Keys: These are special keys, limited to 12, and have to be registered in order to obtain or somehow gained from other celestial spirit mages. What makes them so special? They are slightly more powerful than the average summon. This is showed by one extra passive/active ability,
    Note for gemini: It cannot mimic the magic power or magic of anyone higher rank than the user
    TAKEOVER:

    Take Over magic is using magic to take on abilities and identities of powerful creatures. Similar to summoning, but instead of summoning the beast itself you become it, either partially or fully. This is also where we will draw a distinction: Partial Take Over, Full Take Over or Form and Spell.

    A user of this magic is limited to a maximum of sixteen 'partial' takeovers that can form into a full takeover. A full takeover can consist of between 2 and 4 partials. The fewer partials required to make a 'full' takeover the lower the benefits gained of achieving said full takeover. All partials and forms must follow a specific theme e.g. Satan Soul uses demons, Beast Soul uses monsters, Animal Soul uses animals.

    A partial takeover can have one passive and one active ability equal to its rank.
    A full takeover gains all the active abilities of its partial plus one additional passive ability equal to its rank. It must be at least one rank higher than the partials.

    A full takeover gains all of the passive abilities of its passives at a boosted amount. This amount is what is effected by the amount of partials.

    Two partials: 10%
    Three partials: 25%
    Four partials: 50%

    This makes the full takeover an incredibly powerful item. However, the amount a user can buff any stat in any full takeover, including the boosted buffs from the partials, is as follows:
    C: 100%
    B: 125%
    A: 150%
    S: 175%
    H: 200%

    The remainder of the spell slots that a user has can be used for two things:
    Partial takeovers that are NOT part of a form or abilities which can only be used whilst using certain partials/full takeovers.
    DURABILITY:

    Takeover spells have a set Durability Threshold. This means that each take over will have a set amount of damage you can withstand while it is active before it is deactivated by force.
    Example:
    If Bob used a partial Takeover that has a durability threshold of 30%, while he was at 100% hp, and he then took 30% damage leaving him at 70% HP, his partial Takeover would immediately deactivate and go on cooldown.

    IMPORTANT NOTES:

    - When a Partial TO is in cooldown, its Form cannot be activated.
    - When a Form enters its cooldown, all of its Partial TOs enter cooldown as well.
    - Every Form must be at least 1 Rank higher than its highest ranked Partial TO.
    - Spells belonging to a certain Form cannot be used by a Partial or Full TO of another Form.
    - Each Take Over takes up 1 Spell Slot.
    - Each regular Spell has to be assigned to a Form and can only be used in the Form or with the appropriate Partial Take Over of that Form.
    - Partials of different Forms may be combined with each other simultaneously, but they cannot produce another Form.
    - Only a maximum of four partials can be used at once
    - Takeover active abilities must function like normal spells with durations and cooldowns
    DRAGON SLAYER MAGIC:

    Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. ( Ex.: Ice DS cannot eat Dark Ice ) If they do, they get incredibly sick and damage will still be done to them.
    The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
    Though Dragon Slayers get all of these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything with out getting motion sick. However they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread by the use of a status effect healing spell.
    FIRST GENERATION:

    First Gen. Dragon Slayers have learned the magic from the Great Dragon of their respective element.
    Dragon Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength. (Dragon Skin: Body is covered in scales of their respective element) It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.
    SECOND GENERATION:

    Second Gen. Dragon Slayers have obtained the magic through a Lacrima produced from the Great Dragon of their respective element.
    Dragon Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength. (Dragon Skin: Body is covered in scales of their respective element) It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts 7 posts.
    THIRD GENERATION:

    Third Gen. Dragon Slayers have learned the magic from the Great Dragon of their respective element, as well as imbued themselves with Lacrima from the same Great Dragon.
    Dragon Force: Can be activated at will, anytime.
    Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength. (Dragon Skin: Body is covered in scales of their respective element) It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    HYBRID DRAGON SLAYER:

    Hybrid Dragon Slayers have learned the magic from the Great Dragon of their respective element, as well as imbued themselves with Lacrima from another Slayer Element. These unique Slayers do not have Dragon Force, but instead have Hybrid Mode:
    Hybrid Mode: Can be activated at will, anytime.
    Hybrid mode highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength. Whilst in this state, the slayer has both of their elements visible in some form on their body or aura. It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Hybrid mode, All of their spells contain both of their elements,
    During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    GOD SLAYER MAGIC:

    God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.
    The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.
    FIRST GENERATION:

    First Gen. God Slayers have learned the magic from the God of their respective element.
    God Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is cloaked in a shaded aura of their respective element) It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.
    SECOND GENERATION:

    Second Gen. God Slayers have obtained the magic through a Lacrima produced from the God of their respective element.
    God Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is cloaked in a shaded aura of their respective element) It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts 7 posts.
    THIRD GENERATION:

    Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God.
    God Force: Can be activated at will, anytime.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is cloaked in a shaded aura of their respective element) It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    HYBRID GOD SLAYER:

    Hybrid God Slayers have obtained two different elements either by through a Lacrima produced from a God and/or by having been taught by a God. These Slayers do not have God Force, but instead have their own Hybrid Mode.
    Hybrid Mode: Can be activated at will, anytime.
    Hybrid mode highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. Whilst in this state, the slayer has both of their elements visible in some form on their body or aura. It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Hybrid mode, All of their spells contain both of their elements,
    During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    DEMON SLAYER MAGIC:

    Demon Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God Slayer counterpart. The colour of Demon Slayer Magic is a white version of the element's natural color.
    The form of elemental magic they use is light, on the other end of the magical spectrum. The element of light is being mixed with the other elements to alter their properties slightly. The Hell Demon Slayer uses an blessed form of darkness that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Darkness, Demon, and Undead type non-human beings.

    FIRST GENERATION:

    First Gen. Demon Slayers have learned the magic from the Demon of their respective element.
    Demon Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength. (Demon's Aura: Body is cloaked in a tinted aura of their respective element) It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Demon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During Demon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.
    SECOND GENERATION:

    Second Gen. Demon Slayers have obtained the magic through a Lacrima produced from the Demon of their respective element.
    Demon Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength. (Demon's Aura: Body is cloaked in a tinted aura of their respective element) It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Demon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During Demon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts 7 posts.
    THIRD GENERATION:

    Third Gen. Demon Slayers have learned the magic from the Demon of their respective element, as well as imbued themselves with Lacrima from the same Demon.
    Demon Force: Can be activated at will, anytime.
    Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength. (Demon's Aura: Body is cloaked in an aura of their respective element) It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Demon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During Demon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    HYBRID DEMON SLAYER:

    Hybrid Demon Slayers have obtained two different elements either by through a Lacrima produced from a Demon and/or by having been taught by a Demon. These Slayers do not have Demon Force, but instead have their own Hybrid Mode.
    Hybrid Mode: Can be activated at will, anytime.
    Hybrid mode highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength. Whilst in this state, the slayer has both of their elements visible in some form on their body or aura. It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Hybrid mode, All of their spells contain both of their elements,
    During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.
    SPECIAL RULES FOR THE LIGHT AND SKY SLAYERS:

    ]Sky Slayers must consume air from the sky itself! Pulling it down into their mouth as they inhale! Sky Slayers can eat Wind left behind from fast movements, and all forms of Wind Magic! Air is different than Wind. The air we breath is not wind, it's speed classifys it as Air! When a car or fast moving object passes there is Wind! Atmopsheric Air (in the Sky) is always moving and drifting at high speeds, thus as the name implies, Sky Slayers must eat air from on high, aim for the clouds! As long as they are outside, Sky Dragon Slayers have an unlimited amount of elemental food. However it is obvious when they eat and leaves them more vulnerable than most types of Slayers unless their opponent is distracted. Fast moving opponents beware! A Sky Slayer can turn Super Speed into a disadvantage quickly as Wind is usually in an abundance against an opponent moving at intense speeds!


