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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.
    • 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
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SAO-RPG Site Guide & Rules

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This is a text-based roleplay forum based on the popular anime franchise Sword Art Online. This guide will cover all of the general rules as well as detailed mechanics like combat, skills, crafting, and more. If you have a question on a specific rule or need any help, just ask a PST (Player Support Team) member for help!




Joining the Forum:

  • It is crucial to read the General Site Rules and the Journal Guide before starting out. We highly recommend reading through the entire guide before creating your character.
  • The username that you register with and use to log in will be the username of your character within Aincrad. Take care when registering your account to choose a proper username!
  • A user may have multiple characters, however they must be registered as separate accounts.

Common Terminology:

  • SAO = Sword Art Online
  • VRMMORG = Virtual Reality Massive Multiplayer Online Roleplaying Game (MMO and RPG are often used on their own)
  • IC = In Character (refers to written text)
  • OOC = Out of Character (refers to communication between users)
  • SP = either 'Skill Point' or 'Solo Party (depending on context)
  • EXP = 'Experience' or 'Experience Points'
  • DMG, MIT, ACC, etc. = Damage, Mitigation, Accuracy, etc. For more details on stats and their abbreviations, check the Stats, Items & Professions section.
  • PST = Player Support Team (SAO-RPG staff)
  • GM = either 'Game Master' (SAO-RPG staff) or 'Grandmaster' (depending on context)

SAO-RPG General Rules:

  • All roleplay posts must have a minimum of 150 words of IC text. Battle stats and OOC notes or comments do not count toward this minimum.
    • Posts in the Merchants and Shops sub-section require only 100 words of IC text.
  • Posting twice or more in a row (double posting) is generally disallowed.
  • Spamming is not allowed under any circumstances.
  • Any form of cheating, intentional rule-breaking, or abuse of exploits or loopholes is strictly prohibited.
  • Keep all posts and journals PG-13. If you are unsure if any content you wish to write would go beyond PG-13, message a staff member for clarification. For any content intended above PG-13, please see the Unrestricted Chat Filter sub-section.

SAO-RPG Generally Accepted Principles:

In order to create a cohesive and consistent storytelling experience, we've compiled an FAQ with common guidelines for the SAO-RPG universe. Curious about something that isn't included? Ask a staff member to have it added!

Discord Server:

Click here to join the SAO-RPG Discord server. Hang out, join discussion, or ask staff or other members for help!

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Before you can participate in any roleplaying threads, every player must fill out a Journal to create and manage your character. Imagine it to be like a character sheet: it should contain everything from their appearance, to their skills and stats, to their backstory and personality. We’ve provided a basic template, but you may edit the style to your liking. Just be sure to include all the required information when creating your journal.

A quick reminder: this site is PG-13 and follows the logistics of virtual reality, meaning:

  • Overly-sexual characters are not permitted.
  • Certain disabilities/mental illnesses are not permitted.
  • Non-human characters are not permitted.

These are general restrictions that have been put in place to help maintain a consistent virtual reality world experience. If you are unsure about any possible restrictions your character might be imposing on, just message a staff member for clarification!

Journal Rules:

  • Players cannot be beta testers for Sword Art Online. This will be your character’s first time playing SAO before becoming trapped in the game.
  • Players cannot be or have any relation to canon SAO characters (Kirito, Asuna, etc). SAO-RPG is its own universe, the only canon character that currently exists being Heathcliff. He does not have any previously-established relation to any players in or outside of SAO.
  • Players cannot be “hackers” in a way that allows them to tamper with SAO or the Cardinal system.
  • Characters with extreme criminal backgrounds may not be able to be accepted.
  • Overly-generic characters are discouraged and sometimes disallowed.
  • New players start out with basic equipment (no enhancements). If you would like to change your style, check out the information on Vanity items in the Stats, Items & Professions section.
  • Players must keep a log of all threads, SP gains, and items in your journal. You can keep everything together or break it out into separate sections, but logs must include a link to the thread/post along with the SP, items, etc., earned. Your SP total and items your character has must be able to be verified through these logs.

Anatomy of a Journal:

  • Appearance: A picture of your character is preferred, but a written description is also acceptable as long as it is highly detailed. If you include a picture, please use an anime-styled image to stay consistent with the site and setting.
  • Profile: Basic information about your character: username, real name, age, height, etc.
  • About - History/Personality: Include a descriptive background for your character that is at least 2 paragraphs (5 sentences each). Since this is what brings your character to life, please add as much detail as possible!
    • Who were they before entering Sword Art Online? How did they grow up? Did they have any major events in their life worth noting? And how did your character secure their place as one of the 10,000 players to enter SAO?
    • As you adventure, consider revisiting your journal and updating this section. Including synopses of important arcs your character has experienced or relationships you have established is a great way to develop your story!
  • Virtues/Flaws: Include a minimum of three virtues and three flaws for your character. Take a look at their personality, habits, and traits to determine what about them could be considered a “virtue” or a “flaw”.
    • Each virtue/flaw must be described with a minimum of three full sentences.
    • Keep in mind that what some might see as a virtue could also be seen as a flaw. You are allowed to have an identical virtue/flaw, but write them out separately and describe how this trait benefits them as a virtue, and also how it hinders them as a flaw.
  • Skills/Inventory: When creating your journal, you will only have the basic starting equipment and 5 skill points to spend as you choose.
    • This will change often over time, so be sure to revisit your journal and edit your inventory whenever you receive new rewards.
    • It may also be helpful to add a “Col/Transactions” section to your journal to keep track of your income, spending, and available col.
  • Friend List/Relationships/Story So Far: These sections are optional, so feel free to remove them from your journal if you will not be using them. You can keep track of other players your character has met and major events that have happened to them.
  • Roleplays: Keep a log of completed roleplay threads--simply link to the thread. Feel free to also enter your tracking of SP, items, and col in this section as well.

New Character Bundles:

New characters may choose one of four bundles to start out with that contain equipment, col, materials, and/or items to get you started. Specify which bundle you've chosen in the Inventory section of your journal when submitting it for approval.


Set A "Basic Package":

  • Weapon of choice, of Uncommon or lower quality.
  • Armor of choice, of Uncommon or lower quality
  • (5) Starter Healing Potions (Heals 50 HP)
  • 2,500 Col and (10) Tier 1 materials

Set B "DPS Package"

  • Weapon of choice, of Rare or lower quality
  • Vanity Armor of choice
  • (3) Starter Healing Potions (Heals 50 HP)
  • 2,500 Col and (10) Tier 1 materials

Set C "Tank Package":

  • Vanity Weapon of choice
  • Armor of choice, Rare or lower quality
  • (3) Starter Healing Potions (Heals 50 HP)
  • 2,500 Col and (10) Tier 1 materials

Set D "Support Package":

  • Vanity Weapon of choice
  • Vanity Armor of choice
  • (3) Starter Healing Potions (Heals 50 HP)
  • 2,000 Col and (25) Tier 1 materials

Journal Template:


[character image]

Real name:

About: History/personality


(Insert Virtue here. Must be 3 sentences minimum.)

(Insert Virtue here. Must be 3 sentences minimum.)

(Insert Virtue here. Must be 3 sentences minimum.)

Reference: http://www.darkworldrpg.com/lore/flaws.html
(Insert Flaw here. Must be 3 sentences minimum.)

(Insert Flaw here. Must be 3 sentences minimum.)

(Insert Flaw here. Must be 3 sentences minimum.)

Profession: (Leave blank until the Earning a Living quest has been completed.)





Weapon skills:


» [solo/private/open] LinkedTitle
» [solo/private/open] LinkedTitle - in progress
(no "in progress" means its complete; "incomplete" can mean one or the other person stopped replying for a long time)

Relationships (optional)

Story Thus Far (optional)


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You'll find there are many different sub-forums. Make sure that you're posting your topics in the correct sub-section! If you ever make a mistake or need to move a thread to a different sub-section, just message a staff member for help.

  • Beginner Floors: Roleplay threads that take place on Floors 1 through 10
  • Intermediate Floors: Roleplay threads that take place on Floors 11+
  • The Frontlines: Where floor boss raids take place. Check out Floor Bosses for more info.
  • Merchants and Shops: Player-run shops allow you to purchase equipment and items. Check out the Stats, Items & Professions section for more information on shops.
  • Player Vs. Player: Challenge another player to a friendly duel. Check out PvP & Player Killing for rules on combat with another player.
  • Tutorials: The complete rules, resources, and guide for all different aspects of the game.
  • Journal: All new journals are submitted here. You can also find other existing journals here if you would like to read up on other players in Aincrad.
  • Evaluations: Crafted items must be submitted for evaluation before they can be used. Check out the Stats, Items & Professions section for more details on evaluation.
  • Quest: A list of quests that can be completed for additional rewards.
  • Player Request Board: If you need help on a quest, want to recruit guild members, or make a trade, post in the player request board! Threads in this section should still be in character--imagine you are posting a request to a bulletin board.
  • Unrestricted Chat Filter: This is a mature section, recommended for players age 16+. Threads in this section are not eligible for SP or other rewards, but if you are interested in some more mature writing, contact a staff member for access to this section.
  • Guilds: Looking to join or start a guild? Check out Guilds & Housing System for more information.
  • Sword Art Online (OOC): Out of character discussion about SAO-RPG. Ask others to RP with you, discuss plot, ask questions, etc.

