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Cardinal

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Blog Entries posted by Cardinal

  1. Cardinal
    Mechanic Changes:
    Stealth: Players must roll to maintain Stealth at the beginning of their turn. If a player wishes to attack out of stealth they must roll to maintain stealth and attack in the same roll (declaring both in the purpose). If they failed to maintain stealth, they are considered detected and would lose any appropriate bonuses before their action is processed. Simplified Passive Stealth Detection rules (whenever the stealth roll falls below the passive stealth detection rating, stealth is considered broken and detected). Systems & Development Comments: We wanted to discourage Stealth from possibly being constantly re-rolled before combat in order to bypass Passive Stealth Detection. These changes should put more pressure on people who decide to use Stealth for their combat bonuses and should hopefully increase the first turn diversity. Skill Changes:
    Charge: Charge no longer caps Accuracy at 2 during Charge Attacks. Charge Attacks now have a -1 Accuracy debuff (e.g. someone with 5 Accuracy normally would have 4 Accuracy while using a Charge Attack). Hiding: Mod: Untraceable: New description: You've learned how to reduce evidence to your existence giving you the option to hide your names within a party and allowing you to pass without a trace. Systems & Development Comments: We're currently planning on giving skill description's a bit more love and a bit more weight when it comes to narrative and roleplaying. Certain players may want to try to disguise their identity whilst in a party and, with this mod, they'll now be able to. Mod: Surprise Attack (Assassin): Reduced damage bonus when attacking out of stealth from (3 * Tier) to (1 * Tier). Mod: Surprise Attack (Trickster): Removed additional turn when attacking out of stealth for DoT status effects. Shadowed Path: Option for base damage bonus when attacking out of stealth reduced from (10 * Rank)% to (4 * Rank)%. Effect (Listed here as Unique Skills are not in the Resource List). Systems & Development Comments: We decided to decrease damage of Shadowed Path in order to closer match a traditional DPS in order to compensate for its survivability as opponents are either forced to possibly waste their post action to try to find the wielder (which they may fail in the first place) or let the wielder stay in stealth.
  2. Cardinal
    Mechanic Changes:
    New mechanic: Passive Stealth Detection: Follows the general rules of stealth detection except it is performed at the start of combat, the turn a player enters stealth, and on the opposition's turns. The passive stealth detection rating is (10 + stealth detection bonuses) and is performed against the enemy's stealth rolls. In the case of a tie, the stealthed player wins. Does not count as an action. Unless declared otherwise, all mobs have a passive stealth detection rating of 9. Note: It is still possible for an entity to actively detect stealth, but this takes up the post action and follows the general rules of stealth detection. Running Away: 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. Charge Clarification:
    Under the current wording, Charge can be used outside of the first turn of combat since, depending on the players' narratives, using the Charge skill is still possible. This is because the only restrictions on the skills are that Charge can only be used once per opponent per combat and that it must be possible via roleplay. Enhancement Changes:
    Blight: Removed proc from natural, successful attack rolls of 8-10 from two slots of the enhancement. Skill Changes:
