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Update 09/02/2018

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#1Jyu 

Default on Thu Feb 08, 2018 2:50 pm

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Update 09/02/2018



Immunity and Magic:

  • Users who are immune to a certain element can still wield gear that they are immune towards.
  • Users who are immune to a certain element can not be harmed by that specific element. This means that debuffs and negative moves will not work on the user.


Immunity and Effects:

  • The user can still be knocked back by the force of spells they are immune to, unless their specific item or perk mentions otherwise.


Demon Limitations:

  • There can only be a single demon per elemental alignment. When we have one per element, users may choose that element again, or when the demon using that element becomes inactive. Demons do not lose their race however.


Race Nerfs:

  • Vampires lose their full immunity against Darkness-type moves, instead they get a reduction of two ranks damage. Full immunity against Darkness-type is now reserved for pure blooded vampires.
  • Demons lose their full immunity against Darkness-type moves and their own elemental type, instead they get a reduction of two ranks damage. Full immunity against Darkness-type and their own element is now reserved for pure blooded demons.
  • Elves lose their full immunity against Nature-type moves, instead they get a reduction of two ranks damage. Full immunity against Nature-type and their own element is now reserved for pure blooded elves.
  • Giants lose their full immunity against Earth-type moves, instead they get a reduction of two ranks damage. Full immunity against Earth-type and their own element is now reserved for pure blooded giants.


Race, Slayer Magics, and Take-Over Magics:

  • Only humans can purchase Slayer and Take-Over magic.


New Masteries:

  • Hand-to-hand combat has been added to the Weapon Types allowing it to fall under Weapon Mastery.
  • Daggers have been added to the Weapon Types allowing it to fall under Weapon Mastery.


Sentinel, Overseer, and Defensive Spells:

  • Users with the Sentinel or Overseer class can use every function listed in the Defensive Spells category in the Magic Regulations as long as it fits within the limitations of their spell. This means that full body defensive spells are available to them from the start as well as moving defensive spells.


Approval and Use:

  • Users can not use spells or items that they did not have approved before they entered a topic.


Rune Knights and Requirements:

  • Rune Knights accept humans, Nekos, Elves, and Giants, and Seraphim into their ranks.
  • Rune Knights accept Vampyres and Lycans with a fame of at least 4000 and Demons with at least a fame of 6000.
  • When users change their race while being in the Rune Knights, they must meet the required amount of fame to remain in the Rune Knights, otherwise they will be removed from the group.
  • Users who have changed their race and do not meet the fame requirement, only have two weeks to proof themselves and get the required amount of fame they are missing.

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