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Cardinal

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  1. Cardinal

    SAO-RPG Site Guide & Rules

    Floor Bosses are considered one of the most difficult challenges in SAO-RPG. The highest-leveled players typically group up to clear the Labyrinth and scout out the boss room, plan raid meetings, and finally take on the boss. Defeating a floor's boss unlocks the next level of Aincrad, allowing the next floor to be opened for all players. Finding a Labyrinth: Labyrinths are tower-like structures with many levels that connect each floor of Aincrad. Their entrances are protected by a guardian, which must be defeated before players can enter the Labyrinth and challenge the Floor Boss. During the search, players are encouraged to roleplay exploring the new floor: finding settlements, points of interest, or fighting monsters. When a new floor is opened, players that participated in the raid battle against the last floor boss receive a 48-hour head-start to explore the new floor. 48 hours after the boss has been defeated, anyone may create a thread that takes place on the new floor. Threads that intend to search for a Labyrinth on a new floor should include the word "Scouting" in the title and must declare the players participating. Scouting parties are limited to a maximum of 4 players unless a Blank Dungeon Map is used of the corresponding floor tier, at which point the Scouting party may be extended to 6 players. All players named must have at least one post of roleplay before making any Labyrinth search rolls. Players may attempt to roll to find the Labyrinth entrance after reaching 20 posts. At that point, players can make LD Searching rolls on a cooldown of 5 personal posts (3 if you have the Reveal mod). For example, Player A can make seven posts, rolling to Search on the first and the last (5 roleplay posts as their character in between the two search attempts). The party needs to keep a running total of everyone's rolls, along with a party total. When the party meets or exceeds the total LD required as listed in the Floor Description, the players have found the entrance to the Labyrinth and discovered the Field Boss that guards it! Send a message to the Floor Developer GM once the total is met for information on the Labyrinth Guardian. Challenging a Labyrinth Guardian: While multiple players and parties can go looking for the Labyrinth at the same time, it can only be fought and defeated once. The first party to find it will be given a brief description and a separate thread will be created by a staff member in order to facilitate the fight. If a different party meets the requirements to find the Labyrinth, the first party will be given a time limit to initiate the fight, if they haven't already. If a different party finds the Labyrinth when the fight is already in progress, they will be permitted to join the fight after 1 full rotation. Labyrinth Guardians are run by a staff member, similar to floor bosses. These fights follow the same combat rotation as with multiple parties, with the exception of using a Blank Dungeon Map to increase a party size from 4 to 6. Scouting Bonuses: The player who contributed the most to the LD pool once the required total has been met receives 2 bonus SP, and the second-highest contributor receives 1 bonus SP, to be awarded when the thread is locked. Anyone who participates in the fight against the Labyrinth Guardian also receives bonus rewards. The players who successfully defeat the Labyrinth Guardian will be sent information about the boss room. This generally includes a brief description of the room and any noticeable features--things your character would see from taking a peek inside of the room. Raid Meetings: After the Labyrinth Guardian has been defeated and the Scouting thread has been locked, a Raid Meeting thread may be created. This can be organized by anyone, but only the players who defeated the Guardian have any knowledge about the Floor Boss room. It is up to their characters to share that information with other players if they desire! Boss Raids: Once a Raid Meeting thread has ended, the Boss Raid thread will be created. There must be a minimum of 3 groups of 4 players (12 total) in order to attempt a Boss Raid. BR threads have a 72-hour "sign-up" period, where players must make at least one initial post that includes their full stats. Players should take this time to prepare themselves for the fight. This includes trading, using consumables, and determining group formations. At the end of the sign-up period, player stats are locked in for the fight and may not be edited. During the sign-up period, the BR thread is considered to be an OP thread. Despite being an Open Party, Boss raids are typically private events. While technically anyone is permitted to post and join the fight, it should make sense for your character to do so. The location and the meeting time is usually discussed in the Raid Meeting, and it is up to the players involved to disclose that information. Having your character act on information that should not be available to them is considered metagaming, and is not allowed. Once the sign-up period has ended, the battle will begin! Floor Bosses are controlled by staff, so players are only responsible for their own actions in combat. The maximum size of a party in a Boss Raid is 6 instead of 4, and a rotation consists of a single boss post followed by each player taking their own actions. Party rules still apply for certain actions, and the boss will typically take action against each party during its turns. Boss Raid combat rotations have a timer. Each group must make their combat posts within 72 hours, and they may still post in any order like normal. Players that do not post within the allotted timeframe are skipped and generally receive a penalty. Keep in mind that all Floor Bosses are uniquely designed. Some Floor Boss abilities may override normal game mechanics or have special rules.
  2. Cardinal

    SAO-RPG Resource List

    Cooks create delicious items with similar buffs to an alchemical potion or crystal. They can be eaten and used in a single thread, or used during a feast. [0-19 EXP] Rank 1 - Beginner Cook: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Cook: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Experienced Cook: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Assistant Cook: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Professional Cook: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Cook: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Cook: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Cook: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Cook: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Cook: Able to craft Tier 10 equipment. 11 crafts per day. Cooks can make the following types of items: Snacks (Available at Rank 1): Cheese and crackers, stuffed apples, garlic bread, etc. Snacks are used for temporary buffs. Desserts (Available at Rank 2): Chocolate mousse, strawberry shortcake, cookies, etc. Desserts are used for temporary buffs. Meals (Available at Rank 3): Roast boar, stuffed pigeon, grilled cheese, etc. Meals are used for temporary buffs. Feasts (Available at Rank 5): Thanksgiving feast, wedding feast, birthday feast, etc. Feasts are items that can feed/buff multiple players, making them very useful in parties and raids. Crafting Feasts: A cook may use a crafting attempt to take two identical food items and spend two materials of the same Tier in order to turn them into a Feast. The Cook must use the Dice Roller and include the IDs of the two items that are being used for the Feast (e.g. "Crafting Feast from 1234, 1235"). The Dice Result does not matter as there is no chance of failure when crafting a Feast, so this is simply used for identification purposes. Since they are used to create a Feast, the two food items cannot be used again elsewhere. Note: 'Identical' food items must share the same quality, tier, and enhancement. Using Feasts: Feasts are a consumable item that can be used in a thread to feed and buff a full raid party of 6 players. "Using", or activating a Feast in order for other players to use it does not require a post action, but cannot be done during combat. The player who uses a Feast can take a portion for themselves--as well as use other consumable items--in the same post. Once it has been used, portions of a Feast cannot be recovered or returned to a player's inventory, and a Feast will disappear when all 6 portions have been taken. Leveling Up: Gaining EXP and improving your Cook rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Crafting Die Result Chart: As your Cook rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Cooks have a chance on successful crafts to produce more than one copy of an item. When submitting an item for evaluation, any copies must have the same quality, tier, and enhancements as the successful craft. The ID for copies should be listed in the evaluation should be: "12345" (original), "12345-1" (first copy), "12345-2" (second copy).
  3. Cardinal