    Light Slayers can eat Sunlight for 5% Magic Power per turn if it's daytime. Light Slayers can eat reflections of sunlight; literally pulling the "glitter" off of a lake at high noon or on a summer day. All Lacrima has a glow, and a Light Slayer can eat said glow off of Lacrima. Although this does not affect the Lacrima's power in any way it is interesting to note. Eating the glow off of something does not protect the Light Slayer from damage, but can help them regenrate magic power. Once the Light or Glow is eaten from something, it remains colorless for 24 hours or until the Light Slayer either goes to sleep or is KOed. Although they can still be damaged by your spell if hit, you should beware of huge bright flashy spells against a Light Slayer! Or you'll be regenerating their Magic Power faster than you can say "Aye Sir!", anything that glows with any sort of radiance can have it's glow eaten and vacuumed towards the Light Slayer.
    SLAYER CONSUMATION GUIDE:

    The following list shows how large a volume a Slayer has to consume in order to regain a certain energy percentage. The amount of Magic power one regains from consumption depends on the Rank of the source in correlation to your own, as well as the amount or Density.
    Note: Environmental Sources will always have the same rank Multiplier and will follow the D rank Density Value.
    Multipliers:
    One rank below and lower: 0.5x
    Equal rank/environment: 1.0x
    One Rank above and higher: 1.5x

    IMMATIERIAL:

    For Immaterial:(Covers, Fire, Lightning, Poison, Shadow, Light, Water, Sky, Snow, Sand and Metal Flakes)

    10m- 5%

    20m- 10%

    30m- 15%

    40m- 20%

    50m- 25%

    60m- 30%

    70m- 35%

    80m- 40%

    90m- 45%

    100m+- 50%

    MATIERIAL:

    Matierial-(Covers Ice, Metal, and Earth)

    *Note: This accounts for a single bite or a Single thing being eaten, the amount of bites do not stack what you get back, so if you were to eat a artifact grade Sword, and eat all of it, you would only get 40%(In other words if you eat all of it, or just a single bite you get the same amount regardless)

    **Note 2: This is covering magical density, not size

    D Rank(Enviromental): 5%

    C Rank:10%

    B Rank:20%

    A Rank:30%

    S Rank:40%

    H Rank: 50%

    DURATION+COOLDOWN:

    THIS IS JUST A GUIDE!

    D rank: max duration of 4 minimum cooldown of 3
    C rank: max Duration of 6 minimum cooldown of 5
    B rank: max Duration of 8 minimum cooldown of 7
    A rank: max Duration of 10 minimum cooldown of 9
    S rank: max Duration of 12 minimum cooldown of 11
    SS rank: max Duration of 14 minimum cooldown of 13
    H rank: max Duration of 20 minimum cooldown of 15

    the cooldown must be one more than the duration
    signature dose not need duration or cooldown but if mod deem it necessary






    A.4 Primary Magic

    The main magic a mage uses and the first magic he or she learned. Primary Magic has the most Spells Slots allocated.

    If one wants to change their primary magic into something different, they can do so for free by giving up their secondary magic.

    If one wishes to drop one their magic entirely without wanting to sacrifice their ability to obtain a secondary magic later on, one can simply pay 50,000 Jewels to request their primary magic be revoked so they can start a new.

    Abilities: Mages gain abilities from their magic. There is a limit to how many abilities you have as a mage. 3 for D, 4 for C, 5 for B through A, 6 for S rank, and 7 for H. Abilities can be passive or active. If the ability is active, it will be judged on a case by case basis if the ability is required to be a spell or not.

    Health Regen: Health regen abilities can only cap out to 5% of HP regardless of rank or type. Health regen has to MAKE SENSE with your magic. Meaning that if you have healing magic, of course you're going to have regen. By stacking weapons/etc to your character for regen you are only allowed to max out at 15%.



    A.5 Secondary Magic

    The second magic a mage learns and is used to complement the primary mage or add more variety to the mage. Secondary magic spells can be either only secondary magic or a mix of primary and secondary. You can only have 1 secondary spell of each rank up to your own rank. ( max. S Rank )

    Lacrima is considered a secondary magic.


    Passive abilities: Mages who have a secondary magic can have two abilities for this magic. Like with primary magic this can be active or passive. Active abilities will be judged on a case by case basis to decide whether they have to be a spell or not.


