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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.

      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      [Live] 2.5.0 Patch Notes   10/02/2017

      <<2.5.0 Patch Notes>> Main Guide: The main rules/tutorial section has been rewritten. Resources: A Resources section has been added. This contains reference material such as the SP/Level chart, Skills list, Enhancement list, individual profession stats, and a new FAQ. General Rule Changes: Word count requirement in Merchants & Shops section has been reduced to 100 from 150. Col logs are no longer required to include in journals. The Banker system will be used to track currency/materials going forward. New characters and Rebirth characters may choose a Starter Package containing a variety of basic equipment, col, materials, and/or potions. NK/KE tags have been removed. The table for SP gain based on the number of players in a thread has been removed. SP gain is now issued at 1 SP per 3 posts, up to the number of completed pages. (e.g. 3 SP for three pages, requires at least 9 posts) A Skill Refunding System has been added. Players may now pay a col cost to remove known skills and receive a refund of the invested SP. Rules on vanity items have been clarified. Health regeneration outside of combat has been adjusted to (10 * Tier) per post. Stealth and Stealth Detection no longer have a base rating for players. Both now use a LD roll plus a Stealth Rating/Stealth Detection modifier. NPCs and monsters still utilize a base rating (10 as a baseline for player-created mobs). 'Using cover' no longer adds to Stealth Rating. Low light or darkness conditions grant a +1 to Stealth Rating, down from +2. Switch has been added as a game mechanic (no longer a skill). Players may call for a Switch when landing a successful attack. If the Switching player also lands an attack, a Switch is performed and the two players may immediately swap hate values. Players are required to post their level, stats, equipment, skills, etc., in their first post in a thread. This should be a snapshot of your character and should not be changed after the initial post. Players are still allowed to declare their characters at a lower level or with fewer items than what they currently have, but may not claim items that have not been approved or were obtained in an unlocked thread. Turn order rules have been modified slightly to reflect the leniency of Boss Raid combat. Players may post in any order so long as each player and the enemy has gotten one action in a single round. Outside of Boss Raids, parties may have a maximum of 4 players. Combat with more than 4 players should follow a Group order similar to boss raids. When fighting multiple enemies, players must now make individual rolls for each mob. This applies to both making attacks against multiple enemies and multiple enemies making attacks. One roll no longer applies to/for all targets. The Running Away mechanic has been updated. Running away from combat now uses a LD roll with a set of situational modifiers. The col/material values and frequency in the loot table have been adjusted. Labyrinth searching rules have been adjusted. The map fragment system has been removed. Bonus rewards for scouting and defeating the field boss have been adjusted. Housing and Guild Halls have been completely revamped. PvP rules have been adjusted. Players must make an initiative roll when engaging in combat with other players. The extended Player Killing rules/restrictions have been removed. Rules on player cursor colors have been expanded. There is now a strike system for criminal infractions that would cause a player's cursor to turn orange. Killing a green player outside of a duel now results in a permanent orange cursor. An NPC Guard mechanic has been added. Orange players may now enter safe zones, but must stealth/run from guards in certain safe zones. NPC guards have a Stealth Detection rating equal to (Floor / 3), rounded down. Added more detail to character death rules. The RGQ system has been removed. Crafting Changes: Fishing as a profession has been removed. It is now a skill. The CD result chart has been adjusted across all professions (except Merchant). Good and Bad quality items have been removed from the CD result chart. Salvage chances have been adjusted. Alchemists now have a chance to salvage one or both materials when attempting to craft crystals. Crafting Die tools no longer have an effect. Consumables, familiars, housing, and some items still provide EXP and Crafting Attempt bonuses. The process of crafting Feasts has changed slightly. Cooks may now take 3 identical food items and spend two materials to combine them into a Feast. A Feast can be used in a thread to provide that enhancement to up to six players. Artisan craftable item types have been modified (Trinkets, Jewelry, Sculptures). The buffs they can provide are largely unchanged. Alchemist craftable item types have been modified (Salves, Potions, Crystals). The buffs they can provide are largely unchanged. Skill Changes: Extended Weight Limit Removed Ranks - 15 SP cost Now adds +3 Battle Ready Inventory slots Adjusted Mod: Large Pockets Now has 3 Ranks Cost set to 5/3/2 SP (10 total for Rank 3) Now increases single Battle Ready Inventory slots to 7/10/15 Removed 'Larger Pockets' and 'Largest Pockets' mods New Skill: Fishing Cost: 10 SP Effect: Use a dice roll to fish something up based on a natural CD result: Gatherer Now has a chance to yield 1-3 bonus materials based on a natural CD result Sneak & Hide Renamed to 'Hiding' Now grants +1 Stealth Rating per rank New Rank 3 Mod: Untraceable Cost: 9 SP Effect: Negates the effect of the Tracking skill against the user. New Rank 3 Mod: Blindside Cost: 9 SP Effect: Gain +2 Stealth Rating. Natural BD rolls of 9-10 reduce the target's accuracy by 1 for one turn when attacking from stealth. New Rank 5 Mod: Vanish Cost: 12 SP Cooldown: 5 Turns Effect: Allows the use of a post action to re-enter stealth while in combat. Getting a killing blow on an enemy allows Vanish to activate without using a post action. Search & Detect Renamed to 'Searching' Now also grants +1 Stealth Detection per rank Mod: Night Vision Now requires Rank 1, down from Rank 3 Cost reduced to 5 SP, from 9 Mod: Reveal Now also grants +2 LD when searching for Labyrinths and allows Labyrinth searches at 15 posts. Mod: Tracking Now requires Rank 3, down from Rank 5 Cost reduced to 12 SP, from 15 Tracking requirements for monsters, players, and NPCs have been clarified. Mod: Detect Cost reduced to 9 SP, from 15 No longer uses or affects Tracking. Now Grants +2 Stealth Detection. Grants +1 LD when searching for sub-dungeons and labyrinths Battle Healing Now recovers 1% of max HP per rank, instead of (Rank * 5 * Tier) Mod: Emergency Recovery Cost reduced to 10 SP, from 15 Now recovers 10% of max HP, down from 25% Block MIT gained is now set per rank: 5/8/12/18/25, down from 1 MIT per SP invested. New Rank 3 Mod: Shield Bash Cost: 10 SP Cooldown: 2 Turns Energy Cost: 10 Energy Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10) damage, stuns the enemy for one turn, and applies paralyze/thorns/flame thorns enhancements present on the shield. Note: When calculating Base Damage for Shield Bash, Weapon Skills do not apply. Mod: Safe Guard Reworked into 'Rampart' Added a 5 turn cooldown Added energy cost of 8 Now uses a post action to reduce final damage that would be dealt to you by 25% (rounded down). Effect lasts until the beginning of your next turn. Energist Removed Ranks - 12 SP cost Now adds (5 * Tier) to total energy, instead of (Rank * 2) Howl Added energy cost of 10 Mod: Focused Howl Added energy cost of 8 Parry Increased SP cost to 12, up from 10 Added a 1 turn cooldown Energy cost has been fixed at 5, instead of (2 * enemies parried) 50% damage reduction has been specified to apply to the final damage (after mitigation). Effect applies to the next attack against the user, and cannot reduce damage from multiple enemies at once. Mod: Vengeful Riposte Increased SP cost to 12, up from 10 Added a 3 turn cooldown Damage reflected is now 50% of raw damage, up from 25% of damage taken. This damage can still be mitigated. Switch Skill has been removed. Two-Handed Weapons The +2 DMG bonus for 2H weapons has been clarified in the first rank of 2H weapon skills. All Weapons The Ferocity and Finesse mods have been condensed into a single description. You must still specify the weapon type when acquiring the mod(s). Mod: Ferocity Rank requirement set to 3, instead of ranging from 1-5 Now increases base damage of all sword arts for the chosen weapon by 1. Mod: Finesse Rank requirement set to 3, instead of ranging from 1-5 Now has 3 Ranks Cost adjusted to 5/3/2 SP (10 total for Rank 3), down from 15 at Rank 5 Now reduces energy cost of all sword arts for the chosen weapon by an amount equal to its rank. Mod: Quick Change Cooldown reduced to 3 turns, down from 5 Now allows the user to swap, equip, or unequip a weapon in their Battle Ready Inventory. Mod: Stamina Now reduces the energy cost of all attacks by 1. Heavy Armor Increased the amount of MIT gained to 8>12>18>25>35, up from 3>7>12>20>30 Mod: Athletics Bonus health increased to (15 * Tier), up from 15 Mod: Stonewall Bonus health has been adjusted to (15 * Tier), instead of equal to mitigation from other skills. Now also grants 10 MIT when wearing heavy armor Now also reduces damage taken from damage over time effects by 25% (rounded down) when wearing heavy armor. Light Armor Adjusted the amount of MIT gained to 5>8>12>18>25, down from 3>7>12>20>30 Mod: Athletics Bonus health adjusted to (10 * Tier), from 15 Familiar Mastery 'Accurate' now has 3 ranks. 