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    • Shark

      If you donate, Get this!   12/24/2016

      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! HAPPY HOLIDAYS!!! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.
       
    • Shark

      Notable Donors!   01/04/2017

      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 Atzo Azrael Baldur Dominion Ignavus_veneficus Lee Mack Macradon Nocturn Piera Ruus Sarial Hawke Unyeilding To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/22/2017

      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

      SAO 2.0 May Patch Notes   05/16/2017

      Praise thee to @Teion, in which spent her time creating all these patches. <<May 2017 Patch Notes>> Hello players! The following are complete notes on the upcoming patch that will be released once Floor 21 has been unlocked. These rules are not yet in effect, but an announcement will be made once they are officially implemented.
      As always, any threads that are in-progress when the patch goes live will follow the same rules as when they were started. Skills, items, new threads and evaluations, etc., must adhere to all new rules once the patch has been released.
        General Rule Updates:
      First off, there are a few general rule changes and clarifications. These have been amended or added to the relevant guides until the 2.0 rewrite has been completed. Post Count Requirements: A completed page of roleplay is 20 in-character posts. Thread summaries are mandatory, but they may be posted either in a separate post or together with the last IC post. Rules on Vanity Potions: Cannot affect a player's psyche. Cannot manipulate a player's will. Cannot alter an avatar's appearance in drastic ways (missing limbs, transmogrification, etc.) Cannot affect any systems that would be directly controlled by Cardinal (pain dampeners, language or speech, players' senses, etc.) Alcohol in SAO: While alcoholic drinks exist in Sword Art Online and can be created by Cooks, players do not actually ingest any alcohol they may drink. It is not possible to become drunk, however some players could be prone to a placebo effect. Regardless, it is important to note that players cannot become intoxicated by drinking alcohol.
      Dice Roller Tutorial Update:
      The Dice Roller has been updated with some new rules regarding the "Roll Purpose" section: Rolls must clearly state the full action in the Roll Purpose field. When attacking: targets, sword arts, skills, etc., must be included. When crafting: tier and item type (not enhancements) must be included. Any loot, crafts, etc., that do not abide by the new rules must be submitted for evaluation before the end of the Floor 20 boss fight. Evaluations that do not meet the new criteria after the patch's release will not be able to be approved.
      Appraisal Rework and Loot Changes:
      The Merchant's Appraisal system has been reworked to Identify: The loot table and treasure chest guides have been rewritten. Permanent items obtained through chests or from killing mobs are now "Unidentified". Unidentified items are not submitted for evaluation by the person who looted the item. These items must be brought to a Merchant to be identified. Unidentified items cannot be used or equipped. Merchants will use their crafting rolls to identify items, similarly to the appraisal system. The Merchant who identifies the item is responsible for submitting the item for evaluation before it can be used.
        The Loot Guide has been rewritten: There is now a Floor minimum and maximum for standard parameters. Monsters may not be spawned below or above these stats. Players must use a post action out of combat to inspect unidentified weapons and armor to determine their type. Players may not search for materials in safe zones, shops, etc. Separate Loot Die rolls are required when facing multiple enemies.
        The Treasure Chest system has been revamped: Chests can be searched for every 20 posts. Sub-dungeons and chests cannot be searched for closely together. The Picking skill is no longer required to open chests. It is still the only modifier that affects rolls to open chests. Treasure chest rewards have been changed. Items found in chests are also unidentified. Check out the complete updates in the new Loot & Treasure Chest Guide and Merchant Guide sections.
