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    • Shark

      Donations and Recognition!   12/23/2016

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

      The SAO Staff Team!   02/22/2017

      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)
    • Teion

      [Updated] Summer Events!   06/29/2017

        <<Summer Beach Party>>
          Location: Floor 16 - West of Oceanus
      Event Begins: July 1 | Event Ends: August 31
      Setting: Daytime (July 1 - July 31) | Sunset (August 1 - August 31)   A small guild calling themselves the Gladiolus Alliance have suddenly started putting up posters and making announcements about a beach party they are hosting on the sixteenth floor. Players may wear any equipment they like, but casual clothing and swimwear are highly encouraged. Weapons are prohibited from being equipped while in the vicinity. Food, drink, beach towels/umbrellas, and a volleyball court have all been provided and set-up by the guild for everyone's enjoyment.   Event Thread Rewards: Finished thread awards 1 SP per completed page. Participants receive 1 SP per (3) posts, up to the number of completed pages. Posts must meet the 150 minimum word count to be counted towards SP rewards.
          <<Mid-Summer Fireworks Festival>>
      Location: Floor 1 - Town of Beginnings
      Event Begins: July 12 | Event Ends: August 31
      Fireworks display begins August 12
      Orange players may safely enter the Town of Beginnings to participate in the event. A fireworks festival has appeared in the main plaza of the Town of Beginnings. The festivities run all night long with a variety of games, prizes, and food for players to enjoy. Halfway through the festival, when darkness has fallen over the city, a fireworks show will begin to light up the night sky. General Rules: Orange players are permitted to attend, and will not be attacked by guards if they enter the city for the event. Normal safe zone rules still apply. When spending col to participate in games, buy items, or enter the lottery, be sure to keep track of the col you have available. Final spending/winning totals will be posted by a staff member in the closing post of the event, which can be used to link to your Col logs. If a player had spent more col than they had available, prizes won as a result may be voided. Traditional festival attire (yukata) or casual clothing is encouraged, but not required. Event Thread Rewards: Finished thread awards 1 SP per completed page. Participants receive 1 SP per (3) posts, up to the number of completed pages. Posts must meet the 150 minimum word count to be counted towards SP rewards.

Cardinal

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  1. Floor 6 <<The Gemini>> Recommended Level: Any Non-Repeatable | Solo Rewards: 3 Additional SP 600 Col Extra Skill: <<Concentration>> if The Gemini is spared. Extra Skill: <<Disguise>> if The Gemini is killed. ►Concentration Active: Free action Cooldown: 5 Rounds Effect: Gain +1 to the BD result for a single action. Can be applied after the roll. Can only be used against monsters. Description: Steady yourself in the midst of combat to gain a brief increase in accuracy. ►Disguise Active: Free action Cooldown: 5 Rounds Effect: Gain +1 to the BD result for a single action. Can be applied after the roll. Can only be used against players/NPCs. Description: Take on the appearance of your opponent for a single turn and gain a brief increase in accuracy. Objectives: Defeat <<The Gemini>> Summary: "You look pretty strong." A hooded figure approaches you and offers a simple challenge. "I'm looking to test my skills. If you beat me, I'll teach you a hidden skill. What do you say?" You travel to a suitable location outside of the city's safe zone in silence. When the hooded figure turns to face you, they reveal themselves. They have copied your appearance--everything from your facial features to equipment is completely identical. This challenge suddenly became a lot more sinister... Outline: Players must meet <<The Gemini>> and accept their challenge. <<The Gemini>>'s stats are determined at the start of combat. <<The Gemini>>'s Stats: HP: (Player's Level) x 10 DMG: (Player's Level) x 5 MIT: (Player's Level) x 1.75 (Rounded down) ACC: (Player's ACC) EVA: (Player's EVA) Critical Hits: DMG + (Player's Level) on a natural MD 9, DMG + (Player's Level x 2) on a natural MD 10. <<Disguise>>: +1 ACC to <<The Gemini>>'s first attack. For each consumable/temporary buff a player has when facing <<The Gemini>>, it will gain additional effects. For example, if a player has 3 temporary buffs, <<The Gemini>> will have Paralyze, Bleed, and bonus DMG. 1: Gain Paralyze: Removes player action for one turn on natural MD rolls of 9-10. 2: Gain Bleed: Deals (12 * Player's Tier) unmitigatable damage every turn for two rounds on natural MD rolls of 9-10. 3: Increases DMG by (Player's Level) 4: Increases MIT by (Player's Level) 5+: Increases HP by (Player's Level x 5) for each additional temporary buff on the player. Once combat begins, there is no running away from the battle. <<The Gemini>> will attack first, before the player, meaning the Charge skill cannot be used against it. <<The Gemini>> does not have any items, skills, or equipment besides the appearance of the gear the player is wearing when combat begins. Players can choose to end the fight in one of two ways, which alters the skill they receive from completing the quest: On the killing blow, <<The Gemini>> is destroyed. Player gains the <<Disguise>> skill. On the killing blow, <<The Gemini>> is instead reduced to one health and is spared. Player gains the <<Concentration>> skill. If <<The Gemini>> would deal the killing blow to a player, they are instead reduced to one health. <<The Gemini>> will end the combat and the player will have failed the quest (no quest rewards are earned). If they wish to try <<The Gemini>>'s challenge again, they must attempt the quest again in a new thread.