    Charge: Negates any auto-hit effects from other skills and mods (e.g. Suprise Attack mods from Hiding, Tracking mod from Searching). A Charge attack's Accuracy is capped at 2. Hiding: Removed rank 4 (+1 turn of DoT) and rank 5 upgrades (+1 DMG). Mod: Vanish Moved to Rank 4 from Rank 5. Rank 5 Mod: Surprise Attack (Assassin) Damage bonus by attacking from stealth changed from +2 Damage to (+3 * Tier) Damage. Rank 5 Mod: Surprise Attack (Trickster) Now gives +1 turn to DoT status effects. Shadowed Path (Unique Skills): Does not stack with the Hiding skill. Adds +1 Stealth Rating per rank. Allows the user to buy and use Hiding mods. Cannot be detected with Passive Stealth Detection. User can choose from one of the two bonuses when attacking out of stealth and using the Shadowed Path sword arts: User's attack has (3 * Rank)% more damage to (10 * Rank)% more base damage. User's DoT status effects deals (5 * Rank)% more damage for the first two turns of the effect. Effect (Listed here since Unique Skills are not in the Resource List):  
    Achilles (Unique Skills): Damage reduction from (8 * Rank)% to (10 * Rank)%. Counter damage from abilities is now exempt from the damage reduction and is doubled. Status effects which removes the user's post action (e.g. paralyze, stun, freeze) last twice as long, Effect (Listed here since Unique Skills are not in the Resource List):  
    Quest Changes:
    Quest Revamp: «The Hidden Village» Cave Bats HP reduced from 1250 HP to 1000 HP. Cave Bats Evasion reduced from 3 Evasion to 2 Evasion. Clarification: Under the current wording, the quest spawns Cave Bats in groups of two with a number of groups equal to the number of players. This means that you are able to fight the bats in groups of two (i.e. the minimum number of Cave Bats you can fight per combat is two). As such, it is not necessary fight the maximum number (i.e. four) of Cave Bats each combat, but you do need to fight a number of Cave Bat groups equivalent to the players in the thread. New Quest: «Incognito Analysis» A continuation of the «Incognito Antics» questline. (find it on page 3 of the quests section) New Quest: «Incognito Assassination» A continuation of the «Incognito Analysis» questline. (find it on page 3 of the quests section)
  3. Cardinal
    Floor Changes:
    In the aftermath of the recent Event Bosses, the corruption that had wracked Floor 13 was halted and life has started to adjust in response. As such, Floor 13 has new quests and has been revamped. Look for its Floor Description in this thread. A quest has also been added to the Floor. 
    Parry (Clarification):
    Under the current wording, Parry's effect lasts until the user is hit with a successful attack. The energy is spent when the Parry skill is used and the cooldown starts when the effect is procced. General Rule Changes:
    SP Refunding Rules have been revamped: Mods no longer count towards the monthly SP limit. (You still need to pay 1,000 Col per SP you refund) You must refund SP used in Unique Skills (until then, you cannot use that chunk of SP). Skill Changes:
    Hiding: Removed Rank 3 base damage upgrade (Rank 5 instead gives +1 DMG when attacking from stealth) Mod: Vanish Now costs 5 Energy. Block: New Rank 1 Mod: Mark Cost: 8 SP Active: Post Action Cooldown: 2 Turns Cost: 5 Energy Effect: Effect: Roll a BD and add 2. The target’s next raw attack roll must meet or exceed the result or target the user [of mark] instead of their intended target [of the attack]. For AoE attacks, this applies to all rolls of that attack (attacks are still treated separately for the usage of MIT, Thorns, etc.). The target attacking someone besides the user will also consume the mark. You cannot have a mark and parry active at the same time. The mark will be removed if the target enters stealth (this skill has no cooldown if mark is removed due to target entering stealth). Description: You mark an enemy, and are kept aware of what their movements are so as to stop them from reaching their targets Parry Changed cooldown to 2 turns, from 1 turn. Loot Changes:
    The Item Drop Table has been reworked:   «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.