      <<The Gemini>> Quest Rewrite:
      <<The Gemini>> quest and the skills it awards (Concentration and Disguise) have been rewritten: Players that have already completed <<The Gemini>> may re-take the quest in order to switch the skill they received in their initial completion. Players may not repeat the quest if they are not switching their current skill. Repeat completion will not award the col or additional SP from the quest rewards. Concentration (5 round cooldown): Gives +1 to the BD result for a single action. Can be applied after the roll. Can only be used against monsters. Disguise (5 round cooldown): Gives +1 to the BD result for a single action. Can be applied after the roll. Can only be used against players/NPCs.
        New Beginner Quest: <<The Venomous Warg>>:
      A new beginner quest has been released! With a level cap of 15 or below, this quest can be taken solo or with a party of 2.
        Skill & Mod Changes:
      Support players rejoice! First Aid has been reworked and given a few new mods. A new skill/mod focused around energy is being added. Focused Howl and the Dismantling mod have been adjusted. Fighting Spirit and Picking have been reworked. First Aid: No longer requires a roll to use. Healing amount has been reduced to 4% max HP per rank, down from 8%. Now has an energy cost based on the amount of healing done. Field Medic (Mod): No longer requires a roll to use. Energy cost now scales with user's total energy. New Mod - Sharpness: Increases your target's damage for a short time. Does not stack. New Mod - Barrier: Increases your target's mitigation for a short time. Does not stack. New Mod - Purify: Removes a status effect from your target
        New Skill - Energize: Spend energy to restore another target player's energy. New Mod - Hyperactive: Increase a target's passive energy regeneration for a short time.
        Focused Howl: Now generates 5 hate on a single target. Fighting Spirit: Increases Hate generated from attacks by 1. Missing an attack will generate 1 Hate, successful attacks will generate 2, and critical hits will generate 3 before other modifiers. Picking: No longer has ranks. Provides a flat LD bonus to opening chests. Dismantling (Mod): Reduced SP cost to 8 from 9.
        Enhancement List Update:
      The Enhancement List has been completely rewritten. We recommend checking out the link above and reviewing the full list. For some quick notes, the following has been significantly changed: Cook/Fisherman enhancement names have been normalized. Light Momentum: Gives temporary Accuracy instead of damage after an unsuccessful attack. Regen: Reworked. Now provides a healing over time effect after taking damage. No longer stacks with Battle Healing. Recovery: Now scales with Tier. Taunt: No longer unique. Can be applied to weapons, shields, and trinkets. Skill Rank: Renamed to "Expertise". Alcoholic: Renamed to "Protein". Reworked. Now reduces mitigation instead of evasion. Energize: Renamed to "Vitality". Now scales with Tier. Monster Call: Reworked. Monsters spawn at minimum loot requirement stats. LD bonus scales with slots but does not stack with other consumable LD bonsues. Misperception: Damage reduced from enemies changed to 10% (rounded down) from a flat 4. Fallen Damage: Now triggers on successful attack rolls of 6-8 (before modifiers) rather than any non-critical attack. Phase: Reduced the slot cap to 1 down from 2. Removed the second slot effect. Freeze: Attacks against frozen enemies now removes the effect and deals additional damage. Life Mending: Reworked. Now increases the user's healing done to other targets through the use of skills and consumable items. Absolute Accuracy: Reworked. Allows natural attack rolls of 1 to no longer automatically miss. Gives +1 to the BD when attacking (stacks with regular Accuracy). Caps at 1. Flame Aura: Reduced the mitigation received to (6 per slot * Tier) down from (9 per slot * Tier). Reduced the damage dealt to (5 per slot * Tier) down from (8 per slot * Tier). Combat Craft has been removed. Paralyze Water has been removed.
Beatbox

