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    Question Thread

    Crimzon
    Crimzon

    Space Weaver


    Space Weaver

    Regular VIP Status- 1 Year Anniversary- Player 
    Lineage : Soldier of Chaos
    Position : None
    Posts : 1831
    Guild : Guildless
    Cosmic Coins : 25
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    Age : 27
    Mentor : Ardere, Nathir (Demon God of Bone)
    Experience : 0

    Character Sheet
    First Skill: Bone Demon Slayer (2nd Gen)
    Second Skill: Shadow Dragon Slayer
    Third Skill:

    Star Re: Question Thread

    Post by Crimzon 25th October 2016, 9:36 pm

    Leila Vergious wrote:You can change your D rank spells into passives once you hit S rank at cost of lower MP pool. But how would this work if the spell is summon or take-over?

    It'd work exactly the same. You're giving a spell slot of low rank up in return for a passive ability of the same rank and 5% less MP. Just because its a Take Over/Requip/Summon spell doesn't mean it works differently o3o


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    Noheme
    Noheme

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    Star Re: Question Thread

    Post by Noheme 26th October 2016, 9:43 am

    Crimzon wrote:
    Leila Vergious wrote:You can change your D rank spells into passives once you hit S rank at cost of lower MP pool. But how would this work if the spell is summon or take-over?

    It'd work exactly the same. You're giving a spell slot of low rank up in return for a passive ability of the same rank and 5% less MP. Just because its a Take Over/Requip/Summon spell doesn't mean it works differently o3o

    I probably phrased that wrong. Usually when you change a spell that's a buff, you keep it's original form and just make it a passive. What I'm asking here is if it's possible to have a passive summon that can just kinda hang out with you forever until it's HP reaches 0.


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    Star Re: Question Thread

    Post by Guest 26th October 2016, 10:04 am

    Leila Vergious wrote:
    Crimzon wrote:
    Leila Vergious wrote:You can change your D rank spells into passives once you hit S rank at cost of lower MP pool. But how would this work if the spell is summon or take-over?

    It'd work exactly the same. You're giving a spell slot of low rank up in return for a passive ability of the same rank and 5% less MP. Just because its a Take Over/Requip/Summon spell doesn't mean it works differently o3o

    I probably phrased that wrong. Usually when you change a spell that's a buff, you keep it's original form and just make it a passive. What I'm asking here is if it's possible to have a passive summon that can just kinda hang out with you forever until it's HP reaches 0.

    Despite having no longer cost any more MP at S-rank, the duration and cooldowns still apply to the "passives."
    Noheme
    Noheme

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    Star Re: Question Thread

    Post by Noheme 26th October 2016, 12:18 pm

    Marceline Anicetus wrote:
    Leila Vergious wrote:
    Crimzon wrote:
    Leila Vergious wrote:You can change your D rank spells into passives once you hit S rank at cost of lower MP pool. But how would this work if the spell is summon or take-over?

    It'd work exactly the same. You're giving a spell slot of low rank up in return for a passive ability of the same rank and 5% less MP. Just because its a Take Over/Requip/Summon spell doesn't mean it works differently o3o

    I probably phrased that wrong. Usually when you change a spell that's a buff, you keep it's original form and just make it a passive. What I'm asking here is if it's possible to have a passive summon that can just kinda hang out with you forever until it's HP reaches 0.

    Despite having no longer cost any more MP at S-rank, the duration and cooldowns still apply to the "passives."

    That's not what's written in the rules... sure, D-rank spells themselves cost 0 MP on SS-rank. But by sacrificing 5% from you max MP pool, you can change them into passives.

    "Passive Abilities are abilities that generally cost zero mp and are always active. They are natural occurring things that come with the use of your magic, weapon, item, armour, and pets. Each one generally does one thing only per ability."

    That is straight from the rules. So either I'm not getting this right or you just meant that the cooldown and duration still applies if the passive remains some kind of summon and not just a buff.


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    Star Re: Question Thread

    Post by Guest 26th October 2016, 12:23 pm

    Leila Vergious wrote:
    Marceline Anicetus wrote:
    Leila Vergious wrote:
    Crimzon wrote:
    Leila Vergious wrote:You can change your D rank spells into passives once you hit S rank at cost of lower MP pool. But how would this work if the spell is summon or take-over?

    It'd work exactly the same. You're giving a spell slot of low rank up in return for a passive ability of the same rank and 5% less MP. Just because its a Take Over/Requip/Summon spell doesn't mean it works differently o3o

    I probably phrased that wrong. Usually when you change a spell that's a buff, you keep it's original form and just make it a passive. What I'm asking here is if it's possible to have a passive summon that can just kinda hang out with you forever until it's HP reaches 0.

