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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.

      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 Benjamin Bookworm Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Kimi 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
      Minecraft Development 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

      Patch Notes: Crafting and Adventuring Update   02/18/2018

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


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  1. Just wanna make sure I know what I'm doing.

    Oops! Okay, I will remember that. And thank you!
  2. From what I've seen, you can only equip 3 stat-enhancing gear pieces (but as many Vanity gear pieces as I may like.) Do pets count as gear?
  3. SP-F1: The First Few Lessons Are Always Free.

    Combat Roll: 5+1 (Success) Monster Roll: 3 (Fail) (Roll #93144) Score! The monster charged at Noel, but at the last second, he ducked to it's side, slicing it down it's side. The monster cried out again, but he was unscathed. The beast curved it's charge and aimed back at Noel in a single fluid motion, but he was prepared to retaliate. He brought the sword down upon the monster, and- Noel Cresis Frenzy Boar HP: 12/20. VS. HP: 1/10. EP: 0/2. Damage: 3.
  4. SP-F1: The First Few Lessons Are Always Free.

    Combat Roll: 4+1 (Fail) Monster Roll: 10 (Critical+2) (Roll #93143) "Crap, I'm out of energy," though Noel. the boar snorted as it readied another attack. Well, he couldn't use any sword arts, but he still had a weapon. He haphazardly swung the blade at the boar, but underestimated it's cutting power. The blade got caught in the beast's curled tusks, and the boar had a clear shot. Again, a direct ram to the chest that knocked him prone. "well, if anything, I still have my sword," he mumbled as he go to his feet. Again, he entered a stance and prepared to strike at the boar. Noel Cresis Frenzy Boar HP: 12/20. VS. HP: 4/10. EP: 0/2. Damage: 3.
  5. SP-F1: The First Few Lessons Are Always Free.

    Combat Roll: 5+1(Success) Monster Roll: 8 (Success) (Roll #93142) A hit! Noel's Sword Art drove home as a heavy, cleaving blow into the boar. It squealed and staggered under the pressure of the blow. "So this is what it's like to fight!" Exclaimed Noel, as adrenaline flowed through him. He pulled back his blade, but disregarded the monster as he thought about his first fight. He didn't notice until he was a second too late that the monster retaliated, striking at him with its tusks. Noel was sent hurtling away from the monster, flat on his back. He kicked off onto his feet, making a mental note not to underestimate the creature. Noel Cresis Frenzy Boar HP: 17/20. VS. HP: 4/10. EP: 0/2. Damage: 3.
  6. SP-F1: The First Few Lessons Are Always Free.

    Roll: 7. (Roll #93141) After a long period of time spent searching, Noel couldn't seem to find a single plant. Perhaps they need time to respawn... that must be it. Besides that, the monotony is somewhat exhausting. He eyed a boar. It looked especially weak, compared to it's other red eyed brethren. No, finding the plants would speed things up... Unfortunately, his hands found his sword before his brain could make a decision. He drew his Curved Sword from its sheath. He called the blade, "Lunar Edge," because the sickle shape and the white glow reminded him of the moon. He eyed the boar he selected, bending his knees in what he assumed was a battle stance. The blade grew a bright white as "Rage Blow" began to charge. Noel Cresis Frenzy Boar HP: 20/20. VS. HP: 10/10. EP: 2/2. Damage: 3.
  7. SP-F1: The First Few Lessons Are Always Free.

    Roll: 13. (Roll #93140) Aha! His searching had yielded a material! The small plant seemed to distinguish itself from the other flora in the plains. He lifted the item from the virtual soil with ease. After all, this was a game. His suspicions were confirmed when his quest menu opened up, letting him know he had discovered one of the five materials needed. Wait, one of five? Noel thought. It was enough of an effort to find this one! Well, nevermind. It was what he needed to do. He picked up and pocketed the material, before continuing his search through the field.
  8. Noel wandered through the broad grasslands. In all the time he had been stuck in town, he had never seen such a beautiful place. The wind on his face and the sights before him felt so real, it was almost like he was in some magical world. Of course, this was no land of whimsy; he was imprisoned in a game of death. Noel snapped back to reality. "Now, what is it that old man wanted? Some of those Tier 1 materials, wasn't it?" He scoured the field with his eyes, hoping to detect the location of some sort of "material." Perhaps some kind of herb or plant? This was a potion he was to be making, after all. He noticed the various boars nearby. How he would love to indulge in the combat of this game, but now was not the proper time. Now, back to herb gathering...
  9. [F01] <<The First Few Lessons are Free>> (Beginner Quest)

