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Cardinal

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  1. The <<Nature's Treasure>> quest has been temporarily removed for re-balancing. Any existing quest threads can be continued, but at this time no new threads should be created until the quest has been re-released.

  2. Cardinal

    [F01] «Earning a Living»

    Floor 1 <<Earning a Living: Merchant>> Recommended Level: Any | Party Limit: 4 Repeatable Only to Change Professions Billy (Master Merchant NPC) "Hey you wanna learn how to cheat the sy- I mean make good sales? Follow me." You almost don't notice him, the child that is standing in front of you. He is around the age of 12 or 13, but almost seems more mature for his age than other young kids that you have met. He beckons you forward, and considering it's a kid, nothing really seems that suspicious about him. He enters a small room next to a bigger inn, looks very small to be a shop, but a shop still exists some how. He has you follow him into the back, where he has items littered all around, the combined stats on all of them are astronomical. "If you really want to learn how to be a Merchant, you have to be crafty and smart for this. You best know what you are doing. I'll show you how to identify an it- No! I'm all out." The kid pouts for a bit, then stops and turns to you."Go get me some more, around 3, so I can show you how to do this." The kid pouts again and crosses his arms. Rewards: 1 Additional SP (First Completion Only) <<Merchant>> Profession Successfully Identified Item (Choose 1 from the three that are identified) Standard <<Merchant>> Shop (Able to have a Merchant thread in the Merchants & Shops section) (1,000) Col Objectives: Gather (3) items and bring them to Billy's Shop. Go into the wild and find 3 Unidentified items. Use a combination of LD/CD on three separate rolls to determine what you find: Loot Dice (1-10) = Uncommon Item Loot Dice (11-17) = Rare Item Loot Dice (18-20) = Perfect Item Crafting Dice (1-3) = Weapon Crafting Dice (4-6) = Armor Crafting Dice (7-9) = Shield Crafting Dice (10-12) = Consumable Craft an item in Billy's Shop. Make a standard Loot Roll (Dice Roller Tutorial). Specify the item type in the Roll Purpose (must be a Tier 1 item). Use the Loot Die Chart for a Rank 1 Merchant Weapons [1-2] = Taunt [3-6] = Accuracy [7-10] = Paralyze [11-14] = Bleed [15-20] = Damage Heavy Armor [1-4] = Regen [5-8] = Heavy Momentum [9-13] = Thorns [14-20] = Mitigation Light Armor [1-3] = Regen [4-6] = Recovery [7-10] = Light Momentum [11-15] = Evasion [16-20] = Mitigation Shields [1-2] = Recovery [3-5] = Taunt [6-8] = Regen [9-11] = Paralyze [12-15] = Thorns [16-20] = Mitigation Consumables [1-3] Vitality [4-6] Protein [7-9] HP Recovery [10-12] Mitigation [13-15] Damage [16-18] Over-health (Crystal) [19-20] Mass HP Recovery (Crystal) Submit the successfully identified item for Evaluation. NOTE: You keep the item you identify as a reward for completing the quest. Requirements: At least one [1] Page (20 or more posts) Players must RP searching for items and identifying their items. If a party of players undertakes this quest together (as in, each player wishes to become a merchant), each must succeed on their own objectives (e.g. each must find and identify 3 items). Accompanying players who are not undertaking the quest do not have to gather their own items and are ineligible for quest rewards.
  3. Cardinal

    [F17] «Challenge of Olympus»

    Floor 17 <<Challenge Of Olympus: Merchant>> Recommended Level: Any | Party Limit: 1 (Solo Only) Must be Rank 2+ Merchant | Non-Repeatable Rewards: 1 Additional SP (+1) CD Tool, Hermes' Scale Objectives: Roleplay The Challenge: Meet with the satyr on Floor 17. Meet with Hermes outside of Mt. Olympia and accept his challenge. Describe the details of the challenge, face-off with Hermes and roleplay out how you best the Emissary of the Gods. Summary: Disclaimer: The God(s) in this quest are NPCs for RP flavor only and cannot engage in combat nor affect the world in any way other than what’s described. Merchants who have reached rank 2 in their profession receive a notification stating that a rare quest is available to them on floor seventeen. Upon arriving to the floor, a satyr's sudden appearance will easily startle nearby NPCs, and he promptly inform you that you have been invited to the gates of Mt. Olympia. It seems that Hermes himself would like to challenge you to a Battle of Crafts. Players must RP meeting with Hermes, and they are free to describe the details of the challenge that is issued however they like as long as it pertains to merchants. They must RP the challenge out appropriately, encouraged to make the crafting battle very difficult, though not impossible. Requirements: At least one [1] Page (20 or more posts) All crafting done in this quest is RP only--no rolls required, and items cannot be given stats or submitted for evaluation.
  4. Cardinal

    [F17] «Challenge of Olympus»

    Floor 17 <<Challenge Of Olympus: Performer>> Recommended Level: Any | Party Limit: 1 (Solo Only) Must be Rank 2+ Performer | Non-Repeatable Rewards: 1 Additional SP (+1) CD Tool, Apollo's Lyre Objectives: Roleplay The Challenge: Meet with the satyr on Floor 17. Meet with Apollo outside of Mt. Olympia and accept his challenge. Describe the details of the challenge, face-off with Apollo and roleplay out how you best the God of Music. Summary: Disclaimer: The God(s) in this quest are NPCs for RP flavor only and cannot engage in combat nor affect the world in any way other than what’s described. Performers who have reached rank 2 in their profession receive a notification stating that a rare quest is available to them on floor seventeen. Upon arriving to the floor, a satyr's sudden appearance will easily startle nearby NPCs, and he promptly inform you that you have been invited to the gates of Mt. Olympia. It seems that Apollo himself would like to challenge you to a Battle of Crafts. Players must RP meeting with Apollo, and they are free to describe the details of the challenge that is issued however they like as long as it pertains to performing. They must RP the challenge out appropriately, encouraged to make the crafting battle very difficult, though not impossible. Requirements: At least one [1] Page (20 or more posts) All crafting done in this quest is RP only--no rolls required, and items cannot be given stats or submitted for evaluation.
  5. Cardinal

    [F17] «Challenge of Olympus»

    Floor 17 <<Challenge Of Olympus: Cook>> Recommended Level: Any | Party Limit: 1 (Solo Only) Must be Rank 2+ Cook | Non-Repeatable Rewards: 1 Additional SP (+1) CD Tool, Hestia's Flame Objectives: Roleplay The Challenge: Meet with the satyr on Floor 17. Meet with Hestia outside of Mt. Olympia and accept her challenge. Describe the details of the challenge, face-off with Hestia and roleplay out how you best the Goddess of the Hearth. Summary: Disclaimer: The God(s) in this quest are NPCs for RP flavor only and cannot engage in combat nor affect the world in any way other than what’s described. Cooks who have reached rank 2 in their profession receive a notification stating that a rare quest is available to them on floor seventeen. Upon arriving to the floor, a satyr's sudden appearance will easily startle nearby NPCs, and he promptly inform you that you have been invited to the gates of Mt. Olympia. It seems that Hestia herself would like to challenge you to a Battle of Crafts. Players must RP meeting with Hestia, and they are free to describe the details of the challenge that is issued however they like as long as it pertains to cooking. They must RP the challenge out appropriately, encouraged to make the crafting battle very difficult, though not impossible. Requirements: At least one [1] Page (20 or more posts) All crafting done in this quest is RP only--no rolls required, and items cannot be given stats or submitted for evaluation.
  6. Cardinal