Enhancement List

2 posts in this topic

Enhancement Guide

 

For those who craft items, there are enhancements. Please refer to this when choosing them.  

 

Equipment Quality

The quality of an item determines how many slots it has attached to it.
Good quality: None.
Uncommon quality: 1 slot.

Rare quality: 2 slots.

Perfect quality: 3 slots.

Demonic quality: 4 slots. Only obtainable through Floor Boss drops and special events.

 

Equipment Tier
 

As players progress up the floors, stronger equipment becomes available to be crafted or dropped as rewards.
For every 10 floors that have become cleared by players, a new tier of equipment unlocks. Higher tiers will boost the power of enhancements (as will be seen later on), however to equip higher tier equipment requires the player to be of a higher level. Refer to this list given:
Tier 1: Unlocked at Floor 1. No minimum Level.
Tier 2: Unlocked at Floor 11. Minimum Level of 25.
Tier 3: Unlocked at Floor 21. Minimum Level of 50.
Tier 4: Unlocked at Floor 31. Minimum Level of 70.

 

Equipment with unique or demonic enhancements can only have their tier upgraded once from the tier it was obtained at. This means that a Tier 1 weapon/armour with unique enhancements can only be increased to Tier 2, and not beyond. Normal equipment, regardless of quality, can be upgraded.

 

This same restriction applies to the use of a consumable item, thus to have it in your battle ready inventory you must meet the above requirement. You can use a crystal you equip directly on others regardless of their own level, but other items (unless explicitly described otherwise) must be traded to them, thus they must also meet the requirement in that instance.

To craft equipment of a higher tier once it becomes available, the crafter must have at the least a rank in the profession equal to the their they wish to craft.
For example, Lisbeth is Level 20 and a Rank 2 Blacksmith, with Floors up to 23 cleared. Because of her rank, while Tier 3 equipment is available, she can only craft Tier 2 equipment. She also cannot equip the Tier 2 items she crafts because her Level is too low. She can choose however to craft equipment of any available tier that she can, so she may wish craft Tier 1 equipment for herself.

When describing the equipment, describe the power of the enhancements. For example, take a tier 2 rare quality armor piece has two slots of mitigation. Each slot gives (Enhancement Power * Tier Level), so would be (9 * 2) * 2 in power. One would describe this tier 2 rare quality armor to have 36 mitigation.

NOTE: Caps apply on all items. That means if you have more enhancements equipped than the cap, those that exceed the cap have no effect.

For example Tristan has two pieces of equipment with 2 damage mitigation slots. if he equips both, only 3 of those enhancements will go active, the 4th one being essentially a waste of space.

 

Only three pieces of equipment grant enhancements at a time, any further are vanity.
 

DISCLOSURE: Temporary buffs of the same type do NOT stack; (EX such as you cannot have +3 Damage Potion and +3 Damage Song, which ever would be applied second would take effect and the other would be lost forever not giving you the buff.) One of the few EXCEPTIONS is the Fisherman and Cooks Alcoholic enhancement which can be stacked with Potion or Song due to it having a debuff theirs as well.
 

Item Approval Template

Quote

 

Name: (give it a name. What's the item called? What is it?)

Your Profession: (what profession are you? This is just so we know you're not a tailor making a meal or a fisherman performing a song)

Your Rank: (this is so we know you're not making something that comes with rank 5 when you're only rank 2)

ID: (the dice ID)

Roll: (what did you roll on the crafting die?)

Item Type: (using cook as example, pick something from the bolded list in the profession guides... such as snacks, desserts, meals, or feast.)
Tier: (Self-explanatory)

Quality: (Uncommon, rare, perfect. Anything below does not need to be approved)

Enhancements: (Self-explanatory)

Description: (Just a fluffy description.)

Post Link: (Self-Explanatory)

 

 

NOTE: These enhancements are up for change, and players may ALWAYS offer their own ideas for review.
 

Enhancement List
 

  • Damage

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: Gain +(1 * Tier) base damage per slot.

    • Applicable to:

      • Blacksmith (Weapons)

      • Tailor (Weapons)

      • Alchemist (Status Update Potions, Status Update Crystals)
         

  • Accuracy

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit.

    • Applicable to:

      • Blacksmith (Weapons)

      • Tailor (Weapons)

      • Artisan (Lucky Charms, Trinkets)

 

  • Accuracy (Consumable)

    • Cost: 2 Slots

    • Cap: 1 Slot

    • Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit.

    • Applicable to:

      • Cook (Snacks, Desserts, Meals, Feasts)

      • Fisherman (Medium Fish, Large Fish, Monster Fish, Feasts)

 

  • Paralyze

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Critical attack rolls of 9-10 (1 slot) or successful attacks of 8-10 (2 slots) remove the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties.

    • Applicable to:

      • Blacksmith (Weapons, Shields)

      • Tailors (Weapons)
         

  • Bleed

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Critical attack rolls of 9-10 (1 slot) or successful attacks of 8-10 (2 slots) deal (12 * Tier) unmitigated bleed damage each enemy turn for 2 turns. Bleed damage does not stack, but can be refreshed.