  2. Credit goes to @Morgenstern. Floor 2 <<The Venomous Warg>> Non-Repeatable | Level Limit: 15 | Party Limit: 2 | 20+ Posts Recommended Level: 10 Rewards: <<Venom Snapper>> last-hit item drop Each player receives: 1 Additional SP 500 Col (4) T1 Crafting Materials Objectives: Defeat 2 <<Wolves>> per party member Defeat <<Venom Snapper>> Summary: You spot a merchant sitting in the corner of a pub in the heart of Urbus. As you approach, he coughs and gives you a pleading look. "You come for the bill I posted? I am Gatsly. I work as a merchant, making just enough to support me and my family, but lately all of my supply caravans have been destroyed or chased away by a ferocious beast." He looks down at the floor, "I don't have much, but if you could slay the beast, I would pay you." Should you accept, Gatsly marks the coordinates on your map and tells you that the beast is a mutated, venomous wolf, deadlier than any other in the forest. He hands you a vial of green liquid and instructs you to drink it if you find yourself poisoned. Outline: Before embarking on the quest, each player receives one <<Antidote>> from Gatsly: Players must explore the forest outside of Urbus for the <<Venom Snapper>> and its wolf pack. Parties of two players will fight all 4 <<Wolves>> and the <<Venom Snapper>> simultaneously, regardless of the standard monster spawning rules. AoE attacks can still only target up to 4 monsters. When the <<Venom Snapper>> and <<Wolves>> attack, they use two separate dice rolls and use the MD result to attack. <<Venom Snapper>>'s Stats HP: 200 DMG: 45 MIT: 5 ACC: 2 EVA: 1 Venomous Bite: Natural MD of 9-10 deals 60 DMG to the player with the highest hate. That player is poisoned, takes 10 unmitigatable damage at the start of their turn for 3 turns. Sonic Fangs: Natural CD of 10-12 deals 50 DMG to the player with the highest hate. That player is stunned for one turn (one player cannot be stunned by Sonic Fangs more than one turn in a row). When slain, drops one <<Venom Vial>>: <<Wolf>>'s Stats HP: 50 DMG: 30 Once the beasts have been slain, return to Gatsly in Urbus and show him the <<Venom Vial>> to claim your rewards.
  3. The 10th Floor of Aincrad is located entirely underground, in a massive network of never-ending caves and caverns. The biomes on this floor are incredibly alien when compared to the previous nine; they range from forests of giant glowing mushrooms, to mazes of glowing crystals, to massive ravines with roaring waterfalls. The entirety of the floor has a dull blue glow cast upon it by the blue crystals lining the ceiling and walls. The exact size of the floor is unknown, as no player has yet to traverse its entirety, yet it is well known that every corner holds a secret. The main settlement is known as "Yomi", a large village with Japanese influenced architecture that is slightly worn out and decayed. Its inhabitants all seem to be undead and hollowed, yet they are not hostile to the player. The village is guarded by NPCs that wear dragon-shaped helms and carry spears with glowing crystal spearheads. It is a quiet settlement lit by small lanterns, which cast a warmer red and orange glow on the town to contrast with the cool blue tones of the rest of the floor. Yomi is located in the middle of a massive lake, with four long bridges connecting it to caves that lead further into the floor. It is the only known settlement on the 10th Floor. The inhabitants, as previously stated, are either undead or hollowed. Monsters range from troglodytes and trolls to massive overgrown insects and arachnids. Some players are rumoured to have encountered wingless drakes, although they are certainly rare. Other players have noted a race of pale, blind, humanoid creatures inhabiting the deeper caverns. Seasons: ???Temperature: Varies between 10°C and 18°C.Weather: ??? -- Very damp. Tartarus is a massive prison built like a fortress that appears to have been long since abandoned. The exterior is made from stone, and has a mote filled with wood spikes and skeletons. A single decaying wooden drawbridge allows player entrance, although there are countless other ways in through the decaying walls. The wails of undead monsters locked within their cells fills the air, and a chilling feeling hangs in the air. The Stygian is an ever expanding river infested with a variety of undead creatures that come out towards any players in the area, many of these resembling monsters from previous floors with a decaying aspect to them. Something below the water glows a bright, fluorescent blue, but it is impossible to see the bottom and is claimed to have an iron taste similar to blood. The Void is a massive, bottomless pit found in the middle of the floor. It holds the appearance of a tear that leads into an endless darkness, but any who try to enter it are immediately thrown out and claim to have heard what sounded like whispers inside the darkness, as well as an intense feeling of unease and dread whenever they wander the 10th Floor. «Wail of the Banshee» «Dragon Hunter Anthology, Judgment Day»