    [F17] «Challenge of Olympus»

    Floor 17 <<Challenge Of Olympus: Alchemist>> Recommended Level: Any | Party Limit: 1 (Solo Only) Must be Rank 2+ Alchemist | Non-Repeatable Rewards: 1 Additional SP (+1) CD Tool, Demeter's Cauldron Objectives: Roleplay The Challenge: Meet with the satyr on Floor 17. Meet with Demeter outside of Mt. Olympia and accept her challenge. Describe the details of the challenge, face-off with Demeter and roleplay out how you best the Goddess of Agriculture. Summary: Disclaimer: The God(s) in this quest are NPCs for RP flavor only and cannot engage in combat nor affect the world in any way other than what’s described. Alchemists who have reached rank 2 in their profession receive a notification stating that a rare quest is available to them on floor seventeen. Upon arriving to the floor, a satyr's sudden appearance will easily startle nearby NPCs, and he promptly inform you that you have been invited to the gates of Mt. Olympia. It seems that Demeter herself would like to challenge you to a Battle of Crafts. Players must RP meeting with Demeter, and they are free to describe the details of the challenge that is issued however they like as long as it pertains to alchemy. They must RP the challenge out appropriately, encouraged to make the crafting battle very difficult, though not impossible. Requirements: At least one [1] Page (20 or more posts) All crafting done in this quest is RP only--no rolls required, and items cannot be given stats or submitted for evaluation.
  7. Cardinal

    [F17] «Challenge of Olympus»

    Floor 17 <<Challenge Of Olympus: Artisan>> Recommended Level: Any | Party Limit: 1 (Solo Only) Must be Rank 2+ Artisan | Non-Repeatable Rewards: 1 Additional SP (+1) CD Tool, Athena's Lens Objectives: Roleplay The Challenge: Meet with the satyr on Floor 17. Meet with Athena outside of Mt. Olympia and accept her challenge. Describe the details of the challenge, face-off with Athena and roleplay out how you best the Goddess of Wisdom. Summary: Disclaimer: The God(s) in this quest are NPCs for RP flavor only and cannot engage in combat nor affect the world in any way other than what’s described. Artisans who have reached rank 2 in their profession receive a notification stating that a rare quest is available to them on floor seventeen. Upon arriving to the floor, a satyr's sudden appearance will easily startle nearby NPCs, and he promptly inform you that you have been invited to the gates of Mt. Olympia. It seems that Athena herself would like to challenge you to a Battle of Crafts. Players must RP meeting with Athena, and they are free to describe the details of the challenge that is issued however they like as long as it pertains to artisanry. They must RP the challenge out appropriately, encouraged to make the crafting battle very difficult, though not impossible. Requirements: At least one [1] Page (20 or more posts) All crafting done in this quest is RP only--no rolls required, and items cannot be given stats or submitted for evaluation.
  8. Cardinal

    [F17] «Challenge of Olympus»

    Floor 17 <<Challenge Of Olympus: Tailor>> Recommended Level: Any | Party Limit: 1 (Solo Only) Must be Rank 2+ Tailor | Non-Repeatable Rewards: 1 Additional SP (+1) CD Tool, Aphrodite's Loom Objectives: Roleplay The Challenge: Meet with the satyr on Floor 17. Meet with Aphrodite outside of Mt. Olympia and accept her challenge. Describe the details of the challenge, face-off with Aphrodite and roleplay out how you best the Goddess of Love. Summary: Disclaimer: The God(s) in this quest are NPCs for RP flavor only and cannot engage in combat nor affect the world in any way other than what’s described. Tailors who have reached rank 2 in their profession receive a notification stating that a rare quest is available to them on floor seventeen. Upon arriving to the floor, a satyr's sudden appearance will easily startle nearby NPCs, and he promptly inform you that you have been invited to the gates of Mt. Olympia. It seems that Aphrodite herself would like to challenge you to a Battle of Crafts. Players must RP meeting with Aphrodite, and they are free to describe the details of the challenge that is issued however they like as long as it pertains to tailoring. They must RP the challenge out appropriately, encouraged to make the crafting battle very difficult, though not impossible. Requirements: At least one [1] Page (20 or more posts) All crafting done in this quest is RP only--no rolls required, and items cannot be given stats or submitted for evaluation.
  9. Cardinal

    [F01] «Earning a Living»

    Floor 1 <<Earning a Living: Performer>> Recommended Level: Any | Party Limit: 4 Repeatable Only to Change Professions Alyssa Singular (Master Performer NPC) You catch the woman mid singing in her studio, the singing echos throughout the room, her beautiful voice a surround sound effect in the room. She turns to you and smiles sweetly. "Hello there, I do hope you enjoyed my singing, I love singing for others, and I see you are here, would you like to learn how to bring enjoyment to others in terms of singing? I would love to help you." She smiles and beckons you closer, the studio that she is in is a quaint one, with not much in it. Her modest work station shows in her modest looks, but she is still beautiful. "Now, I will start to record a song, and you can watch me and take notes on how to sing, the vocalization of words is key in making a good product." She smiles and reaches for a crystal, but notices that there are none there. "Oh no! I have completely ran out, would you be a dear and gather five materials for me? I can still sing, but making a recording crystal will only work with materials. Thank you very much." Rewards: 1 Additional SP (First Completion Only) <<Performer>> Profession Successfully Crafted Item Standard <<Performer>> Shop (Able to have a Performer thread in the Merchants & Shops section) (5) Tier 1 crafting materials Objectives: Gather (5) materials and bring them to Alyssa's Studio. Go into the wild and gain materials through any standard means (gathering, fishing, combat). Non-combat gathering is recommended for this task. Craft an item in Alyssa's Studio. Make a standard Crafting Roll (Dice Roller Tutorial). Specify the item type in the Roll Purpose (must be a Tier 1 item). Use the Crafting Die Chart for a Rank 1 Performer: [1] = Critical Fail (Lose materials) [2-5] = Fail (Lose materials) [6-9] = Salvage (Keep materials on LD 11+) [10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) Submit the successfully crafted item for Evaluation. NOTE: You keep the item you craft as a reward for completing the quest, as well as any leftover materials. For example, your first crafting attempt has an 11 CD result. You submit a rare item for Evaluation and keep that item and the remaining four crafting materials. This is in addition to the 5 crafting materials listed in the quest rewards. You are permitted to roll as many times within a single post as it takes to make a successful craft. Requirements: At least one [1] Page (20 or more posts) Players must RP searching for materials and crafting their item. If a party of players undertakes this quest together (as in, each player wishes to become a performer), each must succeed on their own objectives (e.g. each must gather 5 materials and successfully craft 1 item). Accompanying players who are not undertaking the quest do not have to gather their own materials and are ineligible for quest rewards.
  10. Cardinal

    [F01] «Earning a Living»