    Despite having no longer cost any more MP at S-rank, the duration and cooldowns still apply to the "passives."

    That's not what's written in the rules... sure, D-rank spells themselves cost 0 MP on SS-rank. But by sacrificing 5% from you max MP pool, you can change them into passives.

    "Passive Abilities are abilities that generally cost zero mp and are always active. They are natural occurring things that come with the use of your magic, weapon, item, armour, and pets. Each one generally does one thing only per ability."

    That is straight from the rules. So either I'm not getting this right or you just meant that the cooldown and duration still applies if the passive remains some kind of summon and not just a buff.

    Okay, look at it this way. When changing your D-ranks to passives, they act similar to signature spells (these cost 0 MP and can always be active), but signature spells can have duration/cooldowns if required by the mod.

    Basically, you just get a shit ton more of signature spells.
    Noheme
    Noheme

    Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- God Slayer- Legal Guild Ace- S-Rank- A-Rank- Character History!- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- Player 
    Lineage : Armoured Beast
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    Second Skill: N/A
    Third Skill:

    Star Re: Question Thread

    Post by Noheme 26th October 2016, 12:25 pm

    Marceline Anicetus wrote:
    Leila Vergious wrote:
    Marceline Anicetus wrote:
    Leila Vergious wrote:
    Crimzon wrote:
    Leila Vergious wrote:You can change your D rank spells into passives once you hit S rank at cost of lower MP pool. But how would this work if the spell is summon or take-over?

    It'd work exactly the same. You're giving a spell slot of low rank up in return for a passive ability of the same rank and 5% less MP. Just because its a Take Over/Requip/Summon spell doesn't mean it works differently o3o

    I probably phrased that wrong. Usually when you change a spell that's a buff, you keep it's original form and just make it a passive. What I'm asking here is if it's possible to have a passive summon that can just kinda hang out with you forever until it's HP reaches 0.

    Despite having no longer cost any more MP at S-rank, the duration and cooldowns still apply to the "passives."

    That's not what's written in the rules... sure, D-rank spells themselves cost 0 MP on SS-rank. But by sacrificing 5% from you max MP pool, you can change them into passives.

    "Passive Abilities are abilities that generally cost zero mp and are always active. They are natural occurring things that come with the use of your magic, weapon, item, armour, and pets. Each one generally does one thing only per ability."

    That is straight from the rules. So either I'm not getting this right or you just meant that the cooldown and duration still applies if the passive remains some kind of summon and not just a buff.

    Okay, look at it this way. When changing your D-ranks to passives, they act similar to signature spells (these cost 0 MP and can always be active), but signature spells can have duration/cooldowns if required by the mod.

    Basically, you just get a shit ton more of signature spells.

    Alright, so they can be always active buffs but they can also be attacks and all that good stuff that might need duration and cooldown in some cases. That answers all my questions, hopefully. Thanks!


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    Gilderoy D. Portgas
    Gilderoy D. Portgas

    Player 
    Lineage : Blood of a Witch
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    Faction : Rune Knights
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    Character Sheet
    First Skill: Arc of Chronos
    Second Skill: N/A
    Third Skill: N/A

    Star Re: Question Thread

    Post by Gilderoy D. Portgas 7th November 2016, 5:23 am

    Question, if we upgrade a d-rank Spell, do we recreate that spell? Or do we just pump up the specs say its the next rank?


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    Star Re: Question Thread

    Post by Guest 7th November 2016, 5:30 am

    When upgrading a spell to the next rank, range and damage can be boosted and it then leaves an open spot for you to create a spell in its former place.
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    Triple_Hell

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    Star No Affiliations

    Post by Triple_Hell 11th November 2016, 5:22 am

    I'm curious, how do non affiliated mages actually gain rank, jewels and if on a later point they wish to join a guild, how would they do it?

    Edit: I actually have alot of questions.
    1. Are we limited to one character?
    2. What is the character sheet in the profile for?
    3. What are signatures for?
    4. How do Lineages affect the characters other than the ones mentioned in the Library.
    5. I don't understand one part of the Lineages roll rule about different accounts and having multiple lineages, can someone help me rephrase it better?
    Crimzon
    Crimzon

    Space Weaver


    Space Weaver

    Regular VIP Status- 1 Year Anniversary- Player 
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    Age : 27
    Mentor : Ardere, Nathir (Demon God of Bone)
    Experience : 0

    Character Sheet
    First Skill: Bone Demon Slayer (2nd Gen)
    Second Skill: Shadow Dragon Slayer
    Third Skill:

    Star Re: Question Thread

    Post by Crimzon 11th November 2016, 5:54 am

    0) Non affiliated mages gain rank and jewels like any other affiliated mage, the staff usually handle their requirements for ranking up once they reach a certain amount of exp, and if they wanted to join a guild later down the path they can have a social with a guild member/master.