    Profession Changes:
    Loot Die added to Merchant Light Armor Identification Chart Familiar Changes:
    Guidelines for Familiars clarified: Must be smaller than 3 feet in any dimension (i.e. width, heighth, and length) No humanoid monsters Cannot be capable of direct communication (i.e. spoken languages) with the player Familiar Approval Template Obtaining a familiar does not automatically grant you the «Familiar Mastery» skill tree. Quest Changes:
    Quest Revamp: «Feeding the Enemy» Split into two different quests: «Feeding your Enemy» and «Training your Friend». In «Feeding your Enemy», the goal is now to find and tame a familiar while in «Training your Friend» the goal is now to train a familiar and unlock the «Familiar Mastery» skills. «Feeding your Enemy» <<Feeding Your Enemy>> is the new version of <<Feeding the Enemy>>. Familiars are easier to find, but now must also be tamed. Unlocking the «Familiar Mastery» skills is now handled within the «Training your Friend» quest. Look for the quest in the quests sub-section for more details . «Training your Friend» You can now train your familiar without changing who they are. This quest is used to unlock the «Familiar Mastery» skills or to switch between them without killing or releasing your familiar. Look for the quest in the quests sub-section for more details. Enhancement Changes:
    Familiar Sight Applies to «Feeding your Enemy» Gains +2 LD when attempting to find a familiar (was taming a familiar before) [Alchemist] New Enhancement: Pheromones Cost: 3 Slots Cap: 1 Slot Effect: When used during the <<Feeding your Enemy>> quest, gain +1 CD when attempting to tame a familiar. Effect lasts for one thread. Applicable to: Salves
  4. Cardinal
    <<Bosses, Skills & Enhancements Update>>
    SAO-RPG Patch 2.6
    Teleport Crystals (Clarification):
    Teleport Crystals take a post action to use, at which point they immediately teleport the player [out of combat] to the specified area/settlement, in the same turn. The previous ruling, in which the player did not teleport away until the start of their next turn is incorrect. Our apologies for any confusion regarding this mechanic! General Rule Changes:
    Labyrinth Scouting rules have been revamped. Searching for the labyrinth is now a group effort, and no longer relies on a singular roll. Scouting parties will now total their LD in a pool that persists throughout the scouting thread until a total is reached. Searching can be rolled starting on the 20th post, on a cooldown of 5 personal posts (3 with the Reveal mod). Scouting parties are limited to a max of 4 players in a thread, which must declare those participating. Using a Blank Dungeon Map increases this limit to 6. "Field Boss" has largely been changed to "Labyrinth Guardian". Labyrinth Guardians are fought in a separate thread, facilitated by staff. If multiple parties succeed in finding the Labyrinth, other players are permitted to join the battle. Scouting bonuses have been adjusted to +2 SP for the player who contributed the highest LD total in a Scouting thread and +1 SP for the player who contributed the second highest LD total. Guardians will award bonus rewards for all those who participate. Players who participated in the previous floor boss receive a head-start of 48 hours for creating threads on the new floor. Boss Raid Rotations have changed: A rotation will consist 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 rotation time limits have been increased from 48 hours to 72 hours. Post Actions (In Combat): Trading a single item to a player while in combat is now a free action. Trading more than one item still requires a full post action, but doing so allows for multiple items to be handed off to multiple people in a single turn. Sword Art Changes:
    Katana: [Rank 1]: Ukifune has been increased to a [2x Stun] (5 Energy), from a [1x Stun] (4 Energy). [Rank 5]: San Gae has been increased to a [15x] (15 Energy), from a [14x] (14 Energy). [Rank 5]: Iai has been increased to a [x11 Stun] (14 Energy), from a [x9 Stun] (12 Energy). [Rank 5]: Amatsu no Homura has been decreased to a [x8 AoE] (8+ Energy), from a [x9 AoE] (9+ Energy). Skill Changes:
    Hiding Now has additional effects at Rank 3/4/5 when attacking from stealth: Increases base DMG by +1 Rank 3 Increases the duration of DoT effects by 1 turn at Rank 4 Increases base DMG by +1 at Rank 5 Searching Mod: Reveal Adjusted the affect on searching for a Labyrinth. Now reduces the personal post cooldown between searches from 5 to 3, instead of reducing the interval of total posts in the thread. First Aid Mod: Purify Removed the healing done by Purify. Increased the removal of status conditions from 1 to "All". First Aid Mod: Field Medic Cooldown reduced to 2 Turns, from 3 Turns. Energy cost adjusted to 12 EN + 3 EN per player healed (excluding the user), instead of 20% of the user's total EN. First Aid Mod: Barrier Reworked into a 3-rank mod available at the 3rd Rank of First Aid. SP cost adjusted to 2/3/5 instead of 10. Energy Cost adjusted to (6/8/10 EN) + 2 EN per player affected (excluding the user), instead of 12 EN. Cooldown increased to 2 Turns, from 1 Turn. Effect now reduces final damage from all sources done to the party by 5% per rank for one turn. Howl Reduced hate generation to 2, from 3. Reduced energy cost to 8, from 10. Howl Mod: Focused Howl Reduced hate generation to 4, from 5. Reduced energy cost to 6, from 8. Meditation Increased energy recovery to (5*Tier) or (3*Tier) when interrupted, from (3*Tier) or (2*Tier) when interrupted. Reduced cooldown to 3 Turns, from 5 Turns. Disguise* Effect has been changed. Now grants +1 EVA for one turn as a free action. Cooldown reduced to 3 Turns, from 5 Turns. Concentration* Removed target restrictions. Effect must now be declared during the roll. Cooldown reduced to 3 Turns, from 5 Turns. Weapon Mod: Quick Change Has been changed to a skill, from a Weapon Mod. Effect has been changed. Now allows the user to instantly equip, unequip or swap an item in their battle ready inventory. Clarification: Quick Change can be used to swap a two-handed weapon for a one-handed weapon and a shield in a single use. New Skill: Extended Mod Limit 3 Ranks Cost: [Unskilled] -> Rank 1 - Novice = 2 SP [Novice] -> Rank 2 - Expert = 3 SP [Expert] -> Rank 3 - Grandmaster = 5 SP It takes a total of 10 SP to Grandmaster this mod. Passive Effect: Increases the number of active mods available by 1 per rank. *Players that currently have Disguise or Concentration as of this patch [12/12/2018] are allowed to change from one to the other, one time only by submitting a request in their own Evaluation thread, to be approved by a PST.
    Loot Changes:
    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 The Item Drop Table has been reworked: <<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>5 1 Uncommon Consumable CD 6>12 (HP*2) additional bonus col LD 6 → 10 CD 1>4 2 Rare Consumables CD 5>12 Rare Trinket
    (HP*2) additional bonus col LD 11 → 15 CD 1>4 Perfect Consumable CD 5>8 Perfect Armor/Shield
    (HP*3) additional bonus col CD 9>12 Perfect Weapon LD 16 → 18 CD 1>4 Rare Weapon
    Rare Consumable CD 5>8 Perfect Trinket
    Rare Consumable CD 9>12 (HP*4) additional bonus col LD 19 → 20 CD 1>4 Rare Trinket
    Perfect Consumable CD 5>8 Perfect Armor/Shield
    (HP*4) additional bonus col CD 9>12 Perfect Weapon
    Rare Consumable LD 21 → 22 CD 1>4 Perfect Armor/Shield
    (HP*5) additional bonus col CD 5>8 Perfect Trinket
    Rare Weapon CD 9>12 Perfect Weapon
    Rare Armor/Shield LD 23 → 24 CD 1>4 Perfect Trinket
    2 Rare Consumables CD 5>8 Perfect Armor/Shield
    (HP*6) additional bonus col CD 9>12 Perfect Weapon
    2 Perfect Consumables LD 25+ CD 1>4 2 Perfect Armor/Shields
    3 Rare Consumables CD 5>8 2 Perfect Trinkets
    Perfect Armor/Shield CD 9>12 2 Perfect Weapons
    (HP*7) additional bonus col 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. Enhancement Changes:
    Enhancement changes in this patch do not require existing items to be re-evaluated.
    Safeguard: Removed Taunt: Also applicable to Heavy Armor Added to the Tailor enhancement list Keen: Added to the Tailor enhancement list Paralytic Immunity: Also applicable to Trinkets Never Freeze: Renamed to Antifreeze Flame Thorns: Also made applicable to Heavy Armor Flame Aura: Also made applicable to Light Armor New Enhancement: Frost Thorns Cost: 1 Slot
    Cap: 2 Slots
    Effect: Successful attacks against you deal (7 per slot * Tier) unmitigated damage to the attacking enemy. Successful critical attacks against you deal an additional (2 per slot * Tier) unmitigated Frost damage each enemy turn for 2 turns.