  4. The 9th Floor of Aincrad consists of a craggy, lava filled floor, covered in soot from the constant flow of lava from all the holes that are sunk deep into the Earth below. The peaks of the mountains give off whiffs of smoke from the intense heat the magma gives off in the mountains of dirt and stone. At the highest Peak of the floor, Mount Kazan, the heat there is said to be one of the hottest locations in all of Aincrad, reaching levels far beyond what a human being is able to withstand. It is said whoever makes it to the top of that Peak, never returns without scars, or so close to death that they are bed-ridden for days. The Main Settlement is known as "Yōgan Village". It is found at the base of Mount Kazan, and one of the safest locations on the 9th Floor. Due to the flow of lava over the years, a barrier of cooled magma and rock have surrounded the village, protecting it from the flows of magma coming from the mountain. The houses of the floor are made of obsidian, a deep black and rich mineral, found and harvested in the nearby grounds and smelted into bricks and used by the people. The roofs are made of stone cut and placed, the roofs flat on the buildings. In the center of town is the teleporter to the floor, a bright gray compared to the deep dark grey and black stone surrounding it. The Inhabitants of the floor are char and soot-covered people of the floor, who are dark-skinned from the years of living in this area. They have grown used to the heat and wear only basic sewn materials on their body, covering very little of their body to keep their temperature at it's normal level. The usual creatures found outside of the floor are large rock golems, who have a bit of bulk to their health and Mitigation. Others are Lava Elementals, which come from the peak of Mount Kazan. Other less intimidating creatures, such as large eagles and goats can be found for those looking for some easy experience. Seasons: Summer Temperature: Varies between 25°C and 37°C.Weather: Typically mostly cloudy or completely overcast. Moderate to low wind. Very low humidity. Knorilt Village is a smaller village located south of Yōgan, atop the inactive volcano Mount Hellion. Knorilt is home to a race of dwarves that harvest obsidian, and have build their homes out of lava rock and various types of stone. The village is notorious for reeking of sulfur, which seeps out of the ground and rocks. In terms of commodities, Knorilt is lacking in anything more than taverns, inns, and blacksmiths. Mount Stylahm is the tallest volcano on the 9th Floor, towering over all of those below it. Mount Stylahm is an active volcano as well, and regularly spews lava from its peak that cools long before it reaches the base. Additionally, the volcano is home to a vast network of caves that run throughout its interior like a maze, leading all the way from its base and nearly reaching the apex. Some of the caverns are flooded with molten lava, and rivers of it are not uncommon to see inside. The Profaned Peak is a flat-topped mountain, whose peak is covered in a lake of lava. Sitting in the middle of the lake is a large stone platform, along with a massive throne carved from a meteor. A long stone walkway connects the platform to the northern edge of the mountain peak, allowing players to approach the throne. A massive jeweled crown made from gold and silver sits atop the throne, its edged burnt by an evil flame. «Guardian of Fire» «Bandit Camp» «The Iron Guardian» «Dragon Hunter Anthology, Dragon Hunt 9: the Ruby Hatchling»
  5. The 8th Floor of Aincrad is covered in a vast forest. The landscape, which is primarily flat with some large hills and small mountains that are similarly covered in forest, is also home to thousands of rivers and streams. Of all the floors up until this point, the 8th has the most diversity in forest biomes. The majority of the southern portion of the floor is covered in temperate deciduous forests, with massive trees rivaling the size of the largest redwoods. The southern hemisphere is also where the majority of the rivers and streams are located. Heading further north reveals a gradual change from deciduous to coniferous, and then further yet reveals a small portion of boreal forests. Glades are uncommon but still present, and provide players with much needed respite from traversing the dense forest. The main settlement is known as "Florenthia", an old english style village made in one of the few forest clearings. Most of the buildings are two stories: The first floors are typically constructed of stone, to provide a solid base for the second floors which are built with a combination of wood, wattle and daub, and clay. Some of the larger buildings also have basements or cellars. A large river runs through the town, resulting in the construction of several large stone bridges. A plethora of commodities are available to the players at this settlement, including several taverns and inns, restaurants, amourers, blacksmiths, tailors, and various other shops. The monsters on the 8th Floor are relatively simple in design. Bears, wolves, and more menacing boar-type monsters are the most common. Orcs, goblins, kobolds, and bullywugs are slightly less common in the general area, although they have large encampments and smaller hunting parties or outriders that can be found roaming the floor. Seasons: Spring, Summer, Autumn, WinterTemperature: Varies between 2°C and 32°C.Weather: Typically mostly sunny, occasionally partly cloudy. Moderate wind. Low humidity. Friben Village is a unique location on the 8th Floor. While smaller than Florenthia, Friben is perhaps considerably safer from monsters due to being suspended off the forest floor, and being constructed just below the canopy of the massive forest. The White River flows beneath it, which is rumoured to be teeming with monsters both large and small. The village itself is interconnected by long rope bridges and winding staircases up and down the tree trunks. This village offers a smaller number of shops for the player's