You will also find other sections such as “Introductions” and “Support Ticket”. Use these sections appropriately if you want to chat about anything unrelated to SAO-RPG, have a question for staff, and so on. All of these remaining sections are considered to be OOC.

Thread Types:
When creating a new thread, tags should be included in the title to indicate the floor and thread type. For example, [F1-PP]

  • [F]: Indicates the floor the thread is taking place on. Players can travel between floors in a thread, but you only need to include one floor tag. This can be the starting floor, or the most prevalent floor the thread will take place on.
  • [SP]: Solo Party. Only the thread creator may post in an SP. This type of thread is the only exception to the “no double posting” rule.
    • If your thread was created as an SP but has only one post, you may change the tag to PP or OP to allow other players to post after you. Once you have made a second post, however, the thread is locked in as an SP.
  • [PP]: Private Party. A select number of players participate in a PP. The creator will typically invite and decide on the players taking part before the thread is created, however participants are free to invite other players afterwards.
  • [OP]: Open Party. Anyone can join and participate in the adventure. This type of thread is recommended for beginners to allow them to meet several other players in the game with little to no planning ahead.
    • OPs are also a good way to host an event or throw a party. Don’t be afraid to get creative with an open party thread.
  • [EB]: Event Boss. Special occasions where players can fight one-of-a-kind bosses. Boss threads are considered to be OP-NK during a “sign up & preparation” period, and change to PP-NK when the battle has begun. If you see an event you would like to participate in, check to see if there is a time-limit to join and be sure to make your first post in time.
  • [BR]: Boss Raid. These are the Floor Boss battles. Check out Floor Bosses section for more details.

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For a full list of Skill and Mods, check out the Skills & Mods List Resource.

Skills are the essence of your character in SAO-RPG! As you level up, the skills your character has will determine how effective they are in different roles and how well they perform different actions. As your level increases, the number of skills you can learn also increases. Refer to the list below:

Skill Slots:

  • Level 1: 2 Skill Slots
  • Level 6: 3 Skill Slots
  • Level 12: 4 Skill Slots
  • Level 20: 5 Skill Slots
  • Level 30: 6 Skill Slots
  • Level 40: 7 Skill Slots
  • Level 50: 8 Skill Slots
  • Level 60: 9 Skill Slots
  • Level 70: 10 Skill Slots
  • Level 80: 11 Skill Slots
  • Level 90: 12 Skill Slots

Skill Points are earned from completing threads, quests, and sub-dungeons. They are not only used by investing them into skills, but they also determine your character's level. Check out the SP & Level Chart Resource for more details.

Earning Skill Points & Thread Rewards:
A thread can be marked as 'Complete' and closed for rewards when it has at least 20 roleplay posts (1 full page) and does not have unresolved combat. A 'Thread Summary' should be included at the end of the thread, either at the end of the last roleplay post, or in a post of its own. Contact a PST to review and lock your thread, then rewards can be recorded in your journal.

Complete threads rewards 1 Skill Point per completed page of roleplay (1 SP per 20 posts), but each participant in a thread must have at least 3 posts for each eligible SP. This means that a player who has only made 5 posts in a thread that was completed with 64 posts only receives 1 SP. Another player in that same thread made 10 posts, so they are eligible for the full 3 SP.

In addition to post count, completing a quest or clearing a sub-dungeon in a thread usually awards bonus SP, col, and other items. Any quest rewards should be added to the normal page count SP. Check out Quests & Sub-Dungeons for more information on these additional rewards.

On top of SP, completed threads award 400 col per completed page. This should be split between participants at the discretion of the thread creator.

Skill Ranks:
Some skills have ranks that increase their effectiveness. As you increase the ranks of those skills, the SP cost increases:

  • [Unskilled] -> Rank 1 - Novice = 5 SP
  • [Novice] -> Rank 2 - Journeyman = 8 SP
  • [Journeyman] -> Rank 3 - Expert = 10 SP
  • [Expert] -> Rank 4 - Master = 12 SP
  • [Master] -> Rank 5 - Grandmaster = 15 SP

It takes a total of 50 SP to Grandmaster a skill. Other skills have no ranks. To learn those skills, simply spend the amount of SP noted as its cost.

Skill Mods:
Some skills in SAO-RPG also have modifiers (mods). Mods increase the effectiveness of a learned skill or offer additional abilities. Mods are available to unlock once you’ve obtained the corresponding skill. For example, if you want to learn the Precision mod, you must already have Rank 5 in a Weapon skill. There is no limit as to how many total Mods you can learn, however you may only have 5 Mods active at any time. Check out Combat, Actions & Dice Roller for more details on declaring active mods.

Spending Skill Points:
As you accumulate skill points, you can invest them into skills to improve your character. Use your journal to keep track of your total SP, skills you currently have, and unspent SP that you have available. Whenever you have enough SP for your next skill, adjust the numbers in your journal and you’ve acquired a new skill! Keep in mind that there is a limit to the number of skills you can have in total, depending on your level. Refer to the list above.

Refunding Skill Points:
You can remove unwanted skills from your character for a one-time col cost. All the Skill Points you invested into your skill will be refunded to your character, and can be reallocated freely. In order to refund a skill, players must post in the Skill Refund Evaluation topic using the template provided in that topic. When the transaction has been confirmed by a PST member, they will quote and approve the refund, and your points will be free to be redistributed.
Abuse or exploitation of the system in ways it was not intended to be used will not be tolerated, and may result in both the col and SP being permanently deducted from your account.

Rules on Skill/Mod Refunding:

  • Players may only apply to refund a total of 50 SP once every 30 days (This can be split between multiple skills/mods)
  • A skill can only be dropped as a whole.
    • Example: Player A has Rank 5 Katana. Using the Skill Refunding System, they must drop the skill completely from R5 -> Unskilled. If Player X still wants to use a lower Rank of the skill, they must re-invest SP into the Katana skill afterwards.
  • To remove a skill in which you have invested in any mods, these mods must also be removed.
    • Example: Player A has Rank 5 Katana with the Katana Ferocity and Katana Finesse mods. If Player A wants to drop the Katana Skill, both the Ferocity and Finesse mods must also be removed.
  • Col spent on Skill Refunding must be transferred from the player's Spending Account to the Banker.
  • Unique Skills CANNOT be refunded.
  • SP refunded with this method may not be re-invested into a Unique Skill.

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Items are acquired by killing monsters, crafting, quest and event rewards, and more. Permanent items are pieces of equipment your character would wear like armor, weapons, and accessories. Consumable items provide temporary bonuses and typically disappear after they are used like potions, crystals, and food. Both permanent equipment and consumable items have different ranks of quality:

  • Vanity [0 Enhancement Slots]
  • Uncommon [1 Enhancement Slots]
  • Rare [2 Enhancement Slots]
  • Perfect [3 Enhancement Slots]
  • Demonic [4 Enhancement Slots]

An 'Enhancement Slot' is like an empty socket for stat bonuses and effects (called Enhancements) to be applied. Check out the Enhancement List Resource for a complete list of all the enhancements that items can have. A player can only benefit from up to three permanent items that provide enhancements at any given time. There is no limit to the number of consumable items you can benefit from at once. Items may not stack with themselves to exceed an enhancement's cap (more on this below).

You can also hold up to 5 “battle-ready” items, not including what you already have equipped. Identical consumables can stack; for example, if you have 2 identical potions (share the same quality, tier, and enhancements) you can carry both in a single “stack”, taking up only one battle-ready slot. Identical consumables can stack up to five in a single slot.

Vanity Items:
Vanity items have no effect on combat mechanics, and within reason there is no limit to how many vanity items you have equipped. For example, you can’t wear two helmets, but you can wear a helmet, amulet, cape, chestplate, pants, and boots all at the same time.

Vanity items can be either equipment like weapons or clothing, or consumables like potions and food. Generally, players may roleplay creating/obtaining vanity items at any time, and the only rules around these items are the limits of their effectiveness. For example, a potion that changes your avatar's hair color or a swimsuit outfit are both fine. A potion that makes a player act insane or an outfit that is "invisible" and makes your avatar appear naked would not be permitted. Be sure to have an understanding of the general site rules, and check out the FAQ for some explanation on what is generally disallowed in the SAO-RPG universe.

Enhanced items also have tiers. Some enhancements and skills scale based on the tier of the item or player, and as you increase in level you will be able to use higher-tiered items in order to keep your stats up to par with the monsters you are fighting. Tiers are unlocked for the playerbase with floor completion, and can be used by each player depending on your level:

  • Tier 1: Unlocked at Floor 1. No minimum level.
  • Tier 2: Unlocked at Floor 11. Minimum level of 25 to use.
  • Tier 3: Unlocked at Floor 21. Minimum level of 50 to use.
  • Tier 4: Unlocked at Floor 31. Minimum level of 70 to use.

The current Floor is 21. Tier 3 is the highest Tier available to players level 50+.


  • HP: Hit Points - The amount of health your character has.
  • EN: Energy - The amount of energy points your character has.
  • DMG: Damage - The base damage your character deals.
  • MIT: Mitigation - Reduces damage done to your character after being hit.
  • ACC: Accuracy - Increases your chance to hit an attack.
  • EVA: Evasion - Decreases your chance of being hit by an attack.

