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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 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.
    • Aereth

      2.5.2 New Mechanic: Thread Invasion/Protected Threads   11/08/2017

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

Shoot for the Moon: Seul vs Calrex

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The arena was bathed in a warm light from the afternoon sun, making the perfect weather for a day of sparring. Although the stands were empty, a lack of an audience didn't take away the sense of wonder Seul had every time it was his turn to step into the ring. Today he'd be facing off against the strongest player in Aincrad, Calrex. In truth he only knew about the man through hearsay and the few interactions they had in passing from both of them being on the frontlines. Above all else he was the holder of the Achilles unique skill which placed him in a league all of his own. The thought of having someone like that as an opponent left a mixture of anxiety and excitement churning in the pit of his stomach. In a good way. Probably.

Seeking out tougher challenges was just a part of the growing process, so when Calrex accepted his request for a fight it wasn't like he could really let the opportunity pass by. So here he was, getting a few practice swings with his blade before the match. Staying optimistic was the only other thing he could really do. Maybe luck would even actually be on his side and grant him some secret, untapped skill to help him hold his own.

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It was a rather ordinary day when Calrex had suddenly received the duel request from Seul, something that he himself had not been expecting, at least for some time. Nonetheless it was a good experience, one that hopefully both players could gleam some useful informations for themselves. As he made his way up to the arena the bluenette gave a small sigh to himself before entering through the doors on the opposite side to where his opponent would be.

Entering inside he looked across to see the young two-handed sword wielder, giving a calm smile and casual wave with one hand in his jacket pocket, "It's certainly been some time since dueling someone here. Last time was with Takao, but going up against Seul reminds me of the two duels when I faced Dom. However, things have really changed since then, haven't they..."

Watching as Seul practiced the massive swings characteristic of his weapon choice Calrex's own mind quickly flipped through strategies, tactics he had learned both against monsters and other opponents, settling on an arsenal he felt suitable. Originally he had entered with the Grand Blade II strapped to his back, but with a single fluid motion he drew the sword in a reverse grip, releasing it from the sheath, cutting in front of him. At the same time he triggered his <<Quick Switch>> for the weapon, immediately causing the sword to vanish into lights while his forearms were covered in the heavy metal gauntlets, the Grand Gauntlets II. "For solo opponents, I'll see how these do."

"So Seul, what's the parameters we'll be using for this fight?"

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Seul continued on with his practicing for a few more moments, but stopped once Calrex had entered the scene. He drove his blade into the dirt before bringing up the menu to set parameters for the duel.

“Just the usual half loss rules; first one to get the others health to half or less wins. No consumables, but other than that I don't have any conditions for our match.” He said before sending the request. There was no telling how everything would turn out, but he had a pretty good idea as for how the battle would go. Still, giving up without even trying wasn't his style he'd take a few steps back while waiting for the inevitable countdown timer to begin and grabbed his blade to get into a ready position. Regardless of the results just being here was a sign he had moved up in the world since the start of his journey.

“Good luck!”


ID: 75034 | LD: 3




955 HP

94 Energy

11/19 Base Damage

84 Mitigation

24 Holy Blessing

16 Flame Aura

10 Battle Healing

2 Recovery  

6 Picking

1 Search & Detect

Taunt Active



Maiden's Kiss.......... // +2 Damage | +8 Holy Damage

Regret................. // +24 Holy Blessing | +2 Recovery

Manticore Mask.........  // +Taunt | +18 Flame Aura (Def) | +16 Flame Aura (Off) | +18 Mit



Two-Handed Straight Sword.| Rank 5

Picking...................| Rank 4

Light Armor...............| Rank 3

Search & Detect...........| Rank 1

Battle Healing............| Rank 1

Howl......................| No Ranks

Parry.....................| No Ranks


Extra Skills

Providence(Protector).....| Rank 2

Meditation................| Rank 0

Concentration.............| No Ranks

Survival..................| No Ranks


Skill Mods



THSS Ferocity (Rank 5)

Justified Riposte



  1. Woodland Armor - 2 Charges Left
  2. Basic Teleport Crystal - x1
  3. Banner of Support - 3 Charges Left
  4. Generic Armor MK.9 (+3 Evasion)
  5. Lucky Coin (+3 LD)