benefit, although the real attraction are the Inns and Taverns built into the hollowed out portions of the massive trees. The Three Rivers are a trio of massive rivers running from one edge of the floor to the next. The White River, named as such due to the amount of white water rapids that one might encounter as they progress down its length, is the most violent but also the thinnest at a mere 20 meters wide. The Red River, which earns its name from the clay deposits that colour the water a murky red, is the widest at 40 meters. The Green River, whose name derives from the large amount of algae and plant life that occupy its riverbed. It is the slowest moving of the rivers and is a healthy medium between the two other rivers, being only 33 meters wide. Each of the rivers are incredibly deep, and rumoured to be home to unspeakable monsters. The Crossing is the spot where the Three Rivers intersect. A single bridge connects the three at their intersection, allowing for players to get a unique view of their center point. The bridge has an opening in the middle, where the three colours of the rivers combine and a bright, vivid rainbow whirlpool spins continuously. Players speculate that in the waters below the bridge, directly underneath the whirlpool, and amazing treasure is held. Unfortunately, no player brave enough to try has ever returned. «Monkey King» «Dragon Hunter Anthology, Dragon Hunt 8: the Sapphire Hatchling»
  6. The 7th Floor of Aincrad consists of a vast mountain range. Large portions of the floor are covered in grass with rocky outcropping littering the landscape, which can raise at almost sheer angles to create the massive mountains that fill the geography. The higher mountain peaks find themselves covered in snow. Small dirt paths direct the players from one location to the other, although large settlements are a rare commodity on this floor. Smaller settlements like hamlets are present, although they seldom offer the players anything more than a monster-free environment. The 7th Floor is notoriously exhausting to traverse because of the rough landscape, but it is also incredibly picturesque. The main settlement is known as "Nimbus", a massive stone fortress nestled against the side of a gigantic mountain. Entering through the outer walls takes the player inside the mountain, which is mostly hollowed out to form the majority of the settlement. The buildings are made of stone, either carved into the cavern walls or simply constructed as standalone buildings. Large stone walkways litter the cavern, taking players from one end of the settlement to the other. The entirety of the settlement is illuminated by green crystals. The majority of Nimbus' inhabitants are dwarves and humans. The monsters are diverse: Those within the cave are adequately themed, both of natural and fantasy design. Some large cave spiders and other large insects line the cave walls, and the rare troglodyte and troll wander the caves. The mountainous portion of the floor is filled with deer, elk, goat, bear, and wolf type monsters. Forest trolls and orcs also wander the forests and mountainsides. Seasons: Spring, Summer, Autumn, WinterTemperature: Varies between 2°C and 32°C.Weather: Typically mostly sunny, occasionally partly cloudy. Moderate wind. Low humidity. Deepedge is the largest of the settlements outside of Nimbus. It is a village build on the incline of a mountain, constructed from a mixture of stones of varying size, stained pine wood, and wattle and daub. A pair of streams run along either side of the village, leading into a larger river that helps sustain the village's human inhabitants. Large fields of wheat and grain surround the remainder of the settlement, however they are not a Safe Zone, unliked the unguarded village. The Eye is the highest point of the floor, located atop the tallest mountain. Players located the landmark while searching for potential easter eggs, and were quite disappointed by the absence of one atop the highest point. However, rumours have recently begun to speculate that a rare, incredibly powerful monster may spawn at the peak, yet nobody has encountered such a beast so far. The Temple of Three is located on the path that leads up the tallest mountain. Its architecture is reminiscent of Japanese temples, demonstrated by its use of shōji and tatami mats. Three stone statues are present in the main room of the temple, with inscriptions under each that read "Chansi", "Dharma", and "Vinaya" respectively. The third statue, Vinaya, has been destroyed, leaving only the pedestal remaining. The Keeper of the Temple is an elderly deaf man that never speaks. «Case of Wyrms» «Arabian Nights, Second Night» «Dragon Hunter Anthology, Dragon Hunt 7: the Jasper Hatchling»