These are the basic and most common stats that you will find. Certain enhancements might give you different stats to keep track of in battle, so check out the Enhancement List Resource for more details on all the enhancements available.

Some stats increase passively as you level up, such as HP and Energy. Other stats increase with skills, equipment, and consumable items. When building your character, keep in mind all of the different options available to you.

HP, Energy & Regeneration:
Energy is a resource used to perform Sword Arts and skills. Without energy, there's not much you can do in combat, so managing this resource is crucial!

  • A player's total base energy is equal to their (level * 2).
  • A player's total base health is equal to their (level * 20).
  • Successful basic attacks (no Sword Art) consume 1 energy.
  • Successful Sword Art attacks consume the amount of energy listed on the individual Art used.
  • Failed attacks consume 2 energy.
  • Each post regenerates 1 energy at the beginning of your turn. Starting at full energy, you would attack in one post and then regenerate one energy at the beginning of your next turn before attacking again.
  • Energy fully regenerates on the third post out of combat.
  • You regenerate (Tier * 10) HP each post while out of combat.

If something has an energy cost, it will be listed with the Sword Art/skill information. There are also enhancements and skills that improve your total energy and regeneration.

Enhancement Caps:
Every enhancement has a cap, or limit to their effectiveness. For many enhancements, a consumable's cap is the same as a permanent item's, meaning that a piece of equipment and a consumable with the same quality and enhancements will provide the same stats--the consumable item is just temporary.

Multiple pieces of permanent equipment cannot be combined to exceed a single enhancement's cap. Multiple consumables with the same enhancement cannot be combined at all. For example, if you used a both a rare and uncommon damage potion, you would only receive the benefit from the highest quality item, in this case the rare. Wearing a piece of permanent equipment and using a consumable with the same enhancement will stack.

More Examples:

  • You are wearing a Perfect Light Armor with +3 Evasion and a Rare Trinket with +1 Evasion, +1 Loot Die. The cap on EVA is 3, meaning the fourth slot of EVA you are wearing has no effect. Your final stats would be +3 EVA, +1 LD.
  • You are using a Perfect weapon with +3 Damage and spend a post action to use a Perfect Potion with +3 Damage. The temporary enhancements from the consumable item stack with the permanent enhancements from your equipment. Until the Potion’s effect ends, you have +6 DMG in total.
  • You spend a post action to eat two Uncommon food items that each have +1 Mitigation slot. Consumable items with the same enhancement will not stack with each other, so you only gain the benefit of the highest-quality item, leaving you with +1 MIT. If you are also wearing a Rare Heavy Armor with +2 MIT, it will stack with the consumable to give you a total of +3 MIT.

Players may take up a profession in order to craft items with enhancements. There are a few different ones to choose from, and they all have different strengths:

  • Blacksmith: Crafts weapons, shields, and heavy armor.
  • Tailor: Crafts clothing, plushies, and light armor.
  • Artisan: Crafts accessories and trinkets.
  • Alchemist: Crafts potions and crystals.
  • Performer: Records songs onto crystals.
  • Cook: Crafts food and feasts.
  • Merchant: Sells items and identifies item drops.

After taking the 'Earning a Living' quest, players may create a thread in the Merchants and Shops section. Crafting may only take place in shop threads. Generally, each player should have their own shop, but it is possible to collaborate with other players to share a crafting space. Feel free to be creative, but please message a staff member to go over the details of any out-of-the-ordinary shop set-ups.

When you craft or identify an enhanced item, it must be submitted for evaluation. Each player should have their own thread in the Evaluations section that they will use throughout their time on the site. When submitting an item for evaluation, use the following template:


Your Profession: 
Your Rank: 
Roll ID: 
Roll Result: 
Item Type: 
Post Link: 

We recommend saving this template or including a blank one in your evaluation topic for easier access. When you have posted an item for evaluation, it must then be approved. PST members regularly check evaluations and will quote your submitted item(s) in the same topic when they have been reviewed.

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Combat, crafting, and several other mechanics in SAO-RPG use a dice system, similar to many tabletop roleplaying games.

Types of Dice:
When using the Dice Roller, four different types of dice are always rolled:

  • BD (Battle Die): 1-10
  • CD (Craft Die): 1-12
  • LD (Loot Die): 1-20
  • MD (Mob Die): 1-10

Depending on the type of action you took, you'll be looking at the result of one or more of these dice.

Types of Actions:
Most activities that use the Dice Roller (such as attacking and material searching) as well as other mechanics (such as using items and trading) take a 'post action' to perform. Players may only use one post action in a roleplay post, meaning that a battle between your character and a monster will most likely take multiple posts to complete. Before we get into the details of combat, let's take a look at what requires a post action and what doesn't:

In-Combat Post Actions:

  • Attacking
  • Using Certain Skills
  • Using/Detecting Stealth
  • Using Enhanced Consumables (except crystals)
  • Equipping/Unequipping Items
  • Trading
  • Running Away (From Combat)

Out of Combat Post Actions:

  • Using/Detecting Stealth
  • Non-Combat Material Gathering
  • Looking for Treasure Chests
  • Opening a Treasure Chest
  • Searching for Sub-Dungeons & Labyrinths
  • Preparing for Combat (using multiple items, swapping equipment/mods, etc)

Certain actions like trading require a post action in combat, but not out of combat. For example, you can't trade with another player and attack a monster at the same time. You would have to make the trade in one post, then wait until your next post to perform an attack.

<Switch> is a mechanic that allows two players in the same party to swap hate values on an opponent. In order to initiate a Switch, a player must first land a successful attack. In the same post they can verbally call out to another player for a Switch. If the switching player agrees and makes a successful follow-up attack, the Switch can be completed and the two players swap hate values. A player who switched in must wait one round before initiating another switch.

Using stealth and detecting stealth both require a post action with a die roll. Most NPCs and monsters have a base Stealth Detection rating, so as long as your Stealth check beats that base number, you succeed in staying out of sight. If you are attempting to stay hidden, you will need to make a stealth roll for each post until you choose to leave stealth or are discovered. A tie in stealth and detection results in the stealthed creature being discovered.

Actions performed in low light or darkness suffer a -1 penalty to the roll. The only thing that benefits from low-visibility conditions is stealth, which grants a +1 bonus. Some floors have specific rules regarding visibility or other environmental effects. Be sure to check the floor descriptions for these details.

When out of combat, there is no limit to trading, swapping equipment, the amount of consumables that can be used with a single post action. For example, when preparing for a battle you can use two potions and a food item in a single post to get the benefits of three consumables. During combat, however, using a single consumable takes a post action.

Crystals are the only type of consumable that does not require a post action in combat. You may not use more than one crystal in a single post, but you can use a crystal and perform another post action (like attacking) at the same time while in combat.

Resolving Actions - Dice Roller:
Many actions are initiated and resolved by using the Dice Roller. When making a reply in a thread, you will see a blue “Perma Roller” icon below the text box. Using that button or clicking [this link] will lead you to the dice roller. In order to use the dice roller properly, you will need to take the following steps:

  1. Create a placeholder post.
  2. Copy the "Link to post".
  3. Enter your character name, paste the post link, and fill out the roll purpose.
  4. Roll the dice!
  5. Include the ID number and all relevant dice results in the linked post. Complete the rest of your post to at least the minimum writing requirements.


When using the dice roller, be sure that your character name, post link, and roll purpose are correct. Rolls with incomplete or incorrect information will be voided. Using exploits such as rolling multiple times is strictly prohibited.

Each action looks at one or more specific die result to determine a success, failure, or degree of success.

When using the Roll Purpose section, be sure it’s clear exactly what your character is doing. If you are attacking a monster with a sword art, you must include the name of the sword art as well as the target(s) you are trying to attack. If you are crafting, you must specify the Tier and type of item you are trying to craft.

Roll Purpose Examples:

  • Basic attack vs <target>
  • <sword art> on <target(s)>
  • Material search
  • Crafting T1 1H straight sword
  • Crafting T2 potion
  • Identifying #12345



Combat Basics:
To cover the basics, we're going to go over the flow of combat. When you're first starting out, learning combat might take a little practice. Feel free to ask staff or other members for help! The Beginner Quests are also a great way to gradually get used to different mechanics.

First, you need to know your own stats. As a general rule, your first post in a thread must include your current player stats (Level, Equipment, Skills, Battle-Ready Inventory, etc). This information is locked in after making your first post in a thread and should not be edited.

Next, you'll need something to fight against. Sometimes the monsters you will be fighting are pre-designed (quest objectives, events, floor bosses). For the rest of your adventures, you've got to make up the monsters yourself! Check the details down below to get an idea of what stats your monster needs to have.

Once you've got yourself and your enemy, you can start rolling the dice! When determining whether an attack was successful or not, refer to the chart below:

BD Roll Result
1 Critical Fail
2-5 Fail
6-8 Success
9 Critical +1
10 Critical +2

Natural rolls of 1 result in a Critical Fail and automatically miss. Natural rolls of 9 and 10 are Critical Successes and automatically hit. They also apply a bonus 1 or 2 to base damage, respectively.