    SAO-RPG Site Guide & Rules

    Quests are additional challenges that provide bonus rewards upon completion. The Quest sub-section contains a list of all available quests, detailing the specific objectives, enemies, and rewards. Most quests have certain rules and limitations: Solo: Can only be completed by a single player as an SP thread. Party Limit: Can be taken solo or as a party up to the number of people in the party limit. Level Limit: Cannot be started by players higher than the level limit. Non/Repeatable: Indicates whether or not the quest can be completed more than once. Repeat completions typically award a portion of the quest's original rewards. Post Count: Some quests require more than a single page of roleplay to be considered complete. In order to receive quest rewards from a completed thread, all quest objectives must be complete. Players are responsible for listing quest rewards in the thread summary. The name of the quest must be included in the name of the thread. Ex. "[F1-PP] <<Earning a Living>> Learning to Craft" <<Sub-Dungeons>> Deep within the bowels of the floating castle of Aincrad, hidden behind false walls and hordes of monsters, there exists a surplus of secret dungeons untouched by the general masses. Their importance to the overall clearing of the game is negligible, but they aren't without their own challenges and rewards. These dungeons require a good deal of persistence, a keen eye, and a bit of luck to be uncovered. Finding a Sub-Dungeon: Players may search for a sub-dungeon once every 20 posts. Players may not search for a sub-dungeon while in combat. Players may not search for a sub-dungeon and a treasure chest within 10 posts of each other. For example, if you search for a treasure chest on post 20, the earliest you can search for a sub-dungeon is on post 31. Searching for a sub-dungeon is a post action. Only one sub-dungeon can be found per thread. Sub-dungeons can only be found on Floor 5 or higher. When rolling to search for a sub-dungeon, consult the table below to determine what kind of dungeon you've found: LD Roll Result ≤17 No Dungeon Found 18 - 19 Beginner Dungeon 20 - 21 Intermediate Dungeon 22+ Advanced Dungeon Note: The Reveal skill mod allows you to start searching for a sub-dungeon every 15 posts and provides a +2 LD chance to find them. Using Sub-Dungeon Maps: When you've successfully found a sub-dungeon, they must be entered in the same thread they were found in unless you have a Blank Dungeon Map. These items can be purchased from a Merchant and save the information of a discovered sub-dungeon for later use. Sub-dungeons that have been saved to a Map can be traded or sold, and can be used to initiate the sub-dungeon in a different thread from the one it was discovered in. Blank Dungeon Maps are Tiered, meaning they must match the Tier range of the floor the sub-dungeon they were discovered on. For example, a sub-dungeon found on Floor 12 can only be saved to a <<[T2] Blank Dungeon Map>>. When using a Blank Dungeon Map, assign the Difficulty and roll's ID# to the map. For example, a <<[T1] Blank Dungeon Map>> would become a <<[T1] Intermediate Dungeon Map #12345>>. Sub-Dungeon Difficulties & Rewards: Sub-dungeons themselves are free to be designed at the discretion of the participants, but the monsters, bosses, and rewards inside must all adhere to the the guide's requirements listed below: Beginner Dungeons: Intermediate Dungeons: Advanced Dungeons:
  4. Cardinal

    SAO-RPG Resource List

    Performers are players that dance, play instruments, and sing for others' entertainment and often times even give buffs. Songs can be created and recorded to increase or decrease stats. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-39XP] Rank 1 - Musico Primo: Able to craft Tier 1 equipment. 2 crafts per day. [40-159 EXP] Rank 2 - Secondo Artistica: Able to craft Tier 2 equipment. 4 crafts per day. [160-639 EXP] Rank 3 - El Tercio Tocador: Able to craft Tier 3 equipment. 6 crafts per day. [640-2559 EXP] Rank 4 - El Quarto Instructor: Able to craft Tier 4 equipment. 8 crafts per day. [2560 EXP] Rank 5 - La Quinta Orchestra: Able to craft Tier 5 equipment. 10 crafts per day. Performers can make the following types of items: Support Songs (Available at Rank 1): Utility songs to increase luck, and healing songs to recover HP, both are useful buffs to have for a party. Debuff Songs (Available at Rank 2): Songs used to weaken your enemies, these are the Performer's niche. Making/Using Performer Crafts: Songs made by Performers are stored on recording crystals. Despite the name, these crystals are different from those made by Alchemists as they just need one material to craft and typically require a post action to use. Leveling Up: Gaining EXP and improving your Performer rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Crafting Die Result Chart: As your Performer rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Performers have a chance on successful crafts to produce a Masterpiece song. When submitting a Masterpiece for evaluation, specify one of the following effects to apply to the song: "Mass": The song effects the maximum number of targets possible. (4/6 players in a regular/boss party, or up to 4 enemies) "Instant": The song does not require a post action to use.
  5. Cardinal

    SAO-RPG Resource List

    Alchemists create enhanced potions and crystals to allow players to heal and buff their status both in and out of battle. Some of these items take a turn in battle to use, so plan your usage wisely. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Alchemist: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Alchemist: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Experienced Alchemist: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Assistant Alchemist: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Professional Alchemist: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Alchemist: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Alchemist: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Alchemist: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Alchemist: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Alchemist: Able to craft Tier 10 equipment. 11 crafts per day. Alchemists can make the following types of items: Salves (Available at Rank 1): An item with a paste-like consistency, similar to an ointment. Salves are applied to the surface of a player's skin or a weapon to take effect. Potions (Available at Rank 3): Liquids that are typically stored in a glass or crystal vial. They have a variety of uses for both combat and when crafting. Crystals (Available at Rank 5): Powerful items that can be used in an instant. Along with teleportation, they provide many useful combat buffs. Crafting Crystals: Crystals are made just the same as other items and use a single crafting attempt, but they require 2 materials to make. Rolling a Salvage result when crafting a crystal saves 1 material by default, but if the LD result of that roll is 15 or higher, both materials are salvaged. Using a crystal does not take a post action, although only one crystal can be used per post while in combat. Leveling Up: Gaining EXP and improving your Alchemist rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Crafting Die Result Chart: As your Alchemist rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Alchemists have a chance on successful crafts to produce more than one copy of an item. When submitting an item for evaluation, any copies must have the same quality, tier, and enhancements as the successful craft. The ID for copies should be listed in the evaluation should be: "12345" (original), "12345-1" (first copy), "12345-2" (second copy).
  6. Cardinal