    Applicable to: Heavy Armor, Shields New Enhancement: Frost Aura Cost: 1 Slot
    Cap: 2 Slots
    Effect: Prevent (6 per slot * Tier) damage per slot from successful attacks against you. Successful non-critical attacks against you deal (5 per slot * Tier) unmitigated Frost damage to the attacking enemy.
    Applicable to: Light Armor, Heavy Armor, Shields New Enhancement: Fireproof Cost: 1 Slot
    Cap: 1 Slot
    Effect: Grants immunity to Burn effects.
    Applicable to: Heavy Armor, Light Armor, Shields, Trinkets, Jewelry Profession Changes:
    Tailors: Can now craft Keen & Taunt on Weapons (handwraps) Cooks: Reduced the crafting cost of Feasts by 1 item. Feasts now require 2 identical items (quality/tier/type/enhancement) along with 2 materials of the same Tier to create. Merchants: Adjusted the Regular Enhancement Loot Die Result Chart: *When identifying consumables, apply the enhancement up to the enhancement's cap (refer to the Enhancement List). If the consumable identified is a higher rarity than the enhancement cap, it stops at the cap and the item's quality is adjusted (ex. a Perfect Consumable identified to have 2 ACC becomes a Rare Consumable).
    Merchants: Adjusted the Unique Enhancement Loot Die Result Chart: *When Identifying a consumable and a Unique ID combination is rolled, still refer to the Regular Enhancement LD Result Chart. In addition, the Merchant can declare the item as a Crystal, or Feast:
    Crystal: Does not take a post action to use. Follows normal Crystal-use rules. Feast: Can be used to feed a party of up to 6 players. Follows normal Feast-use rules.
  5. Cardinal
    Selling Rooms!
    We have had downgrading plot for a while now, but now we have added selling rooms! The issue came up that a player could downgrade their plots, but the rooms wouldn't be refunded at all. It has now been decided that you can sell rooms for 75% of their original cost. This means that each non-upgraded room can be sold for 7,500 col since it cost its normally 10,000. A Upgraded room would return 26,250 col as that is 75% of 35,000. 
    Selling Entire House
    When selling an entire house, you must also downgrade the plot to zero when doing this. Take the total cost of the house and subtract from it the cost of your current plot size of land. You can find those totals on the buying side of the housing reference. Take 75% of all of your room cost(What is left after you take out plot cost) and that is how much you receive back from selling the rooms. Finally, look to the downgrading plot and find exactly how much you receive from downgrading your plotsize to zero. Add that amount to the room total and you have how much you receive back. 
    This update won't apply to those who are just trying to have a house, just those who are trying to sell/downgrade their houses. This update has been added to the bottom of the housing reference. 
  6. Cardinal
    <<Crafting and Adventuring Update>>
    SAO-RPG Patch 2.5.1
    Timeline Update!
    Please note that the following is out of character knowledge.
    Time progresses at a different rate in the game than in our characters' real lives. As of November 6, 2017 (OOC real time), characters should have the perception that 2 years have passed since the game's launch. This will continue to roughly mirror the passage of real time until the game's completion. The note that the perception of time is different in-game is to allow the idea that a set amount of time has passed in the real world (likely 2 years) upon the game's completion, regardless of how long it takes for the site to clear all 100 floors.
    We hope to release more changes soon that will streamline boss fights and floor clearing, as well as help new players establish themselves despite the time gap, but hopefully this timeline serves as a helpful tool for players throughout the rest of our time spent clearing the game.
    Site Changes:
    A post count feature has been added to the site. The number of each post (i.e. #1) now displays on the top-right, beside the "Link Post" feature. General Rule Changes:
    Word count requirement for posts in which a player is stunned or paralyzed has been reduced to 100 from 150. PvP and Player Killing Rules have been updated: No player can kill another without OOC permission. The rule for initiative rolls on Unauthorized Combat have been removed. The NPC Guard mechanic has been removed. Characters Level 5 and under are eligible to claim a New Character Bundle, regardless of when their journal was created. Unidentified items, when obtained in a thread, no longer have to be declared until they are identified by a Merchant. For example, a weapon drop can be claimed from a locked thread as an Unidentified T1 Weapon, rather than an Unidentified T1 2H Assault Spear. When identifying an item, the Merchant should then specify the item type in their roll(s). To clarify, items leaving locked threads should be specified according to the loot tables as: Weapon, Shield, Armor, Consumable. The Loot Table has been slightly adjusted, mainly to increase the number of consumables dropped from monsters. Crafting Changes:
    A note to all crafters: Be sure you are transferring your materials (col for Merchants) to the @Banker account when crafting.