  7. The 6th Floor of Aincrad is a lush, dense tropical jungle, and the most dangerous ones all at the same time. The entirety of the floor is covered in flora, with breaks in the dense foliage being a rare sight. The landscape is tiring to traverse in most cases, given that the variations in elevation that create large hills and mountains in which the thousands of waterfalls cascade over. The trees of the floor are notoriously large, almost impossibly so, and dwarf even the largest redwood tree to comedic proportions. Massive roots and branches create a labyrinth of nature, along with the countless stone ruins that hide within the floor. The main settlement is known as "Krycim", and can be found directly in the center of the floor surrounded by the countless trees and plant life that the landscape has to offer. The settlement is protected by the thick jungle canopy, although the area itself is rather open. The wooden, vine-riddled buildings are constructed both on stilts and atop the massive roots of the gigantic trees. Aged and decayed stone columns describe a war between the Amazonian inhabitants and massive snake-like monsters. Amazonians make up the sole human inhabitants of the floor, and populate the various villages scattered throughout the jungle. The monsters consist of countless breeds of large snakes and lizards, massive insects, tigers, jaguars, giant sloths, gorillas, orangutans, and kobolds of both the armoured and unarmoured variety. Seasons: Summer onlyTemperature: Varies between 17°C and 27°C.Weather: Typically mostly or harshly rainy, frequent sunshine. Low wind. Moderate to high humidity. Rains up to six times a day. Second to the main settlement of Krycim, Rhoemeia is a large village build into the tree trunks above the jungle floor. These large tree houses are home to Amazonians, just as Krycim is, and is only accessible through the hollowed trunk of the Mother Tree. Entering the guarded trunk reveals an intricate staircase cared from the trunk itself, with inscriptions telling the tale of a great battle of countless heroes. Reaching the top and entering the village reveals several platforms where the residents have planted grass, creating small fields connected by large rope bridges. The The Ruins of Tsjericanth are a massive expanse of ruins, whose decayed buildings were made from a mixture of stone and clay that has mostly eroded from the constant rainfall. These ruins are filled with stone columns that are similar to the ones in Krycim, although they tell the story from the large snake beast's perspective and appear to have been constructed more recently than the ruins themselves. The detailed inscriptions claim that the Amazonian warriors attacked them unjustly and laid their sacred home to ruin. Nature has long since reclaimed the ruins, although there are still some ways inside the labyrinth-like ruined city. The most calming area of the entire floor, an area where rain never raises... a place where stress is released, a place where happiness never sleeps. It serves as a attraction for many players for dates, or for a place to just calm down after the events of this game. It is said though on players arrival to the waterfall they are found in their minds to fight against their biggest threats... the demon's that lay in their minds. Warnings are given to players to not touch the ones that stand in place in the area as they are in a state where they wont answer anyone no matter how hard you tried and are temporary immortal objects. «The Gemini»«Calming the Soul»«Deforestation»«Dragon Hunter Anthology - Dragon Hunt 06»
  8. The 5th floor consists of mostly deserts and barren wastelands of sand with an occasional place of settlement here and there conveniently placed next to streams of water found within the floor, it is said if you have found a stream of water if you follow it more than likely you'll find a settlement not too far from it. Spiked rocks can be found penetrating the land in its geography, and the only plant life that can be found are Cactus' due to its extreme environments. Majority of the day Sandstorms will whirl up and can even effect players if they don't have the proper equipment or the right skills. Practically this floor is majority uninhabitable however scorpions and a plethora of snakes can be found liking around every corner in the desert. The main settlement "Fortaleza" can be found in the northern hemisphere of the floor blocked off with a wall of bricks to prevent the sandstorms from getting into the streets, its hard to miss the settlement. Seasons: Summer onlyTemperature: Varies between 20°C and 49°C.Weather: Typically mostly or harshly sunny, frequent sandstorms. Moderate to high winds. Low to nonexistent humidity. One of the only settlements on the 5th floor and is the main settlement surrounded by a wall made of sandstone bricks to block off the sandstorms from getting into the streets and keeping the town at least moderately clean. Inside, majority of the buildings are constructed out of polished sandstone, or a wooden material that is sturdy to withstand the harsh winds at times. Majority of the towns are businesses or taverns and are typically not homes for anyone, an Inn of two can be found, but it is very unlikely and can be pricey at times. There is only one way in and one way out in this town, and that's through the main gate of the city. Guards can be found inside and outside the walls making sure players are only going in and out and only allowing certain cargo to pass. A long, narrow, and steady canyon path that leads from one city to the next, constructed near the mountains of the the desert floors, unfortunately, due to the sandstorms and wind some of the time landslides of sand or avalanches will occur on the paths and can be difficult to traverse around. However this is the only marked path from city to city and is the only safest route to get from city to city, the only other way is to traverse the deserts of the floor and potentially walk through brutal sandstorms and heat, and fight through the terrors of the giant scorpions that thrive. El Perdido is the long and unmarked section of the general map of the floor, it is said that many many creatures live under the sands of this terrain, and is uninhabitable by any of the NPC's or Players. Here, may players can grind their SP and EXP from attacking the many mobs that can be found here, and a plethora of dungeons can be found in the never ending span of sand. At the far edge of El Perdido the labyrinth and floor boss room had been found, however the victory of these had already been established and nothing remains there. Basically, this section of the floor which is majority of is used for grinding and getting SP and EXP. «The Traveler»«Butcher of the Sands»«Blood in the Sand»«Arabian Nights: Night 1»«Dragon Hunter Anthology - Dragon Hunt 05»
