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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  

Cardinal

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About Cardinal

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  1. [OP - F10] Trick or Treat~!

    Event Closed - Thank You to All Who Participated!
  2. [OP - F10] Trick or Treat~!

    Jack had looked around as players were enjoying themselves in his party, he didn't really understand many of them... he simply... existed, however he knew when people were enjoying themselves and when they weren't. However out of the corner of his socket he had noticed a few players getting heated towards each other, this had only made Jack angry. In his eye sockets his eyes glowed red as he pulled out his scythe with the screams of crows in the background as he stepped towards the players. "Now now little ones... this isn't a place for fighting, at least not yet. I bring you all here to enjoy yourselves, and well... if its a fight you all wish to start." his voice shifted to a darker tone as he leaned forward to them "I can provide if you aren't willing to stop." he stood tall as his voice returned to its normal shift and said lastly "Either enjoy yourselves or show yourselves out."
  3. [OP - F10] Trick or Treat~!

    ID: 90208 - CD: 5 - LD: 5 @Stryder - Won Accursed Souls ID: 90209 - CD: 11 - LD: 11 @Dazia Won SP Candy ID: 90210 - CD: 2 - LD: 13 @Hikoru - Won Mini-Pumpking ID: 90211 - CD: 12 - LD: 10 @Buckstrap - Won Scarecrow's Fear ID: 90212 - CD: 12 - LD: 8 @Hestia - Won Lost Fragment - Whoops. Jack after seeing a good amount of players arrive onto his party he had stepped into his home and yelled out to everyone at the party "Alrighty! Since I believe everyone is here... it is time to do our raffle..." he cackled. He raised a hat in front of everyone and said out "In this hat is every one of your names, and one by one I will give out these wonderful prizes! And because I am nice, I will hand out one Lost Fragment just to have another winner. First! The Accursed Souls weapon!" he reached his hand into the hat and pulled out a piece of paper, he hummed and said out "Stryder? Where are you!" he waited for him to step up "You've won this sword, however becareful... once you touch it... it will never leave you. So if you dont want a item stuck to you forever take a Accursed Souls" he turned back to the crowd and yelled out "Next! This wonderful SP Candy!" he reached his hand in the hat once more "Dazia? Dazia where are you!" he had waited for her to step up, he placed the piece of candy into her hands "Here... eat it, you'll gain more skill points and grow stronger." he turned back to the crowd "Next... our mini-pumpking... Hikoru? Hikoru! Come here!" he opened the gate, and noticed that he had a familiar, he chuckled and said "Alright three things can happen here. One, take a Lost Fragment and be on your way and he'll find a new home. Two, release your current familiar and you may take this one. Three, watch him eat your familiar alive." he cackled and waited for his response. He went back to the crowd and said "Now! Scarecrow's Fear! ...Buckstrap? Buckstrap where are you!" he waited for him to step up, he said out to him "Same thing with Accursed Souls, when you also touch this item it will stuck on you forever, so unless you want this item I would take the Lost Fragment. But it is a great piece of equipment that no one else could have." he said swaying him. "Lastly... since I am nice, ill hand out one Lost Fragment... Hestia, it is yours." NOTE: All players who have won an item have 48 hours to pick it up, if you don't pick it up in 48 hours default action of rerolling will take place.
  4. [OP - F10] Trick or Treat~!