    Floor 1 <<Earning a Living: Cook>> Recommended Level: Any | Party Limit: 4 Repeatable Only to Change Professions Maggie Spatulin (Master Cook NPC) "What do you want- Oh you want to learn how to be a cook! Yay! I love teaching adventures, follow me! Hurry, come on, we don't have all day." The woman basically drags the player to the back room of the restaurant they are in, pushing open doors, and entering into a large, clean white kitchen. On every stove there seems to be something cooking, and each smell is better than the last. The woman is already picking at a piece of a crepe, trying it, and smiling at the taste of it. "Now I hope you know I'm very serious about this, so I must show you how exactly to cook it. Follow my EVERY step and you'll be one of the best cooks there are, but not better than me." She said with a look and went to go cook, but realized that there are no more ingredients. "Sorry about this, this never happens, but the cooks have officially ran dry of materials. Go get me five more ingredients, then I will know you want to be a cook just like your dear Maggie here." Rewards: 1 Additional SP (First Completion Only) <<Cook>> Profession Successfully Crafted Item Standard <<Cook>> Shop (Able to have a Cook thread in the Merchants & Shops section) (5) Tier 1 crafting materials Objectives: Gather (5) materials and bring them to Maggie's Kitchen. Go into the wild and gain materials through any standard means (gathering, fishing, combat). Non-combat gathering is recommended for this task. Craft an item in Maggie's Kitchen. Make a standard Crafting Roll (Dice Roller Tutorial). Specify the item type in the Roll Purpose (must be a Tier 1 item). Use the Crafting Die Chart for a Rank 1 Cook: [1] = Critical Fail (Lose materials) [2-5] = Fail (Lose materials) [6-9] = Salvage (Keep materials on LD 11+) [10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) Submit the successfully crafted item for Evaluation. NOTE: You keep the item you craft as a reward for completing the quest, as well as any leftover materials. For example, your first crafting attempt has an 11 CD result. You submit a rare item for Evaluation and keep that item and the remaining four crafting materials. This is in addition to the 5 crafting materials listed in the quest rewards. You are permitted to roll as many times within a single post as it takes to make a successful craft. Requirements: At least one [1] Page (20 or more posts) Players must RP searching for materials and crafting their item. If a party of players undertakes this quest together (as in, each player wishes to become a cook), each must succeed on their own objectives (e.g. each must gather 5 materials and successfully craft 1 item). Accompanying players who are not undertaking the quest do not have to gather their own materials and are ineligible for quest rewards.
  11. Cardinal

    [F01] «Earning a Living»

    Floor 1 <<Earning a Living: Alchemist>> Recommended Level: Any | Party Limit: 4 Repeatable Only to Change Professions Evangeline Calora (Master Alchemist NPC) "Hello Dear, I see you are in need of a profession, may I interest you in Alchemy?" She smiles sweetly and leaves here tent, a small vial of rainbow colored liquid pulsating in her hand. "Now, I know it may seem very sciencey and scary, but I believe you can do it! And I hope you feel the same way." She beckons the player into her tent to show them the way she crafts, her movements are very elegant and precise, her age shows that she is very wise in what she is doing. "Now, I can teach you all about it sweety, but I seem to have ran out of some of my precious materials to give you a how-to on crafting, would you be a dear and run off to get me some? I think all I need is five, and I can help you on your way!" She smiles a sweet smile, she seems to be happy someone wants to follow in on her noble profession. Rewards: 1 Additional SP (First Completion Only) <<Alchemist>> Profession Successfully Crafted Item Standard <<Alchemist>> Shop (Able to have an Alchemist thread in the Merchants & Shops section) (5) Tier 1 crafting materials Objectives: Gather (5) materials and bring them to Evangeline's Laboratory. Go into the wild and gain materials through any standard means (gathering, fishing, combat). Non-combat gathering is recommended for this task. Craft an item in Evangeline's Laboratory. Make a standard Crafting Roll (Dice Roller Tutorial). Specify the item type in the Roll Purpose (must be a Tier 1 item). Use the Crafting Die Chart for a Rank 1 Alchemist: [1] = Critical Fail (Lose materials) [2-5] = Fail (Lose materials) [6-9] = Salvage (Keep materials on LD 11+) [10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) Submit the successfully crafted item for Evaluation. NOTE: You keep the item you craft as a reward for completing the quest, as well as any leftover materials. For example, your first crafting attempt has an 11 CD result. You submit a rare item for Evaluation and keep that item and the remaining four crafting materials. This is in addition to the 5 crafting materials listed in the quest rewards. You are permitted to roll as many times within a single post as it takes to make a successful craft. Requirements: At least one [1] Page (20 or more posts) Players must RP searching for materials and crafting their item. If a party of players undertakes this quest together (as in, each player wishes to become an alchemist), each must succeed on their own objectives (e.g. each must gather 5 materials and successfully craft 1 item). Accompanying players who are not undertaking the quest do not have to gather their own materials and are ineligible for quest rewards.
  12. Cardinal

    [F01] «Earning a Living»

    Floor 1 <<Earning a Living: Artisan>> Recommended Level: Any | Party Limit: 4 Repeatable Only to Change Professions Malachi Ringly (Master Artisan NPC) "Finally, got that done- Oh hello, what do you want? Oh! You want to learn how to be an Artisan? I'm on a very tight schedule, but I suppose I can take time out of it to help you, but you must be a quick learner." Malachi walks off without another word, disappearing into the back. Following the Artisan, the player sees lots of gems twinkling in the light, spinning from a small breeze coming from the entrance of the store. He catches your eye looking at them, and decides that maybe you actually want to be one. "Listen, I can spare sometime to help you out, watch me very carefully, I will only do this once." With that, he goes to his work station and reaches for a gem in a box, but the box is empty. "What! I'm about to be behind schedule! What am I going to d- You! If you want to learn about being an Artisan, go out and get me five materials for my crafts. And Hurry!" Rewards: 1 Additional SP (First Completion Only) <<Artisan>> Profession Successfully Crafted Item Standard <<Artisan>> Shop (Able to have an Artisan thread in the Merchants & Shops section) (5) Tier 1 crafting materials Objectives: Gather (5) materials and bring them to Malachi's Jeweler. Go into the wild and gain materials through any standard means (gathering, fishing, combat). Non-combat gathering is recommended for this task. Craft an item in Malachi's Jeweler. Make a standard Crafting Roll (Dice Roller Tutorial). Specify the item type in the Roll Purpose (must be a Tier 1 item). Use the Crafting Die Chart for a Rank 1 Artisan: [1] = Critical Fail (Lose materials) [2-5] = Fail (Lose materials) [6-9] = Salvage (Keep materials on LD 11+) [10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) Submit the successfully crafted item for Evaluation. NOTE: You keep the item you craft as a reward for completing the quest, as well as any leftover materials. For example, your first crafting attempt has an 11 CD result. You submit a rare item for Evaluation and keep that item and the remaining four crafting materials. This is in addition to the 5 crafting materials listed in the quest rewards. You are permitted to roll as many times within a single post as it takes to make a successful craft. Requirements: At least one [1] Page (20 or more posts) Players must RP searching for materials and crafting their item. If a party of players undertakes this quest together (as in, each player wishes to become an artisan), each must succeed on their own objectives (e.g. each must gather 5 materials and successfully craft 1 item). Accompanying players who are not undertaking the quest do not have to gather their own materials and are ineligible for quest rewards.
  13. Cardinal

    [F01] «Earning a Living»

