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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.
      _______________________________________________________________________________________________________________________________________________


      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      [Live] 2.5.0 Patch Notes   10/02/2017

      <<2.5.0 Patch Notes>> Main Guide: The main rules/tutorial section has been rewritten. Resources: A Resources section has been added. This contains reference material such as the SP/Level chart, Skills list, Enhancement list, individual profession stats, and a new FAQ. General Rule Changes: Word count requirement in Merchants & Shops section has been reduced to 100 from 150. Col logs are no longer required to include in journals. The Banker system will be used to track currency/materials going forward. New characters and Rebirth characters may choose a Starter Package containing a variety of basic equipment, col, materials, and/or potions. NK/KE tags have been removed. The table for SP gain based on the number of players in a thread has been removed. SP gain is now issued at 1 SP per 3 posts, up to the number of completed pages. (e.g. 3 SP for three pages, requires at least 9 posts) A Skill Refunding System has been added. Players may now pay a col cost to remove known skills and receive a refund of the invested SP. Rules on vanity items have been clarified. Health regeneration outside of combat has been adjusted to (10 * Tier) per post. Stealth and Stealth Detection no longer have a base rating for players. Both now use a LD roll plus a Stealth Rating/Stealth Detection modifier. NPCs and monsters still utilize a base rating (10 as a baseline for player-created mobs). 'Using cover' no longer adds to Stealth Rating. Low light or darkness conditions grant a +1 to Stealth Rating, down from +2. Switch has been added as a game mechanic (no longer a skill). Players may call for a Switch when landing a successful attack. If the Switching player also lands an attack, a Switch is performed and the two players may immediately swap hate values. Players are required to post their level, stats, equipment, skills, etc., in their first post in a thread. This should be a snapshot of your character and should not be changed after the initial post. Players are still allowed to declare their characters at a lower level or with fewer items than what they currently have, but may not claim items that have not been approved or were obtained in an unlocked thread. Turn order rules have been modified slightly to reflect the leniency of Boss Raid combat. Players may post in any order so long as each player and the enemy has gotten one action in a single round. Outside of Boss Raids, parties may have a maximum of 4 players. Combat with more than 4 players should follow a Group order similar to boss raids. When fighting multiple enemies, players must now make individual rolls for each mob. This applies to both making attacks against multiple enemies and multiple enemies making attacks. One roll no longer applies to/for all targets. The Running Away mechanic has been updated. Running away from combat now uses a LD roll with a set of situational modifiers. The col/material values and frequency in the loot table have been adjusted. Labyrinth searching rules have been adjusted. The map fragment system has been removed. Bonus rewards for scouting and defeating the field boss have been adjusted. Housing and Guild Halls have been completely revamped. PvP rules have been adjusted. Players must make an initiative roll when engaging in combat with other players. The extended Player Killing rules/restrictions have been removed. Rules on player cursor colors have been expanded. There is now a strike system for criminal infractions that would cause a player's cursor to turn orange. Killing a green player outside of a duel now results in a permanent orange cursor. An NPC Guard mechanic has been added. Orange players may now enter safe zones, but must stealth/run from guards in certain safe zones. NPC guards have a Stealth Detection rating equal to (Floor / 3), rounded down. Added more detail to character death rules. The RGQ system has been removed. Crafting Changes: Fishing as a profession has been removed. It is now a skill. The CD result chart has been adjusted across all professions (except Merchant). Good and Bad quality items have been removed from the CD result chart. Salvage chances have been adjusted. Alchemists now have a chance to salvage one or both materials when attempting to craft crystals. Crafting Die tools no longer have an effect. Consumables, familiars, housing, and some items still provide EXP and Crafting Attempt bonuses. The process of crafting Feasts has changed slightly. Cooks may now take 3 identical food items and spend two materials to combine them into a Feast. A Feast can be used in a thread to provide that enhancement to up to six players. Artisan craftable item types have been modified (Trinkets, Jewelry, Sculptures). The buffs they can provide are largely unchanged. Alchemist craftable item types have been modified (Salves, Potions, Crystals). The buffs they can provide are largely unchanged. Skill Changes: Extended Weight Limit Removed Ranks - 15 SP cost Now adds +3 Battle Ready Inventory slots Adjusted Mod: Large Pockets Now has 3 Ranks Cost