Edited by Seul

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ID: 76355
Loot Dice: 17 (Calrex goes first)


Calrex Stats | Level: 79
HP: 1585
EN: 158
DMG: 15
ACC: 4
EVA: 1
MIT: 48
Thorns: 28

Grand Gauntlets (T2): +3 Unarmed DMG
Grand Chariot II (T2): +1 MIT / +2 Thorns
Amethyst Charm: +2 ACC / +1 EVA

Roc: +1 ACC

At Ready:
Tide Pendant: +2 EVA / +1 Loot Dice
Grand Blade II (T2): +3 DMG
Grand Guard II (T2): +2 MIT / +1 Heavy Momentum
Grand Aegis (T2): +1 MIT / +2 Paralyze (Defensive)
Grand Chariot: Aegis (T2): +1 MIT / +2 Regen
Grand Crest: Aegis (T2): +1 MIT / +2 Thorns

One-Handed Straight Sword (Rank 5)
One-Handed Curved Sword (Rank 1)
Heavy Armor (Rank 5)
Search (Rank 2)
Charge (Rank 5)
Battle Healing (Rank 1)
Block (Rank 5)

Extra Skills:
Martial Arts (Rank 5)
Katana (Rank 1)
Meditation (Rank 1)

Unique Skill:
Achilles (Rank 2)

Active Skill Mods:
Athletics (Heavy Armor)
Quick-Change (One-Handed Straight Sword)
Precision (Martial Arts)
Safe Guard (Block)
Bull Rush (Charge)

ID: 76356
Battle Dice: 6 (Accuracy +4) = 10
Sword Art <<All Might>> Activated / <<Charge>> Activated (17 Energy Used / 141 Remaining)

"Sounds good then."

Watching as his opponent finished preparations Calrex gave a calm exhale, swiping on his menu, "Going from his arsenal he's definitely got damage and defense on his side. Luckily enough Achilles makes up for my lack of armor, but I'll still need to play things carefully. It can't reduce or reflect retaliation damage."

Pressing a few buttons his face and body became encapsulated in the Grand Chariot II armor, the deep sea blue frame replacing the clothed human figure that formerly stood there. With the Grand Gauntlets and Amethyst Charm equipped the bluenette finalized his at ready items, making sure to keep the Aegis Armament in some slots as well.

With the countdown at 0 he quickly shot forward, right fist already drawn back as the gauntlets released small lights like propulsion jets. Triggering <<Charge>> the power focused into his <<All Might>> attack. Punching forward his the weight of his body behind it his opening strike connected. At the same time he saw the burning flame of the Flame Aura unique enhancement trigger, the retaliation attack, pushing him back.

"Well, certainly have seen that before. Best be careful that I keep that type of damage to a minimum. At the least Seul's stunned in the meantime, meaning that I have the option to go on the defense or press the attack."

Calrex: 777/793 (1585) | EN: 141/158 (16 Flame Aura)
@Seul: 262/478 (955)| EN: 94/94 (15+5 DMG * 15 Art - 84 MIT = 216 DMG / Stunned Until Next Turn)

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Battle Theme

There was barely any time to process what had happened. Before he knew it Seul found himself rolling backwards across the ground. He didn't know that anyone could move with such speed, let alone Calrex since he only ever saw the man with heavy armor equipped. Was this the power that came with being a higher level?

Now he laid face down in the dirt with Maiden’s Kiss only a short grab away but his arms lacked the will to move. Through blurred vision he could just make out the symbol for stun next to the health bar which was missing a good portion of its usual vibrant green. Almost going down after a single punch… How pathetic. Just what would Anemone think if she saw him like this? He'd rather die than imagine something like that. Thankfully he wouldn't need to do either.

The fight wasn't over, so using what strength he had, he propped himself up enough to look at his opponent. He'd need to act fast once the stun wore off.