'Assistant' now provides bonus EXP (crafting attempts at max profession rank) instead of CD. Meditation Removed Ranks - 8 SP cost Added a 5 turn cooldown Now recovers (3 * Tier) energy. Getting hit by an attack before the beginning of your next turn reduces the energy recovered to (2 * Tier). Survival Added 3 SP cost Increases out of combat health regeneration to (15 * Tier), instead of 20. Enhancement Changes: Life Steal has been renamed to Vampiric. The Crafting Die enhancement has been removed. Alchemist and Artisan item types for enhancements have been modified. Sword Art Changes: Multipliers have been simplified to a single number (x6) from the two-part formula (2x3). Several descriptions have been updated. Quest Changes: The 'Redemption' quest has been revamped. The level and repeatable restrictions have been adjusted to affect only the bonus SP rewards: The First Few Lessons Are Free The Second Lesson is Also Free The Third Lesson is Just As Free The Fourth Lesson is Actually Free The Venemous Warg Repeating the 'Earning a Living' quest now allows a player to change their profession. Changing professions will reset experience to 0. Repeat completions of the Earning a Living quest will only award bonus materials if the quest-taker is changing their profession. The following quests have been removed: «Witch of the West and the Three Treasures: T.M.H & S.B.» «Witch of the West and the Three Treasures: T.L.C.» «Witch of the West and the Three Treasures «The Falling of Tagas» Housing Changes: The cost and size of Player Housing is now determined by a 'plot size'. The plot size dictates how many room slots, yard slots, and stories a house can have as well as the initial cost when purchasing. Purchasing a PK-accessible home (outside of a safe zone) has an additional cost. Buffs from Guild Halls/Player Housing now comes from the type of room, rather than furniture. Certain rooms for Player Housing have upgrades. Player Housing buffs must be assigned to a player. Home owners may use the Housing Evaluation topic to re-assign a room's player(s) once every 30 days. New/Rebirth Character Changes: Players who have submitted a new or rebirth character journal for approval in the past 30 days are eligible to add one of the starting bundles. <<2.5 Update Survival Guide>> Skills: If you spent more than 15 SP on the Extended Weight Limit skill, refund any SP over 15. If you have spent less than 15 SP, the skill is inactive until a total of 15 is invested. If you spent more than 12 SP on the Energist skill, refund any SP over 12. If you have spent less than 12 SP, the skill is inactive until a total of 12 is invested. If you spent more than 8 SP on the Meditation skill, refund any SP over 8. If you have spent less than 8 SP, the skill is inactive until a total of 8 is invested. If you have the Parry skill, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you have the Survival skill, you must spend 3 SP to continue using it. Otherwise, it is inactive until a total of 3 is invested. If you had the Switch skill, remove it and refund 10 SP. Mods: If you have the Detect mod, keep it and refund 6 SP. If you have the Tracking mod, keep it and refund 3 SP. If you have the Emergency Recovery mod, keep it and refund 5 SP. If you had Rank 1 or 2 of the Ferocity mod, lose it and receive a refund of the SP spent. If you had Rank 3 or 4 of the Ferocity mod, you must spend 6 or 3 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you spent more than 10 SP on the Finesse mod, refund any SP over 10. If you have the Large Pockets mod, you must spend 1 SP to continue using it. Otherwise, it is inactive until a total of 10 is invested. If you had the Larger Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 2 SP. If you had the Largest Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 5 SP. If you have the Night Vision mod, keep it and refund 4 SP. If you have the Vengeful Riposte mod, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 12 is invested. Professions: If you had the Fishing profession, all EXP may be transferred to any other profession. If you had a Tool with the 'Crafting Die' enhancement, you may post it for re-evaluation with the Ambition or Crafting Attempt enhancement (item name/description may not change). If you retake the Earning a Living quest in order to change professions, your EXP resets to 0 for the new profession. Edit your existing shop thread with your new profession information. Housing: Existing Guild Halls and Player Housing have been removed. They may be repurchased through the Housing Evaluation template. Players who previously bought a home or hall have been reimbursed for the total col cost in their original housing application. If a guild had shared col lost due to the removal of a guild hall, PM the details to @Teion for review/reimbursement.
    • Aereth