set to 5/3/2 SP (10 total for Rank 3) Now increases single Battle Ready Inventory slots to 7/10/15 Removed 'Larger Pockets' and 'Largest Pockets' mods New Skill: Fishing Cost: 10 SP Effect: Use a dice roll to fish something up based on a natural CD result: Gatherer Now has a chance to yield 1-3 bonus materials based on a natural CD result Sneak & Hide Renamed to 'Hiding' Now grants +1 Stealth Rating per rank New Rank 3 Mod: Untraceable Cost: 9 SP Effect: Negates the effect of the Tracking skill against the user. New Rank 3 Mod: Blindside Cost: 9 SP Effect: Gain +2 Stealth Rating. Natural BD rolls of 9-10 reduce the target's accuracy by 1 for one turn when attacking from stealth. New Rank 5 Mod: Vanish Cost: 12 SP Cooldown: 5 Turns Effect: Allows the use of a post action to re-enter stealth while in combat. Getting a killing blow on an enemy allows Vanish to activate without using a post action. Search & Detect Renamed to 'Searching' Now also grants +1 Stealth Detection per rank Mod: Night Vision Now requires Rank 1, down from Rank 3 Cost reduced to 5 SP, from 9 Mod: Reveal Now also grants +2 LD when searching for Labyrinths and allows Labyrinth searches at 15 posts. Mod: Tracking Now requires Rank 3, down from Rank 5 Cost reduced to 12 SP, from 15 Tracking requirements for monsters, players, and NPCs have been clarified. Mod: Detect Cost reduced to 9 SP, from 15 No longer uses or affects Tracking. Now Grants +2 Stealth Detection. Grants +1 LD when searching for sub-dungeons and labyrinths Battle Healing Now recovers 1% of max HP per rank, instead of (Rank * 5 * Tier) Mod: Emergency Recovery Cost reduced to 10 SP, from 15 Now recovers 10% of max HP, down from 25% Block MIT gained is now set per rank: 5/8/12/18/25, down from 1 MIT per SP invested. New Rank 3 Mod: Shield Bash Cost: 10 SP Cooldown: 2 Turns Energy Cost: 10 Energy Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10) damage, stuns the enemy for one turn, and applies paralyze/thorns/flame thorns enhancements present on the shield. Note: When calculating Base Damage for Shield Bash, Weapon Skills do not apply. Mod: Safe Guard Reworked into 'Rampart' Added a 5 turn cooldown Added energy cost of 8 Now uses a post action to reduce final damage that would be dealt to you by 25% (rounded down). Effect lasts until the beginning of your next turn. Energist Removed Ranks - 12 SP cost Now adds (5 * Tier) to total energy, instead of (Rank * 2) Howl Added energy cost of 10 Mod: Focused Howl Added energy cost of 8 Parry Increased SP cost to 12, up from 10 Added a 1 turn cooldown Energy cost has been fixed at 5, instead of (2 * enemies parried) 50% damage reduction has been specified to apply to the final damage (after mitigation). Effect applies to the next attack against the user, and cannot reduce damage from multiple enemies at once. Mod: Vengeful Riposte Increased SP cost to 12, up from 10 Added a 3 turn cooldown Damage reflected is now 50% of raw damage, up from 25% of damage taken. This damage can still be mitigated. Switch Skill has been removed. Two-Handed Weapons The +2 DMG bonus for 2H weapons has been clarified in the first rank of 2H weapon skills. All Weapons The Ferocity and Finesse mods have been condensed into a single description. You must still specify the weapon type when acquiring the mod(s). Mod: Ferocity Rank requirement set to 3, instead of ranging from 1-5 Now increases base damage of all sword arts for the chosen weapon by 1. Mod: Finesse Rank requirement set to 3, instead of ranging from 1-5 Now has 3 Ranks Cost adjusted to 5/3/2 SP (10 total for Rank 3), down from 15 at Rank 5 Now reduces energy cost of all sword arts for the chosen weapon by an amount equal to its rank. Mod: Quick Change Cooldown reduced to 3 turns, down from 5 Now allows the user to swap, equip, or unequip a weapon in their Battle Ready Inventory. Mod: Stamina Now reduces the energy cost of all attacks by 1. Heavy Armor Increased the amount of MIT gained to 8>12>18>25>35, up from 3>7>12>20>30 Mod: Athletics Bonus health increased to (15 * Tier), up from 15 Mod: Stonewall Bonus health has been adjusted to (15 * Tier), instead of equal to mitigation from other skills. Now also grants 10 MIT when wearing heavy armor Now also reduces damage taken from damage over time effects by 25% (rounded down) when wearing heavy armor. Light Armor Adjusted the amount of MIT gained to 5>8>12>18>25, down from 3>7>12>20>30 Mod: Athletics Bonus health adjusted to (10 * Tier), from 15 Familiar Mastery 'Accurate' now has 3 ranks. 'Assistant' now provides bonus EXP (crafting attempts at max profession rank) instead of CD. Meditation Removed Ranks - 8 SP cost Added a 5 turn cooldown Now recovers (3 * Tier) energy. Getting hit by an attack before the beginning of your next turn reduces the energy recovered to (2 * Tier). Survival Added 3 SP cost Increases out of combat health regeneration to (15 * Tier), instead of 20. Enhancement Changes: Life Steal has been renamed to Vampiric. The Crafting Die enhancement has been removed. Alchemist and Artisan item types for enhancements have been modified. Sword Art Changes: Multipliers have been simplified to a single number (x6) from the two-part formula (2x3). Several descriptions have been updated. Quest Changes: The 'Redemption' quest has been revamped. The level and repeatable restrictions have been adjusted to affect only the bonus SP