    • Applicable to:

      • Blacksmith (Weapons)

      • Tailor (Weapons)
         

  • Keen

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: After a successful attack, gain +(1 per slot) Accuracy until your next successful attack, at which point this bonus is removed. Another successful attack will reactivate this enhancement.

    • Applicable to:

      • Blacksmith (Weapons)

      • Artisan (Lucky Charms, Trinkets)
         

  • Savvy

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: When an enemy misses an attack against you, gain +(1 per slot) Accuracy until your next successful attack, at which point this bonus is removed. Being missed by another attack will reactivate this enhancement.

    • Applicable to:

      • Tailor (Light Armor)
         

  • Mitigation

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: Prevent (9 per slot * Tier) damage from successful attacks against you.

    • Applicable to:

      • Blacksmith (Heavy Armor, Shields)

      • Alchemist (Status Update Potions, Status Update Crystals)

      • Cook (Desserts, Meals, Feasts)
         

  • Mitigation (Light Armor)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Prevent (9 per slot * Tier) damage from successful attacks against you.

    • Applicable to:

      • Tailor (Light Armor)
         

  • Evasion

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you.

    • Applicable to:

      • Tailor (Light Armor)

      • Artisan (Lucky Charms, Trinkets)
         

  • Thorns

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Successful non-critical attacks against you deal (7 per slot * Tier) unmitigated damage to the attacking enemy.

    • Applicable to:

      • Blacksmith (Heavy Armor, Shields)
         

  • Heavy Momentum

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: After an unsuccessful attack, gain +(1 per slot * Tier) base damage until your next successful attack, at which point this bonus is removed. Another unsuccessful attack will reactivate this enhancement.

    • Applicable to:

      • Blacksmith (Heavy Armor)
         

  • Light Momentum

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: After an unsuccessful attack, gain +1 Accuracy per slot until your next successful attack, at which point this bonus is removed. Another unsuccessful attack will reactivate this enhancement.

    • Applicable to:

      • Tailor (Light Armor)
         

  • Regen

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: After taking damage, gain Regen at the beginning of your next turn. Heal (5 per slot * Tier) every turn for three rounds. Damage over time effects (Bleed, Poison) will not trigger Regen. Does not stack with Battle Healing. Taking damage while Regen is active will refresh it to its full duration.

    • Applicable to:

      • Blacksmith (Heavy Armor, Shields)

      • Tailor (Light Armor)
         

  • Recovery

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Regain (1 per slot * Tier) additional energy on natural CD rolls of 6+.

    • Applicable to:

      • Blacksmith (Heavy Armor, Shields)

      • Tailor (Light Armor)

      • Artisan (Lucky Charms, Trinkets)
         

  • Taunt

    • Cost: 1 Slot

    • Cap: 1 Slot

    • Effect: +1 Hate generated from Howl, Focused Howl, and successful attacks.

    • Applicable to:

      • Blacksmith (Weapons, Shields)

      • Artisan (Trinkets)
         

  • Loot Die

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: Gain +(1 per slot) to the LD.

    • Applicable to:

      • Tailor (Clothing, Plushies)

      • Artisan (Lucky Charms, Trinkets, Miniature Masterpieces)

      • Cook (Snacks, Desserts)

      • Fisherman (Small Fish, Medium Fish, Large Fish, Monster Fish)
         

  • Expertise

    • Cost: 2 Slots

    • Cap: 1 Slot

    • Effect: Gain +1 Rank to the specified non-combat skill. Cannot boost a skill without ranks, or increase a skill past its maximum rank. Cannot boost a skill the user has not yet learned.

    • Applicable to:

      • Artisan (Lucky Charms, Trinkets, Miniature Masterpieces)
         

  • Prosperity

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: Gain +(1 per slot) to the base multiplier when receiving col from killing an enemy.