    Health Regen: Secondary magic used with Health regen abilities can only cap out to 2% of HP regardless of rank or type. Health regen has to MAKE SENSE with your magic. Meaning that if you have healing magic, of course you're going to have regen. By stacking weapons/etc to your character for regen you are only allowed to max out at 15%.



    A.7 Changing Magic
    The ability to change one's magic to another one is something that few mage's choose to do. However, there is a process that one can go through in order to change one's primary, secondary or both. This costs a significant amount of jewels.

    To change your primary: 50k
    To change your secondary: 50k
    To change both entirely: 75k
    To swap your primary and secondary: 50k

    However, should you wish to avoid paying to change your primary magic you can (once) choose to give up the ability to have a secondary magic. This can only be done once. Should you wish to gain a secondary magic in the future then you will have to pay 75k rather than the traditional 50k



    A.7 Tertiary Magic

    Is only obtainable for mages of SS Rank and higher. This magic is complementary magic that only has a supportive rule in all aspects. It is highly recommended to use this magic for Guild Symbol spells. Tertiary magic has 1 spell of each rank, up to your own rank (max. S Rank), and is also registered in the Secondary Magic section.

    It is listed in your profile following the example:

    Primary Magic: Something Cool

    Secondary Magic: Something Neat / Something Beautiful (Tertiary)

    The following magic is NOT allowed:
    - Offensive Magic
    - Defensive Magic
    - Buff Magic (increase of stats, power, ect.)
    - Debuff Magic (decrease of stats, power, etc.)
    - Lacrima
    - Healing Magic



    B. Spell Slots

    A Mage has only a limited amount of free Spell slots, depending on his or her rank. There are also a limited amount of free Spell slots for Secondary Rank, provided that you have obtained Secondary Magic first.

    D RANK MAGE:

    Primary:
    - 4 D Rank Spells
    Secondary:
    - 1 D Rank Spell

    C RANK MAGE:

    Primary:
    - 4 D Rank Spells
    - 3 C Rank Spells
    Secondary:
    - 1 D Rank Spell
    - 1 C Rank Spell

    B RANK MAGE:

    Primary:
    - 4 D Rank Spells
    - 3 C Rank Spells
    - 3 B Rank Spells
    Secondary:
    - 1 D Rank Spell
    - 1 C Rank Spell
    - 1 B Rank Spell

    A RANK MAGE:

    Primary:
    - 4 D Rank Spells
    - 3 C Rank Spells
    - 3 B Rank Spells
    - 3 A Rank Spells
    Secondary:
    - 1 D Rank Spell
    - 1 C Rank Spell
    - 1 B Rank Spell
    - 1 A Rank Spell

    S / SS RANK MAGE:

    Primary:
    - 4 D Rank Spells
    - 3 C Rank Spells
    - 3 B Rank Spells
    - 3 A Rank Spells
    - 2 S Rank Spells
    Secondary:
    - 1 D Rank Spell
    - 1 C Rank Spell
    - 1 B Rank Spell
    - 1 A Rank Spell
    - 1 S Rank Spell

    H RANK MAGE:

    Primary:
    - 5 D Rank Spells
    - 4 C Rank Spells
    - 4 B Rank Spells
    - 4 A Rank Spells
    - 3 S Rank Spells
    - 1 H Rank Spell
    Secondary:
    - 1 D Rank Spell
    - 1 C Rank Spell
    - 1 B Rank Spell
    - 1 A Rank Spell
    - 1 S Rank Spell


    More Spell slots can be bought from the Official Magic Shop.
    In total, Mages can have:
    6 Additional D Rank Slots
    5 Additional C Rank Slots
    4 Additional B Rank Slots
    3 Additional A Rank Slots
    2 Additional S Rank Slots

    When ranking up, a mage grows in power and so do their spells. When acquiring a new rank and new spell slots, mages can upgrade their current spells into the next rank if they want to. (until all spell slots are occupied) However, they can only do so when they rank up. If a spell is upgraded, the old spell slot it used to be in is now free again and can be filled up with a new spell.