    SAO-RPG Resource List

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

    SAO-RPG Site Guide & Rules

    Most loot is obtained by killing monsters. As described in the Combat Tutorial, players are in control of spawning the monsters they fight outside of special events, bosses, etc. Player-controlled monsters must be created within the following stat guidelines: Floor Standard Parameters: Minimum: HP = (Floor * 10) Damage = (Floor * 3) Maximum: HP = (Floor * 50) Damage = (Floor * 15) Loot Minimum Parameters: HP = (Player Level * 10) Damage = (Player Level * 3) In order for a monster to drop loot when slain, they must meet the Loot Minimum Parameters. The player who deals the killing blow on a monster should use the table below to determine the loot that drops. In the same post that a monster is slain, that player rolls another die with the Roll Purpose "Loot Roll", "Loot from <target>", etc. When facing multiple enemies, each target must receive a separate LD roll. In addition to loot-parameter monsters dropping (HP * 3) col when killed, they also cumulative bonus col/materials depending on the natural LD and CD of the Loot Roll result: LD even = (HP*2) additional bonus col LD odd = (2) bonus materials CD even = (HP*2) additional bonus col CD odd = (2) bonus materials «Item Drop Table» All item drops are Tiered according to the floor they are obtained on. All loot-standard monsters drop (HP * 3) Col in addition to the following items based on the roll: LD 1 > 5 CD 1 > 12 Nothing LD 6 > 10 CD 1 > 4 1 Uncommon Consumable CD 5 > 12 (HP) Bonus Col 1 Rare Trinket LD 11 > 15 CD 1 > 4 1 Rare Trinket CD 5 > 8 1 Rare Weapon 1 Uncommon Consumable CD 9 > 12 1 Rare Armor/Shield (HP * 2) Col LD 16 > 18 CD 1 > 4 1 Rare Consumable 1 Rare Weapon CD 5 > 8 1 Rare Consumable 1 Rare Armor/Shield CD 9 > 12 (HP * 3) Bonus Col 1 Rare Trinket LD 19 > 20 CD 1 > 4 1 Perfect Consumable 1 Rare Trinket CD 5 > 8 1 Perfect Armor/Shield 1 Perfect Trinket CD 9 > 12 (HP * 4) Col 1 Perfect Weapon LD 21 > 22 CD 1 >4 1 Perfect Armor/Shield 1 Perfect Weapon CD 5 > 8 1 Perfect Armor/Shield 2 Perfect Consumables CD 9 > 12 1 Perfect Trinket (HP * 5) Col LD 23 > 24 CD 1 > 4 1 Perfect Trinket 1 Perfect Weapon CD 5 > 8 1 Perfect Armor/Shield 2 Perfect Weapon CD 9 > 12 (HP * 6) Col 1 Perfect Consumable LD 25+ CD 1 > 4 2 Perfect Consumables 2 Perfect Armor/Shield CD 5 > 8 (HP * 7) Bonus Col 3 Perfect Weapons CD 9 > 12 *Map of Intermediate Dungeon *Intermediate Dungeon maps are for a single dungeon on the floor the drop was obtained on. On Floors 1-4, this defaults to Floor 5 The sub-types of monster item drops do not need to be declared until they are identified by a Merchant. The main item type (Weapon/Shield/Heavy Armor/Light Armor) must be declared in the thread summary. Unidentified Items: When a player receives a weapon, armor, or consumable from a monster drop or a treasure chest, those items become an <<Unidentified (Tier) (Quality) (Item type)>>. For example, an <<Unidentified T1 Rare Weapon>>. The Tier of the item must match the floor range it was obtained on, and the item type is declared by the player who received the drop. Unidentified items cannot be equipped or used until they have been successfully identified by a Merchant. The only thing that can be done with them before they are identified is junk selling them, which is also done through a Merchant. For more information on these processes, check out the Merchant Guide. Out of Combat Gathering: Players can also attempt to gather materials without fighting monsters. The following guidelines apply to gathering: You must be out of combat. Posts where monsters are spawned or killed cannot also be used for gathering. The fiction must allow for searching, foraging, or otherwise gathering of items. You may not attempt to search for materials without your character taking action to do so in your post. Players may not search for materials in safe zones/settlements, player shops, guild halls, etc. When rolling the dice to search for materials, refer to your LD result. Skills like Search and Gatherer as well as +LD equipment and consumables can all affect your gathering attempt. [1-14] = No materials found [15+] = Found materials! On a successful gathering attempt, you gain (1) crafting material of the appropriate Tier for the floor you found the material on. <<Treasure Chests>> Every 20 posts in a thread, players are able to search for a treasure chest. Searching for a chest must follow certain guidelines: The fiction must allow for a treasure chest to be found. For example, you would not be able to search for a treasure chest while your character is in a settlement, player shop, house, etc. Players may not search for a treasure chest while in combat. Players may not search for a treasure chest and a sub-dungeon within 10 posts of each other. For example, if you search for a sub-dungeon on post 20, the earliest you can search for a treasure chest is on post 31. Searching for a treasure chest is a post action. To search for a treasure chest, roll the dice and use the LD result. Modifiers such as the Search skill, +LD equipment and consumables affect this roll. [1-14] = Nothing found. [15+] = Found a treasure chest! After finding the chest, another post action must be used to open it. Make another roll and use the LD result. While opening chests, only the Picking skill, Dismantling mod, and keys sold by Merchants can affect the roll. [1-3] = A <<Mimic>> monster spawns at loot minimum parameters. It immediately attacks the player that opened the chest (takes its turn before players). Eligible to drop loot when killed. [4-7] = (Floor * 50) Col, (2) materials, (2) uncommon consumables [8-11] = (Floor * 75) Col, (3) materials, (2) rare consumables [12-15] = (Floor * 100) Col, (5) materials, rare weapon, (2) rare consumables [16-20] = (Floor * 150) Col, (8) materials, perfect armor/shield, (2) rare consumables [21-23] = (Floor * 200) Col, (10) materials, (2) perfect weapon, perfect consumable [24-25] = (Floor * 250) Col, (12) materials, perfect weapon, perfect armor/shield, (2) perfect consumables Keep in mind that items obtained through treasure chests are always <<Unidentified>>.
  8. Cardinal