    • Applicable to:

      • Artisan (Lucky Charms, Trinkets)

      • Cook (Snacks, Desserts)

      • Fisherman (Small Fish, Medium Fish, Large Fish, Monster Fish)
         

  • Crafting Die

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: Gain +1 to the CD when crafting.

    • Applicable to:

      • Blacksmith (Tools)

      • Tailor (Tools)

      • Artisan (Lucky Charms, Projects)

      • Cook (Desserts, Meals)

      • Fisherman (Medium Fish, Large Fish, Monster Fish)
         

  • Ambition

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: Gain +1 bonus crafting EXP for each crafting attempt.

    • Applicable to:

      • Blacksmith (Tools)

      • Tailor (Tools)

      • Artisan (Trinkets, Projects)

      • Cook (Desserts, Meals)

      • Fisherman (Medium Fish, Large Fish, Monster Fish)
         

  • Crafting Attempt

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: Gain 1 additional crafting attempt per day.

    • Applicable to:

      • Tailor (Plushies)

      • Artisan (Miniature Masterpieces, Trinkets)

      • Cook (Desserts, Meals)

      • Fisherman (Medium Fish, Large Fish, Monster Fish)
         

  • Crafter's Respite

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: Resets your daily crafting attempts. Cannot use more than one Crafter’s Respite within 24 hours.

    • Applicable to:

      • Alchemist (Status Update Potions, Status Update Crystals)
         

  • Over-Health

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: Adds +(50 * Tier) to your maximum HP for one thread.

    • Applicable to:

      • Artisan (Single-Use Projects)

      • Alchemist (Status Update Potions, Status Update Crystals)

      • Cook (Meals, Feasts)

      • Fisherman (Medium Fish, Large Fish, Monster Fish)
         

  • HP Recovery

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: Heals a single target for (40 * Tier) HP per slot.

    • Applicable to:

      • Alchemist (Potion, Crystal)

      • Performer (Recovery Song)
         

  • Mass HP Recovery

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: Heals you and each member of your party for (45 * Tier) HP.

    • Applicable to:

      • Alchemist (Crystals)

      • Performer (Recovery Song)
         

  • Teleport

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: Use a post action to activate a teleport crystal. Teleports the player to the town or designated teleportation area they specify.

    • Applicable to:

      • Alchemist (Crystals)
         

  • Safeguard

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: When applied, the next successful attack against you will do no damage. Effect lasts for one thread.

    • Applicable to:

      • Alchemist (Potions)
         

  • Antidote

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: When applied, reduces the number of turns on the next Paralysis, Bleed, or Poison effect inflicted on you by (1 per slot). Effect lasts for one thread.

    • Applicable to:

      • Alchemist (Potions, Crystals)
         

  • Toxic Venom

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: Critical attack rolls of 9-10 deal (6 * Tier) unmitigatable poison damage on each enemy turn for 4 turns. Effect lasts for one thread. Poison damage does not stack, but can be refreshed.

    • Applicable to:

      • Alchemist (Status Update Potions, Status Update Crystals)
         

  • Protein

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: Gain +(1 * Tier) base damage per slot and -(9 per slot * Tier) mitigation. Effect lasts for one thread.

    • Applicable to:

      • Cook (Meals)

      • Fisherman (Large Fish, Monster Fish)
         

  • Antioxidants

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: When applied, negates the next status condition inflicted on you. Effect lasts for one thread.

    • Applicable to:

      • Cook (Snacks, Feasts)

      • Fisherman (Small Fish, Medium Fish, Large Fish, Monster Fish)
         

  • Probiotics

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: When applied, prevents (3 per slot * Tier) damage from damage over time effects inflicted on you. Effect lasts for one thread.

    • Applicable to:

      • Cook (Snacks, Feasts)

      • Fisherman (Small Fish, Medium Fish, Large Fish, Monster Fish)
         

  • Vitality

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Regain (2 per slot * Tier) energy.

    • Applicable to:

      • Cook (Snacks, Desserts)

      • Fisherman (Medium Fish, Large Fish, Monster Fish)
         

  • Monster Call

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: When played, spawns 1 monster per slot at the minimum loot requirement stats. Gain +1 LD per slot when rolling for loot after killing the monster(s). Cannot stack with consumable Loot Die buffs.

