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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.
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      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Row  Teayre Percival Nezumi Zandra Alice Arc Atzo Baldur Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      [Live] 2.5.0 Patch Notes   10/02/2017

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

      State of the Site Discussion   10/03/2017

      Please provide your thoughts and opinions! This discussion will affect the future of the site, so it's important that we get as much feedback as possible.
    • Aereth

      2.5 PK Rules / Thread Tags Discussion   10/16/2017

      Hello Players,
      Once again your feedback is needed, so head over to the thread and tell us what you think. LINK

Gryas

User
  • Content count

    151
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About Gryas

  • Birthday January 7

Guild Information

  • Guild Name
    Emerald Harbingers
  • Position
    Duke of the Earth - Rank 1 Tank

Profile Information

  • Gender
    Male
  • Location
    Australia

Profile Fields

  • Skill Points
    12

Recent Profile Visitors

341 profile views
  1. Gryas's Alchemical Evaluations

    Name: Minor Health Potion Your Profession: Alchemist Your Rank: 4 ID: 86105 Roll: Craft: 8+1 (Uncommon Item) Item Type: Potion Tier: 1 Quality: Uncommon Enhancements: HP Recovery 1 (40 * 1) = +40 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion heals the drinker granting them renewed energy. Post Link: www.sao-rpg.com/topic/14917-f4-r4-alchemist-grand-opening/?do=findComment&comment=519775 ----------------------------------------------------------------------------------------------------------------------------------------- Name: Minor Health Potion Your Profession: Alchemist Your Rank: 4 ID: 86109 Roll: Craft: 9+1 (Uncommon Item) Item Type: Potion Tier: 1 Quality: Uncommon Enhancements: HP Recovery 1 (40 * 1) = +40 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion heals the drinker granting them renewed energy. Post Link: www.sao-rpg.com/topic/14917-f4-r4-alchemist-grand-opening/?do=findComment&comment=519775 ----------------------------------------------------------------------------------------------------------------------------------------- Name: Life Potion Your Profession: Alchemist Your Rank: 4 ID: 86106 Roll: Craft: 12+1 (Perfect Item) Item Type: Potion Tier: 1 Quality: Perfect Enhancements: HP Recovery 3 (40 * 1)*3 = +120 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion rejuvenates the drinker granting them renewed life. Post Link: www.sao-rpg.com/topic/14917-f4-r4-alchemist-grand-opening/?do=findComment&comment=519775
  2. Gryas woke up early and entered his workshop as the sun was coming up, throwing shadows across the room. In the corner Gryas spotted something and instantly drew his blade, as his eyes focused though he realized it was just the 2 meter tall Chimera Plushie that he had Stryder make for him. It was situated in the corner of the workshop next to his desk near the hearth and took up a good portion of the room. Luckily he did not need much space for his alchemy as the room was not all that large a size. Deciding to get straight to work Gryas pulled out some of his last materials and began crafting more health potions. He had 3 better then average successes, 2 of them Minor Health Potions, 1 of them a Perfect Life Potion. He had also made 2 more vanity items that he would bulk sell at a later date and then the last was a failed attempt. All in all a rather successful crafting session.
  3. Gryas had received a message from Stryder that his order was complete so leaving his workshop for the first time in the last few days he left the 4th floor and made his way down to the 2nd floor where the Starview Tailor was located. He had spent the last few days relaxing in his cabin surrounded by snow and trees relaxing and taking a bit of time off from levelling up, but this was a good excuse to get out of the house and get back to reality. Sending a message to Stryder that he was on his way he closed the doo behind him and left his store/home/workshop. @Stryder On my way now Stryder, see you soon! Entering the Starview Tailor he greeted Stryder and went to go pick up his new plushie for his workshop. The thing stood out, it was huge! When Gryas had ordered it he had a small thing to sit on top of his desk in mind, this Chimera was bigger then his desk standing at 2 meters tall! It looked incredible but he would need to re arrange his workshop a little to find it a place to live. "Wow Stryder, you really outdid yourself on this one, its incredible!" Luckilly Gryas was able to add it to his inventory rather then have to carry it all the way home, it didn't look too heavy but it would be incredibly cumbersome.
  4. Putting away all of the healing potions that he had just made Gryas had just enough focus to make one more potion. Settling down once more in his work chair he applied the mortal and pestle as well as the alembic to the material and after a few moments the result was not quite what he had hoped but at least the material had not failed and exploded before him. It had turned into another hair dye potion which was alright, Gryas figured that he might just collect all of the vanity items he had made and trade them in for some col, he was beginning to run a little low on materials and would need to stock up soon, maybe go out on another hunting mission. After finishing up the crafts for the day he once again pulled out his book and settled into his chair by the fire.
  5. Gryas's Alchemical Evaluations

