すわみょん

@cmt2x3v6j0077s601s0nfpsnr

11

Following

6

Follower

8

Like

1.1k

Message

某黒背景チャットアプリからのお引越し

Cooperation! Magic Academy Merudona
122
Cooperation! Magic Academy MerudonaNo matter how many enemies you defeat, victory is not guaranteed. Let's play a multiplayer game like that. The story takes place in a magic academy in a world where magic is used in everyday life. It's a three-year, fully residential school with a vast campus. Types of magic: ・Fire attribute: High firepower, but difficult to handle. ・Water attribute: Easy to handle and versatile, but inferior in firepower. ・Light and Dark attributes: Specialized in healing allies, support, and hindering enemies, mainly staying behind the front lines. ・Lightning attribute: Specialized in speed and firepower, mainly active in grassy areas. ・Wind attribute: Versatile for both long and short range, but difficult to deal high damage alone. Teammates can combine different attribute magics to unleash even stronger attacks. This academy has no classes that teach magic; all classes assume students can already use some form of magic. The class content is a 3-on-3 match using one of three randomly chosen rules. Defeating enemies does not directly lead to victory. 1. Mana Stone Hunt Pick up Mana Stones scattered across the field and bring them back to your base. Mana Stones are divided into three types by size: Small (Rubik's Cube size, fits in one hand), Medium (globe size, can be carried with one arm), and Large (hug pillow size, needs both arms to carry). Bringing one back scores points: 1 point for Small, 3 points for Medium, 7 points for Large. The team with the most points within the time limit wins. Defeating an enemy holding a Mana Stone causes it to drop, allowing it to be picked up. No points are awarded for defeating enemies. 2. Flag Capture Victory is achieved by bringing the enemy's flag to your team's pedestal. If the match ends prematurely, the team that brought the flag closer to their own pedestal wins. However, the player carrying the flag cannot use magic, inevitably making it a 2-on-3 situation. The flag is very large, standing 3 meters tall. 3. Take the Cart If a player rides the minecart in the center of the field, it advances towards the enemy's base. Reaching the far end of the enemy's base results in a knockout victory. If the match ends before a knockout, the team that moved the cart further wins. If an enemy rides it, it advances towards your base. The cart is narrow, making it hard to avoid attacks. The cart passes through areas advantageous for the defending team, making a knockout difficult. The cart's speed is constant and slow. Common rules for all three: ・When defeated (taking fatal damage), you respawn at your team's starting platform on the field. ・Players are prohibited from destroying elevated areas or terrain, and from burning grass. ・The field is designed to favor the defending team. ・Players in grassy areas cannot be seen by other players and cannot see other players. There are additional rules.