    SAO-RPG Resource List

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

    SAO-RPG Site Guide & Rules

    Combat, crafting, and several other mechanics in SAO-RPG use a dice system, similar to many tabletop roleplaying games. Types of Dice: When using the Dice Roller, four different types of dice are always rolled: BD (Battle Die): 1-10 CD (Craft Die): 1-12 LD (Loot Die): 1-20 MD (Mob Die): 1-10 Depending on the type of action you took, you'll be looking at the result of one or more of these dice. Types of Actions: Most activities that use the Dice Roller (such as attacking and material searching) as well as other mechanics (such as using items and trading) take a 'post action' to perform. Players may only use one post action in a roleplay post, meaning that a battle between your character and a monster will most likely take multiple posts to complete. Before we get into the details of combat, let's take a look at what requires a post action and what doesn't: In-Combat Post Actions: Attacking Using Certain Skills Using/Detecting Stealth Using Enhanced Consumables (except crystals) Equipping/Unequipping Items Trading multiple items to a single player (trading 1 item to a single player is a free action) Running Away (From Combat) Out of Combat Post Actions: Using/Detecting Stealth Non-Combat Material Gathering Looking for Treasure Chests Opening a Treasure Chest Searching for Sub-Dungeons & Labyrinths Preparing for Combat (using multiple items, swapping equipment/mods, etc) Certain actions like trading require a post action in combat, but not out of combat. For example, you can't trade multiple items with another player and attack a monster at the same time. You would have to make the trade in one post, then wait until your next post to perform an attack. Switching: <Switch> is a mechanic that allows two players in the same party to swap hate values on an opponent. In order to initiate a Switch, a player must first land a successful attack. In the same post they can verbally call out to another player for a Switch. If the switching player agrees and makes a successful follow-up attack, the Switch can be completed and the two players swap hate values. A player who switched in must wait one round before initiating another switch. Stealth: Using stealth and detecting stealth both require a post action with a die roll. Most NPCs and monsters have a base Stealth Detection rating, so as long as your Stealth check beats that base number, you succeed in staying out of sight. If you are attempting to stay hidden, you will need to make a stealth roll for each post until you choose to leave stealth or are discovered. If you are attempting to make an attack out of stealth, you must roll to maintain stealth and attack in the same roll, declaring so in the purpose (if the player fails to maintain stealth, they are considered detected and loses any appropriate bonuses before their action is processed). A tie in stealth and detection results in the stealthed creature being discovered. Players may also be passively detected. Players have a stealth detection rating of 10 + stealth detection bonuses. If a stealthed enemy rolls a stealth check lower than your passive stealth detection, the enemy is automatically detected. This does not take a post action. Monsters have a stealth detection rating of 9 unless otherwise specified. Visibility: Actions performed in low light or darkness suffer a -1 penalty to the roll. The only thing that benefits from low-visibility conditions is stealth, which grants a +1 bonus. Some floors have specific rules regarding visibility or other environmental effects. Be sure to check the floor descriptions for these details. When out of combat, there is no limit to trading, swapping equipment, the amount of consumables that can be used with a single post action. For example, when preparing for a battle you can use two potions and a food item in a single post to get the benefits of three consumables. During combat, however, using a single consumable takes a post action. Crystals are the only type of consumable that does not require a post action in combat. You may not use more than one crystal in a single post, but you can use a crystal and perform another post action (like attacking) at the same time while in combat. Resolving Actions - Dice Roller: Many actions are initiated and resolved by using the Dice Roller. When making a reply in a thread, you will see a blue “Perma Roller” icon below the text box. Using that button or clicking [this link] will lead you to the dice roller. In order to use the dice roller properly, you will need to take the following steps: Create a placeholder post. Copy the "Link to post". Enter your character name, paste the post link, and fill out the roll purpose. Roll the dice! Include the ID number and all relevant dice results in the linked post. Complete the rest of your post to at least the minimum writing requirements. When using the dice roller, be sure that your character name, post link, and roll purpose are correct. Rolls with incomplete or incorrect information will be voided. Using exploits such as rolling multiple times is strictly prohibited. Each action looks at one or more specific die result to determine a success, failure, or degree of success. When using the Roll Purpose section, be sure it’s clear exactly what your character is doing. If you are attacking a monster with a sword art, you must include the name of the sword art as well as the target(s) you are trying to attack. If you are crafting, you must specify the Tier and type of item you are trying to craft. Roll Purpose Examples: Basic attack vs <target> <sword art> on <target(s)> Material search Crafting T1 1H straight sword Crafting T2 potion Identifying #12345 Combat Basics: To cover the basics, we're going to go over the flow of combat. When you're first starting out, learning combat might take a little practice. Feel free to ask staff or other members for help! The Beginner Quests are also a great way to gradually get used to different mechanics. First, you need to know your own stats. As a general rule, your first post in a thread must include your current player stats (Level, Equipment, Skills, Battle-Ready Inventory, etc). This information is locked in after making your first post in a thread and should not be edited. Next, you'll need something to fight against. Sometimes the monsters you will be fighting are pre-designed (quest objectives, events, floor bosses). For the rest of your adventures, you've got to make up the monsters yourself! Check the details down below to get an idea of what stats your monster needs to have. Once you've got yourself and your enemy, you can start rolling the dice! When determining whether an attack was successful or not, refer to the chart below: BD Roll Result 1 Critical Fail 2-5 Fail 6-8 Success 9 Critical +1 10 Critical +2 Natural rolls of 1 result in a Critical Fail and automatically miss. Natural rolls of 9 and 10 are Critical Successes and automatically hit. They also apply a bonus 1 or 2 to base damage, respectively. Dice modifiers are very important. The Accuracy enhancement, for example, gives you a bonus to the BD when attacking. A bit of ACC can turn that 4 you rolled into a successful attack! On the same roll that you used to attack, the MD result is usually used to determine the monster's attack against you. Monster attacks use the same chart as above to determine a success or failure. Once you know whether your attack was successful or not (and if you got hit in return or not), you can calculate damage. Modifiers are important here as well! Your skills and equipment can contribute to your damage output, not to mention the multipliers that come from using Sword Arts! If your target is still standing after an attack and you want to keep on fighting, a new dice roll must be made! From here you would simply repeat the process until you've defeated your target. If the target had the minimum stats to drop loot, you get to roll for rewards once the monster is defeated! Controlling Monsters: When designing a monster, follow the guidelines below: Floor Standard Parameters: Minimum: HP = (Floor * 10) Damage = (Floor * 3) Maximum: HP = (Floor * 50) Damage = (Floor * 15) Loot Minimum Parameters: Minimum: HP = (Player Level * 10) Damage = (Player Level * 3) Monster stats must fall within the Floor Standard parameters for the floor they are on. In order for a monster to drop loot when it's defeated, it must also have at least the Loot Minimum parameters. When fighting alone, make a single roll and reference both the BD and MD for one 'round' of combat: the BD result is for your character, whereas the MD result is for the monster. Fighting in a Party: Normal parties can