    Noel will take this quest solo!
  10. Noel Cresis

    Profile Username: Noel. Real Name: Noel Cresis. Age: 13. Gender: Male. Height: 5’00”. Appearance: Noel is relatively thin and lightly built. He is Caucasian, and his skin is slightly pale. Noel has black hair and blueish-grey eyes. He prefers to wield a Curved Sword and wear Light Armor. History Noel is relatively new to the RPG scene. He lives in an urban part of America in an ordinary, middle-class family. Noel mostly enjoyed reading and watching TV and did quite well in school. He is kind of shy, and didn’t have too many close friends. His birthday was around the time of the release of the NerveGear, and as a result a friend reserved a copy for him, in hopes they and their other friends could play it together. With the discovery of the dark truth of Sword Art Online, Noel learned that most players not “of age” were being taken into cluttered and cramped orphanages being paid for with what money the frontlines had to spare. After many months of mundane life, Noel was inspired by tales of heroism and courage shown by the frontlines and was awed that ordinary people could stand up to Kayaba and risk their lives to save everyone. He snuck out of the orphanage to pursue his goal of joining the heroes on the frontlines. Virtues Courageous: Somewhat surprising for a child his age, Noel can effectively stave off his fear of death to perform risky tasks. He will do whatever it takes to grow stronger and save others, even at personal risk. He believes being afraid won’t help advance towards everyone’s goal of escape. Loyalty: Noel is quite cooperative and efficient when working with other people. He gets along with others well and follows orders to the letter. He doesn’t let emotions or problems get in the way when something or someone is at stake and he has a role in helping. Sympathetic: Noel feels strongly for other people. He dislikes seeing people in need and tries his hardest to help them. He aims to spread hope and courage like his heroes in the frontlines. Flaws Indecisive: Noel can’t serve roles of leadership very well. He lacks the insight or ability to make decisions or create plans. He would rather someone else bore the responsibility of leadership. Naive: Noel is quick to trust people. He thinks the best of most people he meets. Unless given a strong reason not to, he believes what he is told. Proud: Noel thinks quite highly of himself. He doesn’t turn down dares unless obviously dangerous, and takes even teasing personally. If his bragging is disproven, he acts irritable and pouty, but is restored to his usual self quickly. Profession Earn a profession from the quest "Earning a Living." Stats Level: 1. Skill Points: 0/5 (6 total required to level up.) Skill Slots: 2. HP: 20/20. EP: 2/2. DMG: 3. ACC: 1. MIT: 0. EVA: 0. Skills Combat: N/A. Non-Combat: N/A. Passive: N/A. Weapon: Novice Curved Sword. Sword Arts [×1 Stun] Fell Crescent (4 Energy) - High speed charge and uppercut. [×2] Rage Blow (2 Energy) - Heavy, cleaving blow into opponent’s chest. Inventory See “DPS Package.” Transactions None. Roleplays None. DPS Package Tier 1 Rare Curved Sword. (Accuracy, Damage) Tier 1 Vanity Light Armor. 3 Starting Healing Potions. (50hp.) 10 Tier 1 Materials. 2,500 Col.
  11. Just some questions.

    This is my final question. I thank everyone for sticking with me thus far and helping out a new player. How do I put together my profile? I have a full write out of my character (items, flaws & virtues, sword arts, stats, etc.) so do I just copy-paste everything into "about me" or is there a specific way to do it?
  12. Just some questions.

    Thank you!
  13. Just some questions.

    ANOTHER question. I promise I'll post my finished character soon... The "Weapon Skills" "One-Handed Weapons" and "Two-Handed Weapons." They don't have an SP cost to unlock them like the other skills. Do they upgrade with player tier? Do you unlock sword arts as you increase in player tier? Anyone notice the "Martial Arts" sword art "Falcon Jab" doesn't have an energy cost?
  14. Just some questions.

    Thank you!
  15. Just some questions.

    Another question: I noticed that both in the default "tutorial" guide and the "resources" guide, there are tables detailing the strengths and weaknesses of each weapon (AoE, Damage, Energy, Stun). But the two tables have abstractly different results. Which one is right?