    • Applicable to:

      • Performer (Attraction Song)
         

  • Familiar Call

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: When played during the Feeding the Enemy quest, gain +1 LD when attempting to tame a familiar. Effect lasts for one thread.

    • Applicable to:

      • Performer (Attraction Song)
         

  • Incarceration

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: When played, all enemies suffer double damage from damage over time effects (Bleed/Poison/Burn) for 4 turns.

    • Applicable to:

      • Performer (Debuff Song)
         

  • Misperception

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: When played, reduces the base damage of an enemy party (up to 4 targets) by 10% (rounded down) for 4 turns.

    • Applicable to:

      • Performer (Debuff Song)
         

  • Hypnosis

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: When played, reduces a single enemy’s Accuracy by 1 per slot for 4 turns.

    • Applicable to:

      • Performer (Debuff Song)
         

  • Mesmerism

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: When played, reduces the Accuracy of an enemy party (up to 4 targets) by 1 for 4 turns.

    • Applicable to:

      • Performer (Debuff Song)
         

  • Lullaby

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: When played, reduces a single enemy’s Evasion by 1 per slot for 4 turns.

    • Applicable to:

      • Performer (Debuff Song)
         

  • Berceuse

    • Cost: 3 Slots

    • Cap: 1 Slot

    • Effect: When played, reduces the Evasion of an enemy party (up to 4 targets) by 1 for 4 turns.

    • Applicable to:

      • Performer (Debuff Song)
         

  • Burn (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Critical attack rolls of 9-10 (1 slot) or successful attacks of 8-10 (2 slots) deal (12 * Tier) unmitigated burn damage each enemy turn for 2 turns. Burn damage does not stack, but can be refreshed.

    • Applicable to: Weapons
       

  • Blight (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Critical attack rolls of 9-10 deal (12 per slot * Tier) unmitigated blight damage each enemy turn for 2 turns. Blight damage does not stack, but can be refreshed.

    • Applicable to: Weapons

 

  • Holy Damage (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Critical attack rolls of 9-10 gain (2 per slot * Tier) holy damage to your total base damage.

    • Applicable to: Weapons
       

  • Fallen Damage (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Successful attack rolls of 6-8 (before modifiers) gain (2 per slot * Tier) fallen damage to your total base damage.

    • Applicable to: Weapons
       

  • Phase (Unique)

    • Cost: 1 Slot

    • Cap: 1 Slot

    • Effect: Critical attack rolls of 9-10 ignore half of the target’s mitigation (rounded down). Mitigation from the Block skill is immune to Phase.

    • Applicable to: Weapons
       

  • Freeze (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Critical attack rolls of 9-10 (1 slot) or successful attacks of 8-10 (2 slots) remove the enemy’s action on their next turn. Frozen opponents lose any evasion properties. Striking a frozen enemy before the effect ends will end Freeze and deal an extra (12 * Tier) unmitigatable damage.

    • Applicable to: Weapons
       

  • Paralytic Venom (Offensive) (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Successful attack rolls of 8-10 (1 slot) or 7-10 (2 slots) remove the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties.

    • Applicable to: Weapons
       

  • Paralytic Venom (Defensive) (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slot

    • Effect: Successful attacks against you of 8-10 (1 slot) or 7-10 (2 slots) remove the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties.

    • Applicable to: Shields
       

  • Flame Thorns (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Successful attacks against you deal (7 per slot * Tier) unmitigated damage to the attacking enemy. Successful critical attacks against you deal an additional (2 per slot * Tier) unmitigated burn damage each enemy turn for 2 turns.

    • Applicable to: Shields
       

  • Holy Blessing (Unique)

    • Cost: 1 Slot

    • Cap: 3 Slots

    • Effect: After taking damage, heal (8 per slot * Tier) HP at the beginning of your next turn. Damage over time effects (Bleed, Poison) will not trigger Holy Blessing. Can only trigger once per round.