have up to 4 players. Each player will make their own combat roll, and one player is typically in charge of using the MD result of their roll to determine the monster's attacks. This should generally be the last player that attacks, so a full round of combat with three people would look something like this: [Player 1's Attack] [Player 2's Attack] [Player 3's Attack + Monster's Attack] Players are permitted to post in any order they like so long as each participant gets an action each round. For example, using the above players, their next round of combat could look something like this: [Player 3's Attack] [Player 1's Attack] [Player 2's Attack + Monster's Attack] Players may pass their own turns; as long as their stats continue to be tracked, this is fine. Communicate with your party members and fellow writers! If you're unable to post for an extended period of time, just let your teammates know and you can decide on the best thing to do together. Forming Multiple Parties: If you have more than four players in one combat, then multiple parties must be formed. Parties can be split up in any way as long as a single party does not exceed four members (i.e. two groups of three / one group of four and one group of two). In combat with multiple parties, the enemy must have a turn in between each group. For example, a round of combat with six players could look like this: «Group 1's Turn» [Player 1] [Player 2] [Player 3] «Enemies' Turn» «Group 2's Turn» [Player 4] [Player 5] [Player 6] «Enemies' Turn» The group of players that are currently attacking is known as the 'active party'. The last player in the active party should use the MD of their own attack for the enemy (or make a roll for the enemies' turn if they did not attack). In the example above, that would be Player 3 for the enemies' first turn, and then Player 6 for the second turn to wrap up the first whole round of combat. Hate & Targeting: Hate is the mechanic that determines who a mob is attacking. Dealing damage, using certain skills, and utilizing the Taunt enhancement all generate hate in combat. Successful attacks generate 1 Hate Critical attacks (natural 9 or 10) generate 2 Hate Hate is a key mechanic for tank-build characters, as having the highest hate ensures that monsters will attack you. Be sure to keep track of hate in combat so that your monsters are always attacking the correct target. If two or more players are tied for hate, a monster targets the last player who attacked it. If there is a tie and an attack has not been made against the monster, the player(s) decide who is targeted. When fighting with multiple parties, the enemy will always target the player with the highest hate in the last active party. In the 2-Group example above, the enemy would target the player with the highest hate out of Players 1-3 on its first turn. On the second turn, it would target the player with the highest hate out of Players 4-6. Even if Player 2 had more hate than anyone in Group 2, the enemy would still only target Group 2 on its second turn. Fighting Multiple Enemies: Players may spawn anywhere between 1-4 monsters when running a custom combat. When facing multiple enemies, be sure to keep track of each target's stats and hate. If each creature is simply a copy of the same monster (a pack of 4 boars) they should be numbered when noting damage and dice rolls (Boar #1, Boar #2, etc). When attacking multiple enemies and when rolling for multiple enemies' attacks, each target should be given and receive a separate roll. For example, if one player is fighting a group of four monsters and uses an AoE attack, they would roll four times: the BD/MD results would apply to each mob as they are specified in the Roll Purpose (Boar #2). If that player uses a single-target attack, they would still make four rolls, but only one would be designated as them attacking the specific monster ("Boar #3 attacking", and "Snake Bite on Boar #4", for example). Calculating Damage: Every player starts with a base damage of 1. When building your character, keep in mind these sources of additional base damage: Two-Handed Weapon Skills Skills/Mods Equipment/Consumables Critical Hits Natural BD rolls of 9 add 1 base DMG Natural BD rolls of 10 add 2 base DMG Here are a couple of example characters: Player 1's Stats: Skills: [Rank 3] Dagger Equipment: [Rare] Shiny Dagger (+2 DMG) [Rare] Amulet of Accuracy (+2 ACC) [Uncommon] Boots of Speed (+1 EVA) Player 2's Stats: Skills: [Rank 5] 2H Straight Sword Equipment: [Perfect] Broadsword (+3 DMG) [Perfect] Knight's Plate (+3 MIT) [Rare] Pendant of Healing (+2 Regen) Player 1 has a base damage of 6: (1 Base) + (3 Weapon Skill) + (2 Equipment). Player 2 has a base damage of 11: (1 Base) + (7 Weapon Skill) + (3 Equipment). When calculating damage on a successful hit, add up all sources of base damage. Then, if you also used a Sword Art, apply the multiplier to get your total raw damage. If your opponent has any mitigation, it should be subtracted from your raw damage, leaving you with the final damage dealt. The calculation should look like this: (Total Base DMG) x (Sword Art Multiplier) = (Raw DMG) - (Enemy MIT) = (Total DMG) Note: On a successful hit, the lowest damage that can be dealt is 1, even if the target's MIT is higher than the raw damage being dealt against it. Sword Arts: Sword Arts are your main source of damage in SAO-RPG. As you rank up your weapon skill, you will gain access to higher level Arts. In the Sword Art List Resource, each Art has a multiplier and energy cost listed next to its name, as well as any effects it applies and a short description of the move. To use a Sword Art, simply declare which one you are using in the Roll Purpose when you make an attack. If your attack roll is successful, use the Art's multiplier with your total base damage and you get your total raw damage for the attack. To use sword arts marked with MA requires that you have at least rank 2 in the Martial Arts skill, in addition to the corresponding rank in the relevant one-handed weapon skill. To utilize these skills, you are also required to have an empty off-hand (cannot use a shield). Each weapon type has different strengths and weaknesses with its available Sword Arts: Weapon Energy Damage AoE Stun Dagger Very High High None Very Low Rapier High High None Moderate Warhammer Very High Low None High Curved Sword Moderate Moderate Very Low Moderate 1H Straight Sword Moderate Moderate Moderate Moderate 1H Assault Spear Low High Moderate Very Low 1H Battle Axe High Low Very High None 2H Straight Sword Moderate High Moderate Moderate 2H Assault Spear Very Low Very High Very High Very Low 2H Battle Axe High Moderate Very High None Katana Moderate High Very Low Moderate Martial Arts Very Low High Moderate Moderate Running Away: Sometimes a fight may take a turn for the worse. In most cases, you can try to run away from normal monsters in order to end combat. You won't be able to get any rewards from the monster if it dies, but it could be a smart choice to run away if it would save your life! Attempting to run away is a post action that requires a die roll. Simply note that you are running away in the Roll Purpose of the Dice Roller and use the LD result. Use the chart below to determine your success: LD Roll Result 1-7 Fail 8-14 Partial Success 15+ Success Fail: You were not able to get away, and the mob continues to attack you. Use the MD result from the Running Away roll as the monster's attack for that round. Partial Success: You did not escape combat, but the monster fails to attack you. Nothing else happens. Success: You escape from combat. Monsters will not follow you. General LD bonuses from skills and items do not apply to the Running Away roll, but you do get bonuses to the roll for different circumstances: Opponent is at or below 50% HP: +1 You do not have the highest hate against the opponent: +2 You previously did not fully succeed at running away from the opponent: +1 For groups of 2-4 opponents, think of them as a single target when applying these bonuses. For example, if the remaining HP of four enemies combined is equal to or lower than the total HP of them combined, you would get the +1 bonus. If one opponent is low health, but not enough to bring the combined total to 50%, you would not get a bonus. Targets in a group that have already died would still factor in, considered to be at 0 HP and have 0 hate against all players. Note: If a player leaves both the combat and the thread, they are unable to participate in the same combat (i.e. fight) even if they rejoined the thread. Example Combat: One-on-One - Kirito vs. Frenzy Boar One-on-Four - Kirito vs. Dire Wolves One-on-One - Stunning a Skeleton Two-on-One - Kirito & Asuna vs. Minotaur
  10. Cardinal