@Calrex: 777/793 (1585) | EN: 141/158 
Seul: 296/478 (955)| EN: 94/94 [Stunned] [HB & BH: +34 HP]

Edited by Seul

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ID: 76695
Battle Dice: 7 (Accuracy +4) = 10
Sword Art <<All Might>> Activated (17 Energy Used / 1 Recovered / 125 Remaining)

Seconds passed as Calrex gave a calming breath, remaining focused on his opponent, who was already starting to come out of his Stunned state. "That effect always wears off far too quickly for my liking, but I guess stun locking really shouldn't be a constant strategy in this game. Still need to rely on the basics and foundation, rather than any one-off tricks."

Quickly drawing his right arm back one again his fist shined with the bright blue glow of his <<All Might>> Sword Art once again. Feeling the assisted system gain control over his avatar the blunette shot forward, his fist connecting once again with Seul as the young man was recovering, taking off another chunk of the allotted battle health for each person.

Checking his own health Calrex saw that his <<Battle Healing>> has engaged, healing a portion of the Flame Aura damage he had sustained from Seul's defenses.

"Seul should be fully mobile in the next few seconds, and with that sword of his he'll likely be retaliating immediately to make up for the damage I've inflicted so far. Depending on how hard he hits I'll may need to go on the defensive for a bit to minimize damage until I can Stun again, or press the attack and hope my armor and Achilles keep my health up."

Calrex: 771/793 (1585) | EN: 125/158 (16 Flame Aura / 10 Battle Healing)
@Seul 155/478 (955)| EN: 94/94 (15 DMG * 15 Art - 84 MIT = 141 DMG / Stun End)

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It was pretty sad that the feeling of the blue-haired player’s fist connecting with Seul’s body had become all too familiar in such a short span of time. At least the stun had worn off now and he was still able to get back up to fight. He picked up his blade once again, carefully gripping the hilt in one hand while passing a glance at the green bar floating in the corner of his vision. Not a lot of buffer remained between himself and the halfway point, but what was he supposed to do now? At the speeds the man was moving the greatsword would have a hard time keeping up. Even his his hit did land, he'd just take some damage back. That along with another punch from Calrex would mean the end of the duel. There was only one option left.

“I guess this is why you're considered the strongest player… I'm not done yet though!”

He said while raising his blade at a horizontal angle. At the same time he planted his feet firmly into the dirt, finishing off the parry stance. If anything it'd buy him some time to recover while he thought of a way out of this.

@Calrex: 771/793 (1585) | EN: 141/158 
Seul: 189/478 (955)| EN: 92/94 [Parry Active] [BH & HB: +34 HP]

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ID: 77405
Battle Dice: 8 (Accuracy +4) = 12
Sword Art <<All Might>> Activated (17 Energy Used / 1 Recovered / 109 Remaining)

As Seul got back to his feet, Calrex could easily recognize what the young man had just triggered. It was a technique he was all too familiar using, the <<Parry>> skill. Before Tristan passed <<Achilles>> to him, it was one of the main techniques that kept him alive through so many battles, mainly because of its ability to scale in response to whatever attack comes its way.

"On it's own Parry is very useful, but there is the chance the he also decided to attack a skill mod to it. I could simply wait it out, but this battle hasn't gone on long enough to the point that energy is something to think about. With the minimal Energy needed to deflect a single enemy, he could persist that defense until his health was back up. Course I could do the same, but for now I should focus on keeping his healing recovery at a minimum."

Clenching his right hand into a first once again, <<All Might>>'s aura surrounded his fist. Quickly drawing his arm back the bluenette felt the assisted system engage as he shot forward once again. With the skill mods he had selected for this fight, his strike was guaranteed to hit. Feeling his armored punch connect with Seul's sword before slamming at a reduced strength into his avatar Calrex confirmed the slight drop in health for both of them as the Flame Aura enhancement knicked away some of his HP.

However, he also saw something else trigger, something he suspected might be the case when up against anyone of decent level possessing the <<Parry>> skill.

Calrex: 765/793 (1585) | EN: 109/158 (16 Flame Aura / 10 Battle Healing)
@Seul: 160/478 (955)| EN: 92/94 [Parry Active] (15 DMG * 15 Art / 2 Parry - 84 MIT = 29 DMG)

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