    Event Runs from 10/22 - 11/5 Raffle is drawn at 10/31 An NPC that goes merely by the name of "Jack" has sent an invitation to every living player in Aincrad around this time of the year: Upon inspecting the coordinates that were given, it seems the surrounding area had been completely unexplored without any previous map data to speak of. A large cobblestone wall stands to fence off the perimeter of an impressive mansion. The normal blue glow of the crystals and florescent flora of the tenth floor seems to have been replaced by hues of orange and yellow that fall from the rocky ceilings looming far above the building's rooftops. A rusted gate marks the entrance to the grounds, where players will find the sender of their messages standing tall with a mischievous grin as he greets his guests on their arrival. When you would approach the mysterious Jack, he would look you over with an appropriate greeting: If wearing a costume: "What a nice costume! It is great to see you here at this event. Here's your item for showing and I hope you enjoy yourself." If not wearing a costume: "'Tis a shame, Poor Soul, you could have had a shot at something fantastic today. Still, do be sure to enjoy yourself." Item Given to Players at the Door: Candy-Guard! [T1 - Perfect Consumable] - Enhancements: Safeguard - Description: A potion that guards the player with a barrier of ghosts and candy. Tastes like Candy Corn. Players only have access to the Foyer and the Great Room while in the mansion, although these rooms alone are incredibly spacious. Jack would claim their space combined is of a size large enough to comfortably hold three hundred players, at the least! In the center of the Foyer, suspended high above the heads of party goers, a chandelier gently bobs up and down along with the shapeless ghosts that serve to hold it in place. The many candles that illuminate the room lightly flicker as if a mild wild is blowing, though none can be felt inside of the mansion's walls. At the end of the room, the raffle items can be seen in display cases of varying sizes. If a player so happens to question the uninteresting-looking pumpkin sitting motionless in a small cage, Jack will give a hearty laugh to explain: "Why that, my friend, is none other than The Pumpking. It seems he was defeated a long time ago, but his soul was transferred to this pumpkin right here. Now, now, I assure you he's harmless; simply looking for an owner is all! Just be mindful not to wake him up before the prizes are drawn, would you?" Throughout the room lies a plentiful amount of activities, and players are free to partake in any typical party activities! ((Players are welcome to create standard party games or activities in their writing while at the event. Feel free to ask a member of staff if there might be any confusion.)) 1. Accursed Souls [Player's Tier - Weapon of Choice] - Enhancements: Cursed / Damage / Damage / Damage - Description: A weapon that has been crafted from the fragments of Monster Souls... the weapon Material is an unknown Gray Stone that seems to never break. However... you can't seem to let go of it from your hands or character. 2. SP Candy [T1 - Special Consumable] - Ability: Upon consumption, the player immediately gains 3 SP. - Description: A piece of candy with a purple wrapper with the initials "SP" on it. Says it tastes like Candy Corn "Fun Fact: it tastes like Black Licorice". 3. Mini-Pumpking [Special Familiar] - Ability: Upon winning, Pumpking wakes up and shows his true form and serves the player as a familiar. If a player already has a familiar, the player may either let the familiar go or watch as Pumpking eats it alive. After gaining it as a familiar if the player doesn't have the Familiar Mastery extra skill, they gain the skill and still must submit their familiar in evaluations (If Pumpking dies after, the skill disappears). However if a player already has it, then they may change their mastery they have at the moment. - Description: A small pumpkin with a common face carving upon it, however on purchase actual eyes will appear in its sockets, a tongue will come out from its mouth and from the bottom and the sides of its body shoots out thick vines that allows it to stand and have arms. Afterwards it reaches within its mouth and removes then places a small crown upon its head. 4. Scarecrow's Fear [Player's Tier - Heavy/Light Armor] - Enhancements: Cursed / Scare-Thorns / Mitigation / Mitigation - Description: An armor that just has a darkened aura and looks like it belongs on Scarecrows that actually scare crows away... Don't like the item you won? Then you may deny the prize you have won and take this item as a consolation prize (a new winner for the original prize will be re-drawn): Lost Fragment [Demonic Item] - Ability: Changes the name, look, and description of any item used upon. The item must keep the same item type and enhancements. - Description: A dark stone with the souls of dead monsters entwined with the stone, its cold to the touch and if you put it to your ears you can hear the screams of the fallen. However, it has the power to change an item's aesthetics to their desires... New Enhancements: ► CursedCost: 1 SlotCap: 1 SlotEffect: This item cannot be traded to another player, and this item cannot leave a players inventory or equipped slot. However, this item increases in Tier when the player increases in Tier.Applicable to: Weapons, Heavy Armor, Light Armor, Trinkets, and Jewelry ► Scare-Thorns Cost: 1 Slot Cap: 1 Slot Effect: Successful attacks against you of 9-10 removes the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties. Additionally, successful attacks against you deal of 9-10 deals (12 * Tier) unmitigated damage to the attacking enemy. Applicable to: Heavy Armor, Light Armor
  5. [F01] <<Redemption>>