    SAO-RPG Resource List

    Blacksmiths can create a wide variety of weapons, armor, and shields. Their crafts and the stats they provide are essential for taking on strong enemies. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Blacksmith: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Blacksmith: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Blacksmith: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Experienced Blacksmith: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Assistant Blacksmith: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Blacksmith: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Blacksmith: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Blacksmith: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Blacksmith: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Blacksmith: Able to craft Tier 10 equipment. 11 crafts per day. Blacksmiths can make the following types of items: Weapons (Available at Rank 1): Sword, spear, axe, etc. Weapons typically provide damage or other on-hit attack bonuses. Heavy Armor (Available at Rank 3): Chestplate, helmet, gauntlets, etc. Heavy armor typically provides mitigation or other defensive bonuses. Shields (Available at Rank 5): Kite shield, buckler, etc. Shields typically provide defensive or utility bonuses. Leveling Up: Gaining EXP and increasing your Blacksmith Rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Crafting Die Result Chart: As your Blacksmith rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.
  11. Cardinal

    SAO-RPG Site Guide & Rules

    Items are acquired by killing monsters, crafting, quest and event rewards, and more. Permanent items are pieces of equipment your character would wear like armor, weapons, and accessories. Consumable items provide temporary bonuses and typically disappear after they are used like potions, crystals, and food. Both permanent equipment and consumable items have different ranks of quality: Vanity [0 Enhancement Slots] Uncommon [1 Enhancement Slots] Rare [2 Enhancement Slots] Perfect [3 Enhancement Slots] Demonic [4 Enhancement Slots] An 'Enhancement Slot' is like an empty socket for stat bonuses and effects (called Enhancements) to be applied. Check out the Enhancement List Resource for a complete list of all the enhancements that items can have. A player can only benefit from up to three permanent items that provide enhancements at any given time. There is no limit to the number of consumable items you can benefit from at once. Items may not stack with themselves to exceed an enhancement's cap (more on this below). You can also hold up to 5 “battle-ready” items, not including what you already have equipped. Identical consumables can stack; for example, if you have 2 identical potions (share the same quality, tier, and enhancements) you can carry both in a single “stack”, taking up only one battle-ready slot. Identical consumables can stack up to five in a single slot. Vanity Items: Vanity items have no effect on combat mechanics, and within reason there is no limit to how many vanity items you have equipped. For example, you can’t wear two helmets, but you can wear a helmet, amulet, cape, chestplate, pants, and boots all at the same time. Vanity items can be either equipment like weapons or clothing, or consumables like potions and food. Generally, players may roleplay creating/obtaining vanity items at any time, and the only rules around these items are the limits of their effectiveness. For example, a potion that changes your avatar's hair color or a swimsuit outfit are both fine. A potion that makes a player act insane or an outfit that is "invisible" and makes your avatar appear naked would not be permitted. Be sure to have an understanding of the general site rules, and check out the FAQ for some explanation on what is generally disallowed in the SAO-RPG universe. Tiers: Enhanced items also have tiers. Some enhancements and skills scale based on the tier of the item or player, and as you increase in level you will be able to use higher-tiered items in order to keep your stats up to par with the monsters you are fighting. Tiers are unlocked for the playerbase with floor completion, and can be used by each player depending on your level: Tier 1: Unlocked at Floor 1. No minimum level. Tier 2: Unlocked at Floor 11. Minimum level of 25 to use. Tier 3: Unlocked at Floor 21. Minimum level of 50 to use. Tier 4: Unlocked at Floor 31. Minimum level of 70 to use. The current Floor is 23. Tier 3 is the highest Tier available to players level 50+. Stats: HP: Hit Points - The amount of health your character has. EN: Energy - The amount of energy points your character has. DMG: Damage - The base damage your character deals. MIT: Mitigation - Reduces damage done to your character after being hit. ACC: Accuracy - Increases your chance to hit an attack. EVA: Evasion - Decreases your chance of being hit by an attack. These are the basic and most common stats that you will find. Certain enhancements might give you different stats to keep track of in battle, so check out the Enhancement List Resource for more details on all the enhancements available. Some stats increase passively as you level up, such as HP and Energy. Other stats increase with skills, equipment, and consumable items. When building your character, keep in mind all of the different options available to you. HP, Energy & Regeneration: Energy is a resource used to perform Sword Arts and skills. Without energy, there's not much you can do in combat, so managing this resource is crucial! A player's total base energy is equal to their (level * 2). A player's total base health is equal to their (level * 20). Successful basic attacks (no Sword Art) consume 1 energy. Successful Sword Art attacks consume the amount of energy listed on the individual Art used. Failed attacks consume 2 energy. Each post regenerates 1 energy at the beginning of your turn. Starting at full energy, you would attack in one post and then regenerate one energy at the beginning of your next turn before attacking again. Energy fully regenerates on the third post out of combat. You regenerate (Tier * 10) HP each post while out of combat. If something has an energy cost, it will be listed with the Sword Art/skill information. There are also enhancements and skills that improve your total energy and regeneration. Enhancement Caps: Every enhancement has a cap, or limit to their effectiveness. For many enhancements, a consumable's cap is the same as a permanent item's, meaning that a piece of equipment and a consumable with the same quality and enhancements will provide the same stats--the consumable item is just temporary. Multiple pieces of permanent equipment cannot be combined to exceed a single enhancement's cap. Multiple consumables with the same enhancement cannot be combined at all. For example, if you used a both a rare and uncommon damage potion, you would only receive the benefit from the highest quality item, in this case the rare. Wearing a piece of permanent equipment and using a consumable with the same enhancement will stack. More Examples: You are wearing a Perfect Light Armor with +3 Evasion and a Rare Trinket with +1 Evasion, +1 Loot Die. The cap on EVA is 3, meaning the fourth slot of EVA you are wearing has no effect. Your final stats would be +3 EVA, +1 LD. You are using a Perfect weapon with +3 Damage and spend a post action to use a Perfect Potion with +3 Damage. The temporary enhancements from the consumable item stack with the permanent enhancements from your equipment. Until the Potion’s effect ends, you have +6 DMG in total. You spend a post action to eat two Uncommon food items that each have +1 Mitigation slot. Consumable items with the same enhancement will not stack with each other, so you only gain the benefit of the highest-quality item, leaving you with +1 MIT. If you are also wearing a Rare Heavy Armor with +2 MIT, it will stack with the consumable to give you a total of +3 MIT. Crafting: Players may take up a profession in order to craft items with enhancements. There are a few different ones to choose from, and they all have different strengths: Blacksmith: Crafts weapons, shields, and heavy armor. Tailor: Crafts clothing, plushies, and light armor. Artisan: Crafts accessories and trinkets. Alchemist: Crafts potions and crystals. Performer: Records songs onto crystals. Cook: Crafts food and feasts. Merchant: Sells items and identifies item drops. After taking the 'Earning a Living' quest, players may create a thread in the Merchants and Shops section. Crafting may only take place in shop threads. Generally, each player should have their own shop, but it is possible to collaborate with other players to share a crafting space. Feel free to be creative, but please message a staff member to go over the details of any out-of-the-ordinary shop set-ups. Evaluating: When you craft or identify an enhanced item, it must be submitted for evaluation. Each player should have their own thread in the Evaluations section that they will use throughout their time on the site. When submitting an item for evaluation, use the following template: We recommend saving this template or including a blank one in your evaluation topic for easier access. When you have posted an item for evaluation, it must then be approved. PST members regularly check evaluations and will quote your submitted item(s) in the same topic when they have been reviewed. Familiars: In order to obtain a familiar, you have to complete <<Feeding your Enemy>>. Once that is completed, post a familiar evaluation within your evaluation thread (not separately from crafting evaluations). You may only have one familiar at a time. Obtaining a familiar does not automatically grant you a <<Familiar Mastery>> skill. The following guidelines apply to what a familiar may be: Must be smaller than 3 ft. in any dimension (3 ft. is a bit larger than the size of a Great Dane) No humanoid monsters allowed May not be capable of direct communication with the player Staff may deny any familiar should they believe it to not be within reason of these guidelines If you are worried about your familiar possibly not fitting these guidelines, contact a member of the player support team for assistance. Training a Familiar: Once you have a familiar (from <<Feeding your Enemy>> or a staff-run event), you may take <<Training your Friend>> in order to unlock a <<Familiar Mastery>> skill. As it is an extra skill, it will not take up a slot, but you may only have one <<Familiar Mastery>> skill unlocked at a time. Once you have completed <<Training your Friend>>, then you need to submit a familiar evaluation once again. Switching Familiar Skills: If you would like to switch the <<Familiar Mastery>> skill you have chosen, you will need to first refund any points spent in your current <<Familiar Mastery>> skill (see Skill Refund Evaluation for more information on skill point refunds, normal refund caps apply). Once your skill is refunded, you may take the <<Training your Friend>> quest again in order to change the <<Familiar Mastery>> skill that you have. You will need to post a new evaluation noting the change in familiar skill. Familiar Approval Template: Familiar Name: (the name given to the familiar) Description: (Describe your familiar) Familiar Mastery Skill: (The familiar mastery chosen; Only include after completing <<Training your Friend>>; Format as Old -> New if changing) Thread Link: (Link to the thread where the familiar was attained/trained) Refund Link: (Link to the approval of your refund; Only include if you are changing your <<Familiar Mastery>> skill) NOTE: Familiar name and description does not change when training or retraining a familiar (perhaps some parts of the description if you included what they did the first time). However, they must still be restated for staff's records. If for some reason your training or retraining evaluation is denied because of what the familiar is, please contact staff so we may sort the issue out.
  12. Cardinal