      2.5.2 New Mechanic: Thread Invasion/Protected Threads   11/08/2017

      Hello Players,
      Once again your feedback is needed, so head over to the thread and tell us what you think. LINK  


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About Macradon

Guild Information

  • Guild Name
    Knights of the Blood Oath
  • Position
    Commander of the Vanguard

Profile Information

  • Gender
  • Location
    Kongeriget Danmark!
  • Interests
    Converting Jehovah's Witnesses into Catholicism.
  • Skype

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  • Skill Points

Recent Profile Visitors

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  1. Crafting on the 11th of Destruer Diller DecemberRank 9: 4113/5120 -10 T2 Mats +10 EXP
  2. eyoooooo Finally got some freetime Crafting on the 7th of Destruer Diller DecemberRank 9: 4061/5120 -7 mats +10 EXP
  3. Even though he had made a good setup, Itzal was unable to get the last attack to take out the lone bone knight. These monsters weren’t just braindead lumps of digital matter that just went in for attacks as their digital hearts contended, they were smart enough to move around and dodge efficiently, of course a small delay to make them easier to kill for players. The attack Macradon had thrown at the group of knights put it off balance, but instead of keeping its ground and retaliate, it made a backwards roll and dodged all the incoming attacks afterwards. Unable to really do anything else, Macradon tried to jump up to make 3 heavy uppercuts with his greatsword, cleaving upwards thrice in big swings, but they were way too telegraphed and the knight simply blocked all the three incoming strikes. With Macradon in the front, he was sure Itzal would be able to take it out now. ID: 91691 BD: 1+3=4. Miss. CD: 9, Recovery Proc Sword art used: blah blah - nambehs ID: 91693 MD: 2, Miss. Attack: Miss. - Health List - [4] <Macradon> 1425/1425 HP || 116 MIT || 20 DMG || 122/138 NRG (-2 NRG, +7 NRG) [2] <Itzal> 1410/1410 HP || 18 MIT || 16 DMG || 98/138 NRG <Bone Knight 1 > 0/690 HP || 0 MIT || 207 DMG <Bone Knight 2 > 49/690 HP || 0 MIT || 207 DMG (-260 HP) <Bone Knight 3 > 0/690 HP || 0 MIT || 207 DMG <Bone Knight 4 > 0/690 HP || 0 MIT || 207 DMG
  4. Slowly chipping away slivers of the giant dragon’s health, Macradon would see the 3 parties wither down the healthbars to what seemed to be half the maximum health of the great dragon. This meant that they were half way of defeating the first tier 3 boss. Quickly getting a look around before the second party would finish off their rotation, Macradon would notice the last 2 frozen knights, ready to fight at any moment. He had not fully noticed when the first knight was released, but if it did occur at the right time, he’d have a slight grasp on when and why the knights would come forth. With Itzal dealing the last strike in the second party’s rotation, Macradon would quickly get into position and angle himself to go in for a straight simple heavy attack. Lowering his guard to a lower guard, Macradon would begin to sprint towards the dragon as his sword began to emit a bright light, coating his entire sword. Making a skip up into the air, Macradon’s body would be guided by the Cardinal system, swinging his sword for him, cleaving straight down into the body of the dragon, dealing a small amount of damage, closing in on the halfway mark. "We're getting close to half!" he said out loud, hoping it would spark enough hope for everyone to keep on pushing their limits. ID: 91690 | BD: 3+3=6, Hit! | CD: 11, Recovery Proc! Sword art used: Galaxy Destroyer - 13x20-135=125 DMG
  5. Gritting his teeth, Macradon would click with his tongue as Calrex went in but failed his attempt at an attack. Quickly gaining speed, Macradon would rush by the bluenette and nod while audibly agreeing to the task at hand “Aye, I’ll give it a shot” he said and would list his sword over his right shoulder. Going in for an attack, Macradon would ready his actions for any reaction from the dragon they were facing, a single deflecting parry was a swing from right to left horizontally with the flat of his blade, ending in a lowered stance that activated his sword art <Tempest>. Quickly turn clockwise, Macradon would gradually lift the hilt of his blade, now flowing all of hin energy onto the pommel of his sword. With a swift skip and jump, Macradon went up to make a hard sideways smash with the pommel of his sword. The strike was hard and precise, going for what seemed like vulnerable targets on the dragon’s head. The heavy attack send a shockwave of energy through the dragon’s large head and would smash out by the other side of the head, tearing through most of the dragon’s thick scales and natural armor. Landing upon the ground again, Macradon would turn his head towards Calrex behind him “That should do it” he said with a grin shielded by the visor on his helmet. ID: 91275 | BD: 9+3=10(12), Crit +1, Phase Activated, Paralyze Activated | CD: 7, Recovery Proc Sword art used: Tempest - 8x(20+1)-(135/2)=101 DMG Paralyze