Dice modifiers are very important. The Accuracy enhancement, for example, gives you a bonus to the BD when attacking. A bit of ACC can turn that 4 you rolled into a successful attack! On the same roll that you used to attack, the MD result is usually used to determine the monster's attack against you. Monster attacks use the same chart as above to determine a success or failure.

Once you know whether your attack was successful or not (and if you got hit in return or not), you can calculate damage. Modifiers are important here as well! Your skills and equipment can contribute to your damage output, not to mention the multipliers that come from using Sword Arts!

If your target is still standing after an attack and you want to keep on fighting, a new dice roll must be made! From here you would simply repeat the process until you've defeated your target. If the target had the minimum stats to drop loot, you get to roll for rewards once the monster is defeated!

Controlling Monsters:
When designing a monster, follow the guidelines below:

Floor Standard Parameters:

  • Minimum:
    • HP = (Floor * 10)
    • Damage = (Floor * 3)
  • Maximum:
    • HP = (Floor * 50)
    • Damage = (Floor * 15)

Loot Minimum Parameters:

  • Minimum:
    • HP = (Player Level * 10)
    • Damage = (Player Level * 3)

Monster stats must fall within the Floor Standard parameters for the floor they are on. In order for a monster to drop loot when it's defeated, it must also have at least the Loot Minimum parameters.

When fighting alone, make a single roll and reference both the BD and MD for one 'round' of combat: the BD result is for your character, whereas the MD result is for the monster.

Fighting in a Party:
Normal parties can have up to 4 players. Each player will make their own combat roll, and one player is typically in charge of using the MD result of their roll to determine the monster's attacks. This should generally be the last player that attacks, so a full round of combat with three people would look something like this:

  • [Player 1's Attack]
  • [Player 2's Attack]
  • [Player 3's Attack + Monster's Attack]

Players are permitted to post in any order they like so long as each participant gets an action each round. For example, using the above players, their next round of combat could look something like this:

  • [Player 3's Attack]
  • [Player 1's Attack]
  • [Player 2's Attack + Monster's Attack]

Players may pass their own turns; as long as their stats continue to be tracked, this is fine. Communicate with your party members and fellow writers! If you're unable to post for an extended period of time, just let your teammates know and you can decide on the best thing to do together.

Forming Multiple Parties:
If you have more than four players in one combat, then multiple parties must be formed. Parties can be split up in any way as long as a single party does not exceed four members (i.e. two groups of three / one group of four and one group of two). In combat with multiple parties, the enemy must have a turn in between each group. For example, a round of combat with six players could look like this:

«Group 1's Turn»
[Player 1]
[Player 2]
[Player 3]

«Enemies' Turn»

«Group 2's Turn»
[Player 4]
[Player 5]
[Player 6]

«Enemies' Turn»

The group of players that are currently attacking is known as the 'active party'. The last player in the active party should use the MD of their own attack for the enemy (or make a roll for the enemies' turn if they did not attack). In the example above, that would be Player 3 for the enemies' first turn, and then Player 6 for the second turn to wrap up the first whole round of combat. 

Hate & Targeting:
Hate is the mechanic that determines who a mob is attacking. Dealing damage, using certain skills, and utilizing the Taunt enhancement all generate hate in combat.

  • Successful attacks generate 1 Hate
  • Critical attacks (natural 9 or 10) generate 2 Hate

Hate is a key mechanic for tank-build characters, as having the highest hate ensures that monsters will attack you. Be sure to keep track of hate in combat so that your monsters are always attacking the correct target. If two or more players are tied for hate, a monster targets the last player who attacked it.

When fighting with multiple parties, the enemy will always target the player with the highest hate in the last active party. In the 2-Group example above, the enemy would target the player with the highest hate out of Players 1-3 on its first turn. On the second turn, it would target the player with the highest hate out of Players 4-6. Even if Player 2 had more hate than anyone in Group 2, the enemy would still only target Group 2 on its second turn.

Fighting Multiple Enemies:
Players may spawn anywhere between 1-4 monsters when running a custom combat. When facing multiple enemies, be sure to keep track of each target's stats and hate. If each creature is simply a copy of the same monster (a pack of 4 boars) they should be numbered when noting damage and dice rolls (Boar #1, Boar #2, etc). When attacking multiple enemies and when rolling for multiple enemies' attacks, each target should be given and receive a separate roll. For example, if one player is fighting a group of four monsters and uses an AoE attack, they would roll four times: the BD/MD results would apply to each mob as they are specified in the Roll Purpose (Boar #2). If that player uses a single-target attack, they would still make four rolls, but only one would be designated as them attacking the specific monster ("Boar #3 attacking", and "Snake Bite on Boar #4", for example).

Calculating Damage:
Every player starts with a base damage of 1. When building your character, keep in mind these sources of additional base damage:

  • Two-Handed Weapon Skills
  • Skills/Mods
  • Equipment/Consumables
  • Critical Hits
    • Natural BD rolls of 9 add 1 base DMG
    • Natural BD rolls of 10 add 2 base DMG

Here are a couple of example characters:

  • Player 1's Stats:
    • Skills: [Rank 3] Dagger
    • Equipment: [Rare] Shiny Dagger (+2 DMG)
                         [Rare] Amulet of Accuracy (+2 ACC)
                         [Uncommon] Boots of Speed (+1 EVA)
  • Player 2's Stats:
    • Skills: [Rank 5] 2H Straight Sword
    • Equipment: [Perfect] Broadsword (+3 DMG)
                         [Perfect] Knight's Plate (+3 MIT)
                         [Rare] Pendant of Healing (+2 Regen)

Player 1 has a base damage of 6: (1 Base) + (3 Weapon Skill) + (2 Equipment).
Player 2 has a base damage of 11: (1 Base) + (7 Weapon Skill) + (3 Equipment).

When calculating damage on a successful hit, add up all sources of base damage. Then, if you also used a Sword Art, apply the multiplier to get your total raw damage. If your opponent has any mitigation, it should be subtracted from your raw damage, leaving you with the final damage dealt. The calculation should look like this:

(Total Base DMG) x (Sword Art Multiplier) = (Raw DMG) - (Enemy MIT) = (Total DMG)

Sword Arts:
Sword Arts are your main source of damage in SAO-RPG. As you rank up your weapon skill, you will gain access to higher level Arts. In the Sword Art List Resource, each Art has a multiplier and energy cost listed next to its name, as well as any effects it applies and a short description of the move.

To use a Sword Art, simply declare which one you are using in the Roll Purpose when you make an attack. If your attack roll is successful, use the Art's multiplier with your total base damage and you get your total raw damage for the attack.

Each weapon type has different strengths and weaknesses with its available Sword Arts:

Weapon Energy Damage AoE Stun
Dagger Very High High None Very Low
Rapier High High None Moderate
Warhammer Very High Low None High
Curved Sword Moderate Moderate Very Low Moderate
1H Straight Sword Moderate Moderate Moderate Moderate
1H Assault Spear Low High Moderate Very Low
1H Battle Axe High Low Very High None
2H Straight Sword Moderate High Moderate Moderate
2H Assault Spear Very Low Very High Very High Very Low
2H Battle Axe High Moderate Very High None
Katana Moderate High Very Low Moderate
Martial Arts Very Low High Moderate Moderate

Running Away:
Sometimes a fight may take a turn for the worse. In most cases, you can try to run away from normal monsters in order to end combat. You won't be able to get any rewards from the monster if it dies, but it could be a smart choice to run away if it would save your life!

Attempting to run away is a post action that requires a die roll. Simply note that you are running away in the Roll Purpose of the Dice Roller and use the LD result. Use the chart below to determine your success:

LD Roll Result
1-7 Fail
8-14 Partial Success
15+ Success


  • Fail: You were not able to get away, and the mob continues to attack you. Use the MD result from the Running Away roll as the monster's attack for that round.
  • Partial Success: You did not escape combat, but the monster fails to attack you. Nothing else happens.
  • Success: You escape from combat. Monsters will not follow you.

General LD bonuses from skills and items do not apply to the Running Away roll, but you do get bonuses to the roll for different circumstances:

  • Opponent is at or below 50% HP: +1
  • You do not have the highest hate against the opponent: +2
  • You previously did not fully succeed at running away from the opponent: +1

For groups of 2-4 opponents, think of them as a single target when applying these bonuses. For example, if the remaining HP of four enemies combined is equal to or lower than the total HP of them combined, you would get the +1 bonus. If one opponent is low health, but not enough to bring the combined total to 50%, you would not get a bonus. Targets in a group that have already died would still factor in, considered to be at 0 HP and have 0 hate against all players.