    Floor 1 <<Earning a Living: Tailor>> Recommended Level: Any | Party Limit: 4 Repeatable Only to Change Professions Rufus Textillion (Master Tailor NPC) "Why Hello there! My name is Rufus, and I'd love to show you around if you got the time." The man seems to know how to dress, Rufus' clothing scream fashion, and you can't help but notice the expert sewing that went into the clothing he is wearing. He beckons you back to his work station, hoping you would follow. "Now, this is where I make my latest in fashion, maybe you could use some help with it yourself,"He says and gives the player a quick look up and down, "Blast it! I have completely run out of materials to show you what I am talking about, the process is so beautiful, and the clothing that comes out is amazing... Wait! You seem like you can take care of yourself, would you mind searching for some for me? I can even show you how to craft the best fashion around the world! I would just need five materials, sounds easy right?" Rewards: 1 Additional SP (First Completion Only) <<Tailor>> Profession Successfully Crafted Item Standard <<Tailor>> Shop (Able to have a Tailor thread in the Merchants & Shops section) (5) Tier 1 crafting materials Objectives: Gather (5) materials and bring them to Rufus' Sewing Station. Go into the wild and gain materials through any standard means (gathering, fishing, combat). Non-combat gathering is recommended for this task. Craft an item in Rufus' Sewing Station. Make a standard Crafting Roll (Dice Roller Tutorial). Specify the item type in the Roll Purpose (must be a Tier 1 item). Use the Crafting Die Chart for a Rank 1 Tailor: [1] = Critical Fail (Lose materials) [2-5] = Fail (Lose materials) [6-9] = Salvage (Keep materials on LD 11+) [10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) Submit the successfully crafted item for Evaluation. NOTE: You keep the item you craft as a reward for completing the quest, as well as any leftover materials. For example, your first crafting attempt has an 11 CD result. You submit a rare item for Evaluation and keep that item and the remaining four crafting materials. This is in addition to the 5 crafting materials listed in the quest rewards. You are permitted to roll as many times within a single post as it takes to make a successful craft. Requirements: At least one [1] Page (20 or more posts) Players must RP searching for materials and crafting their item. If a party of players undertakes this quest together (as in, each player wishes to become a blacksmith), each must succeed on their own objectives (e.g. each must gather 5 materials and successfully craft 1 item). Accompanying players who are not undertaking the quest do not have to gather their own materials and are ineligible for quest rewards.
  14. <<Crafting and Adventuring Update>> SAO-RPG Patch 2.5.1 Timeline Update! Please note that the following is out of character knowledge. Time progresses at a different rate in the game than in our characters' real lives. As of November 6, 2017 (OOC real time), characters should have the perception that 2 years have passed since the game's launch. This will continue to roughly mirror the passage of real time until the game's completion. The note that the perception of time is different in-game is to allow the idea that a set amount of time has passed in the real world (likely 2 years) upon the game's completion, regardless of how long it takes for the site to clear all 100 floors. We hope to release more changes soon that will streamline boss fights and floor clearing, as well as help new players establish themselves despite the time gap, but hopefully this timeline serves as a helpful tool for players throughout the rest of our time spent clearing the game. Site Changes: A post count feature has been added to the site. The number of each post (i.e. #1) now displays on the top-right, beside the "Link Post" feature. General Rule Changes: Word count requirement for posts in which a player is stunned or paralyzed has been reduced to 100 from 150. PvP and Player Killing Rules have been updated: No player can kill another without OOC permission. The rule for initiative rolls on Unauthorized Combat have been removed. The NPC Guard mechanic has been removed. Characters Level 5 and under are eligible to claim a New Character Bundle, regardless of when their journal was created. Unidentified items, when obtained in a thread, no longer have to be declared until they are identified by a Merchant. For example, a weapon drop can be claimed from a locked thread as an Unidentified T1 Weapon, rather than an Unidentified T1 2H Assault Spear. When identifying an item, the Merchant should then specify the item type in their roll(s). To clarify, items leaving locked threads should be specified according to the loot tables as: Weapon, Shield, Armor, Consumable. The Loot Table has been slightly adjusted, mainly to increase the number of consumables dropped from monsters. Crafting Changes: A note to all crafters: Be sure you are transferring your materials (col for Merchants) to the @Banker account when crafting. The <<Earning a Living>> quest has been updated, and is now profession-specific. Three new crafting/gathering-based quests have been added: <<Nature's Treasure>>, <<Witch of the West>>, and <<Challenge of Olympus>>. +CD bonuses for crafting have been reintroduced. These can be obtained through the new quests <<Challenge of Olympus>> & <<Witch of the West>>. Merchants: The chance to successfully identify a unique enhancement now scales with Merchant Rank. The identification chart for Consumables has been reworked. The process of identifying consumables has changed. Identification prices have been reduced by 20%. General stock items have been adjusted. Blank Recording Crystals have been removed, and five new items have been added: Glow Stone, Single/Double Tents, Spyglass, and Water Canister. Alchemists/Cooks: Enhancement lists for both professions have been reworked. Successful crafts now have a chance to yield additional items. The Crafting Die Result charts have been updated. Performers: Song types have been adjusted. Enhancement list has been reworked. Successful crafts now have a chance to become 'Masterpieces'. This allows the craft to be submitted for evaluation with an additional effect. Skill Changes: Hiding Mod: Surprise Attack Has been split into two mods: Surprise Attack (Assassin) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth grants +2 DMG. Stuns and other status effects (Bleed, Paralysis, Burn, etc) cannot trigger. Cannot posses both Surprise Attack (Assassin) and Surprise Attack (Trickster). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on hitting critical zones and exploiting your target's weak points, allowing for bonus damage. Surprise Attack (Trickster) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth reduces final damage by 50% and automatically applies all status effects (Bleed, Paralysis, Burn, etc) the player possesses on active equipment/consumables. Cannot posses both Surprise Attack (Trickster) and Surprise Attack (Assassin). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on slipping past the enemy's defenses and sacrifice strength in order to apply as many status effects as possible. Mod: Vanish Cooldown reduced to 3 Turns, from 5 Turns. Energize Can only affect target party member. Mod: Hyperactive Increases energy regeneration of target player by 3 for three turns, up from 2 for two turns. Can only affect target party member. Cooldown reduced to 3 Turns, from 5 Turns. Energy cost increased to 5, from 3. First Aid Mod: Purify Cooldown reduced to 1 Turn from 2 rounds. Mod: Sharpness Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Mod: Barrier Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Effect now applies a Safeguard effect to target party member that lasts until the beginning of the user's next turn. Does not stack with the Safeguard enhancement. A player can only be targeted by Barrier once per combat. Mod: Field Medic Cooldown reduced to 3 Turns, down from 5 Turns. Fighting Spirit Now affects hate-generating abilities (Howl & Focused Howl) Enhancement Changes: Thorns: Damage increased to (9 per slot * Tier) from (7 per slot * Tier). Effect has been updated to specify that only damage dealing, melee attacks trigger Thorns. [Performer] HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery has been removed. Monster Call has been reworked into two different enhancements: Monsters' Fortune Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 LD per slot when rolling for loot on the next monster killed. Monsters' Favor Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 CD per slot when rolling for loot on the next monster killed. Familiar Call Renamed to Familiar Sight. Grants +2 LD when searching for a familiar, up from +1. Incarceration Effect now applies to one target. Effect now lasts for one battle. New Enhancement: Perpetuate Cost: 3 Slots Cap: 1 Slot Effect: When played, doubles the length of damage over time effects (Bleed/Poison/Burn, etc.) on a single target. Effect lasts for one battle. Applicable to: Debuff Song Misperception Effect now applies to one target. Effect now lasts for one battle. Hypnosis Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Lullaby Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Mesmerism and Berceuse have been removed. [Alchemist] Damage No longer scales with Tier. Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery Reduced to (30 * Target's Tier), down from (45 * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Antidote Effect now grants immunity to negative status effects (Paralyze, Bleed, etc.) for a number of turns equal to the slots used. For example, if a player uses an Uncommon Antidote (1 slot), and is then affected by Burn for 2 turns, they would negate the damage from the first turn, and then take the appropriate damage on the second turn, as their protection from Antidote has run out. Toxic Venom Adjusted to (8 * Tier) damage over 3 turns, from (6 * Tier) damage over 4 turns. [Cook] New enhancement: Evasion Cost: 1 Slot Cap: 2 Slots Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit. Applicable to: Snacks, Desserts, Meals, Feasts Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Protein Cap reduced to 2, down from 3. Effect reduced to (1 per slot) base damage and -(5 per slot * Tier) mitigation, down from (1 * Tier) base damage per slot and -(9 per slot * Tier) mitigation. Item Changes: <<Banner of Command>>, <<Banner of Leadership>>, <<Banner of Inspiration>>, <<Banner of Support>>, and <<Banner of Greater Support>> no longer have the ability to be recharged. Any players that have one of these items may continue to use them until their current number of charges have been depleted, after which they become vanity items. <<Name Tags>> now can not only change the name of an item, but the description/appearance as well. This includes any Name Tags received in the Fireworks Festival Raffle. Quest Changes: Quest Revamp: <<Earning a Living>> Whether you are looking to start crafting for the first time, or wish to change your current profession, the <<Earning a Living>> quest has been reworked and flavored for each profession. Materials gathered and a single item crafted in this quest are yours to keep, along with the ability to open a shop for your desired profession and some bonus materials to get you started. <<Earning a Living: Blacksmith>> <<Earning a Living: Tailor>> <<Earning a Living: Artisan>> <<Earning a Living: Alchemist>> <<Earning a Living: Cook>> <<Earning a Living: Performer>> <<Earning a Living: Merchant>> Quest Revamp: <<Witch of the West>> Witch of the West is a quest specifically for players who have a profession that takes place on floor fifteen. By defeating the monsters and the boss players can receive a +CD consumable for their profession specifically. By taking the quest again, you do not have to fight the boss but still must face the mobs in order to obtain the item. Quest Revamp <<The Iron Guardian> Loot drop changed from the <<Banner of Support>> to the <<Crystal of Support>> a mass healing crystal. New Quest: <<Nature's Treasure>> On each tier's first floor, players are able to take the quest. The quest itself is designed to make material grinding easier whether you are actively searching for materials, fishing for materials, or fighting mobs for materials. New Quest: <<Challenge Of Olympus>> After reaching Rank 2 in a profession, players are eligible for a quest on the seventeenth floor in which they have a chance to accept a challenge from one of the Greek Gods/Goddesses in order to prove their worth as a crafter. This is an RP-focused quest for players who enjoy crafting, which awards a permanent +CD item to be used in a shop. <<Challenge Of Olympus: Blacksmith>> <<Challenge Of Olympus: Tailor>> <<Challenge Of Olympus: Artisan>> <<Challenge Of Olympus: Alchemist>> <<Challenge Of Olympus: Cook>> <<Challenge Of Olympus: Performer>> <<Challenge Of Olympus: Merchant>> New Quest: <<Trouble in The Mines>> Mining on Floor Twenty One has ceased to a halt with the appearance of Drakelings in the mines. The town has requested your help in clearing them out, so they can resume work. Of course, bringing back proof of your exploits will be rewarded handsomely. New Quest: <<Betrayal of The King>> Rumors of an old king long forgotten have began to resurface, bringing about fear that he had been resurrected. It is up to the players to stop him, and return this dangerous King back to the land of the dead. Those who complete this task will be reward not only with Col and SP, but the chance to obtain T3 equipment. New Quest: <<The Hidden Village>> Players have been tasked with finding out more about the town of Charko, which has remained shrouded in shadow. Though the trip through the tunnels does not prove to be simple, as powerful monsters stand in the way of the players' discovery. After bypassing these mobs through either combat or stealth, it will be up to them to determine whether Charko stays a secret, or is revealed. New Quest: <<Burning Phoenix Feathers>> Rumors of a powerful item that can change the look or description of an item have surfaced, and that these Name Tags are dropped by a powerful phoenix. New Quest: <<Bane of Blood>> Word has been received that upon the fifteenth floor, a new more vicious wolf alpha has been terrorizing travelers and merchants. Bulletins of the beast are posted on exits to the city. Many merchants are fearful to travel around, and the city is becoming more afraid of not being able to get the supplies they need. Towns have gathered col and a few other rewards for the person or party who hunts down these powerful beasts and returns for the reward alive. New Quest: <<The Swashbuckling Buccaneer>> Players will find themselves fighting against a crew of cunning pirates in the hopes of being rewarded handsomely with Col and other treasure. New Quest: <<Keep Calm and Ki'Raion>> Rumour spreads of an exceedingly powerful monster, hidden deep in the far Eastern reaches of the 19th floor. Those that hunt down this Field Boss will find that its patterns change depending on the time of day this boss is discovered. Players will be rewarded with Col, SP, and Equipment for the defeat of this boss. New Quest: <<The King of Lakes>> At the bottom of the Lake of Reflections lurks a powerful aquatic monster that has evaded many fisherman's lines for months. However, one fisherman has revealed he may know the trick to fishing him up. He sends you out to retrieve the bait before giving you a shot at catching the powerful King of Lakes. New Quest: <<What We Fight For>> Deep in the Forest of Memories lies a chamber that has been said to reveal to players what they miss most of their real world outside of SAO. Housing Changes: Guild Hall Costs have been reduced. Room upgrade cost lowered to 15,000 col. Players who have spent col to upgrade rooms since the initial housing update have been reimbursed. Living Room Effect changed to: “Increases HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts” Dining Room, Living Room, Master Bedroom, Master Bathroom, Extended Workshop, and Mega Slime Farm slot cost reduced to 1, down from 2. Dining Hall room slot cost reduced to 2, down from 4. Removed restriction for having both a Basic Kitchen and a Chef’s Kitchen. Basic Kitchen is now able to create Tier-specific food items. The material costs for using a Basic Kitchen has slightly increased. Limited the maximum number of items created per thread to 3. Dining Hall and Dining Room effects have been reworked. Basement buff increased to +2 from +1. Cooldown changed to once every 10 posts(total), from once per thread. Clarification added: Food items created with a Basic Kitchen may be traded to and used by other players, but still may not be used outside of the thread they are created. The ability to Upgrade/Downgrade Plots of Land has been added.
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    Wedding Update