    Name: Minor Health Potion Your Profession: Alchemist Your Rank: 1 ID: 86034 Roll: Craft: 8+1 (Uncommon Item) Item Type: Potion Tier: 1 Quality: Uncommon Enhancements: HP Recovery 1 (40 * 1) = +40 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion heals the drinker granting them renewed energy. Post Link: www.sao-rpg.com/topic/14917-f4-r2-alchemist-grand-opening/?do=findComment&comment=519674 Name: Minor Health Potion Your Profession: Alchemist Your Rank: 1 ID: 86035 Roll: Craft: 8+1 (Uncommon Item) Item Type: Potion Tier: 1 Quality: Uncommon Enhancements: HP Recovery 1 (40 * 1) = +40 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion heals the drinker granting them renewed energy. Post Link: www.sao-rpg.com/topic/14917-f4-r2-alchemist-grand-opening/?do=findComment&comment=519674 Name: Minor Health Potion Your Profession: Alchemist Your Rank: 1 ID: 86036 Roll: Craft: 8+1 (Uncommon Item) Item Type: Potion Tier: 1 Quality: Uncommon Enhancements: HP Recovery 1 (40 * 1) = +40 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion heals the drinker granting them renewed energy. Post Link: www.sao-rpg.com/topic/14917-f4-r2-alchemist-grand-opening/?do=findComment&comment=519674 Name: Major Health Potion Your Profession: Alchemist Your Rank: 1 ID: 86037 Roll: Craft: 10+1 (Rare Item) Item Type: Potion Tier: 1 Quality: Rare Enhancements: HP Recovery 2 (40 * 1) = +80 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion heals the drinker granting them renewed energy. Post Link: www.sao-rpg.com/topic/14917-f4-r2-alchemist-grand-opening/?do=findComment&comment=519674
  6. Gryas had spent the last few days not doing too much, having put a hold on levelling for the moment he had spent most of his time relaxing at home and dabbling in alchemy. He had spent the morning in the garden out back hoping to cultivate some useful ingredients that he could one day use, all of them were winter plants that were hardy and tough, as well as resistant to cold. Deciding to head back inside and warm up Gryas let his body warm up again before getting into his daily alchemy. He felt like the guild could do with some more healing potions so that was what he had spent time making today. He appeared to be having a lucky streak as he was able to make 3 Minor and 1 Major this time. This had given him ample EXP and in fact levelled him up once again, giving him an additional craft per day. Roll: ID# 86034 results: Craft: 9+1 Loot: 15 (Uncommon Item) ID# 86035 results: Craft: 7+1 Loot: 10 (Uncommon Item) ID# 86036 results: Craft: 8+1 Loot: 19 (Uncommon Item) ID# 86037 results: Craft: 10+1 Loot: 17 (Rare Item) Results: +3 Minor Health Potion +1 Major Health Potion +18 EXP -4 Mats
  7. Gryas's Alchemical Evaluations

    Name: Major Health Potion Your Profession: Alchemist Your Rank: 1 ID: 86012 Roll: Craft: 10+1 (Rare Item) Item Type: Potion Tier: 1 Quality: Rare Enhancements: HP Recovery 2 (40 * 1) = +80 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion heals the drinker granting them renewed energy. Post Link: www.sao-rpg.com/topic/14917-f4-r2-alchemist-grand-opening/?do=findComment&comment=519642 Name: Minor Health Potion Your Profession: Alchemist Your Rank: 1 ID: 86011 Roll: Craft: 8+1 (Uncommon Item) Item Type: Potion Tier: 1 Quality: Uncommon Enhancements: HP Recovery 1 (40 * 1) = +40 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion heals the drinker granting them renewed energy. Post Link: www.sao-rpg.com/topic/14917-f4-r2-alchemist-grand-opening/?do=findComment&comment=519642
  8. Another day had dawned and Gryas made his way into the workshop to get his crafting done for the day. His shop had not been open long and he was yet to have a customer but it was still early days and Gryas figured that he would not get much business until he could raise his rank a little more and become better known. He had recently become a member of the Emerald Harbingers and hoped that through them he might be able to either get some sales or be able to produce some healing potions to help keep them all alive so that is what he had decided to work on today. Gathering all of his equipment and setting up at his large oaken table Gryas began combining materials and distilling the liquids until his mind started to see double. Some of the materials had failed and exploded as he worked on them but he was able to make two decent health potions that he could add to his stock. Happy with his mornings work Gryas placed them into the display case and walked outside, turning the closed sign to open before heading back in. Pulling up his chair by the hearth Gryas settled down with a book and passed the next couple hours reading while he relaxed in the warmth.
  9. [F1 Tailor Shop] "The Hanger"