    Members are able to trade in spell slots they no longer want/need for spell slots of their rank or below as long as the price of the spell slots they are trading in are equivalent to that of the spell slot they want. (I.E. by trading in 2 D-rank spell slots a player could then have a C-rank spell slot as 2 D-rank spell slots = 30,000 Jewels = the same price as buying a C-rank spell slot). This means that all a moderator/admin would need to do is approve the trade and the user can then get on with their magic.

    Now obviously there are a few rules to go along with this:

    1. You may not go under the default amount of spell slots for that rank (so if you're trading in D-rank slots then you can't have less than 4 D-rank spell slots once the trade is completed).

    2. You may not do part exchanges (No trading a spell slot + Jewels for a new spell slot).

    3. You may not exceed the maximum number of spell slots by exchanging in this way. (I.E. You cannot trade in 2 A-rank spell slots for an S-rank spell slot if you already bought the 2 extra slots that are allowed for S-rank spells.)



    C. Unison Raids, Mixed Spells, Supported Spells and Spell Fusion
    It can be very tricky to figure out how powerful one of these spells are. If you're using the widget, you might also not know what to do exactly with these. Don't worry, let's clear this up:
    UNISON RAIDS:

    A Unison Raid is a massive spell that is generated by two to three mages completely merging their magical power together and unleashing a spell with each Magical power completely working together.
    A Unison Raid has to be registered in this thread: https://www.fairytail-rp.com/t1443-unison-raid-registration
    Rules for Unison Raids:
    Max.3 Mages may perform a Unison Raid together.
    All spells or effects (Max of one spell or effect from each participant) involved must share the same type. (Offense or Defense) This will determine the type of Unison Raid.
    The power level of the Unison Raid will be determined by adding the ranks of its subspells together. This will show when the Unison Raid and then boosted by 50%.
    Can only be performed once per thread.
    To be able to use a Unison Raid you have to do a training thread with your partners to perfect the Unison Raid, the length of which is dictated by the elements you are using together. So you can have a Unison Raid of two elements are the same and have an easier training thread, or have Elements that don’t naturally go together for a longer training thread.
    MIXED SPELLS:

    Mixed Spells are spells that are combined, but not fused. This means that the spell has combined effects and aspects of all spells involved, but it is only as strong as the strongest spell. They still cost the regular amount of mp, but require all mages invovled to be casting simultaneously.
    Rules:
    Basic opposite elements can be used in a Unison but it will have to follow logic. ( Fire + Water = Steam, Water + Earth = Mud, etc. ) Light and Darkness cannot be fused, BUT it can be Mixed to create the Chaos element. Chaos is the weakness of, and extra effective against; both Light and Darkness and any other element that has traces of Light and Darkness in it.
    SUPPORTED SPELLS:

    Some spells affect other spells in order to make them stronger (called Supported Spells). The power level of the Supported Spell is still the same, unless the support spell used on it specifically describes a boost in power. In which case the spell receives a base boost of half the support spell's spell power.
    When using the widget, calculate the Supported Spell's spell power and look which Rank it falls into first.
    Support spells create neither combination nor unison, because they can only be used in function of other spells. Therefore, it is possible for a support spell to increase power level, make a change in strengths and weaknesses and increase the effectiveness of the Supported Spell.
    Supported Spells can be applied to a mixed spell or a unison, as long as its compatible.
    GUILD SPELLS:

    These are H rank+ class spells that are only usable by Guildmasters and guild aces that do not take up a spell slot. However, in order to be utilized by the ace they must of reached S rank. Unlike a normal H rank spell which will only be usable once a thread, a guild spell will have a cooldown that varies with it's type. A guild is entitled to have three of these spells, such as how Fairy Tail have Law, Glitter and Sphere. However, a member is only able to use one of these per thread. If a member no longer belongs to the guild they will lose all memory of how to use the spell. These will be registered in the guild info section.
    Guild spells should not be incredibly overwhelming to the point where it is an instant win. If we feel that your guild spell needs nerfing we will nerf it.
    Guild Spells will have their durations and cooldowns changed via their type. There are three types of Guild Spells. Offensive, Defensive, and Supportive.
    TYPES:
    OFFENSIVE:

    Offensive Guild Spells are Guild Spells that are centered to attacking an enemy. Though they may have secondary effects, they're main purpose is to cause damage to a target. Because of the outstanding attack power that a spell of this type can have, the duration of these spells should range from 1 post to four posts. A duration of one post is the most common for a offensive styled Guild Spell. You can only use one guild spell per a thread.
    DEFENSIVE:

    Defensive Guild Spells are Guild Spells that are centered on defending yourself or a group from an enemy attack. Though they may have secondary effects, they're main purpose is to block out any and all form of damage to a target(s). Because of the tremendous defensive capabilities that a spell of this type can have, the duration of these spells should range from 1 post to five posts. A duration of two posts is the most common for a defensive styled Guild Spell. You can only used one defensive guild spell per a thread.
    SUPPORTING:

    Supporting Guild Spells are Guild Spells that are centered on buffing and/healing yourself or a group. The main purpose of this type of guild spell is to enhance any physical or magical aspect of one's self or their target(s), or to heal the said targets from status effects or from bodily harm. Because of the advantages that a spell of this type can have, the duration of these spells should range from eight posts to fifteen posts. You can only use one supportive guild spell per a thread.

    III. Weapons, Items & Pet Rules/Information
    ~ Credit to Zeno ~



    A. General:

    - All weapons and armor you use need to be OFFICIAL and approved
    - You can create unlimited Weak Weapons and Weak Armor Sets as long as they are registered
    - All Weapons, Armor & Pets must be stored in your bank
    - Mages are limited to 1 weapon of each rank, other than Weak. ( Strong Weapons can be upgraded to Legendary, but every step in between must be bought as well. The price is the difference between the ranks. And the rule must still apply. )
    - Strong and Strong(+) are still counted as being the same rank. This applies to all other ranks as well. This means, for example, that you cannot have a Legendary and Legendary(+) item at the same time.
    - Mages are limited to 2 sets of armor of different ranks.
    - Mages are limited to 3 magic items.
    - All Mages are limited to 1 Pet.

    - The damage dealt by any weapon depends on the user rank (meaning a direct hit is equal to the user's rank). The rank of the weapon determines the power of its abilities, its magical resistance and its durability against other weapons. An Artifact can break through Legendary armor more easily than Legendary can break through an Artifact. This does not mean the lower ranked armor is immediately broken, this depends fully on the situation and the form of impact. (This does not apply to Weak Weapons. Weak Weapons cannot break through Strong or higher ranked Weapons, but are immediately broken by Strong or higher ranked weapons.)

    - Weapons/Items/Armors used for HP Regen can only cap the character out at 15% HP Regen. However if you move down to the types of weapons there will be specifics. If your character has HP regen through his primary or secondary magic, then you can only max out at 15% total. Regen can be HIGHER outside of battle maxing out to 25%.

    ==========================

    B. Weapon/Armor Rules:

    For requip magic you can add a quantity to the amount of Weak Weapons and Armor you add during your Weapon Registration. ALL WEAK WEAPONS AND ARMOR are free, ALL OTHER WEAPONS AND ARMOR are either bought, or won. Artifact Weapons and Armor can be won in events, contests, or prizes.

    WEAPON/ARMOR INFO:


    Artifact Weapons (+) - 5% mana Increase/ 5% HP Regen if it relates to magic / Can resist A Rank Spells
    Artifact Weapons - Can resist A Rank Spells/ 5% HP Regen if it relates to magic
    Legendary Weapons (+) - 5% mana increase / 4% HP Regen if it relates to magic /Can resist B Rank Spells
    Legendary Weapons - Can resist B Rank Spells/ 4% HP Regen if it relates to magic
    Strong Weapons (+) - 5% mana increase / 3% HP Regen if it relates to magic/ Can resist C Rank Spells
    Strong Weapons - Can resist C Rank Spells/ 3% HP Regen if it relates to magic
    Weak Weapons - Cannot resist Spells/ 1% HP Regen if it relates to magic

    Note on HP Regen: Strong to Strong(+) and Weak weapons CANNOT have additional abilities if it has HP Regen.