    Special Wedding Quest Update In preparation for February's holiday, Valentine’s Day, we know that every Aincradian has that special someone and wants to spend every moment with that person. But the marriage steps and the associated quest was lacking in what was needed. So today, we bring you not just a revamped version of Saying Vows, but two more quests associated with it. Making Vows and Broken Vows. Making Vows lets two players speak to a representative and plan their wedding. Special bonuses can be bought by the players such as rings, food, and the size of the venue. Saying Vows has remained unchanged for the most part, with the exception of players needing to plan the wedding in the previous quest <Making Vows>. Players will have a chance to mingle, and role-play out their dream wedding with those they care about around them But alas, not all love is forever and ever. And murder is just a bit too much. So something drastic is needed. <Broken Vows> is for those who no longer wish to be tied down by the bonds of marriage. Players will sit down, and discuss who gets what items from their shared inventory space. Overall the new quests are here to make Aincrad feel more loved and add much-needed role play to the world, and its characters. ~Love, the Devs
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    Spending Account

    <<Spending Accounts>> For the full details of the Banker system and how to use the Spending Account, please visit the [Banker System] rules in the Tutorials section. This thread is for existing characters who need to establish the current values of their spending account. Simply make a post in this thread listing your total: Col Tier 1 Materials Tier 2 Materials Tier 3 Materials A link to a col long must be included in your evaluation post. Once verified by staff, your original post will be quoted and approved, and you will find the initial resources available in your account. Until further notice, players must still continue to record transactions in their col logs/journals.
  17. Cardinal

    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
  18. Cardinal

    SAO-RPG Site Guide & Rules

    This is a text-based roleplay forum based on the popular anime franchise Sword Art Online. This guide will cover all of the general rules as well as detailed mechanics like combat, skills, crafting, and more. If you have a question on a specific rule or need any help, just ask a PST (Player Support Team) member for help! Introduction & General Site Rules Journal Sub-Sections & Threads Skills & Mods Stats, Items & Professions Combat, Actions & Dice Roller Loot & Treasure Chests Quests & Sub Dungeons Floor Bosses Guilds & Housing System PvP & Player Killing Death & Rebirth System SP & Level Chart Skills & Mods List Enhancement List Sword Art List Blacksmith Tailor Artisan Alchemist Performer Cook Merchant Housing Reference FAQ Joining the Forum: It is crucial to read the General Site Rules and the Journal Guide before starting out. We highly recommend reading through the entire guide before creating your character. The username that you register with and use to log in will be the username of your character within Aincrad. Take care when registering your account to choose a proper username! A user may have multiple characters, however they must be registered as separate accounts. Common Terminology: SAO = Sword Art Online VRMMORPG = Virtual Reality Massive Multiplayer Online Roleplaying Game (MMO and RPG are often used on their own) IC = In Character (refers to written text) OOC = Out of Character (refers to communication between users) SP = either 'Skill Point' or 'Solo Party (depending on context) EXP = 'Experience' or 'Experience Points' DMG, MIT, ACC, etc. = Damage, Mitigation, Accuracy, etc. For more details on stats and their abbreviations, check the Stats, Items & Professions section. PST = Player Support Team (SAO-RPG staff) GM = either 'Game Master' (SAO-RPG staff) or 'Grandmaster' (depending on context) SAO-RPG General Rules: All roleplay posts must have a minimum of 150 words of IC text. Battle stats and OOC notes or comments do not count toward this minimum. Posts in the Merchants and Shops sub-section, as well as posts in which your character is stunned or paralyzed, require only 100 words of IC text. Posting twice or more in a row (double posting) is generally disallowed. Spamming is not allowed under any circumstances. Any form of cheating, intentional rule-breaking, or abuse of exploits or loopholes is strictly prohibited. Keep all posts and journals PG-13. If you are unsure if any content you wish to write would go beyond PG-13, message a staff member for clarification. For any content intended above PG-13, please see the Unrestricted Chat Filter sub-section. SAO-RPG Generally Accepted Principles: In order to create a cohesive and consistent storytelling experience, we've compiled an FAQ with common guidelines for the SAO-RPG universe. Curious about something that isn't included? Ask a staff member to have it added! Anything not included is to be assumed as not allowed. Contact a staff member to discuss it. Discord Server: Click here to join the SAO-RPG Discord server. Hang out, join discussion, or ask staff or other members for help!
  19. Cardinal

    SAO-RPG Resource List

    1. What can my character feel in Sword Art Online? 2. What are we allowed to do as writers? What are the rules around world-building? 3. Can my character get drunk/possessed/have a psychological disorder? 4. Does my avatar need to eat/drink/sleep/bathe? 5. What information is available in my character's interface? 6. When do health bars change color? 7. What is Cardinal? 8. What are NPCs? NPC Players? 9. How long has it been? What's the current timeline?
  20. Cardinal

    SAO-RPG Resource List

    #leveling { font-family: "Trebuchet MS", Arial, Helvetica, sans-serif; border-collapse: collapse; margin: auto; width: 90%; } #leveling td, #leveling th { border: 1px solid #ddd; padding: 2px; } #leveling tr:nth-child(even){background-color: #f2f2f2;} #leveling tr:hover {background-color: #ddd;} #leveling th { padding-top: 5px; padding-bottom: 5px; text-align: left; background-color: #0489B1; color: white; } Tier 1 Tier 2 Tier 3+
  21. Cardinal

    SAO-RPG Site Guide & Rules

    Player vs. Player (PvP) combat is almost identical to normal combat. The hate system is ignored, as players may choose their target regardless of who or what has already attacked them. There are two kinds of PvP combat: Authorized Duels and Unauthorized Combat. Duels: Duels are consensual battles in which one player challenges another and the opposing party must accept. There are three different types of duels: [First Strike]: Whoever lands the first strike wins. [Half Loss]: Whoever drops their opponent to 50% or below of their total health wins. [Total Loss]: Whoever drops their opponent to 0 HP wins. Duels may be initiated at any time and place outside of other combat, including in safe zones. When accepting a duel, the challenged party specifies the type of duel. After accepting, players are allowed one round (1 post each) to prepare. During the preparation round, each player should use a LD roll for initiative to determine who goes first. A double-post is permitted in an instance where the last person to prepare wins the initiative roll. Duels have a time limit (or in this case, post limit) of 15 rounds. If the victory condition for the duel is not met within the time limit, the victor is chosen based on who has the highest percentage of their total HP remaining. In the event of a tie, the duel is considered a Draw. When a duel ends, a large notification will appear between the two players declaring the victor. If the two players are far apart at the end of the duel, they will each receive a notification separately. If a player is killed in a duel, the victor receives the losing player's col and equipped items. Unauthorized Combat: Unauthorized Combat is simply the term for combat between players that takes place outside of a duel. Unauthorized combat cannot be initiated in a safe zone, and if a player with a green cursor damages another player with a green cursor in this way, the attacker's cursor will change to orange. We highly encourage players to communicate with others when there is conflict between characters. Whenever one player engages in unauthorized combat with another, it should make sense for them to do so. Using a character to attack or harass another player for OOC reasons will not be tolerated. If you are interested in playing a PKer or 'villain'-type character, check out the FAQ for suggestions involving NPC-Players. RP Combat (without the use of dice rolls) is also encouraged as long as the players involved are communicative and there is no abuse or god-modding taking place. Player Killing: No player can kill another player without OOC permission. Exploitation of this rule is also disallowed. For example, provoking others to the point where the insulted player would be driven to attack the aggressor may result in the attacker being allowed to PK regardless of receiving OOC permission. SAO-RPG staff reserves the right to validate, void, or otherwise make rulings on certain actions that involve Unauthorized Combat and Player Killing. Please be communicative with fellow players and staff to ensure everyone can have an enjoyable roleplay experience! Safe Zones: Player shops and most settlements are classified as safe zones. Players that are in a location designated as a safe zone are protected by the <Area> effect. This prevents damage from being done to a player outside of a duel. A player may still attack NPCs and other players while in a safe zone, but the target will only receive an unpleasant feedback from the attack. Cursor Colors: A player's cursor can be one of two colors: green or orange. An orange cursor indicates that the player has committed some type of crime, and the duration of the orange cursor depends on the nature of the crime and how many infractions the player has had in the past. Examples of what would cause a player's cursor to turn orange would be: Attacking a green player outside of an authorized combat (with or without the use of dice rolls) Physically harassing another player Stealing For the first three infractions, a cursor changes colors until the end of the thread in which the crime was committed. Cursor color changes must be noted in the summary once a thread is completed. Afterwards, a player's cursor will turn back to green. On the fourth infraction, a player's cursor turns orange indefinitely. The only way to revert to a green cursor at this point is to complete the <<Redemption>> quest. After a fifth infraction, or after the first instance of killing a green player outside of a duel, a cursor will become permanently orange. Nothing may revert a permanent orange cursor back to green. Players may choose to track when and how many times their cursor color changes in their journal. If your cursor would turn indefinitely or permanently orange, a PST member will have your on-site cursor color changed. Temporary cursor changes (infractions 1-3) should simply be roleplayed and noted in the summary of the individual thread. An on-site cursor color will remain green until a player has met the conditions of an indefinite or permanent orange cursor. Orange Players: Players with an orange cursor have a more difficult time getting around in Aincrad. Not only are orange players widely regarded as criminals, but most safe zones will have NPC guards that will act hostile towards them. Players with orange cursors are encouraged to keep this in mind when RPing in or around settlements, or populated locations. Orange Players are also at a higher risk of being attacked, since there are no penalties against a green player attacking an orange player.
  22. Cardinal