Example Combat:

One-on-One - Kirito vs. Frenzy Boar


Kirito’s stats:

  • Level 5
  • 100 HP
  • 10 Energy
  • 3 DMG
  • 5 MIT

Frenzy Boar's stats:

  • 25 HP
  • 10 DMG

Round 1:

  • ID: 1000
  • BD: 6 (Kirito’s attack hits)
  • MD: 4 (Frenzy Boar’s attack misses)
  • Kirito: 100/100 | 7/10 EN (-3 EN)
    • > Snake Bite: (3 base) x 3 = 9 DMG
  • Frenzy Boar: 16/25 (-9 HP)

Round 2:

  • ID: 1001
  • BD: 2 (Kirito’s attack misses)
  • MD: 7 (Frenzy Boar’s attack hits)
  • Kirito: 95/100 | 6/10 EN (-5 HP) (Regains 1 EN at the start of his turn then loses 2 EN for missing)
  • Frenzy Boar: 16/25
    • > Attack: 10 DMG (-5 from Kirito’s MIT) = 5 DMG

Round 3:

  • ID: 1002
  • BD: 9 (Kirito gets a Small Critical Hit!)
  • MD: 6 (Frenzy Boar hits!)
  • Kirito: 95/100 | 3/10 EN (-4 EN)
    • >Vertical Arc: (3 base + 1 small crit) x4 = 16 DMG
  • Boar: 0/25 (-16 HP) (Dead)
    • >Attack: 10 DMG (-5 MIT) = 5 DMG (Kirito attacked first to kill the Frenzy Boar, so its attack is nullified)

One-on-Four - Kirito vs. Dire Wolves


Kirito’s stats:

  • Level 5
  • 100 HP
  • 10 Energy
  • 3 DMG
  • 5 MIT

Dire Wolves' stats (Each):

  • 25 HP
  • 10 DMG

Round 1:

Kirito uses <<Vertical Square>> against a group of 4 Dire Wolves.

  • ID: 1000
  • BD: 6 (Kirito hits)
  • MD: 7 (Wolf 1 hits)
  • ID: 1001
  • BD: 7 (Kirito hits)
  • MD: 9 (Wolf 2 crits for +1 DMG)
  • ID: 1002
  • BD: 3 (Kirito misses)
  • MD: 3 (Wolf 3 misses)
  • ID: 1004
  • BD: 10 (Kirito crits for +2 DMG)
  • MD: 4 (Wolf 4 misses)
  • Kirito: 100/100 | 2/10 EN (-21 HP) (-8 EN)
    • > Vertical Square: (3 base) x4 = 12 DMG on Wolves 1-2
    • > Vertical Square: (3 base + 2 crit) x4 = 20 DMG on Wolf 4
  • Dire Wolf 1: 13/25 (-12 HP)
  • Dire Wolf 2: 13/25 (-12 HP)
  • Dire Wolf 3: 25/25
  • Dire Wolf 4: 5/25 (-20 HP)

One-on-One - Stunning a Skeleton


Kirito’s stats:

  • Level 8
  • 160 HP
  • 16 Energy
  • 5 DMG
  • 12 MIT

Skeleton Soldier's stats:

  • 100 HP
  • 20 DMG

Round 1:

Kirito uses <<Horizontal Square>> against the Skeleton Soldier.

  • ID: 1000
  • BD: 7 (Kirito hits)
  • MD: 8 (Stunned) ← since the Sketelon attacks after Kirito, it is stunned before it has a chance to attack.
  • Kirito: 100/100 | 4/10 EN (- 7 EN)
    • > Horizontal Square: (5 base) x4 = 20 DMG + Stun
  • Skeleton Soldier:  80/100 (-20 HP) [Stunned. Attack next turn]

In the case where a monster's attacks comes before a player who uses a Stun attack in the same post, the monster would still attack normally, and its next attack AFTER being stunned is negated.

Two-on-One - Kirito & Asuna vs. Minotaur


Kirito & Asuna’s stats:

  • Level 10
  • 200 HP
  • 20 Energy
  • 6 DMG
  • 21 MIT

Minotaur's stats:

  • 400 HP
  • 50 DMG
  • 10 MIT

[Kirito’s Turn]

  • ID: 1000
  • BD: 4 (Kirito misses)
  • MD: 6 (Minotaur hits Kirito)
  • Kirito: 171/200 | 18/20 EN (-29 HP)
  • Asuna: 200/200 | 20/20 EN
  • Minotaur: 400/400

[Asuna’s Turn]

  • ID: 1001
  • BD: 10 (Asuna crits)
  • Kirito: 171/200 | 18/20 EN
  • Asuna: 200/200 | 14/20 EN (-6 EN)
  •      > Crucifixion: (6 base + 2 crit) x 6 = (48 DMG - 10 MIT) = 38 DMG
  • Minotaur: 362/400 (-38 HP)


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Most loot is obtained by killing monsters. As described in the Combat Tutorial, players are in control of spawning the monsters they fight outside of special events, bosses, etc. Player-controlled monsters must be created within the following stat guidelines:

Floor Standard Parameters:

  • Minimum:
    • HP = (Floor * 10)
    • Damage = (Floor * 3)
  • Maximum:
    • HP = (Floor * 50)
    • Damage = (Floor * 15)

Loot Minimum Parameters:

  • HP = (Player Level * 10)
  • Damage = (Player Level * 3)

In order for a monster to drop loot when slain, they must meet the Loot Minimum Parameters. The player who deals the killing blow on a monster should use the table below to determine the loot that drops. In the same post that a monster is slain, that player rolls another die with the Roll Purpose "Loot Roll", "Loot from <target>", etc. When facing multiple enemies, each target must receive a separate LD roll.

<<Item Drop Table>>
All item drops are Tiered according to the floor they are obtained on. All loot-standard monsters drop (HP * 3) Col in addition to the following items based on the roll:
LD 1  5 CD 1>12 Nothing
LD 6  10
CD 1>4 1 Crafting Material
CD 5>12
(HP) Bonus Col
1 Crafting Material
LD 11  15
CD 1>4 2 Crafting Materials
CD 5>8 1 Crafting Material
Rare Weapon
CD 9>12 Rare Armor/Shield
2 Crafting Materials
LD 16  18
CD 1>4 (HP * 2) Bonus Col
2 Crafting Materials
CD 5>8 2 Crafting Materials
Uncommon Consumable
CD 9>12 (HP * 2) Bonus Col
Uncommon Consumable
LD 19  20
CD 1>4 (HP * 3) Bonus Col
3 Crafting Materials
CD 5>8 2 Crafting Materials
Rare Consumable
CD 9>12 4 Crafting Materials
LD 21  22
CD 1>4 (HP * 3) Bonus Col
4 Crafting Materials
CD 5>8 2 Crafting Materials
Perfect Armor/Shield
CD 9>12 Rare Consumable
Perfect Weapon
LD 23  24
CD 1>4 (HP * 5) Bonus Col
4 Crafting Materials
CD 5>8 Crafting Materials
CD 9>12 (2) Perfect Consumables
LD 25+
CD 1>4 8 Crafting Materials
CD 5>8 (HP *7) Bonus Col
5 Crafting Materials
CD 9>12 *Map of Intermediate Dungeon
*Intermediate Dungeon maps are for a single dungeon on the floor the drop was obtained on. On Floors 1-4, this defaults to Floor 5

Unidentified Items:
When a player receives a weapon, armor, or consumable from a monster drop or a treasure chest, those items become an <<Unidentified (Tier) (Quality) (Item type)>>. For example, an <<Unidentified T1 Rare Dagger>>. The Tier of the item must match the floor range it was obtained on, and the item type is declared by the player who received the drop. 

Unidentified items cannot be equipped or used until they have been successfully identified by a Merchant. For more information on the identification process, check out the Merchant Guide.

Out of Combat Gathering:
Players can also attempt to gather materials without fighting monsters. The following guidelines apply to gathering:

  • You must be out of combat. Posts where monsters are spawned or killed cannot also be used for gathering.
  • The fiction must allow for searching, foraging, or otherwise gathering of items. You may not attempt to search for materials without your character taking action to do so in your post.
  • Players may not search for materials in safe zones/settlements, player shops, guild halls, etc.

When rolling the dice to search for materials, refer to your LD result. Skills like Search and Gatherer as well as +LD equipment and consumables can all affect your gathering attempt.

  • [1-14] = No materials found
  • [15+] = Found materials!

On a successful gathering attempt, you gain (1) crafting material of the appropriate Tier for the floor you found the material on.

<<Treasure Chests>>

Every 20 posts in a thread, players are able to search for a treasure chest. Searching for a chest must follow certain guidelines:

  • The fiction must allow for a treasure chest to be found. For example, you would not be able to search for a treasure chest while your character is in a settlement, player shop, house, etc.
  • Players may not search for a treasure chest while in combat.
  • Players may not search for a treasure chest and a sub-dungeon within 10 posts of each other. For example, if you search for a sub-dungeon on post 20, the earliest you can search for a treasure chest is on post 31.
  • Searching for a treasure chest is a post action.

To search for a treasure chest, roll the dice and use the LD result. Modifiers such as the Search skill, +LD equipment and consumables affect this roll.

  • [1-14] = Nothing found.
  • [15+] = Found a treasure chest!

After finding the chest, another post action must be used to open it. Make another roll and use the LD result. While opening chests, only the Picking skill, Dismantling mod, and keys sold by Merchants can affect the roll.

  • [1-3] = A <<Mimic>> monster spawns at loot minimum parameters. It immediately attacks the player that opened the chest (takes its turn before players). Eligible to drop loot when killed.
  • [4-7] = (Floor * 50) Col, (2) materials, (2) uncommon consumables
  • [8-11] = (Floor * 75) Col, (3) materials, (2) rare consumables
  • [12-15] = (Floor * 100) Col, (5) materials, rare weapon, (2) rare consumables
  • [16-20] = (Floor * 150) Col, (8) materials, perfect armor/shield, (2) rare consumables
  • [21-23] = (Floor * 200) Col, (10) materials, (2) perfect weapon, perfect consumable
  • [24-25] = (Floor * 250) Col, (12) materials, perfect weapon, perfect armor/shield, (2) perfect consumables

Keep in mind that items obtained through treasure chests are always <<Unidentified>>.