    Floor 1 << Redemption >> Recommended Level: 11+ (Parties Recommended) Repeatable Only to Help Other Players | Solo/Party Limit: 4 Rewards: Last Hit Drop: 15000 Col + 30 Materials of the Player's Tier (If a player has already defeated Repentance and received this drop, they cannot receive it again) Orange Cursor transformation back to Green. (Party Leader only.) Requirements: Must be one full Page of RP content (20+ Posts). Must defeat Repentance. Summary: Word from an information broker says there is a boss with the power to change an orange cursor back to green after its defeat. Rumor has it that the boss can be found in a secluded cemetery on the first floor, in a place where the sun's rays never seem to break through the murky clouds looming overhead. Piecing together the stories from different players, there exists a massive statue in the shape of an angel that only awakens when at least two players are near, and only if one possesses an orange cursor. 'Repentance', as it's said to be called, has health and power higher than anything else found on the first floor, and has killed many who have simply tried to redeem themselves. <<Repentance>>: Stats: HP: (Highest Player's Level) x 50 DMG: (Highest Player's Level) x 5 MIT: (Highest Player's Level) x 2.25 (Rounded down) ACC: (Highest Player’s Tier) x 1 [max 3] EVA: (Highest Player’s Tier) x 1 [max 3] Abilities: << Judgement >> : On critical hits of 9 and 10, this boss gains full phase on its attack. << Holy Blood >> : This boss is immune to all status effects, including Unique ones.
  6. Housing Evaluation

    <<Housing Evaluation>> Refer to the Guilds & Housing System rules and the Housing Reference for more information on buying a house or hall. Guild Hall Purchase Template: Player Housing Purchase Template: Add-On/Re-Assign Template: Players may add or upgrade rooms to their house/hall at any time (only if the plot size allows for player homes). Rooms in player homes may also be re-assigned to different players once every 30 days. Do any of the above by posting another application with the relevant pieces of the following template in this thread:
  7. Skill Refund Evaluation

    <<Skill Refunding>> Welcome to the Skill Refunding section of your menu. In this topic you can remove unwanted skills from your character for a one time Col cost. All the Skill Points you invested into your skill will be refunded to your character, and can be reallocated freely. The prices for removing skills, as well as the template are listed below. In order to do this, players must post in this topic using the template provided below. When the transaction has been confirmed by a Player Support Team member, they will quote and approve the refund, and your points will be free to be redistributed. Abuse or exploitation of the system in ways it was not intended to be used will not be tolerated, and may result in both the Col and skill points being permanently deducted from your account. Rules on Skill/Mod Refunding: Players may only apply to refund a total of 50 SP once every 30 days (This can be split between multiple skills/mods). A skill can only be dropped as a whole. Example: Player A has Rank 5 Katana. Using the Skill Refunding System, they must drop the skill completely from R5 -> Unskilled. If Player X still wants to use a lower Rank of the skill, they must re-invest SP into the Katana skill afterwards. To remove a skill in which you have invested in any mods, these mods must also be removed. Example: Player A has Rank 5 Katana with the Katana Ferocity and Katana Finesse mods. If Player A wants to drop the Katana Skill, both the Ferocity and Finesse mods must also be removed. Col spent on Skill Refunding must be transferred from the player's Spending Account to the Banker. Unique Skills CANNOT be refunded. SP refunded with this method may not be re-invested into a Unique Skill. Refund Costs: There is a fixed Col/SP cost and the complete sum has to be calculated by the player. The actual Col that you need to pay can easily be calculated by multiplying the fixed Col/SP cost with the amount of SP that can get refunded Col/SP ratio = 1000 Col/SP Template: Skill(s) Being Dropped: <any skills being dropped here (include ranks)> Mod(s) Being Dropped: <any mods being dropped here (include ranks)> SP Refunded: <total SP being refunded> Cost: <total cost for SP refunded>
  8. SAO-RPG Site Guide & Rules