    SAO-RPG Resource List

    #swordart { font-family: "Trebuchet MS", Arial, Helvetica, sans-serif; border-collapse: collapse; width: 85%; margin: auto; } #swordart td, #swordart th { border: 1px solid #ddd; padding: 2px; text-align: center; } #swordart tr:nth-child(even){background-color: #f2f2f2;} #swordart tr:hover {background-color: #ddd;} #swordart th { padding-top: 2px; padding-bottom: 2px; background-color: #0489B1; color: white; text-align: center; } Weapon Energy Damage AoE Stun Dagger Very Low Moderate None Low Weapon Energy Damage AoE Stun Rapier Low Moderate None Low Weapon Energy Damage AoE Stun Warhammer Moderate Low None High Weapon Energy Damage AoE Stun Curved Sword Very Low Low Low Moderate Weapon Energy Damage AoE Stun 1H Straight Sword High Low Moderate Moderate Weapon Energy Damage AoE Stun 1H Assault Spear Low Moderate Moderate Low Weapon Energy Damage AoE Stun 1H Battle Axe High Very Low High None Weapon Energy Damage AoE Stun 2H Straight Sword Very High High Moderate Moderate Weapon Energy Damage AoE Stun 2H Assault Spear High Very High High Low Weapon Energy Damage AoE Stun 2H Battle Axe Very High High Very High None Weapon Energy Damage AoE Stun Katana High High Low Moderate Weapon Energy Damage AoE Stun Martial Arts High Very High Moderate High
  13. Cardinal