    • Applicable to: Heavy Armor, Light Armor, Shields
       

  • Life Mending (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Increases the user’s healing done to other targets through skills and use of consumable items by 10% of the initial heal (rounded down) per slot.

    • Applicable to: Heavy Armour, Light Armor, Lucky Charms, Trinkets
       

  • Absolute Accuracy (Unique)

    • Cost: 1 Slot

    • Cap: 1 Slot

    • Effect: Attack rolls of 1 no longer automatically miss. Gain +1 to the BD when attacking. Cannot be used to trigger a critical hit.

    • Applicable to: Weapons
       

  • Flame Aura (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Prevent (6 per slot * Tier) damage per slot from successful attacks against you. Successful non-critical attacks against you deal (5 per slot * Tier) unmitigated burn damage to the attacking enemy.

    • Applicable to: Heavy Armor, Shields
       

  • Envenom (Offensive) (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: Critical attack rolls of 9-10 (1 slot) or 8-10 (2 slots), deal (6 * Tier) unmitigatable poison damage each enemy turn for 4 turns.

    • Applicable to: Weapons
       

  • Envenom (Defensive) (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: When hit by natural monster attack rolls of 9-10 (1 slot) or 8-10 (2 slots), deals (6 * Tier) unmitigated damage each enemy turn for 4 turns.

    • Applicable to: Heavy Armor, Light Armor

 

  • Life-Steal (Offensive) (Unique)

    • Cost: 1 Slot

    • Cap: 2 Slots

    • Effect: On a nat. 9-10 BD heals X% of player's Max HP (10% for 1 slot, 15% for 2 slots)

    • Applicable to: Weapons

 

  • Life-Steal (Defensive) (Unique)

    • Cost: 1 Slot

    • Cap:  2 Slots

    • Effect: On a CD of 9+ heals X% of players Max HP (5% for 1 slot, 10% for 2 Slots)

    • Applicable to: Heavy Armor, Light Armor

 

 

  • Paralytic Immunity (Unique)

    • Effect: Grants immunity to all Paralysis effects.

    • Applicable to: Heavy Armor, Light Armor, Shields
       

  • Bloodclot (Unique)

    • Effect: Grants immunity to all Bleed effects.

    • Applicable to: Heavy Armor, Light Armor, Shields, Lucky Charms, Trinkets
       

  • Never Freeze (Unique)

    • Effect: Grants immunity to Freeze effects.

    • Applicable to: Heavy Armor, Light Armor, Shields, Lucky Charms, Trinkets

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Familiar Enhancements
( These enhancements cannot exceed the 3 slot cap for equipment. )

  • Note: All Familiar Skills start at Rank 1. You need to invest 8 SP to move it to Rank 2, and 10 additional SP to move it to Rank 3. Same as other Extra Skills.

 

Familiar Mastery: Treasure Hunter

3 Ranks

Passive LD Bonus

Effect: +1 LD per rank.

Description: Your familiar helps you look for treasure. For each Skill Level invested, the player gains +1 to their LD.

 

Familiar Mastery: Fighter

3 Ranks

Passive Damage

Effect: Adds +(1 * Tier Level) base damage per rank.

Description: Your familiar helps you attack enemies.

 

Familiar Mastery: Protector

3 Ranks

Passive Damage Mitigation

Effect: Removes (9 * Tier Level) points of damage from every hit to you per rank. No matter how much damage mitigation you have, however, you will always take at least 1 point of damage.

Description: Your familiar helps defend you from enemy attacks.

 

Familiar Mastery: Healer

3 Ranks

Passive Regen

Effect: Heals you X HP per rank. Can only be used once every 5 turns. (X = ((Rank x 15) x Tier)).

Description: Your familiar instantly heals you.

 

Familiar Mastery: Accurate

No Ranks

Passive Accuracy

Effect: Adds +1 to the BD, but cannot cause a critical hit.

Description: Your familiar has a way of pin-pointing places to hit.

 

Familiar Mastery: Assistant

No Ranks

Passive CD Bonus

Effect: Adds +1 to the CD when Crafting.

Description: Your familiar helps you when crafting items.

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