  9. The 4th Floor of Aincrad consists entirely of a snow-covered forest. The simplicity of its range of biomes, of which it only has a distinct two, rivals the fifth floor: The largest biome is the snow-covered forest, with massive evergreen trees that grow to be as tall as twenty five meters. Smaller cedar trees and countless other breeds of pine litter for the forest floor, creating a dense snowy woodlands. Generally speaking, the geography of these parts of the map are relatively flat, with some slight variation. The other biome is similarly covered in woodlands, although the mountainous terrain creates a distinct difference. The mountains are tall and scattered around the floor, offering a fantastic overview of the landscape. The main settlement is known as "Snowfrost", a cozy collection of cabins and cottages that form a small village on the eastern side of the floor in the middle of the forest. In terms of commodities, Snowfrost is perhaps the most lacking so far. It has two taverns, one known as the "Hearth and Harrow", the other as the "Long Barrow", and one Inn. It has no metal armour shop, although it does have an armoury that allows for players to repair their equipment. It also has a small marketplace, though most buildings are player-run shops. Snowfall in Snowfrost is all but constant, littering the streets and buildings with a new layer of snow on the hour. The inhabitants of the floor are elves and humans. The monsters are a range from typical biome-relevant animals such as elk, moose, foxes, wolves, and grizzly bears to more fantasy oriented creatures, like ice elementals and snow golems. Seasons: Winter onlyTemperature: Varies between -25°C and 0°C.Weather: Typically mostly cloudy with frequent snow. Moderate wind. The Starglades are an unguarded Safe Zone located approximately two hundred meters directly north of Snowfrost. It is, as its name would suggest, a glade in the middle of the otherwise dense forest. Although it seems unremarkable in the day, the true beauty of the location makes itself apparent during the night, when the opening in the forest presents players with a fantastic view of the night sky through the canopy. No monsters spawn in the immediate area, nor do they spawn within the Starglades, thusly allowing it to be used for a place of respite during long hunting sessions in the wilderness. The Frostbite Lake is an aptly named lake located approximately five hundred meters northwest of Snowfrost, nestled between the bases of two large mountains. It is an unguarded Safe Zone nearly one hundred meters long and seventy five wide. Players favour the location as a spot to ice fish, skate, or even simply relax and enjoy the picturesque view of the mountains. Given that it is a Safe Zone, no monsters spawn near the lake, however that doesn't stop a plethora of rumours from sprouting up over time. Some say that an amazing treasure lays beneath the ice, while others say a terrible beast lurks in the frozen waters. The Glacial Cove is an interesting location that few players have found. Having indeed once been a cove, the location has long since frozen over, creating something of an ice cave. The ice glows a fluorescent shade of blue during the day due to incoming sunlight, and becomes a much darker shade when illuminated by moonlight during the night. The cove is home to large amounts of high level monsters, making it a relatively unsafe place to tread by oneself. «Avalanche» «Night's King» «The Essence of Steel» «Absolute Zero» «Dragon Hunter Anthology: Dragon Hunt 04»
  10. The 3rd Floor of Aincrad consists primarily of extensive plains, dense forests, and long winding rivers. Because the third floor is so close to the bottom of the Castle, it is similar to its predecessors in that it is primarily round in shape and rivals them in size, measuring just short of ten kilometers. The vast majority of the floor is covered in fields and plains, with the occasional grassy knoll breaking up the otherwise flat geography. Larger mountains lay on the outer ring of the floor, though even the most acrobatic players would find their surface too sheer to scale. What isn't covered in these vast grassy plains are shaded by young deciduous forests, or cut through by slow moving rivers. The main settlement is known as "Delilah", a homely village situated in the southern hemisphere of the floor. The settlement gets its name from the colourful fields of delilahs that surround it on every side, only broken by cobbled and dirt roads leading north and westward. The village is themed after old medieval towns, which buildings comprising primarily of wood, wattle and daub, and aged stone covered in moss and vines. Thatched roofing is also common, if not wood or clay shingling. The inhabitants of the 3rd Floor are all elven in nature. The monsters range from simple wildlife like boars, wolves, deer, and the like to larger beasts such as overgrown insects, or even dire bears. Seasons: Spring, Summer, Autumn, WinterTemperature: Varies between 3°C