  6. The different teams at the raid were doing great, no one were receiving way too many scratches that could’ve been avoided, all the tanks did as they were needed for, they did their tanking magnificently. It was finally Macradon’s time to shine where he shined best, AOE attacks. Well, that was at least the plan he had in his head as one of the knights from the ice was freed and was beginning to make its stance in this fight, and it was indeed an enemy they had to face. Macradon would smile lightly behind the visor of his helmet and would begin to walk up into another angle so he could make a great strike towards the Knight and its master, but that plan was spoiled quite quickly. As he took his stance to activate his sword art, Macradon’s sword would glow a bright light as his sword art <Calamity Disaster> would be put into use. With a quick feral swings, Macradon would miss his attack as the big dragon flew away, but with how he had angled it it was destined to at least do some damage as it would connect to his targets, that was his mindset before the Knight jumped in between him and the Dragon Tesseleth, deflecting Macradon’s oncoming attack, making his attack a waste of energy “Damn, I have to think around this guy first” he thought before thinking that this, half-adder? Full-adder? 4-bit-adder? guy would make yet another great dent into the dragon’s body.
  7. I can see how thread invasion could be a cool idea, but it's still something I'd be against, very much against. Invading a thread is just annoying in so many ways, you might be in a big plot with someone and you're making threads to make it fan out, but suddenly, this guy shows up being all edgy and stuff, ruining whatever you were planning to do. Now, you could just go away from the thread and make a new one, but that's just bothersome. Just my 0.02 dollars
  8. Itzal would come in for the kill, taking out a fairly large chunk of the knight group they were fighting. Only one was left behind from Itzal’s onslaught, and Macradon would come in to take out some of its health, leaving it vulnerable to Itzal’s final blow that would net the two a fair amount of Col when they finished their hunt. The amount of item drops wasn’t of Macradon’s concern, he wasn’t really in need of any super items that could net him some good special enhancements. He already got back his revenge on Rohk with Shi’s Talon, but that was a trash item anyways. He had Dom’s legacy, the Scarecrow’s Sickle, and now his own legacy, the Sword of the Ancients. He would not think much of this before angling himself in a perfect spot to lower his sword and rush forward. With the sword following behind him, Macradon would initiate an upwards diagonal strike that would cleave a good chunk into the knight, leaving it with little HP to hold back against Itzal’s oncoming attack. “Go for it!” he said after cleaving straight through the knight, making it stagger backwards, probably unable to dodge Itzal. - Health List - [4] <Macradon> 1425/1425 HP || 116 MIT || 20 DMG || 117/138 NRG (-13 NRG, +7 NRG) [2] <Itzal> 1410/1410 HP || 18 MIT || 16 DMG || 102/138 NRG <Bone Knight 1 > 0/690 HP || 0 MIT || 207 DMG <Bone Knight 2 > 49/690 HP || 0 MIT || 207 DMG (-260 HP) <Bone Knight 3 > 0/690 HP || 0 MIT || 207 DMG <Bone Knight 4 > 0/690 HP || 0 MIT || 207 DMG
  9. Macradon would stand proud by his Banner of Command as the doors to the boss raid opened and the three parties would begin to enter the boss room. Having his sword drawn in his right hand resting on his right shoulder, Macradon would with his left hand don his helmet and grab his banner and run into the room with everyone else, staying close to the party of Calrex and Death_Adder, or Life_subtractor, they meant the same anyways. The first party would go in and get a good chunk of health taken off of the boss, aggravating the lizard-like beast. Flashing fiery flames erupted from the dragon’s maw, engulfing the first party in it’s hellish flames before being targeted by the second