    Death in Sword Art Online is permanent. If your character reaches zero hit points, the NerveGear your character's real self is using emits [blahblah] and kills them. In SAO-RPG, death does result in the permanent loss of your character, and there are some rules around what happens when your character dies: You may finish any unlocked topics your character is in, but cannot join or create a new topic. All items and col a character has are lost upon death. If the character was married, only their equipped items and Battle Ready Inventory is lost. If a character was killed in a duel, the winner of the duel receives the character's equipped items. A player's home is destroyed upon death, unless they were married. If your character has a familiar, it is destroyed upon the character's death. If the character is a Guild Leader, guild ownership is immediately transferred to the Co-Leader. If no Co-Leader was established, the guild may appoint a new Guild Leader within one week. If no new Guild Leader is appointed within the time limit, the guild will be disbanded. If your character has a shop, the shop thread is locked and cannot be posted in after the time of the character's death. Rebirth System: When a character dies, that player may create a new character under the Rebirth System. A Rebirth character begins with a portion of the SP of the deceased character, as a way of compensating the player for their hard work and time invested into a character and the site itself. A Rebirth character's starting SP is equal to 50% of the total SP of the deceased character. For example, a deceased character that had a final total of 60 SP would allow a Rebirth character to start with 30 SP. Applying for a Rebirth character follows these steps: Create a new journal for the Rebirth character. Include "Rebirth" in the new character's journal during the review process. PM a staff member from the account of the deceased character with a link to the new journal. Staff will review the journal and verify account ownership and starting SP. During this process, players must be able to verify the e-mail addresses of both the deceased and Rebirth character accounts, or otherwise provide evidence that they own both characters. Once the review has been complete and the journal has been approved by a staff member, a Rebirth character can begin roleplaying as normal. Submitting a character for Rebirth rewards has strict requirements that must be followed, or else the Rebirth request will not be approved. The requirements are as follows: The new character must be submitted from a new account with a new journal. Characters whose journals have already been approved are ineligible. The deceased character's journal must have all completed threads that awarded SP linked in order to verify SP totals. Incomplete or unlinked threads cannot be verified will not count toward the Rebirth character's starting SP. Players may not transfer accounts or characters that have benefited from the Rebirth system. Players who have previously received strikes against their account may only use the Rebirth system at the discretion of staff. Rebirth Character Bundles: Rebirthed characters may choose one of four bundles to start out with that contain equipment, col, materials, and/or items to get you started. Specify which bundle you've chosen in the Inventory section of your journal when submitting it for approval
  9. SAO-RPG Resource List

    Cooks create delicious items with similar buffs to an alchemical potion or crystal. They can be eaten and used in a single thread, or used during a feast. [0-19 EXP] Rank 1 - Beginner Cook: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Cook: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Experienced Cook: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Assistant Cook: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Professional Cook: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Cook: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Cook: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Cook: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Cook: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Cook: Able to craft Tier 10 equipment. 11 crafts per day. Cooks can make the following types of items: Snacks (Available at Rank 1): Cheese and crackers, stuffed apples, garlic bread, etc. Snacks are used for temporary buffs. Desserts (Available at Rank 2): Chocolate mousse, strawberry shortcake, cookies, etc. Desserts are used for temporary buffs. Meals (Available at Rank 3): Roast boar, stuffed pigeon, grilled cheese, etc. Meals are used for temporary buffs. Feasts (Available at Rank 5): Thanksgiving feast, wedding feast, birthday feast, etc. Feasts are items that can feed/buff multiple players, making them very useful in parties and raids. Crafting Feasts: A cook may use a crafting attempt to take three identical food items and spend two materials of the same Tier in order to turn them into a Feast. The Cook must use the Dice Roller and include the IDs of the three items that are being used for the Feast (e.g. "Crafting Feast from 1234, 1235, 1236"). The Dice Result does not matter as there is no chance of failure when crafting a Feast, so this is simply used for identification purposes. Since they are used to create a Feast, the three food items cannot be used again elsewhere. Note: 'Identical' food items must share the same quality, tier, and enhancement. Using Feasts: Feasts are a consumable item that can be used in a thread to feed and buff a full raid party of 6 players. "Using", or activating a Feast in order for other players to use it does not require a post action, but cannot be done during combat. The player who uses a Feast can take a portion for themselves--as well as use other consumable items--in the same post. Once it has been used, portions of a Feast cannot be recovered or returned to a player's inventory, and a Feast will disappear when all 6 portions have been taken. Leveling Up: Gaining EXP and improving your Cook rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Crafting Die Result Chart: As your Cook rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.
  10. SAO-RPG Resource List