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Quests are additional challenges that provide bonus rewards upon completion. The Quest sub-section contains a list of all available quests, detailing the specific objectives, enemies, and rewards. Most quests have certain rules and limitations:

  • Solo: Can only be completed by a single player as an SP thread.
  • Party Limit: Can be taken solo or as a party up to the number of people in the party limit.
  • Level Limit: Cannot be started by players higher than the level limit.
  • Non/Repeatable: Indicates whether or not the quest can be completed more than once. Repeat completions typically award a portion of the quest's original rewards.
  • Post Count: Some quests require more than a single page of roleplay to be considered complete.

In order to receive quest rewards from a completed thread, all quest objectives must be complete. Players are responsible for listing quest rewards in the thread summary. The name of the quest must be included in the name of the thread. Ex. "[F1-PP] <<Earning a Living>> Learning to Craft"


Deep within the bowels of the floating castle of Aincrad, hidden behind false walls and hordes of monsters, there exists a surplus of secret dungeons untouched by the general masses. Their importance to the overall clearing of the game is negligible, but they aren't without their own challenges and rewards. These dungeons require a good deal of persistence, a keen eye, and a bit of luck to be uncovered.

Finding a Sub-Dungeon:

  • Players may search for a sub-dungeon once every 20 posts.
  • Players may not search for a sub-dungeon while in combat.
  • Players may not search for a sub-dungeon and a treasure chest within 10 posts of each other. For example, if you search for a treasure chest on post 20, the earliest you can search for a sub-dungeon is on post 31.
  • Searching for a sub-dungeon is a post action.
  • Only one sub-dungeon can be found per thread.
  • Sub-dungeons can only be found on Floor 5 or higher.

When rolling to search for a sub-dungeon, consult the table below to determine what kind of dungeon you've found:

LD Roll Result
≤17 No Dungeon Found
18 - 19 Beginner Dungeon
20 - 21 Intermediate Dungeon
22+ Advanced Dungeon

Note: The Reveal skill mod allows you to start searching for a sub-dungeon every 15 posts and provides a +2 LD chance to find them.

Using Sub-Dungeon Maps:
When you've successfully found a sub-dungeon, they must be entered in the same thread they were found in unless you have a Blank Dungeon Map. These items can be purchased from a Merchant and save the information of a discovered sub-dungeon for later use. Sub-dungeons that have been saved to a Map can be traded or sold, and can be used to initiate the sub-dungeon in a different thread from the one it was discovered in.

  • Blank Dungeon Maps are Tiered, meaning they must match the Tier range of the floor the sub-dungeon they were discovered on. For example, a sub-dungeon found on Floor 12 can only be saved to a <<[T2] Blank Dungeon Map>>.
  • When using a Blank Dungeon Map, assign the Difficulty and roll's ID# to the map. For example, a <<[T1] Blank Dungeon Map>> would become a <<[T1] Intermediate Dungeon Map #12345>>.

Sub-Dungeon Difficulties & Rewards:
Sub-dungeons themselves are free to be designed at the discretion of the participants, but the monsters, bosses, and rewards inside must all adhere to the the guide's requirements listed below:

Beginner Dungeons:


Rules & Requirements:

  1. Can be fled from by using teleport crystals.
  2. Players must defeat the following mobs:
  •  (4) Standard
    • HP: (Floor * 35)
    • DMG: (Floor * 12)
    • MIT: 0
    • ACC: 0
    • EVA: 0
  • (1) Elite
    • HP: (Floor * 50)
    • DMG: (Floor * 15)
    • MIT: (Floor * 2)
    • ACC: 1
    • EVA: 1


  Floors 1-10 Floors 11-20 Floors 21-30
Player Level 1-24 1 SP
(Floor * 20) Col
(3) T1 Materials
1 SP
(Floor * 30) Col
(4) T2 Materials
2 SP
(Floor * 40) Col
(6) T3 Materials
Player Level 25-49 (Floor * 10) Col
(1) T1 Material
1 SP
(Floor * 20) Col
(3) T2 Materials
1 SP
(Floor * 30) Col
(4) T3 Materials
Player Level 50+ (Floor * 5) Col (Floor * 10) Col
(1) T2 Material
1 SP
(Floor * 30) Col
(3) T3 Materials

Intermediate Dungeons:


Rules & Requirements:

  1. Can be fled from by using teleport crystals.
  2. Teleport crystals may not be used while in combat.
  3. Players must defeat the following mobs:
  • (6) Standard:
    • HP: (Floor * 35)
    • DMG: (Floor * 12)
    • MIT: 0
    • ACC: 0
    • EVA: 0
  • (2) Elite:
    • HP: (Floor * 50)
    • DMG: (Floor * 15)
    • MIT: (Floor * 2)
    • ACC: 1
    • EVA: 1
  • (1) Mini-boss:
    • HP: (Floor * 75)
    • DMG: (Floor * 20)
    • MIT: (Floor * 5)
    • ACC: 2
    • EVA: 2
    • Critical (MD 9): Deals (Floor * 22) DMG to the target with the highest hate. Also deals (Floor * 11) DMG to every other player.
    • Critical (MD 10): Deals (Floor * 24) DMG to the target with the highest hate. Also deals (Floor * 12) DMG to every other player.


  Floors 1-10 Floors 11-20 Floors 21-30
Player Level 1-24 2 SP
(Floor * 35) Col
(6) T1 Materials
3 SP
(Floor * 52) Col
(9) T2 Materials
4 SP
(Floor * 70) Col
(12) T3 Materials
Player Level 25-49 1 SP
(Floor * 17) Col
(3) T1 Materials
2 SP
(Floor * 35) Col
(6) T2 Materials
3 SP
(Floor * 52) Col
(9) T3 Materials
Player Level 50+ (Floor * 8) Col
(1) T1 Material
1 SP
(Floor * 17) Col
(3) T2 Materials
2 SP
(Floor * 35) Col
(6) T3 Materials

Advanced Dungeons:


Rules & Requirements:

  1. Can be fled from by using teleport crystals.
  2. Teleport crystals may not be used while in combat.
  3. Advanced dungeons on Floors 25 and above disable the use of teleport crystals.
  4. Players must defeat the following mobs:
  • (8) Standard:
    • HP: (Floor * 35)
    • DMG: (Floor * 12)
    • MIT: 0
    • ACC: 0
    • EVA: 0
  • (3) Elite:
    • HP: (Floor * 50)
    • DMG: (Floor * 15)
    • MIT: (Floor * 2)
    • ACC: 1
    • EVA: 1
  • (1) Mini-boss:
    • HP: (Floor * 75)
    • DMG: (Floor * 20)
    • MIT: (Floor * 5)
    • ACC: 2
    • EVA: 2
    • Critical (MD 9): Deals (Floor * 22) DMG to the target with the highest hate. Also deals (Floor * 11) DMG to every other player.
    • Critical (MD 10): Deals (Floor * 24) DMG to the target with the highest hate. Also deals (Floor * 12) DMG to every other player.
    • (1) Boss:
      • HP: (Floor * 100)
      • DMG: (Floor * 25)
      • MIT: (Floor * 7)
      • ACC: 3
      • EVA: 3
      • Critical (MD 9): Deals (Floor * 22) DMG and stuns the target with the highest hate. Also deals (Floor * 11) DMG to every other player. Players are not affected by critical stuns more than one turn in a row.
      • Critical (MD 10): Deals (Floor * 24) DMG and stuns the target with the highest hate. Also deals (Floor * 12) DMG and stuns every other player. Players cannot be affected by critical stuns more than one turn in a row.


      Floors 1-10 Floors 11-20 Floors 21-30
    Player Level 1-24 3 SP
    (Floor * 50) Col
    (10) T1 Materials
    4 SP
    (Floor * 75) Col
    (15) T2 Materials
    6 SP
    (Floor * 100) Col
    (20) T3 Materials
    Player Level 25-49 1 SP
    (Floor * 25) Col
    (5) T1 Materials
    3 SP
    (Floor * 50) Col
    (10) T2 Materials
    4 SP
    (Floor * 75) Col
    (15) T3 Materials
    Player Level 50+ (Floor * 12) Col
    (2) T1 Materials
    1 SP
    (Floor * 25) Col
    (5) T2 Materials
    3 SP
    (Floor * 50) Col
    (10) T3 Materials


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    Floor Bosses are considered one of the most difficult challenges in SAO-RPG. The highest-leveled players typically group up to clear the Labyrinth and scout out the boss room, plan raid meetings, and finally take on the boss. Defeating a floor's boss unlocks the next level of Aincrad, allowing the next floor to be opened for all players.

    Finding a Labyrinth:
    Labyrinths are tower-like structures with many levels that connect each floor of Aincrad. Their entrances are guarded by a Field Boss, which must be defeated before players can enter the Labyrinth and challenge the Floor Boss.