party. The first health bar of the great reptilian overlord was slowly beginning to get depleted, but the repetitive thing was that there were four of them, not three, not five, but four! Not much else was to do with them than take them out, and Macradon wasn't against the strategy of hitting it until it dies thing. This boss didn't even seem like that difficult a boss, just a big baddie and his smol dregs. Macradon would don a smirk on his lips as he went in for an attack after Calrex had begun his thing, grabbing the aggro from the draconic beast in front of them "Aye, I'll do my best" he said and would begin hsi assault. Macradon would quickly try to flank it as the focus was on Calrex. Mutliple quick sidesteps to the right was what Macradon had planned. After hearing that Mrogenstern would ask Party 2 to aim for the soft tissued wings, Macradon would do so too. Getting into position, Macradon would lower his guard to a nebenhut guard, having his sword resting on the ground behind him in a low stance. With a quick tap with his feet, Macradon would begin to move forward in a blinding speed with his <Charge> skill. With great force, Macradon would bash into the great dragon's side. As he approached, he would jump up into the air and make a feroceous downwards strike, cleaing deep into the great dragon. His charge so violent it seemed nearly reckless, but with the added momentum to his attack, the sword that weighed too much and his vicious charge would probably be enough to knock the giant dragon off its balance for a short while to give the Life_Subtracter guy some opening to go in a deal tons of damage. ID: 90414 | BD: 7+3=10, Hit | CD: 6, Recovery Proc Galaxy Destroyer - 13*25-135=190 DMG - Bullrush Stun
  10. A smile would appear on the Scarlet Templar’s lips as the girl would scoff at him. Listening to her challenge towards him, Macradon would try to make a cheeky remark that would fuel the flame for her to really push her to the limits and one day possibly reach Macradon’s levels in fighting so they could have a splendid duel. “Hah, a duel with you … I’d probably have to restrict myself to second rank, if not first rank swords arts, I wouldn’t like accidentally taking all your health in one sweep” he said with a smirk on his lips, with a quick nod at her, Macradon would close his smirk and smile at her "You're welcome" he said as she had received the craft she had requested off of him. It was mostly for giggles he did that, and he knew it agitated her. A duel would've been fun if it had actually been of any danger and real challenge. Macradon would only sigh at the thought of one day actually going up against someone decent in a duel, but for now, all he had were floor bosses and field bosses. Handed over to @Illia:
  11. Macradon would click his tongue at the remark that Itzal wanted to have the killing blow, even though Macradon was the one who had set it all up, and Itzal was barely able to take a good enough chunk of damage off of them, but he probably needed the Col more than Macradon, so he would let it be at that. “Aight!” Macradon roared as he would focus on grabbing the hate of the knightly warriors in front of him. Quickly shifting position, Macradon would stand in a good place to deal a good blow with his <Blast> sword art, just to grab the hate off of the monsters. His sword, the Sword of the Ancients, tore through the knights and their armor like butter, ripping through the fabric of their very existence. Though the attack was light, it was more than enough to really grab their attention to him. With his greatsword, Macradon had crippled 3 of the knights, crippling them, while the last knight would go in for a retaliation. Macradon would scoff the puny attack at him and quickly bash it to the side as a deflection with his sword. His battle healing was doing its thing and Macradon was on full health once again. Without turning his head away from the monsters in from of him, Macradon would call out to Itzal "They're ready for harvesting". - Health List - [4(1-4) | 3(3) | 2(2)] <Macradon> 1425/1425 HP || 116 MIT || 20 DMG || 123/138 NRG (+75 HP)(-4 NRG, +7 NRG) [1(1-2) | 2(3-4)] <Itzal> 1410/1410 HP || 18 MIT || 16 DMG || 120/138 NRG <Bone Knight 1 > 69/690 HP || 0 MIT || 207 DMG (-84 HP) <Paralyzed> <Bone Knight 2 > 453/690 HP || 0 MIT || 207 DMG (-84 HP) <Paralyzed> <Bone Knight 3 > 124/690 HP || 0 MIT || 207 DMG (-80 HP) <Bone Knight 4 > 144/690 HP || 0 MIT || 207 DMG (-84 HP) <Paralyzed>
  12. Alright!
    This week's exams are over, time to post!