    The <<Earning a Living>> quest has been updated, and is now profession-specific. Three new crafting/gathering-based quests have been added: <<Nature's Treasure>>, <<Witch of the West>>, and <<Challenge of Olympus>>. +CD bonuses for crafting have been reintroduced. These can be obtained through the new quests <<Challenge of Olympus>> & <<Witch of the West>>. Merchants: The chance to successfully identify a unique enhancement now scales with Merchant Rank. The identification chart for Consumables has been reworked. The process of identifying consumables has changed. Identification prices have been reduced by 20%. General stock items have been adjusted. Blank Recording Crystals have been removed, and five new items have been added: Glow Stone, Single/Double Tents, Spyglass, and Water Canister. Alchemists/Cooks: Enhancement lists for both professions have been reworked. Successful crafts now have a chance to yield additional items. The Crafting Die Result charts have been updated. Performers: Song types have been adjusted. Enhancement list has been reworked. Successful crafts now have a chance to become 'Masterpieces'. This allows the craft to be submitted for evaluation with an additional effect. Skill Changes:
    Hiding Mod: Surprise Attack Has been split into two mods: Surprise Attack (Assassin) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth grants +2 DMG. Stuns and other status effects (Bleed, Paralysis, Burn, etc) cannot trigger. Cannot posses both Surprise Attack (Assassin) and Surprise Attack (Trickster). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on hitting critical zones and exploiting your target's weak points, allowing for bonus damage. Surprise Attack (Trickster) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth reduces final damage by 50% and automatically applies all status effects (Bleed, Paralysis, Burn, etc) the player possesses on active equipment/consumables. Cannot posses both Surprise Attack (Trickster) and Surprise Attack (Assassin). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on slipping past the enemy's defenses and sacrifice strength in order to apply as many status effects as possible. Mod: Vanish Cooldown reduced to 3 Turns, from 5 Turns. Energize Can only affect target party member. Mod: Hyperactive Increases energy regeneration of target player by 3 for three turns, up from 2 for two turns. Can only affect target party member. Cooldown reduced to 3 Turns, from 5 Turns. Energy cost increased to 5, from 3. First Aid Mod: Purify Cooldown reduced to 1 Turn from 2 rounds. Mod: Sharpness Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Mod: Barrier Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Effect now applies a Safeguard effect to target party member that lasts until the beginning of the user's next turn. Does not stack with the Safeguard enhancement. A player can only be targeted by Barrier once per combat. Mod: Field Medic Cooldown reduced to 3 Turns, down from 5 Turns. Fighting Spirit Now affects hate-generating abilities (Howl & Focused Howl) Enhancement Changes:
    Thorns: Damage increased to (9 per slot * Tier) from (7 per slot * Tier).  Effect has been updated to specify that only damage dealing, melee attacks trigger Thorns. [Performer] HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery has been removed. Monster Call has been reworked into two different enhancements: Monsters' Fortune Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 LD per slot when rolling for loot on the next monster killed. Monsters' Favor Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 CD per slot when rolling for loot on the next monster killed. Familiar Call Renamed to Familiar Sight. Grants +2 LD when searching for a familiar, up from +1. Incarceration Effect now applies to one target. Effect now lasts for one battle. New Enhancement: Perpetuate Cost: 3 Slots Cap: 1 Slot Effect: When played, doubles the length of damage over time effects (Bleed/Poison/Burn, etc.) on a single target. Effect lasts for one battle. Applicable to: Debuff Song Misperception Effect now applies to one target. Effect now lasts for one battle. Hypnosis Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Lullaby Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Mesmerism and Berceuse have been removed. [Alchemist] Damage No longer scales with Tier. Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery Reduced to (30 * Target's Tier), down from (45 * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Antidote Effect now grants immunity to negative status effects (Paralyze, Bleed, etc.) for a number of turns equal to the slots used. For example, if a player uses an Uncommon Antidote (1 slot), and is then affected by Burn for 2 turns, they would negate the damage from the first turn, and then take the appropriate damage on the second turn, as their protection from Antidote has run out. Toxic Venom Adjusted to (8 * Tier) damage over 3 turns, from (6 * Tier) damage over 4 turns. [Cook] New enhancement: Evasion Cost: 1 Slot Cap: 2 Slots Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit. Applicable to: Snacks, Desserts, Meals, Feasts Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Protein Cap reduced to 2, down from 3. Effect reduced to (1 per slot) base damage and -(5 per slot * Tier) mitigation, down from (1 * Tier) base damage per slot and -(9 per slot * Tier) mitigation. Item Changes:
    <<Banner of Command>>, <<Banner of Leadership>>, <<Banner of Inspiration>>, <<Banner of Support>>, and <<Banner of Greater Support>> no longer have the ability to be recharged. Any players that have one of these items may continue to use them until their current number of charges have been depleted, after which they become vanity items. <<Name Tags>> now can not only change the name of an item, but the description/appearance as well. This includes any Name Tags received in the Fireworks Festival Raffle. Quest Changes:
    Quest Revamp: <<Earning a Living>> Whether you are looking to start crafting for the first time, or wish to change your current profession, the <<Earning a Living>> quest has been reworked and flavored for each profession. Materials gathered and a single item crafted in this quest are yours to keep, along with the ability to open a shop for your desired profession and some bonus materials to get you started. <<Earning a Living: Blacksmith>> <<Earning a Living: Tailor>> <<Earning a Living: Artisan>> <<Earning a Living: Alchemist>> <<Earning a Living: Cook>> <<Earning a Living: Performer>> <<Earning a Living: Merchant>> Quest Revamp: <<Witch of the West>> Witch of the West is a quest specifically for players who have a profession that takes place on floor fifteen.  By defeating the monsters and the boss players can receive a +CD consumable for their profession specifically.  By taking the quest again, you do not have to fight the boss but still must face the mobs in order to obtain the item. Quest Revamp <<The Iron Guardian> Loot drop changed from the <<Banner of Support>> to the <<Crystal of Support>> a mass healing crystal. New Quest: <<Nature's Treasure>> On each tier's first floor, players are able to take the quest.  The quest itself is designed to make material grinding easier whether you are actively searching for materials, fishing for materials, or fighting mobs for materials. New Quest: <<Challenge Of Olympus>> After reaching Rank 2 in a profession, players are eligible for a quest on the seventeenth floor in which they have a chance to accept a challenge from one of the Greek Gods/Goddesses in order to prove their worth as a crafter. This is an RP-focused quest for players who enjoy crafting, which awards a permanent +CD item to be used in a shop. <<Challenge Of Olympus: Blacksmith>> <<Challenge Of Olympus: Tailor>> <<Challenge Of Olympus: Artisan>> <<Challenge Of Olympus: Alchemist>> <<Challenge Of Olympus: Cook>> <<Challenge Of Olympus: Performer>> <<Challenge Of Olympus: Merchant>> New Quest: <<Trouble in The Mines>> Mining on Floor Twenty One has ceased to a halt with the appearance of Drakelings in the mines. The town has requested your help in clearing them out, so they can resume work. Of course, bringing back proof of your exploits will be rewarded handsomely.  New Quest: <<Betrayal of The King>> Rumors of an old king long forgotten have began to resurface, bringing about fear that he had been resurrected. It is up to the players to stop him, and return this dangerous King back to the land of the dead. Those who complete this task will be reward not only with Col and SP, but the chance to obtain T3 equipment.  New Quest: <<The Hidden Village>> Players have been tasked with finding out more about the town of Charko, which has remained shrouded in shadow. Though the trip through the tunnels does not prove to be simple, as powerful monsters stand in the way of the players' discovery. After bypassing these mobs through either combat or stealth, it will be up to them to determine whether Charko stays a secret, or is revealed.  