    1) Nope, you gain a new character once your main reaches C, then another once your main and the alt character reaches B and C respectively.
    2) The character sheet in the profile is for you to place down things about your character (eg: name, magic, age, mentor, etc.)
    3) Signatures are what appear at the bottom of each post you make, for example mine is a gif with a spoiler below it that has some music for whenever my character enters a fight.
    4) Lineages are like the long forgotten powers that your character has inherited, they may know them from upon their creation or learn over the time you begin RPing with them. But all in all they're really just something that players can use as backstory or plot.
    5) You roll 3 times for each character you have, then you choose the lineage you wish to use from the 3 you rolled


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    Triple_Hell

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    Character Sheet
    First Skill: Precursor Drive
    Second Skill:
    Third Skill:

    Star Re: Question Thread

    Post by Triple_Hell 11th November 2016, 6:01 am

    So if I have 3 characters, I can roll 1 time for each character, as long as its not a reroll for a current character is that right?


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    Question Thread - Page 13 21
    Crimzon
    Crimzon

    Space Weaver


    Space Weaver

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    Character Sheet
    First Skill: Bone Demon Slayer (2nd Gen)
    Second Skill: Shadow Dragon Slayer
    Third Skill:

    Star Re: Question Thread

    Post by Crimzon 11th November 2016, 6:20 am

    Yes, you get to roll 3 dice per character


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    Question Thread - Page 13 Tumblr_o3vqbk3Hxd1tydz8to1_500

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    Character Sheet
    First Skill: Precursor Drive
    Second Skill:
    Third Skill:

    Star Re: Question Thread

    Post by Triple_Hell 11th November 2016, 6:22 am

    Thanks man/woman/apache helicopter
    Crimzon
    Crimzon

    Space Weaver


    Space Weaver

    Regular VIP Status- 1 Year Anniversary- Player 
    Lineage : Soldier of Chaos
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    Age : 27
    Mentor : Ardere, Nathir (Demon God of Bone)
    Experience : 0

    Character Sheet
    First Skill: Bone Demon Slayer (2nd Gen)
    Second Skill: Shadow Dragon Slayer
    Third Skill:

    Star Re: Question Thread

    Post by Crimzon 11th November 2016, 6:39 am

    Skeleton


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    Triple_Hell

    Quality Badge Level 1- Quality Badge Level 2- Character History!- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
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    Character Sheet
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    Third Skill:

    Star Re: Question Thread

    Post by Triple_Hell 12th November 2016, 2:14 am

    How do one apply for jerbs solo


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    Question Thread - Page 13 21
    Crimzon
    Crimzon

    Space Weaver


    Space Weaver

    Regular VIP Status- 1 Year Anniversary- Player 
    Lineage : Soldier of Chaos
    Position : None
    Posts : 1831
    Guild : Guildless
    Cosmic Coins : 25
    Dungeon Tokens : 0
    Age : 27
    Mentor : Ardere, Nathir (Demon God of Bone)
    Experience : 0

    Character Sheet
    First Skill: Bone Demon Slayer (2nd Gen)
    Second Skill: Shadow Dragon Slayer
    Third Skill:

    Star Re: Question Thread

    Post by Crimzon 12th November 2016, 2:28 am

    You go to this page and follow the instructions. To sign up for a solo you place only your name


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    Triple_Hell

    Quality Badge Level 1- Quality Badge Level 2- Character History!- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Blizzard Wizard
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    Age : 23
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    Character Sheet
    First Skill: Precursor Drive
    Second Skill:
    Third Skill:

    Star Re: Question Thread

    Post by Triple_Hell 22nd November 2016, 6:41 pm

    Question about secondary magic.

    Could it be possible if instead of a mentor, you could have a friend, let's say a guildmate accompany you the player in the secondary training.

    For example, let's say the scenerio is that me and an ally go out into the woods searching for something. Then they stumble across ancient text. The ally does not want to learn the magic but you do. So plot happens and you end up sparring with your friend with this magic because why not.

    If yes, I think I found a little loophole in your secondary magic system.


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    Question Thread - Page 13 21
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    Star Re: Question Thread

    Post by Guest 22nd November 2016, 6:41 pm

    It has to be a mentor or on your own. If it says in the rules that it has to be a mentor, then it has to be.

