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Level Rules

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Level Rules Empty Level Rules

Post by PatriotArrow Mon Aug 26, 2013 1:01 am

Levels are a simple way of judging how powerful your character is compared to the other wizards in the world. The most novice wizards, such as children or those who started developing their power at a later stage, or who simply aren't fighters, are probably rank 1 wizards. But those who have seem some action and done their fair share of studying are probably higher ranks. Characters starting at higher ranks must acquire exp as if starting at rank 1 and gain enough to get to the next rank to advance.

Most wizards will start out between ranks 1 and 3. When you make your character, you must agree with a staff member what sounds most appropriate for your individual character.

Rank 1 - A rank 1 character has just begun their wizarding career.
to next rank: 50 exp total
Base MP: 100
Base Wounds: 150

Rank 2 - A rank 2 character has had some practice, but is still relatively new to using their powers.
To next rank: 100 exp total
Base MP: 150
Base Wounds: 200

Rank 3 - A rank 3 character is getting the hang of their powers, and are starting to gain some versatility with their magic.
To Next Rank: 200 exp total
Base MP: 200
Base Wounds: 250
Note: Gain 1 * to add to an attribute

Rank 4 - A rank 4 character is confident in their abilities, able to take on a variety of challenges.
To Next Rank: 300 exp total
Base MP: 250
Base Wounds: 300

Rank 5: - A rank 5 wizard is a journeyman who knows the ins and outs of wizarding. They have a lot to learn, but they've got a solid enough foundation to be dependable.
To Next Rank: 500 exp total
Base MP 300
Base Wounds: 350
Note: Gain 1 * to add to an attribute

Rank 6 - A rank 6 Wizard  is an experienced foe on the battlefield, able to cut through the lower ranked wizard with relative ease. They still have much to master, but have learned to bend their unique brand of power to match their own style.
To Next Rank: 800 exp total
Base MP: 350
Base Wounds: 400

Rank 7 - A rank 7 wizard is a true veteran. They're probably well known, and one of the strongest wizards in their guild.
To Next Rank: 1200 exp total
Base MP: 400
Base Wounds: 450
Note: Gain 1 * to add to an attribute

Rank 8 - A rank 8 wizard is powerful. Very powerful. Anyone with half a brain knows not to mess with one. They're probably guild Ace material.
To Next Rank: 1600 exp total
Base MP: 450
Base Wounds: 500

Rank 9 - A rank 9 wizard could be a Guild Master. They're some of the strongest wizards you'll find anywhere in the world, and  their very presence can tip the balance of the world around them.
To Next Rank: 2200 exp total
Base MP: 500
Base Wounds: 550
Note: Gain 1 * to add to an attribute

Rank 10 - A rank 10 wizard is godlike in power. Where they walk the world shapes around them. Very few will ever attain this rank, and those who do will not soon be forgotten by history.
Base MP: 550
Base Wounds: 600

Letter Grades

Wizards are designated a letter grade based on their relative power, in order to help give others an idea of their general capabilities. Below is a list of what rank a wizard is based on their level.

1-2: D-Rank Wizard
3-4: C-Rank Wizard
5-6: B-Rank Wizard
7+: A-Rank Wizard
Special: S-Rank Wizard

S-rank may be obtained by any A-rank Wizard who has proven their worth and passed the S-Rank exams. In order to do so, the guild master or leader must give their approval. Among guildless wizards, one can still prove their abilities as an S-rank wizard, though the opportunity is much more rare.
PatriotArrow
PatriotArrow
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Level Rules Empty Re: Level Rules

Post by PatriotArrow Sat Aug 09, 2014 6:50 pm

* Upon reaching level 5, casters may gain a new magic, either a secondary magic, or a holder item that is bonded to them and levels up with them for free. Holders with no magic have the option to gain a primary magic, or a second holder item bonded to them (and thus its item level always matches yours).

* The secondary magic has a maximum of 10 spells, or 15 if you purchase additional spell slots with jewels.

* When you submit your new magic for approval at level 5, you get a free spell to go with it. The same applies if you add a new free holder item.
PatriotArrow
PatriotArrow
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Posts : 441
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Level Rules Empty Re: Level Rules

Post by PatriotArrow Sun Aug 24, 2014 10:56 pm

As a quick but important note, we have a slight rules adjustment we've been thinking about doing. This is for requip and celestial Summoner wizards

1. Celestial Summoners are going to gain a new key when they level up (for free) just like every other class, since so far their leveling up hasn't actually given them anything new to play with. Just like before it has to be their new level or lower.

2. Requip wizards get the choice of adding a new item on leveling up in place of a new spell. This new weapon will enable a new type of magic to be used when requipping to that item just like any other requip item. The item is made just like any other mundane weapon.

3. As always, regular wizards and holder wizards get a new spell or lacrima upon leveling.
PatriotArrow
PatriotArrow
Admin

Posts : 441
Experience : 81
Primary Magic : Admin Magic
Secondary Magic : N/A

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