and 26°C.Weather: Typically mostly or partially sunny, frequent rain. Moderate wind. Low to moderate humidity. No snow in the winter. The Forest of Wavering Mists is filled with vast, ancient trees as far as the eye can see. Even the smallest tree trunk is at least one metre in diameter and thirty metres in height. Although, usually, areas that the player had travelled through would be shown in clear three-dimensional models on the player's maps, the map of the forest is dim and hazy, as if obscured by mist. The player may occasionally walk into mist so thick that they would barely be able to see anything. Additionally, the monsters in the forest employ a tactic of drawing the player further into the forest away from the path during battle. Spider-type monsters are a common theme in the forest, and there are rumours of numerous caves with untold treasures hidden beyond the mist. The Town of Flora is a lakeside town located on the northwesternmost side of the floor. Its architecture largely reflects that of its neighboring settlement, Delilah, although Flora is overgrown with flowers and the like. The village has almost been entirely retaken by nature, and despite that its elven inhabitants still live peacefully. Flora also acts as something of a makeshift raid base, as it is the closest town to the Labyrinth entrance and offers players a few necessary commodities. The town, as a guarded safe zone, is naturally off limits to player killers. Although it is but one of many of Aincrad's decayed churches, the Defiled Church stands out amidst the others. The exterior is nearly pristine, if not for having been long since overtaken by nature and covered in a thick layer of vines. This particular Defiled Church stands out due to the stone buddhist statue wearing a Kasaya, and standing with its left hand extended, palm facing outward. The church is unable to be entered, as doing so will simply bounce the player back out as though they'd hit a solid wall. Striking the statue reveals it to be an «Immortal Object». Rumours speculate that there is a way inside, if one can answer the statue's riddle, though nobody has ever managed to coerce it into speaking. «Worn Out Welcome» «Elvish Rivalries» «Treant Rivalries» «Escape» «Search for the Hoya» «Dragon Hunter Anthology, Dragon Hunt 3: the Opal Hatchling»
  11. The 2nd Floor of Aincrad is vast and mountainous. Being close to the bottom means its very close in size to the first floor and is similarly circular, nearly ten kilometers in diameter. The majority of mountains are lush tablelands, plateaus, and mesas with countless rivers of varying size running through them. The biomes, while different, are not quite as diverse as the first floor. Tall pine forests cover the large valleys and some of the mountains where the vast plains and extensive river systems don't. The main settlement is known as "Urbus". The three hundred meter wide city finds itself in the middle of a large crater. The settlement is styled after Medieval Europe, with most buildings being made of wattle and daub, along with some stone, that rarely exceed two stories. The main roads are cobbled, with the remainder of smaller roads and alleys simply being flagstone, loose gravel, or even simple dirt. As a main settlement, it provides players with a plethora of commodities, including numerous inns and a large marketplace. Monsters on the second floor are quite simple. They range from simple wildlife such as deer, elk, large birds, wolves, and the rare and occasional bear. There are also oversized insects, such as very large bees and wasps. Seasons: Spring, Summer, Autumn, WinterTemperature: Varies between -10°C and 32°C.Weather: Typically partially sunny or mostly cloudy, moderate to frequent rain. Moderate wind. Moderate humidity. No snow in the winter. The High Fields of Crossing is located atop one of the numerous tablelands, approximately half an hour's walk north of Urbus. The area itself is regarded as a safe zone devoid of monsters, although there are no NPC guards, thus allowing orange players to roam it freely. The mountaintop is covered in a wide variety of flora, and is incredibly colourful and peaceful. It is the location of the Flora Festival every spring, and sections of the area can be rented by players for events. The closest settlement to Urbus is known as Marome. Although it is a guarded safe zone, it does not offer the same commodities as typical villages do, betraying the name. In reality, Marome is a large stone fortress, complete with a mote and drawbridge, surrounded by a small farming hamlet with long rolling fields of crops. The outermost ring of the fortress is typically open to the players and offers a small armourer and tailor's shop, but the innermost layers remain unseen and locked up. The furthest settlement from Urbus is Taran, a village comprised entirely of stone. The only exclusion to this design choice is the furniture, which are made from various types of wood and other materials. The small village is surrounded by large stone pillars, with several heavily armoured guards standing watch. The village, being a guarded safe zone, prevents player-killers from entering. «Long Live the Queen»«Breaking the Unbreakable»«Let There Be Light»«Dragon Hunter Anthology - Dragon Hunt 02»