    Artifact Armors (+) - 5% mana increase / 5% HP Regen if it relates to magic / Can resist A Rank Spells
    Artifact Armors - Can resist A Rank Spells / 5% HP Regen if it relates to magic /
    Legendary Armors (+) - 5% mana increase / 4% HP Regen if it relates to magic / Can resist B Rank Spells
    Legendary Armors - Can resist B Rank Spells / 4% HP Regen if it relates to magic /
    Strong Armors (+) - 5% mana increase / 3% HP Regen if it relates to magic / Can resist C Rank Spells
    Strong Armors - Can resist C Rank Spells / 3% HP Regen if it relates to magic /
    Weak Armors - Cannot resist Spells / 1% HP Regen if it relates to magic /

    Note on HP Regen: Strong to Strong(+) and Weak armors CANNOT have additional abilities if it has HP Regen.

    Artifact/Artifact Weapon(+) - 2 Player-Ranked Spells (Up to S rank)
    Legendary Weapon (+) - 2 Player-Ranked Spells (up to A rank)
    Legendary Weapon - 2 Player-Ranked Spells (up to B rank)
    Strong Weapon (+) - 1 Player-Ranked Spell (up to B rank)
    Strong Weapon - 1 Player-Ranked Spell (up to C rank)
    Weak Weapon

    While armours can't have spells, they can have passive abilities.
    Artifact/Artifact Armour(+) - 2 Player-Ranked Effects (Up to S rank)
    Legendary Armour(+) - 2 Player-Ranked Effects (up to A rank)
    Legendary Armour - 2 Player-Ranked Effects (up to B rank)
    Strong Armour(+) - 1 Player-Ranked Effect (up to B rank)
    Strong Armour - 1 Player-Ranked Effect (up to C rank)
    Weak Armour


    *Resist means that the weapons will not break after being hit by the Spell. This does not necessarily mean that the weapon is able to block the Spell, that depends on what the Spell and Weapon are.
    *Also note that Passive Effects provided by Armours have the same standards for ranking that spells do, so an A-ranked passive effect would be an effect as potent as one from an A-ranked buff spell or passive spell.
    *HP Regen magic items follow the same system per rank only they are only allowed to be specifically related to healing abilities. Nothing else.

    REQUIP MAGES:

    The amount of Spells a Requip Mage may have is the same as that of all other types of Mages, but is rather limited in the types of Spells (Read the Magic Rules for more info). However, aside from Spell Weapons, a Requip Mage may also purchase regular weapons. Spell Weapons and Armor do not follow rules and ranks for regular weapons, but they follow the rules and ranks for spells instead.

    ==========================

    C. Pets



    PET INFO:

    Legendary Pets - Can resist B Rank Spells
    Strong Pets - Can resist C Rank Spells
    Weak Pets - Can resist D Rank Spells


    RULES:

    There are two types of pets:

    Non-Combat Pet:
    - Can only be used for support.
    - Does not participate in battle.
    - Cannot be killed in battle.

    Combat Pet:
    - Can participate in battle.
    - Can only have 1 Ability equal to its Rank and one of a lower Rank.
    ( Legendary - A Rank, Strong - B Rank, Weak C/D-Rank )
    Mages who a have a pet that is of higher rank than their own will have to decrease the rank of the pet's abilities to that of their own rank. Once they reach a higher rank, so do the pet's abilities until their maximum rank is reached.

    - Can hold 1 Magical Item, 1 Weapon and 1 Armor

    - Can be killed in battle.

    Every Mage can have 1 Pet.

    ==========================

    D. Magic Items

    Magic Items can only hold Support passive effects.

    Artifact Item - 2 Player-Ranked Effects (Up to S rank)
    Legendary Item - 2 Player-Ranked Effects (up to A rank)
    Strong Item - 1 Player-Ranked Effect (up to B rank)
    Weak Item - 1 Player-Ranked Effect (up to C rank


    _____________________________________________________________________________________

    Xp:000
    Jobs Completed
    D rank:0
    C rank:0
    B rank:0
    A rank:0
    S rank:0

      Current date/time is 7th May 2024, 2:31 pm