    Anyone may try to search for the Labyrinth, but only one player (or party) will be able to succeed. When a new floor is opened, players that participated in the raid battle against the last floor boss receive a 24-hour head-start to explore the new floor. 24 hours after the boss has been defeated, anyone may create a thread that takes place on the new floor. Threads that intend to search for a Labyrinth should include the word "Scouting" in the title.

    Scouting threads must have at least one completed page. Players are encouraged to roleplay exploring the new floor: finding settlements, points of interest, or fighting monsters. Players may attempt to roll to find the Labyrinth entrance on the 20th post (15th with the Reveal mod). A total LD result of 23+ succeeds in finding the Labyrinth and the Field Boss! Once you have made a successful roll, send a message to Cardinal and another member of staff. If your thread was the first to succeed, you'll be sent the details for the Field Boss and may attempt to challenge it. To give you a general idea of the strength of a Field Boss, you can look to the Boss monster of an Advanced Sub-Dungeon for comparable stats:

    • HP: (Floor * 100)
    • DMG: (Floor * 25)
    • MIT: (Floor * 7)
    • ACC: 3
    • EVA: 3
    • Critical (MD 9): Deals (Floor * 22) DMG and stuns the target with the highest hate. Also deals (Floor * 11) DMG to every other player. Players are not affected by critical stuns more than one turn in a row.
    • Critical (MD 10): Deals (Floor * 24) DMG and stuns the target with the highest hate. Also deals (Floor * 12) DMG and stuns every other player. Players cannot be affected by critical stuns more than one turn in a row.

    The first player/group to find the Labyrinth can either initiate combat or note the location using a Blank Dungeon Map. In either case, each player who takes part in the fight must have made at least one roleplay post in the thread where the combat takes place before engaging the boss. If more than one player/group succeeds in finding the Labyrinth, the first gets a 48-hour head start to fight the Field Boss.

    Scouting Bonuses:
    The first player to successfully find the Labyrinth receives 1 bonus SP. The first players to defeat the Field Boss receives 1 bonus SP in addition to any loot drops. Any players who successfully defeat the Field Boss will be sent information about the boss room. This generally includes a brief description of the room and any noticable features--things your character would see from taking a peek inside of the room.

    Raid Meetings:
    After the Field Boss has been defeated and the Scouting thread has been locked, a Raid Meeting thread may be created. This can be organized by anyone, but only the players who defeated the Field Boss have any knowledge about the Floor Boss room. It is up to their characters to share that information with other players if they desire!

    Boss Raids:
    Once a Raid Meeting thread has ended, the Boss Raid thread will be created. BR threads have a 72-hour "sign-up" period, where players must make at least one initial post that includes their full stats. Players should take this time to prepare themselves for the fight. This includes trading, using consumables, and determining group formations. At the end of the sign-up period, player stats are locked in for the fight and may not be edited. During the sign-up period, the BR thread is considered to be an OP thread.

    Despite being an Open Party, Boss raids are typically private events. While technically anyone is permitted to post and join the fight, it should make sense for your character to do so. The location and the meeting time is usually discussed in the Raid Meeting, and it is up to the players involved to disclose that information. Having your character act on information that should not be available to them is considered metagaming, and is not allowed.

    Once the sign-up period has ended, the battle will begin! Floor Bosses are controlled by staff, so players are only responsible for their own actions in combat. The flow of combat in Boss Raids is similar to general combat rules. The maximum size of a party in a Boss Raid is 6 instead of 4.

    Boss Raid combat rotations have a timer. Each group must make their combat posts within 72 hours, and they may still post in any order like normal. Players that do not post within the allotted timeframe are skipped and generally receive a penalty.

    In Boss Raids, additional monsters (adds) may follow a different hate pattern than the boss. An example of this would be a group of adds that focus on the party with the highest combined hate. To explain, if Group 1 has a total of 4 hate and Group 2 has a total of 6, these adds will attack the player(s) in Group 2 with the highest hate during the Boss' turn--even if Group 1 was the last active party.

    Keep in mind that all Floor Bosses are uniquely designed. Some Floor Boss abilities may override normal game mechanics or have special rules.

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    Guilds provide the players of Sword Art Online with a plethora of benefits, including access to the purchase of Guild Halls and their respective profits in addition to being the premiere way to organize your fellow players toward a common goal. Whether this be to help new players on their way, to amass and horde Col, or to make the ultimate sacrifice and head to the front lines; the process remains the same. After ensuring that they meet the requirements, the Guild Leader must create a Guild via the “Guilds” page. Once approved by a staff member, the Guild will be listed in the Guild Directory.

    Creation Requirements:

    • The Guild Leader must be at least Level 5.
    • Minimum four members (including the Guild Leader)

    Step-by-Step Guild Creation:


    Step 1: From the main page, under the "Browse" tab and next to "Forums" is an option that says "Guilds."


    Step 2: You are now in the Guild Directory. Here you can see a list of current Guilds. To create a new guild, use the green button on the right that says “Start a Guild”.


    Step 3: You are now at the Guild creation page. 
    1) Enter your Guild Name
    2) Select your Guild Privacy:

    • Public - Everything is open and anyone can join/post
    • Open - Everyone can read everything & join, Only members can post
    • Closed - Everyone can see the Guild and it’s members, Members can request to join, Only members can read & post
    • Private - Only members can see Guild and post. Leader invites members

    3) Enter your Guild Description (Purpose of Guild or what it’s about)
    4) If you have a Guild logo, upload the image to the Guild Icon
    5) Enter the Guild Leader(s)
    6) Enter the type of guild: Frontline, Leveling, Mercantile, PK
    7) Enter the founding members (including the leader(s))
    8) Hit Save!


    Step 4: You now have a Guild! There are plenty of features available to use. Just like the forum, you can create multiple topics as well as multiple threads. You can also have your own Calendar or Blog for Guild events.You can also invite members if you want to recruit. (The Feature Guild option is only available to staff).


    Some more features are under the “Members” tab. You will see the Guild Co-Leaders & Mods as well as a list of all members. By clicking on the gear/settings icon, you will have the option to make a member a Leader or Moderator. Only the Guild Owner can edit guild settings

    • Co-Leader - Can moderate content and Manage members. Leaders can make others Co-Leaders or Moderators
    • Moderators - Can moderate content but cannot manage members



    Now you know everything you need to create and run a Guild!
    Feel free to come up with new ideas with uses for the current features!

    For a member who has been invited to a guild, you will get a notification like this:



    This will allow you to view the guild page and click on the "Join Guild" option (if the guild is Closed or Private).

    Players may not be in more than 1 Guild

    Players may run their guilds however they like! You can have a member ranking system, promotions, guild events, etc. The only requirement for a guild thread is that the information be kept up-to-date. If your members change or if you have a Guild Hall with a bank or storage, these details will need to be tracked in your Guild .

    There may only be one Leader and any number of Co-Leaders in a guild. The Leader is responsible for overseeing the guild thread and activity, and the Co-Leader is the only person able to claim the guild if the Leader becomes inactive. If a Guild Leader does not make an in-character post for 45 days, the Co-Leader may choose to take over as Guild Leader. The position of Leader may be passed on to another member by the current Leader at any time, in which case they would no longer be in control of the guild.

    Guild Activity:
    In order for a guild to be considered active, it must have at least two active members. Players are considered inactive at staff's discretion, but members should generally be posting in character at least once a month to be considered active. Players who maintain a minimum level of activity for an extended period of time may still be warned about inactivity. Inactive guilds are simply hidden from view until there are at least two active members to resume operations.

    A Guild Leader is the only one able to disband a guild, and can do this by contacting a staff member. This will result in the deletion of the Guild Page, the guild dissolving, and the guild hall being destroyed if one existed.

    Guild Halls:
    Once a guild has been formed, they are immediately eligible to purchase a guild hall. Guild halls are useful for planning strategies, storing items, and training. Guild halls and their bonuses are only accessible to members of that guild. Guild hall details should be posted and updated in a Guild's Page.

    Guild halls cannot be purchased on Floors 1-10. In order to purchase a guild hall, simply fill out the form located in the Housing Evaluation thread. Staff will review the purchase and once it is approved the hall can be used freely in your guild topic and other threads. Additional rooms may be added after a guild hall's initial application. Check the Housing Reference page for full information on costs, rooms, and the bonuses they provide.

    Player Housing:
    Similar to Guild Halls, players may purchase personal housing. A player house and the bonuses it provides may be purchased by either a single player or two married players. Player homes cannot be purchased on Floors 1-10, and a player applying to purchase a home must be at least level 10 (these restrictions may not apply to donation rewards). In order to purchase a home, simply fill out the form located in the Housing Evaluation thread. Staff will review the purchase and once it is approved the house and any room bonuses can be used freely. Housing details should be added and updated in a player's Journal.

    In order for you to start building the house of your dreams, you’ll first need the land to build it upon. The land in which you build your house on are called ‘Plots’. Different sized plots cost more as they get bigger. The bigger the plot, the more rooms and the bigger the house you can own. Standard plots are considered to be inside a Safe Zone, and within a settlement or city. These plots are unable to be bought by Orange Players (PKers). In order for PKers to access the plot, an additional cost must be paid. These PK Plots are located in the wilderness of the floor, and located out of the way, or outside of a city.

    Plots have three main differences: Room Slots, Stories Limit, and Yard Slots. Room Slots are how many open room slots your plot has. The Stories Limit dictates how tall(or deep) your floors can go, and are needed to use an attic or basement. Yard Slots are how big your yard is, and how many outdoor rooms you can have.