  13. Macradon would have everything needed in his inventory as he would enter the merchant shop of Hirru’s, his fellow guildmate. Macradon had been on a hunt and had been getting a lot of Unidentified equipment he wanted to see if they had anything special to them, that or they would be thrown into the guild treasury for someone with a niche build to grab a hold on and use for themselves. Walking into the shop, Macradon would have his hand at his friend and would speak up “Hey Hirru, I’d come home from a long hunt, and I have this bunch of stuff I’d like to get identified, I have the money, so I can pay whatever the price is for this big bunch …” he said and would hand over the large amount of items he had hauled in through his last hunting session. Looking through the prize table, Macradon would hand over a pouch in the transaction with the needed col to pay for the identification of the equipment. Handed over to Hirru: - 14700 Col
  14. Macradon would bring his right hand up to his temples and rub them lightly. This wasn’t really getting anywhere, if someone were to make these parties, it wasn’t Macradon. It was a fine training session for making teams, but now it was time for those who were actually good at it to do it. Macradon would just step back and let the strategists take care of this, now that he had kickstarted the party crafting. The teams Hirru came up with seemed pretty balanced for what they were showing, but before much else could be said, Shield of the Celestial Ascendants would come with his inputs as well. Listening to Shield’s proposed plans, Macradon would like the idea, but from what it seemed, Jomei and that guy didn’t really have their spots in the plan. Macradon was unsure to how this was gonna turn out, but as always, he would let the analytical players do their thing and just wait for the boss raid to begin. Ideas were thrown around, coming with proposed teams that would work, Macradon wouldn’t really say much to this for now but to let it happen slowly. Looking at the overarching scheme going on here, Macradon would deduce the plan to be somewhat balanced with the heavier players in the third party, taking care of that. Macradon would nod at the Ultramarine Knight and reply “Sound like a fine plan, with the other parties also doing some damage to the boss, we should be able to keep out focus at whatever we need, be it lesser monsters or the big bad guy” he said with a smile, thinking that the teams were decent enough to be able to take on the raid head on. Looking at everything in front of him, Macradon would just prepare himself for whatever could be coming their way now, with the parties being decently crafted in 3 parties with only the last party missing a healer, which wasn't that big of a deal when it was Calrex being the tank. While Zalrex was the tank of the party, Macradon would also be able to draw some aggro and take a few hits until Calrex could take the wall role again.