    Performers are players that dance, play instruments, and sing for others' entertainment and often times even give buffs. Songs can be created and recorded to increase or decrease stats. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-39XP] Rank 1 - Musico Primo: Able to craft Tier 1 equipment. 2 crafts per day. [40-159 EXP] Rank 2 - Secondo Artistica: Able to craft Tier 2 equipment. 4 crafts per day. [160-639 EXP] Rank 3 - El Tercio Tocador: Able to craft Tier 3 equipment. 6 crafts per day. [640-2559 EXP] Rank 4 - El Quarto Instructor: Able to craft Tier 4 equipment. 8 crafts per day. [2560 EXP] Rank 5 - La Quinta Orchestra: Able to craft Tier 5 equipment. 10 crafts per day. Performers can make the following types of items: Attraction Songs (Available at Rank 1): Attraction songs call monsters, typically providing a buff when fighting or befriending them. Healing Songs (Available at Rank 2): Healing songs are used to refresh and heal you and your party both in or out of combat. Debuff Songs (Available at Rank 3): Songs to weaken your enemies. Typically, only one debuff song can affect a monster at a time, and some boss monsters are immune to their effects. Making/Using Performer Crafts: Songs made by Performers are stored on recording crystals. Despite the name, these crystals are different from those made by Alchemists. They just need one material to craft, but using them takes a post action. Leveling Up: Gaining EXP and improving your Performer rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Crafting Die Result Chart: As your Performer rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.
  11. SAO-RPG Resource List

    Alchemists create enhanced potions and crystals to allow players to heal and buff their status both in and out of battle. Some of these items take a turn in battle to use, so plan your usage wisely. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Alchemist: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Alchemist: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Experienced Alchemist: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Assistant Alchemist: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Professional Alchemist: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Alchemist: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Alchemist: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Alchemist: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Alchemist: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Alchemist: Able to craft Tier 10 equipment. 11 crafts per day. Alchemists can make the following types of items: Salves (Available at Rank 1): An item with a paste-like consistency, similar to an ointment. Salves are applied to the surface of a player's skin or a weapon to take effect. Potions (Available at Rank 3): Liquids that are typically stored in a glass or crystal vial. They have a variety of uses for both combat and when crafting. Crystals (Available at Rank 5): Powerful items that can be used in an instant. Along with teleportation, they provide many useful combat buffs. Crafting Crystals: Crystals are made just the same as other items and use a single crafting attempt, but they require 2 materials to make. Rolling a Salvage result when crafting a crystal saves 1 material by default, but if the LD result of that roll is 15 or higher, both materials are salvaged. Leveling Up: Gaining EXP and improving your Alchemist rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Crafting Die Result Chart: As your Alchemist rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.
  12. SAO-RPG Resource List

    Artisans create charms, gems, trinkets, and other intricate works of art. Their accessories provide a wide variety of buffs from utility, to combat, to crafting. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Artisan: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Artisan: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Experienced Artisan: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Assistant Artisan: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Professional Artisan: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Artisan: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Artisan: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Artisan: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Artisan: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Artisan: Able to craft Tier 10 equipment. 11 crafts per day. Artisans can make the following types of items: Trinkets (Available at Rank 1): Pocket watches, charms, etc. Mainly utility and looting buffs. Jewelry (Available at Rank 3): Necklaces, circlets, earrings, etc. Primarily provides buffs that are useful in combat. Sculptures (Available at Rank 5): Clay, ice, stone, etc. Sculptures can come in many different shapes and sizes and provide crafting bonuses. Leveling Up: Gaining EXP and improving your Artisan rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Crafting Die Result Chart: As your Artisan rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.
  13. SAO-RPG Resource List