    SAO-RPG Site Guide & Rules

    For a full list of Skill and Mods, check out the Skills & Mods List Resource. Skills are the essence of your character in SAO-RPG! As you level up, the skills your character has will determine how effective they are in different roles and how well they perform different actions. As your level increases, the number of skills you can learn also increases. Refer to the list below: Skill Slots: Skill Points are earned from completing threads, quests, and sub-dungeons. They are not only used by investing them into skills, but they also determine your character's level. Check out the SP & Level Chart Resource for more details. Earning Skill Points & Thread Rewards: A thread can be marked as 'Complete' and closed for rewards when it has at least 20 roleplay posts (1 full page) and does not have unresolved combat. A 'Thread Summary' should be included at the end of the thread, either at the end of the last roleplay post, or in a post of its own. Contact a PST to review and lock your thread, then rewards can be recorded in your journal. Complete threads rewards 1 Skill Point per completed page of roleplay (1 SP per 20 posts), but each participant in a thread must have at least 3 posts for each eligible SP. This means that a player who has only made 5 posts in a thread that was completed with 64 posts only receives 1 SP. Another player in that same thread made 10 posts, so they are eligible for the full 3 SP. In addition to post count, completing a quest or clearing a sub-dungeon in a thread usually awards bonus SP, col, and other items. Any quest rewards should be added to the normal page count SP. Check out Quests & Sub-Dungeons for more information on these additional rewards. On top of SP, completed threads award 400 col per completed page. This should be split between participants at the discretion of the thread creator. Skill Ranks: Some skills have ranks that increase their effectiveness. As you increase the ranks of those skills, the SP cost increases: [Unskilled] -> Rank 1 - Novice = 5 SP [Novice] -> Rank 2 - Journeyman = 8 SP [Journeyman] -> Rank 3 - Expert = 10 SP [Expert] -> Rank 4 - Master = 12 SP [Master] -> Rank 5 - Grandmaster = 15 SP It takes a total of 50 SP to Grandmaster a skill. Other skills have no ranks. To learn those skills, simply spend the amount of SP noted as its cost. Skill Mods: Some skills in SAO-RPG also have modifiers (mods). Mods increase the effectiveness of a learned skill or offer additional abilities. Mods are available to unlock once you’ve obtained the corresponding skill. For example, if you want to learn the Precision mod, you must already have Rank 5 in a Weapon skill. There is no limit as to how many total Mods you can learn, however you may only have 5 Mods active at any time. Check out Combat, Actions & Dice Roller for more details on declaring active mods. Spending Skill Points: As you accumulate skill points, you can invest them into skills to improve your character. Use your journal to keep track of your total SP, skills you currently have, and unspent SP that you have available. Whenever you have enough SP for your next skill, adjust the numbers in your journal and you’ve acquired a new skill! Keep in mind that there is a limit to the number of skills you can have in total, depending on your level. Refer to the list above. Refunding Skill Points: You can remove unwanted skills from your character for a one-time col cost. All the Skill Points you invested into your skill will be refunded to your character, and can be reallocated freely. In order to refund a skill, players must post in the Skill Refund Evaluation topic using the template provided in that topic. When the transaction has been confirmed by a PST member, they will quote and approve the refund, and your points will be free to be redistributed. Abuse or exploitation of the system in ways it was not intended to be used will not be tolerated, and may result in both the col and SP being permanently deducted from your account. Rules on Skill/Mod Refunding: Players may only apply to refund a total of 50 SP once every 30 days (This can be split between multiple skills). SP refunded from mods does not count towards this limit A skill can only be dropped as a whole. Example: Player A has Rank 5 Katana. Using the Skill Refunding System, they must drop the skill completely from R5 -> Unskilled. If Player X still wants to use a lower Rank of the skill, they must re-invest SP into the Katana skill afterwards. To remove a skill in which you have invested in any mods, these mods must also be removed. Example: Player A has Rank 5 Katana with the Katana Ferocity and Katana Finesse mods. If Player A wants to drop the Katana Skill, both the Ferocity and Finesse mods must also be removed. Col spent on Skill Refunding must be transferred from the player's Spending Account to the Banker. Unique Skills CANNOT be refunded If you lose a unique skill due to inactivity, you must refund SP used in Unique Skills (until then, you cannot use that chunk of SP). SP refunded with this method may not be re-invested into a Unique Skill.
  14. Cardinal

    SAO-RPG Resource List

  15. Cardinal

    SAO-RPG Site Guide & Rules

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

    SAO-RPG Site Guide & Rules

    Before you can participate in any roleplaying threads, every player must fill out a Journal to create and manage your character. Imagine it to be like a character sheet: it should contain everything from their appearance, to their skills and stats, to their backstory and personality. We’ve provided a basic template, but you may edit the style to your liking. Just be sure to include all the required information when creating your journal. A quick reminder: this site is PG-13 and follows the logistics of virtual reality, meaning: Overly-sexual characters are not permitted. Certain disabilities/mental illnesses are not permitted. Non-human characters are not permitted. These are general restrictions that have been put in place to help maintain a consistent virtual reality world experience. If you are unsure about any possible restrictions your character might be imposing on, just message a staff member for clarification! Journal Rules: Players cannot be beta testers for Sword Art Online. This will be your character’s first time playing SAO before becoming trapped in the game. Players cannot be or have any relation to canon SAO characters (Kirito, Asuna, etc). SAO-RPG is its own universe, the only canon character that currently exists being Heathcliff. He does not have any previously-established relation to any players in or outside of SAO. Players cannot be “hackers” in a way that allows them to tamper with SAO or the Cardinal system. Characters with extreme criminal backgrounds may not be able to be accepted. Overly-generic characters are discouraged and sometimes disallowed. New players start out with basic equipment (no enhancements). If you would like to change your style, check out the information on Vanity items in the Stats, Items & Professions section. Players must keep a log of all threads, SP gains, and items in your journal. You can keep everything together or break it out into separate sections, but logs must include a link to the thread/post along with the SP, items, etc., earned. Your SP total and items your character has must be able to be verified through these logs. Anatomy of a Journal: Appearance: A picture of your character is preferred, but a written description is also acceptable as long as it is highly detailed. If you include a picture, please use an anime-styled image to stay consistent with the site and setting. Profile: Basic information about your character: username, real name, age, height, etc. About - History/Personality: Include a descriptive background for your character that is at least 2 paragraphs (5 sentences each). Since this is what brings your character to life, please add as much detail as possible! Who were they before entering Sword Art Online? How did they grow up? Did they have any major events in their life worth noting? And how did your character secure their place as one of the 10,000 players to enter SAO? As you adventure, consider revisiting your journal and updating this section. Including synopses of important arcs your character has experienced or relationships you have established is a great way to develop your story! Virtues/Flaws: Include a minimum of three virtues and three flaws for your character. Take a look at their personality, habits, and traits to determine what about them could be considered a “virtue” or a “flaw”. Each virtue/flaw must be described with a minimum of three full sentences. Keep in mind that what some might see as a virtue could also be seen as a flaw. You are allowed to have an identical virtue/flaw, but write them out separately and describe how this trait benefits them as a virtue, and also how it hinders them as a flaw. Skills/Inventory: When creating your journal, you will only have the basic starting equipment and 5 skill points to spend as you choose. This will change often over time, so be sure to revisit your journal and edit your inventory whenever you receive new rewards. It may also be helpful to add a “Col/Transactions” section to your journal to keep track of your income, spending, and available col. Friend List/Relationships/Story So Far: These sections are optional, so feel free to remove them from your journal if you will not be using them. You can keep track of other players your character has met and major events that have happened to them. Roleplays: Keep a log of completed roleplay threads--simply link to the thread. Feel free to also enter your tracking of SP, items, and col in this section as well. New Character Bundles: New characters and existing characters Level 5 and under 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. Journal Template:
  17. Cardinal

    SAO-RPG Resource List

    Utility Skills: Combat Skills: Weapon Skills: Armor Skills: Extra Skills:
  18. Cardinal

    [Live] 2.5.0 Patch Notes

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

    Death Adder's Journal

  21. Cardinal

    Aincrad Floor Index (1→10)

    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»
  22. Table of Contents Floor 1 Floor 2 Floor 3 Floor 4 Floor 5 Floor 6 Floor 7 Floor 8 Floor 9 Floor 10
  23. Cardinal

    Aincrad Floor Index (1→10)

    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 26°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» «Burning Phoenix Feathers» «Dragon Hunter Anthology, Dragon Hunt 9: the Ruby Hatchling»
  24. Cardinal

    Aincrad Floor Index (1→10)

    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»
  25. Cardinal

    Aincrad Floor Index (1→10)

    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»
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