Jump to content
  • Announcements

    • 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.
      _______________________________________________________________________________________________________________________________________________


      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi 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

Kion

User
  • Content count

    19
  • Joined

  • Last visited

About Kion

  • Birthday 07/13/2001

Guild Information

  • Guild Name
    Solo Player

Profile Information

  • Gender
    Male

Profile Fields

  • Skill Points
    5

Recent Profile Visitors

192 profile views
  1. Walking up to the small flower, Kion picked it up and examined it before the item menu popped up. That's three! two more materials to go and I can almost be done with this quest. Or, for that matter, this part of the quest. The flower looked fairly similar to the ones in a garden that he saw on a daily base on his bike ride to both the public high school and to his job at the local grocery store. Heck, Kion ran past the garden a lot during runs with the school track team. Kion shook his head to clear it of thoughts of the real world, with one closing thought. I wonder if I'm gonna get trouble at work for this whole Sword Art Online thing... Hmmm. Kion continued walking down the path, and in the distance he was able to see the Town of Beginnings again. Hopefully he will have collected enough materials by the time he made it down there back to the town. 3/5 Quest materials found. (+0)
  2. @Vigilon And there is what I missed/forgot, players can kill NPC "players". I agree with everything you said for the most part then, now that I know/remember that. Sorry, guess I probably should've checked deeper in the guides for that rule.
  3. But at the same time, the other half of Kion knew that this game was the best thing to ever happen to him. I mean, heck, he was in a game! How many generations of gamers could only dream of such a reality?!!? It was an escape from the real world, offered a refuge from society. And being stuck in the game, he wouldn't have to worry about his siblings/parents making him get off to do more stuff to benefit them. If only the game allowed pets to join the game too, Kion thought to himself, still in regards to Lucy. But at the moment, Kion needed to know there was nothing he could do at the moment besides gain levels and move up the ranks across Aincrad. After all, it was the only thing he could do, wasn't it? Kion was distracted from his trail of thought by a flower just a bit farther down the path, glistening oddly in the sunlight. 3/5 Quest materials found. (+1)
  4. Crafting questions.

    @Rothsbite It takes one material to craft an item. Materials have a tier assigned to them based on what floor they are gathered on, so materials found on floors 1-10 are tier 1, floors 11-20 tier 2, and so on. Players are only allowed to use equipment of a tier based on their own level and the highest floor reached by players in the game. Let me use a few examples here. Say Kion is a level one player, a rank three blacksmith, and the highest cleared floor is floor 21. Although the floor we are on allows for tier 3 equipment to be used, since Kion is only level one he is only able to equip tier one items. He can also craft tier three items due to his rank in blacksmith-ing with the proper materials, although he cannot equip said items until he reaches level 50. Say Kion is a level 71 player, and the highest cleared floor is floor 25. Although his level allows for tier four equipment, the highest cleared floor only allows for tier three equipment to be used. Tier four equipment can be used upon reaching floor 31. In crafting, tiers help make items even stronger upon crafting within their own enhancements. For instance, let's take the damage enhancement. ► DamageCost: 1 SlotCap: 3 SlotsEffect: Gain +(1 * Tier) base damage per slot.Applicable to: Weapons On a perfect tier one weapon with three slots in damage, it will add three to your base damage before sword arts. On a perfect tier three weapon with three slots in damage, it would add a total of nine to your base damage to sword arts. Tiers also can affect certain skills. Hope that helped!
  5. I like the current system, of always being at risk. It makes the game in itself much more surprising, and makes characters have to carefully choose who to RP with. Also, allows PKers to actually kill players, being there are a bunch of PKers in the actual canon and with the system of having to get permission and that type of thing... I can see that getting very hard to actually kill another player. Just my thoughts.
  6. Kion saw a flower off to the side of the path and picked it up, finding it was a good material for crafting. He wasn't nearly excited as he was for the last one, as Kion was too into his thoughts at the moment. I've already wasted so much time on this dang floor, in which I could've been leveling up and helping to clear this game.... What kind of friend am I? Kion stopped and looked up at the clouds. At this point he was already out of small forest. Clearly a pretty crappy one. Kion looked back forward and continued walking on the path. He needed to get this series of quests done, and quick, to have any hopes of catching up to the 'front-liners'. It was gonna take a lot of effort to clear this game, and Kion felt he needed to be a part of that. Right this second. For the best friend he had ever had, that was, even if Kion hadn't been the greatest friend back to Lucy. 2/5 Quest materials found.
  7. His siblings had never cared for the Siberian Husky named Lucy, they were always too focused on the other dogs. For the first time in a long time, Kion began to realize that he really did want to escape this game. if for nothing else but for Lucy. Who knew if she was even being fed properly... And there was no way the rest of his siblings were taking good care of her in general... The dog wasn't that old, but who knows how long Kion and the rest of the other players were gonna take to clear the game? What if I sit here on floor one and do nothing... And by the time I get back... Lucy is dead?!!? Kion began to get mad at himself for being this selfish, this was the first time in the game he had truly thought of the dog he had left behind. My best friend, the one I might never get back. 2/5 Quest Materials Found. (+1)
  8. Kion continued on through the small forest in search of materials. The chilly breeze from inside felt nice, and not too cold with his blue sweatshirt. But it almost felt too nice... Like something further on could be dangerous. Kion knew any risk like that would not be worth it, and turned around, reasoning with himself that his life was not worth making the quest go quicker. Surely there were more materials some where else, or maybe he had missed some on his way through the forest already. Heading back the way he had came, Kion still kept his hand near his Boar Tusk Sword, still not feeling entirely safe in the forest area. Kion's thoughts have drifted off several times to the fact that if he died in here, it did not seem like very many people would care. What if I die here..... Would my parents even shed a tear? Or would 'my' dog? She might be the only one to care if I were to die... And then Kion's thoughts drifted off to how the dog was doing without him there. Quest Materials: 1/5
  9. Battle Healing question.