    Tailors can create various items such as light armor and plushies. Their armor is mostly used by damage-focused characters, and they can also provide useful Loot Die bonuses. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Tailor: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Tailor: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Tailor: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Experienced Tailor: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Assistant Tailor: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Tailor: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Tailor: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Tailor: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Tailor: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Tailor: Able to craft Tier 10 equipment. 11 crafts per day. Tailors can make the following types of items: Clothing/Weapons (Available at Rank 1): Dresses, shirts, hand wraps (martial arts weapons), etc. Weapons typically provide damage or other on-hit attack bonuses, whereas clothing is normally used for vanity or loot bonuses. Light Armor (Available at Rank 3): Leather vest, boots, shoulder pads, etc. Light armor typically provides vital defensive bonuses for combat. Plushies (Available at Rank 5): Stuffed animals, pillows, dolls, etc. Plushies provide Loot Die and Crafting bonuses. Leveling Up: Gaining EXP and increasing your Tailor Rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Crafting Die Result Chart: As your Tailor rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.
  14. SAO-RPG Resource List

  15. SAO-RPG Site Guide & Rules

    You'll find there are many different sub-forums. Make sure that you're posting your topics in the correct sub-section! If you ever make a mistake or need to move a thread to a different sub-section, just message a staff member for help. Beginner Floors: Roleplay threads that take place on Floors 1 through 10 Intermediate Floors: Roleplay threads that take place on Floors 11+ The Frontlines: Where floor boss raids take place. Check out Floor Bosses for more info. Merchants and Shops: Player-run shops allow you to purchase equipment and items. Check out the Stats, Items & Professions section for more information on shops. Player Vs. Player: Challenge another player to a friendly duel. Check out PvP & Player Killing for rules on combat with another player. Tutorials: The complete rules, resources, and guide for all different aspects of the game. Journal: All new journals are submitted here. You can also find other existing journals here if you would like to read up on other players in Aincrad. Evaluations: Crafted items must be submitted for evaluation before they can be used. Check out the Stats, Items & Professions section for more details on evaluation. Quest: A list of quests that can be completed for additional rewards. Player Request Board: If you need help on a quest, want to recruit guild members, or make a trade, post in the player request board! Threads in this section should still be in character--imagine you are posting a request to a bulletin board. Unrestricted Chat Filter: This is a mature section, recommended for players age 16+. Threads in this section are not eligible for SP or other rewards, but if you are interested in some more mature writing, contact a staff member for access to this section. Guilds: Looking to join or start a guild? Check out Guilds & Housing System for more information. Sword Art Online (OOC): Out of character discussion about SAO-RPG. Ask others to RP with you, discuss plot, ask questions, etc. You will also find other sections such as “Introductions” and “Support Ticket”. Use these sections appropriately if you want to chat about anything unrelated to SAO-RPG, have a question for staff, and so on. All of these remaining sections are considered to be OOC. Thread Types: When creating a new thread, tags should be included in the title to indicate the floor and thread type. For example, [F1-PP] [F]: Indicates the floor the thread is taking place on. Players can travel between floors in a thread, but you only need to include one floor tag. This can be the starting floor, or the most prevalent floor the thread will take place on. [SP]: Solo Party. Only the thread creator may post in an SP. This type of thread is the only exception to the “no double posting” rule. If your thread was created as an SP but has only one post, you may change the tag to PP or OP to allow other players to post after you. Once you have made a second post, however, the thread is locked in as an SP. [PP]: Private Party. A select number of players participate in a PP. The creator will typically invite and decide on the players taking part before the thread is created, however participants are free to invite other players afterwards. [OP]: Open Party. Anyone can join and participate in the adventure. This type of thread is recommended for beginners to allow them to meet several other players in the game with little to no planning ahead. OPs are also a good way to host an event or throw a party. Don’t be afraid to get creative with an open party thread. [EB]: Event Boss. Special occasions where players can fight one-of-a-kind bosses. Boss threads are considered to be OP-NK during a “sign up & preparation” period, and change to PP-NK when the battle has begun. If you see an event you would like to participate in, check to see if there is a time-limit to join and be sure to make your first post in time. [BR]: Boss Raid. These are the Floor Boss battles. Check out Floor Bosses section for more details.
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