    When a room is purchased, a player must be assigned to that room, which allows them to benefit from that room’s buff. A player can be assigned to multiple rooms, but a room can’t have more people assigned to it than its Player Limit. A house’s owner can reassign each room once every 30 days. Additional rooms may be added after a house's initial application. Check the Housing Reference page for full information on costs, rooms, and the bonuses they provide.

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    Player vs. Player (PvP) combat is almost identical to normal combat. The hate system is ignored, as players may choose their target regardless of who or what has already attacked them. There are two kinds of PvP combat: Authorized Duels and Unauthorized Combat.

    Duels are consensual battles in which one player challenges another and the opposing party must accept. There are three different types of duels:

    • [First Strike]: Whoever lands the first strike wins.
    • [Half Loss]: Whoever drops their opponent to 50% or below of their total health wins.
    • [Total Loss]: Whoever drops their opponent to 0 HP wins.

    Duels may be initiated at any time and place outside of other combat, including in safe zones. When accepting a duel, the challenged party specifies the type of duel. After accepting, players are allowed one round (1 post each) to prepare. During the preparation round, each player should use a LD roll for initiative to determine who goes first. A double-post is permitted in an instance where the last person to prepare wins the initiative roll.

    Duels have a time limit (or in this case, post limit) of 15 rounds. If the victory condition for the duel is not met within the time limit, the victor is chosen based on who has the highest percentage of their total HP remaining. In the event of a tie, the duel is considered a Draw. When a duel ends, a large notification will appear between the two players declaring the victor. If the two players are far apart at the end of the duel, they will each receive a notification separately. If a player is killed in a duel, the victor receives the losing player's col and equipped items.

    Player Killing:
    PKing is a major source of conflict in Sword Art Online, but the topic raises some concern in the format of a roleplaying forum like SAO-RPG. We aim to create a fun, entertaining environment for all players. We highly encourage players to communicate with others when there is conflict between characters. Whenever one player engages in unauthorized combat with another, it should make sense for them to do so. Using a character to attack or harass another player for OOC reasons will not be tolerated. SAO-RPG staff reserves the right to validate, void, or otherwise make rulings on certain actions that involve unauthorized combat. If you are interested in playing a PKer or 'villain'-type character, check out the FAQ for suggestions involving NPC-Players.

    Initiating combat against another player outside of a duel must also begin with a similar initiative roll. The attacker(s) and the target(s) use a LD result to determine the conditions of the first attack. The attacker must treat the initiative and attack roll as one, and include the details of their intended attack and 'initiative' in the Roll Purpose. If the attacker's result is higher, the attack happens normally. If the target's result is higher, the damage they take from that initial attack is reduced by 20% (rounded down, after mitigation). Unauthorized combat cannot be initiated in a safe zone, and if a player with a green cursor damages another player with a green cursor, the attacker's cursor will change to orange.

    Safe Zones:
    Player shops and most settlements are classified as safe zones. Players that are in a location designated as a safe zone are protected by the <Area> effect. This prevents damage from being done to a player outside of a duel. A player may still attack NPCs and other players while in a safe zone, but the target will only receive an unpleasant feedback from the attack.

    Cursor Colors:
    A player's cursor can be one of two colors: green or orange. An orange cursor indicates that the player has committed some type of crime, and the duration of the orange cursor depends on the nature of the crime and how many infractions the player has had in the past. Examples of what would cause a player's cursor to turn orange would be:

    • Attacking a green player outside of an authorized combat
    • Physically harassing another player
    • Stealing

    For the first three infractions, a cursor changes colors until the end of the thread in which the crime was committed. Cursor color changes must be noted in the summary once a thread is completed. Afterwards, a player's cursor will turn back to green. On the fourth infraction, a player's cursor turns orange indefinitely. The only way to revert to a green cursor at this point is to complete the <<Redemption>> quest. After a fifth infraction, or after the first instance of killing a green player outside of a duel, a cursor will become permanently orange. Nothing may revert a permanent orange cursor back to green. Players may choose to track when and how many times their cursor color changes in their journal.

    If your cursor would turn indefinitely or permanently orange, a PST member will have your on-site cursor color changed. Temporary cursor changes (infractions 1-3) should simply be roleplayed and noted in the summary of the individual thread. An on-site cursor color will remain green until a player has met the conditions of an indefinite or permanent orange cursor.

    Orange Players:
    Players with an orange cursor have a more difficult time getting around in Aincrad. Not only are orange players widely regarded as criminals, but most safe zones will have NPC guards that will act hostile towards them.

    NPC Guards:
    In order for an orange player to enter a guarded safe zone, they must sneak past the guards. An orange player will always be at risk of being captured by NPC guards unless they enter a building or until they leave the safe zone. NPC Guards will not leave the safe zone and cannot deal or be dealt damage.

    On the post in which an orange player would enter a safe zone, they will be immediately captured if they do not use an action to successfully stealth past the guards. A player must succeed on at least two consecutive stealth attempts in order to safely reach a building or leave the safe zone.

    If an orange player fails a stealth attempt or leaves stealth, they will be captured unless they Run Away with at least partial success on their next post. Successfully Running Away allows the player to safely enter a building or leave the town. The guards will continue to search for a player if they have not entered a building, left the safe zone, or entered stealth. Successfully Running Away allows the player one post before they must use another action to deal with the guards.

    A guard's Stealth Detection is Floor number divided by 3.
    Ex. 8 on F26. 0 on F2.

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    Death in Sword Art Online is permanent. If your character reaches zero hit points, the NerveGear your character's real self is using emits [blahblah] and kills them. In SAO-RPG, death does result in the permanent loss of your character, and there are some rules around what happens when your character dies:

    • You may finish any unlocked topics your character is in, but cannot join or create a new topic.
    • All items and col a character has are lost upon death. If the character was married, only their equipped items and Battle Ready Inventory is lost.
      • If a character was killed in a duel, the winner of the duel receives the character's equipped items.
    • A player's home is destroyed upon death, unless they were married.
    • If your character has a familiar, it is destroyed upon the character's death.
    • If the character is a Guild Leader, guild ownership is immediately transferred to the Co-Leader. If no Co-Leader was established, the guild may appoint a new Guild Leader within one week. If no new Guild Leader is appointed within the time limit, the guild will be disbanded.
    • If your character has a shop, the shop thread is locked and cannot be posted in after the time of the character's death.

    Rebirth System:

    When a character dies, that player may create a new character under the Rebirth System. A Rebirth character begins with a portion of the SP of the deceased character, as a way of compensating the player for their hard work and time invested into a character and the site itself. A Rebirth character's starting SP is equal to 50% of the total SP of the deceased character. For example, a deceased character that had a final total of 60 SP would allow a Rebirth character to start with 30 SP. Applying for a Rebirth character follows these steps:

    • Create a new journal for the Rebirth character. Include "Rebirth" in the new character's journal during the review process.
    • PM a staff member from the account of the deceased character with a link to the new journal.
    • Staff will review the journal and verify account ownership and starting SP. During this process, players must be able to verify the e-mail addresses of both the deceased and Rebirth character accounts, or otherwise provide evidence that they own both characters.
    • Once the review has been complete and the journal has been approved by a staff member, a Rebirth character can begin roleplaying as normal.

    Submitting a character for Rebirth rewards has strict requirements that must be followed, or else the Rebirth request will not be approved. The requirements are as follows:

    • The new character must be submitted from a new account with a new journal. Characters whose journals have already been approved are ineligible.
    • The deceased character's journal must have all completed threads that awarded SP linked in order to verify SP totals. Incomplete or unlinked threads cannot be verified will not count toward the Rebirth character's starting SP.
    • Players may not transfer accounts or characters that have benefited from the Rebirth system.
    • Players who have previously received strikes against their account may only use the Rebirth system at the discretion of staff.

    Rebirth Character Bundles:

    Rebirthed characters may choose one of four bundles to start out with that contain equipment, col, materials, and/or items to get you started. Specify which bundle you've chosen in the Inventory section of your journal when submitting it for approval


    Set A "Basic Package":

    • Rare Weapon of choice
    • Rare Armor of choice
    • (5 * Tier) Standard Healing Potions (Heals 50 * Tier HP)
    • (2,500 * Tier) Col and (10) (Tier) materials

    Set B "DPS Package":

    • Perfect Weapon of choice
    • Rare Armor of choice
    • (5 * Tier) Standard Healing Potions (Heals 50 * Tier HP)
    • (2,000 * Tier) Col and (5) (Tier) materials

    Set C "Tank Package":

    • Rare Weapon of choice
    • Perfect Armor of choice
    • (5 * Tier) Standard Healing Potions (Heals 50 * Tier HP)
    • (2,000 * Tier) Col and (5) (Tier) materials

    Set D "Support Package":

    • Rare Weapon of choice
    • Rare Armor of choice
    • (5 * Tier) Standard Healing Potions (Heals 50 * Tier HP)
    • (3 * Tier) Standard Healing Crystals (Heals 50 * Tier HP) OR (3 * Tier) Standard Damage Crystals (+3 * Tier DMG)
    • (2,500 * Tier) Col and (10) (Tier) materials


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