    Rank 1 would recover 1% HP, rank 2 would recover 2% HP, rank 3 would recover 3% HP, and so on I believe.
  10. Kion's Evaluations

    Blank template for future reference: Items from beginner set A: Weapon: Armor:
  11. Spending Account

    Starting out with the beginner player items. 2,500 col 10 T1 Mats Keeping a log in this spreadsheet as well: https://docs.google.com/spreadsheets/d/1m72oESjihf4UqJ65fIOASH6RyCyrap6w-FOCw5mE_iE/edit?usp=sharing Still updating the rest of those items from the set as of the moment, thanks!
  12. *Sees new item bundles for new players* Man, I really should have waited a week to have finished my journal. 

    1. Teion

      Teion

      The bundles for new and rebirth characters are retroactive up to 30 days! Go grab one of 'em :3

    2. Kion

      Kion

      Oh awesome! Thanks, @Teion! I'll do it tonight when I get the chance :3

  13. The small flower, as Kion found out when he picked it up and the item menu displayed, happened to be a material that could be used in alchemy! Kion put the material into his inventory, and smiled as he continued walking. That's one down, four more to go! Kion thought to himself. Positivity always seemed to help in situations like these. The forest slowly became closer and closer until Kion was in it, just like that. Some of the trees blocked out most of the light blue sky, the brick path turned to dirt, and the wind died down slightly upon entering the forest. The forest itself felt much darker than the rest of the areas he had been around in the wild of floor one. The forest also kept a more spooky feeling as Kion went on. He kept one hand close to his sword, in it's sheath on his left side. Roll: 1/5 Quest materials found.
  14. One of the bricks in the path stood out a little further than the rest of them, and Kion did not seem to notice as he walked closer to it. Accidentally, Kion's foot caught right onto the brick, almost falling right onto his face. He caught his balance right before he could fall, then slowly stood back up, his face slightly red as he looked around to see if any other players had seen his little fall. But, the only players that Kion could see were far in the distance and would not have been watching closely enough to see his fall. Whew, Kion sighed. It would've been pretty embarrassing to have someone see him fall like that, and could've even brought some unnecessary attention towards Kion. He continued to walk on the same, though, pretending nothing had happened. As he walked, Kion noticed a flower on the side of the path. Roll: 1/5 Quest materials found
  15. The boars were not blocking the pathway, rather they were off to the side of it quite some ways. But Kion thought of how much easier it would be to get an alchemist material from the boar, as surely they would drop some kind of tusk or something. But at the same time... Kion knew the dangers of jumping into combat just like that. Especially with no extra equipment or items to help him. Kion knew that if he waited until this quest was over, surely the quest would reward him with some experience points, and maybe even some damage increasing or mitigation increasing potions, as well as some health potions. It'd be better off to wait, Kion thought to himself as he continued on the path in search of materials. Just a bit further down the path, Kion spotted out the forest he had seen earlier coming closer. Surely he could find some more materials there, if not here. Roll: 0/5 Quest Materials Found
×