    Gryas placed the order forms on the table and opened up a trade window with Hei, sending him 5 T1 materials. "Thanks Hei! Here are your materials as well. Let me know if you ever need any potions also, I just set up a little work shop up on the fourth floor." Gryas went over to the board of fabrics that were on the wall and looked through them until he found the perfect shade of emerald green that was the exact colour that he had envisioned his cloak would be. "This one is perfect Hei! As for the suit, I am happy to leave the materials up to you, I don't know much about this stuff so happy to leave it in your expert hands." This store was far better set up then his own, it actually looked like a store where as his looked more like a workshop with his large bulky oak wooden tables and alchemical equipment all over the place. This place was also colourful and friendly where Gryas's establishment was more cramped yet homely. "OK man I am off for now, let me know when its done and I will swing by. We should hit up a quest together some time!" Gryas said as he said farewell to him before making his way out. Lost: 5 x T1 Materials
  10. [F1 Tailor Shop] "The Hanger"

    Gryas knocked on the door of The Hanger as he was opening it and walked straight in. It was the first time he had visited Hei at his store, and to be honest he did not know the man well yet only having met him a short time ago upon his induction to the Emerald Harbingers. Gryas was hoping to get a new suit made today as well as a cape, and had a few mats to spare so figured now as a good time to visit Hei at The Hanger. Gryas walked into the store and greeted Hei. "Hello again! I thought I would come by and give you some business. The store is looking great by the way!" Gryas said as he walked up to the order forms and grabbed two of them. "I have a couple requests to keep you busy my friend, and the materials to spare!" Gryas filled out two forms and passed them across to Hei. The first was a intricately designed emerald green cloak with the Emerald Harbingers symbol on the back and a large bear claw on each shoulder clasping the cloak to his armour. The second was a casual yet well designed black and grey suit with a tie.
  11. Gryas arrived on the third floor and decided to try his luck and getting a group together for a quest. The quest he had in mind was fairly easy to complete, Gryas did not really need the help to complete the quest as it was a pretty simple kill and gather with mobs that were not too tough. He instead decided to use it as a good opportunity to get to know any of his new companions from the Emerald Harbingers that were not too busy and happy to come along. Gryas made up a group message directed at his guild and sent it out. Hello fellow Harbingers, Gryas the Bjorn here! I am currently on the third floor about to undertake the quest Warn Out Welcome. If anyone is interested in coming along for a adventure then I will be waiting by the fountain in the square! P.S. The reward is an uncommon armour so if anyone wants a free upgrade you can have it as I already have armour! With that done Gryas made his way to the fountain and took a seat. He looked through his skills, only a few more needed and he could pick up the Howl skill and make sure that he could keep his friends safe. Once he was a strong enough tank he could make his way to the front lines and help save the people of this world. One quest at a time, one day at a time, he will get stronger. @Atzo
  12. Gryas's Alchemical Evaluations

    Name: Minor Health Potion Your Profession: Alchemist Your Rank: 1 ID: 85946 Roll: Craft: 9+1 (Uncommon Item) Item Type: Potion Tier: 1 Quality: Uncommon Enhancements: HP Recovery 1 (40 * 1) = +40 HP Description: A elegant glass bottle with a blood red liquid within, one drink from this potion heals the drinker granting them renewed energy. Post Link: www.sao-rpg.com/topic/14917-f4-r2-alchemist-grand-opening/?do=findComment&comment=519551
  13. After the level up in Alchemy Gryas realized that yet again his crafting attempts per day had increased allowing him to get more work done. After retrieving a few more materials from his inventory Gryas started combining them once more in his mortar and pestle. Being greatful for the gear that he had purchased his work was fast and accurate, the mortar and pestle was a good quality and allowed him to be more thorough in his work and the alembic was useful in distilling the potions an additional time helping him understand the different properties more and give him more experience per craft that he did. Even though the two potions he was able to make did not have any enhancements to them and he had completely failed on one of them he was still satisfied with his work and he had still gotten a worthwhile amount of experience points to get him to the next rank and more proficient in his trade.
  14. Gryas put away the vanity perfume item he had made and was not too sure what else he could make at that level so he did not fill his store with perfumes. He was about to put away the Crafters Respite but changed his mind. "No time like the present to test ones own craft!" Gryas said as he pulled of the cap and downed the potion. His mind focused and instantly he felt like he could continue doing alchemy and keep crafting. Grabbing another material out Gryas placed it into his mortar and pestle and got back to work. A few moments later he leaned back in his chair with a satisfied look on his face as he picked up the Minor Health Potion he just made and added it to his display case. Gryas checked his Profession screen and noticed that he had once again levelled up! That allowed him to spend more time a day crafting and gives him the ability to make more potions.
  15. Gryas's Alchemical Evaluations

    Name: Crafter's Respite Your Profession: Alchemist Your Rank: 1 ID: 85942 Roll: Craft: 12+1 (Perfect Item) Item Type: Potion Tier: 1 Quality: Perfect Enhancements: Crafter's Respite Description: A elegant glass bottle with a deep blue liquid, one drink of this potion steels the mind and refreshes their ability to focus. Post Link: www.sao-rpg.com/topic/14917-f4-r1-alchemist-grand-opening/?do=findComment&comment=519543
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