    SAO-RPG Resource List

    Guild Halls: Guild Hall Costs: Base Cost: 75,000 PK Cost: 20,000 Room Cost: 15,000 Guild Hall Rooms A "Group Buff" applies only when 3 or more guild members are present in a thread. They must be in the same party or raid (multiple parties) for the buff to take effect. A "Solo Buff" applies to anyone who is a member of the guild. Player Housing: Plot Sizes & Costs: Plot Type Standard Cost PK Cost Room Slots Stories Limit Yard Slots Studio 20,000 30,000 2 1 0 Apartment 30,000 45,000 4 1 0 Townhouse 48,000 72,000 5 2 1 Starter Home 58,000 87,000 7 2 1 Two-Story Home 86,000 133,500 10 3 2 Estate 124,000 186,000 15 4 3 All basic rooms cost 10,000 Col to add to the plot. So a Studio Plot with one Workshop would cost a total of 30,000 Col. Rooms come in a variety ranging from Bedrooms to Dining Rooms. Keep in mind that some rooms have restrictions that must be followed. Some rooms also have upgrades from their basic versions, which each cost 15,000 Col. Example: If you were to buy a Bedroom, and want to upgrade it to a Master Bedroom. It would cost 10,000 Col (for the basic bedroom), then an additional 15,000 Col to upgrade it to a Master Bedroom. Costing you 25,000 Col in total. Room Name Player Limit Restrictions Buff Name Buff Effect Upgrade Bedroom 1 "Rested" -1 energy cost for the first two expenditures of each combat Master Bedroom Bathroom 1 "Clean" The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 20% (rounded down) Master Bathroom Basic Workshop 1 Must assign a workshop type "Working" +2 EXP per crafting attempt Extended Workshop Basic Kitchen 1 "Filling" Increase the effectiveness of a single food item consumed in a thread by +1 T1 slot. This can exceed normal Cook enhancement caps. Ex: A perfect T2 MIT food gives 35 MIT instead of 30 Storage Closet 1 "Item Stash" +1 Battle Ready Inventory Slot Dining Room 2 Limit 1 per floor. "Tasty" Turn 2 identical food items (same quality, tier, & enhancements) into a Lesser Feast. A Lesser Feast contains 4 portions of the food items sacrificed. Lesser Feasts created this way cannot be used outside of the thread they are created. Limit 1 item created per thread. Dining Hall Living Room 2 Limit 1 per floor. "Relaxed" Increases out of combat HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts. Attic (Storage) 1 Cannot have more than 1 Attic type. Requires 2 or more stories. "Col Stash" +5% bonus col from monster kills and treasure chests Attic (Bedroom) 1 Cannot have more than 1 Attic type. Requires 2 or more stories. Skill may be reassigned once every 30 days. "Skylight (Skill)" +1 Expertise to declared utility skill. Fishing Pond 1 Uses a Yard slot "Angler" +1 material gained when fishing Slime Farm 1 Uses a Yard slot. Cannot have a Slime Farm and a Mega Slime Farm. Cannot stack with a guild's Training Room. "Basic Training" +1 SP to a thread. Limit one use per month. Mega Slime Farm Basement 1 Requires 2 or more stories. "Multipurpose" Gain +1 to LD, Stealth Rating, Stealth Detection, or Prosperity to one post in a thread. Can be applied after a roll Guest room 1 "Decor: «Name of Amenity»" Players can have one «Amenity» in a «Guest Room» and the «Amenity» cannot be recovered. Players are allowed to change which «Amenity» is in the «Guest Room». Multiple instances of the same «Amenity» do not stack. This buff affects the player and their choice of up to two party members. Workshop Type Profession Restriction Sewing Room Tailor Atelier Artisan Pharmacy Alchemist Chef's Kitchen Cook Recording Studio Performer Forge Blacksmith Uses a Yard slot Storage Shed Merchant Uses a Yard slot Upgraded Room Player Limit Restrictions Buff Name Buff Effect Master Bedroom 2 Assigned players must be married. "Well Rested" -1 energy cost for the first three expenditures of each combat Master Bathroom 2 Assigned players must be married. "Squeaky Clean" The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 25% (rounded down) Extended Workshop 1 "Hard Working" +2 EXP per crafting attempt and +1 crafting attempt per day Dining Hall 4 Uses 2 room slots. Limit 1 per floor. "Delicious" Turn 3 identical food items (same quality, tier, & enhancements) into a Feast. A Feast contains 6 portions of the food items sacrificed. Feasts created this way cannot be used outside of the thread they are created. Limit 1 item created per thread. Mega Slime Farm 1 Uses a Yard slot. Cannot have a Slime Farm and a Mega Slime Farm. "Advanced Training" +2 SP to a thread. Limit one use per month Upgrading or Downgrading a Plot of Land: Simply reference the plot you have on the left-hand side and move across to the plot you would like along the top to determine the amount of col needed/owed back for your desired transition. Ensure that you don't have too many rooms for a downgrade. Standard Plot of Land: Houses None Studio Apartment Town House Starter House Two Story House Estate Studio -5,000 0 35,000 62,000 77,000 119,000 176,000 Apartment -7,500 -2,500 0 57,000 72,000 114,000 171,000 Town House -12,000 -7,500 -4,500 0 63,000 105,000 162,000 Starter Home -14,500 -9,500 -7,000 -2,500 0 103,000 160,000 Two Story home -21,500 -16,500 -14,000 -9,500 -7,000 0 146,000 Estate -31,000 -26,000 -23,500 -19,000 -16,500 -9,500 0 PK Accessible Plot of Land: Houses None Studio Apartment Town House Starter House Two Story House Estate Studio -7,000 0 55,000 93,000 115,000 180,750 264,000 Apartment -12,000 -3,750 0 85,500 108,000 177,750 256,500 Town House -18,000 -10,500 -6,750 0 106,000 164,250 243,000 Starter Home -22,000 -14,250 -10,500 -3,750 0 160,500 235,500 Two Story home -33,000 -25,875 -22,125 -15,375 -11,625 0 227,000 Estate -46,000 -39,000 -35,250 -28,500 -24,750 -13,125 0 Selling rooms of a house: When selling individual room or multiple rooms, take total cost of all the rooms combined and take 75% of that. 75% is who much you will receive from it. When selling an entire house, cut plot cost out of the room cost and take 75% of the room cost. Then, add that number to the number that matches the chart found above.
  23. Cardinal