New Quest: <<Burning Phoenix Feathers>> Rumors of a powerful item that can change the look or description of an item have surfaced, and that these Name Tags are dropped by a powerful phoenix.  New Quest: <<Bane of Blood>> Word has been received that upon the fifteenth floor, a new more vicious wolf alpha has been terrorizing travelers and merchants. Bulletins of the beast are posted on exits to the city. Many merchants are fearful to travel around, and the city is becoming more afraid of not being able to get the supplies they need. Towns have gathered col and a few other rewards for the person or party who hunts down these powerful beasts and returns for the reward alive.  New Quest: <<The Swashbuckling Buccaneer>> Players will find themselves fighting against a crew of cunning pirates in the hopes of being rewarded handsomely with Col and other treasure.  New Quest: <<Keep Calm and Ki'Raion>> Rumour spreads of an exceedingly powerful monster, hidden deep in the far Eastern reaches of the 19th floor. Those that hunt down this Field Boss will find that its patterns change depending on the time of day this boss is discovered. Players will be rewarded with Col, SP, and Equipment for the defeat of this boss.  New Quest: <<The King of Lakes>> At the bottom of the Lake of Reflections lurks a powerful aquatic monster that has evaded many fisherman's lines for months. However, one fisherman has revealed he may know the trick to fishing him up. He sends you out to retrieve the bait before giving you a shot at catching the powerful King of Lakes.  New Quest: <<What We Fight For>> Deep in the Forest of Memories lies a chamber that has been said to reveal to players what they miss most of their real world outside of SAO. Housing Changes:
    Guild Hall Costs have been reduced. Room upgrade cost lowered to 15,000 col. Players who have spent col to upgrade rooms since the initial housing update have been reimbursed. Living Room Effect changed to: “Increases HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts” Dining Room, Living Room, Master Bedroom, Master Bathroom, Extended Workshop, and Mega Slime Farm slot cost reduced to 1, down from 2. Dining Hall room slot cost reduced to 2, down from 4. Removed restriction for having both a Basic Kitchen and a Chef’s Kitchen. Basic Kitchen is now able to create Tier-specific food items. The material costs for using a Basic Kitchen has slightly increased. Limited the maximum number of items created per thread to 3. Dining Hall and Dining Room effects have been reworked. Basement buff increased to +2 from +1. Cooldown changed to once every 10 posts(total), from once per thread. Clarification added: Food items created with a Basic Kitchen may be traded to and used by other players, but still may not be used outside of the thread they are created. The ability to Upgrade/Downgrade Plots of Land has been added.
  7. Cardinal
    Special Wedding Quest Update
     
    In preparation for February's holiday, Valentine’s Day, we know that every Aincradian has that special someone and wants to spend every moment with that person. But the marriage steps and the associated quest was lacking in what was needed. So today, we bring you not just a revamped version of Saying Vows, but two more quests associated with it. Making Vows and Broken Vows.
     
    Making Vows lets two players speak to a representative and plan their wedding. Special bonuses can be bought by the players such as rings, food, and the size of the venue.
     
    Saying Vows has remained unchanged for the most part, with the exception of players needing to plan the wedding in the previous quest <Making Vows>. Players will have a chance to mingle, and role-play out their dream wedding with those they care about around them
     
    But alas, not all love is forever and ever. And murder is just a bit too much. So something drastic is needed. <Broken Vows>  is for those who no longer wish to be tied down by the bonds of marriage. Players will sit down, and discuss who gets what items from their shared inventory space.
     
    Overall the new quests are here to make Aincrad feel more loved and add much-needed role play to the world, and its characters.
     
    ~Love, the Devs
  8. Cardinal
    <<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.
  9. Cardinal
    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!
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