    Even though I have seen a few occasions where it wasn't a mentor, it is still heavily advised for it to be one.
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    Star Re: Question Thread

    Post by Guest 22nd November 2016, 6:44 pm

    Starstruck XD wrote:Question about secondary magic.

    Could it be possible if instead of a mentor, you could have a friend, let's say a guildmate accompany you the player in the secondary training.

    For example, let's say the scenerio is that me and an ally go out into the woods searching for something. Then they stumble across ancient text. The ally does not want to learn the magic but you do. So plot happens and you end up sparring with your friend with this magic because why not.

    If yes, I think I found a little loophole in your secondary magic system.

    What Salrynn said is actually incorrect. You can have a friend help you along with the secondary training; however, you still have to reach the 9,000 words individually.
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    Triple_Hell

    Quality Badge Level 1- Quality Badge Level 2- Character History!- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Blizzard Wizard
    Position : None
    Posts : 445
    Guild : Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Experience : 5,256.25

    Character Sheet
    First Skill: Precursor Drive
    Second Skill:
    Third Skill:

    Star Re: Question Thread

    Post by Triple_Hell 22nd November 2016, 6:46 pm

    So its like a solo training but with a friend?


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    Question Thread - Page 13 21
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    Star Re: Question Thread

    Post by Guest 22nd November 2016, 6:46 pm

    Marceline Anicetus wrote:
    Starstruck XD wrote:Question about secondary magic.

    Could it be possible if instead of a mentor, you could have a friend, let's say a guildmate accompany you the player in the secondary training.

    For example, let's say the scenerio is that me and an ally go out into the woods searching for something. Then they stumble across ancient text. The ally does not want to learn the magic but you do. So plot happens and you end up sparring with your friend with this magic because why not.

    If yes, I think I found a little loophole in your secondary magic system.

    What Salrynn said is actually incorrect. You can have a friend help you along with the secondary training; however, you still have to reach the 9,000 words individually.

    Ahh okay, cheers x)
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    Star Re: Question Thread

    Post by Guest 22nd November 2016, 6:49 pm

    Starstruck XD wrote:So its like a solo training but with a friend?

    Correct, but instead of having just yourself to go off of, you have a friend there to help progress your story.
    Knight of Zero
    Knight of Zero

    Player 
    Lineage : Dragon's Blood
    Position : None
    Posts : 308
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    Age : 26
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    Character Sheet
    First Skill: Celestial Star Show
    Second Skill:
    Third Skill:

    Star Re: Question Thread

    Post by Knight of Zero 8th December 2016, 10:41 pm

    Few questions por Favor

    1. If cast a spell armor/spell can any ally or summon wear/use it?
    2. Does Commander Aura's active affect the user as well and is there specific way need to activate it?
    3. Does Commander Aura active affect summons or pets?
    4. Is there limit to number of spell armors/weapons can have out at a time?

    Gracias in advance so don't clog thread.

    Edit: Sorry forgot one.
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    Star Re: Question Thread

    Post by Guest 9th December 2016, 12:00 pm

    Knight of Zero wrote:Few questions por Favor

    1. If cast a spell armor/spell can any ally or summon wear/use it?
    2. Does Commander Aura's active affect the user as well and is there specific way need to activate it?
    3. Does Commander Aura active affect summons or pets?
    4. Is there limit to number of spell armors/weapons can have out at a time?

    Gracias in advance so don't clog thread.

    Edit: Sorry forgot one.

    1. I honestly don't see why not, it would just simply act as a type of "barrier." The only thing is that the person wearing the armor wouldn't be able to access the active of the armor since it's not a part of their magic, and therefore, they cannot properly wield it.
    2. As stated by the Commander's Aura, it is an aura that increases the morale and fighting spirit of their allies, meaning this only affects the allies. As for a way to activate it, I would say that's completely up to you.
    3. I would say no, since summons/pets aren't technically considered allies; they're their own category of things.
    4. Logically speaking, I would say you're limited to one requip armor and two requip weapons, depending on what the weapon is, because it would be awkward to be wearing more than one armor and wielding more than, say, two one-handed swords, but I will double check with staff.
    Kanrya
    Kanrya

    Quality Badge Level 1- Quality Badge Level 2- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Blessed by the Fourth Wall
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    Character Sheet
    First Skill: Gun Magic
    Second Skill:
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    Star Re: Question Thread

    Post by Kanrya 20th March 2017, 12:50 pm

    question on the unique abilities and spells in general:

    1. looked up the magic rules in the link to go back and check and its no longer there, hence what is allowed and what isn't?

    2. would ice and darkness be considered passive/unique abilities in gun magic?


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    Question Thread - Page 13 AAAieQW


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