    SAO-RPG Resource List

    Merchants offer a stock of basic items, have the ability to identify equipment, and can "junk sell" unwanted items. The items they can sell from their general stock and the tiers of items they can identify vary depending on their rank: [0-39 EXP] Rank 1 - Cart Merchant: Able to identify Tier 1 & 2 items. 2 identifications per day. [40-159 EXP] Rank 2 - Salesperson: Able to identify Tier 3 & 4 items. 4 identifications per day. [160-639 EXP] Rank 3 - Entrepreneur: Able to identify Tier 5 & 6 items. 6 identifications per day. [640-2559 EXP] Rank 4 - Black Marketeer: Able to identify Tier 7 & 8 items. 8 identifications per day. [2560+ EXP] Rank 5 - Grand Master Merchant: Able to identify Tier 9 & 10 items. 10 identifications per day. Leveling Up: Gaining EXP and increasing your Merchant Rank adds to the general stock items you can sell and increases the number of times you can identify each day. Each item sold from general stock: +3 EXP Each item junk sold: +1 EXP. Each item identified: +5 EXP General Stock: Merchants may offer the following items for sale in their shop. The col listed beside the item's name is the cost for the Merchant to acquire the item. Typically, the item is sold to another player at a markup and the Merchant keeps the difference as their profit. Available at Rank 1: Available at Rank 2: Available at Rank 3: Available at Rank 4: Available at Rank 5: Junk Sale: Merchants may sell off items of Uncommon or higher quality for col. Items sold this way are effectively destroyed. The col listed beside the item quality below is the amount the Merchant receives for selling off the item. Typically, the Merchant will pass on a portion of the col received to a player that offers their items for junk sale, keeping the difference as their profit. Junk Sale Prices: Identifying Items: Merchants are able to identify items that are dropped from monsters and found in treasure chests. The process of identification determines which enhancements those items possess. To identify an item, the Merchant spends a set amount of col depending on the Tier and rarity of the item. Col used in the identification process is effectively destroyed, much like when an item is junk sold. When the col cost is paid, the Merchant rolls for each unidentified slot on the item, one at a time. Identify Cost: The rarity of the item determines how many potential enhancements can be identified, just as regular item rarity functions: Uncommon: 1 slot Rare: 2 slots Perfect: 3 slots In the event that an identified enhancement would result in an illegal item (following normal enhancement rules), the Merchant should re-roll the LD and make note of all rolls when submitting the item for evaluation. Regular Enhancement Loot Die Result Chart *When identifying consumables, apply the enhancement up to the enhancement's cap (refer to the Enhancement List). If the consumable identified is a higher rarity than the enhancement cap, it stops at the cap and the item's quality is adjusted (ex. a Perfect Consumable identified to have 2 ACC becomes a Rare Consumable). Identifying Unique Enhancements: Depending on your Merchant rank, you have a chance to discover unique enhancements when identifying equipment (CD bonuses do affect the chance for discovering unique enhancements): In the case of identifying a unique enhancement, refer to the chart below to determine which was found: Unique Enhancement Loot Die Result Chart *When Identifying a consumable and a Unique ID combination is rolled, still refer to the Regular Enhancement LD Result Chart. In addition, the Merchant can declare the item as a Crystal, or Feast:  Crystal: Does not take a post action to use. Follows normal Crystal-use rules. Feast: Can be used to feed a party of up to 6 players. Follows normal Feast-use rules.
  24. Cardinal

    SAO-RPG Site Guide & Rules

    Guilds provide the players of Sword Art Online with a plethora of benefits, including access to the purchase of Guild Halls and their respective profits in addition to being the premiere way to organize your fellow players toward a common goal. Whether this be to help new players on their way, to amass and horde Col, or to make the ultimate sacrifice and head to the front lines; the process remains the same. After ensuring that they meet the requirements, the Guild Leader must create a Guild via the “Guilds” page. Once approved by a staff member, the Guild will be listed in the Guild Directory. Creation Requirements: The Guild Leader must be at least Level 5. Minimum four members (including the Guild Leader) Step-by-Step Guild Creation: Players may run their guilds however they like! You can have a member ranking system, promotions, guild events, etc. The only requirement for a guild thread is that the information be kept up-to-date. If your members change or if you have a Guild Hall with a bank or storage, these details will need to be tracked in your Guild . There may only be one Leader and any number of Co-Leaders in a guild. The Leader is responsible for overseeing the guild thread and activity, and the Co-Leader is the only person able to claim the guild if the Leader becomes inactive. If a Guild Leader does not make an in-character post for 45 days, the Co-Leader may choose to take over as Guild Leader. The position of Leader may be passed on to another member by the current Leader at any time, in which case they would no longer be in control of the guild. Guild Activity: In order for a guild to be considered active, it must have at least two active members. Players are considered inactive at staff's discretion, but members should generally be posting in character at least once a month to be considered active. Players who maintain a minimum level of activity for an extended period of time may still be warned about inactivity. Inactive guilds are simply hidden from view until there are at least two active members to resume operations. A guild leader is the only one who may Disband a guild. If the guild leader would like to disband a guild, they must edit the description to include "DISBANDED" (without the quotes) within the guild description and message and Admin with the name of the guild asking for them to remove it. Guild Halls: Once a guild has been formed, they are immediately eligible to purchase a guild hall. Guild halls are useful for planning strategies, storing items, and training. Guild halls and their bonuses are only accessible to members of that guild. Guild hall details should be posted and updated in a Guild's Page. Guild halls cannot be purchased on Floors 1-10. In order to purchase a guild hall, simply fill out the form located in the Housing Evaluation thread. Staff will review the purchase and once it is approved the hall can be used freely in your guild topic and other threads. Additional rooms may be added after a guild hall's initial application. Check the Housing Reference page for full information on costs, rooms, and the bonuses they provide. Player Housing: Similar to Guild Halls, players may purchase personal housing. A player house and the bonuses it provides may be purchased by either a single player or two married players. Player homes cannot be purchased on Floors 1-10, and a player applying to purchase a home must be at least level 10 (these restrictions may not apply to donation rewards). In order to purchase a home, simply fill out the form located in the Housing Evaluation thread. Staff will review the purchase and once it is approved the house and any room bonuses can be used freely. Housing details should be added and updated in a player's Journal. In order for you to start building the house of your dreams, you’ll first need the land to build it upon. The land in which you build your house on are called ‘Plots’. Different sized plots cost more as they get bigger. The bigger the plot, the more rooms and the bigger the house you can own. Standard plots are considered to be inside a Safe Zone, and within a settlement or city. These plots are unable to be bought by Orange Players (PKers). In order for PKers to access the plot, an additional cost must be paid. These PK Plots are located in the wilderness of the floor, and located out of the way, or outside of a city. Plots have three main differences: Room Slots, Stories Limit, and Yard Slots. Room Slots are how many open room slots your plot has. The Stories Limit dictates how tall(or deep) your floors can go, and are needed to use an attic or basement. Yard Slots are how big your yard is, and how many outdoor rooms you can have. When a room is purchased, a player must be assigned to that room, which allows them to benefit from that room’s buff. A player can be assigned to multiple rooms, but a room can’t have more people assigned to it than its Player Limit. A house’s owner can reassign each room once every 30 days. Additional rooms may be added after a house's initial application. Check the Housing Reference page for full information on costs, rooms, and the bonuses they provide.
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