  12. The 1st Floor of Aincrad is geographically the largest floor. It is almost completely circular with a diameter of 10 kilometers, or about 80 square kilometers. Unlike the higher floors of Aincrad, the 1st Floor does not have a particular theme or dominant geography. As the starting location of all new players, the great expanse of the 1st Floor is quite diverse, with biomes stretching from large plains and grasslands, to low mountains, to lakes of varying size and shape, and large deciduous forests that change with the seasons. The Starting City, more commonly known as the "Town of Beginnings", is located on the southern end of the floor and rests over the edge of the floating castle. The metropolis has a diameter of approximately 1 kilometer and is the focal point of the floor, featuring the teleport gate in the central plaza. The city wall forms a semi-circle to the north. Grasslands surround the Town of Beginnings on all sides, and are populated primarily by boar and wolf-type monsters. Worms, beetles, and wasp-type insect monsters also inhabit the grasslands surrounding the Town of Beginnings. The city itself houses nearly all commodities that a player could ever find themselves needing, but offers little in the way of comfort. Inns and taverns are plentiful though cheap and cramped. Markets are vast and shops are in generous abundance, yet the products they sell are oft low quality and inexpensive. To the northwest of the Town of Beginnings, there is a large deciduous forest region. To the northeast is a lake region, filled with bodies of water of varying size and shape. Players must pass through either of the two regions before reaching a significantly more dangerous mountainous region containing ruins, valleys, and more difficult monsters. Seasons: Spring, Summer, Autumn, Winter Temperature: Varies between -5°C and 30°C. Weather: Typically sunny or partially sunny, occasional rain. Low to moderate wind. Low humidity. Horunka is a village located to the northwest of Starting City. It consists of ten buildings, including an inn, weapon shop, and tool shop, so it can serve as a hunting base. The town is surrounded by a dense forest, with one path leading into the village from the Town of Beginnings to the south, and one path leading out of the village and to the north. There are seven private NPC houses, one of which is a two-story building that offers the «Secret Medicine of the Forest» quest. Tolbana is the second largest town on the 1st Floor of Aincrad with a size of 200 meters from edge to edge. The city is surrounded by large castle walls and is known for its white walled windmill towers, as well as being the closest town to the 1st Floor's Labyrinth, situated in a valley at a walking distance of thirty minutes. The settlement is made up of several NPC houses, eateries, and lodging accommodations for players. The town is filled with water fountains of varying sizes, although the main plaza known as «Fountain Square» has the largest. Tolbana also houses an amphitheater-like meeting place, which is a common venue for duels and party gatherings. «Secret Medicine of the Forest» «Earning a Living» «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» «Redemption» «Dragon Hunter Anthology - Dragon Hunt 01»
  13. Table of Contents Floor 1 Floor 2 Floor 3 Floor 4 Floor 5 Floor 6 Floor 7 Floor 8 Floor 9 Floor 10
  14. The «Monument of Life» is a large stone tablet that replaced the «Room of Resurrection» in the official server service of «Sword Art Online». The monuments lists the names of all the 10,000 players of SAO. The names of the dead players are automatically crossed out, with the cause, time, day, and month of death written beside it, though the year of death is not recorded. The three meter tall monument extends approximately ten meters sideways, and rests atop a small set of dais within the Black Iron Palace on the first floor of Aincrad. Approximately two thousand names have been crossed out since the first month of the official release of the death game. «Akarim» NPC Player-Killed by Teayre. «Akkor» NPC Player-Killed by Aereth «Alkor» Killed by the Hydra. «Araki» Killed by a boar. «Argumail» Player Killed by Mari «Ashtver» Killed by a wolf. «Aubrey» Player-Killed by Mari. «Azide» Killed by Rohk. «Beatbox» Player-Killed by Death_Adder. «Cora» Killed by Rohk. «Dagger_Guy» NPC Player-Killed by Macradon. «Daeron» Killed by fall damage - Suicide. «Dirgun» Killed by fall damage - Daeron. «Ebony Rose» Player-Killed by Teayre. «Echo» Player-Killed by Mari. «Esmeralda» NPC Player-Killed by Aereth. «Evelyn» Player-Killed by Mari. «Helios» Killed by fall damage - Suicide. «Izzrikl» Killed by Colonel Nato NPC. «KazuAnaka» Player-Killed by Kamui. «Kreeyin» NPC Player-Killed by Aereth. «Kroshma_Tokran» Killed by a skeleton. «Laz» NPC Player-Killed by Aereth. «Lindow» Killed by spiders. «Lowenthal» Full-Health duel loss against Ariel. «Luke» Killed by fall damage - Suicide. «Manta Gaul» Player-Killed by Teayre. «Opal» Player-Killed by Volcano NPC. «Purge» NPC Player-Killed by Opal. «Rue» Killed by the Hydra. «Sierra» Player-Killed by Beatbox. «Skull» NPC Player-Killed by Beatbox. «Sniper» NPC Player-Killed by Aereth. «Solilas» NPC Player-Killed by Aereth. «Spice» NPC Player-Killed by Mari. «Ssendom» Player-Killed by Opal. «Sugar» NPC Player-Killed by Mari. «Tallas» NPC Player-Killed by Aereth. «Tanor» NPC Player-Killed by Aereth. «Tom» Player-Killed by Mari. «Toshi» NPC Player-Killed by Mari. «Tristard» NPC Player-Killed by Aereth «Trywen» NPC Player-Killed by Aereth «Ukon» NPC Player-Killed by Aereth «Vaekon» NPC Player-Killed by Aereth «Wolf_of_Darkness» Killed by a boar. «Zelrius» Player-Killed by Oikawa. (Did we miss somebody? Feel free to send a staff member a message and let us know, we'll add them in ASAP!)