rewards: The First Few Lessons Are Free The Second Lesson is Also Free The Third Lesson is Just As Free The Fourth Lesson is Actually Free The Venemous Warg Repeating the 'Earning a Living' quest now allows a player to change their profession. Changing professions will reset experience to 0. Repeat completions of the Earning a Living quest will only award bonus materials if the quest-taker is changing their profession. The following quests have been removed: «Witch of the West and the Three Treasures: T.M.H & S.B.» «Witch of the West and the Three Treasures: T.L.C.» «Witch of the West and the Three Treasures «The Falling of Tagas» Housing Changes: The cost and size of Player Housing is now determined by a 'plot size'. The plot size dictates how many room slots, yard slots, and stories a house can have as well as the initial cost when purchasing. Purchasing a PK-accessible home (outside of a safe zone) has an additional cost. Buffs from Guild Halls/Player Housing now comes from the type of room, rather than furniture. Certain rooms for Player Housing have upgrades. Player Housing buffs must be assigned to a player. Home owners may use the Housing Evaluation topic to re-assign a room's player(s) once every 30 days. New/Rebirth Character Changes: Players who have submitted a new or rebirth character journal for approval in the past 30 days are eligible to add one of the starting bundles. <<2.5 Update Survival Guide>> Skills: If you spent more than 15 SP on the Extended Weight Limit skill, refund any SP over 15. If you have spent less than 15 SP, the skill is inactive until a total of 15 is invested. If you spent more than 12 SP on the Energist skill, refund any SP over 12. If you have spent less than 12 SP, the skill is inactive until a total of 12 is invested. If you spent more than 8 SP on the Meditation skill, refund any SP over 8. If you have spent less than 8 SP, the skill is inactive until a total of 8 is invested. If you have the Parry skill, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you have the Survival skill, you must spend 3 SP to continue using it. Otherwise, it is inactive until a total of 3 is invested. If you had the Switch skill, remove it and refund 10 SP. Mods: If you have the Detect mod, keep it and refund 6 SP. If you have the Tracking mod, keep it and refund 3 SP. If you have the Emergency Recovery mod, keep it and refund 5 SP. If you had Rank 1 or 2 of the Ferocity mod, lose it and receive a refund of the SP spent. If you had Rank 3 or 4 of the Ferocity mod, you must spend 6 or 3 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you spent more than 10 SP on the Finesse mod, refund any SP over 10. If you have the Large Pockets mod, you must spend 1 SP to continue using it. Otherwise, it is inactive until a total of 10 is invested. If you had the Larger Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 2 SP. If you had the Largest Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 5 SP. If you have the Night Vision mod, keep it and refund 4 SP. If you have the Vengeful Riposte mod, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 12 is invested. Professions: If you had the Fishing profession, all EXP may be transferred to any other profession. If you had a Tool with the 'Crafting Die' enhancement, you may post it for re-evaluation with the Ambition or Crafting Attempt enhancement (item name/description may not change). If you retake the Earning a Living quest in order to change professions, your EXP resets to 0 for the new profession. Edit your existing shop thread with your new profession information. Housing: Existing Guild Halls and Player Housing have been removed. They may be repurchased through the Housing Evaluation template. Players who previously bought a home or hall have been reimbursed for the total col cost in their original housing application. If a guild had shared col lost due to the removal of a guild hall, PM the details to @Teion for review/reimbursement.
    • Aereth

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

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

[F21 - PP] - Familiar Play Date and Looking for Loot

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ID# 91864 results: Loot: 16+5=21 - Success! Found chest!

It was not that Shield had no sense of wonder, but he had been through so many of Aincrad's landscapes, and particularly in dangerous areas, that his eyes instinctively sought out the points of interest. This was not even the first chandelier structure he had seen on this floor. He scanned for exits, monsters, and loot. The latter was absent, which was good, but as he took in the room, he noticed that the other two also seemed absent.

"Hmm... I wonder..." he strode across to the bank of the underground lake, looking carefully. "Hey, Calypso," he called back, eyeing the surface. Eventually, he spotted what he was looking for. Just below the rippling surface, there were stepping stoned. He took one step and then another, working his way towards that which he assumed to be the place where their quarry might be hidden in plain sigh - the waterfall. "Calypso?" he called again, unsure why she had not responded.

He continued across until the stones led him through the mist surrounding the base of the waterfall. Now he had to feel rather than see his next step. Each stone though brought him deeper into the enshrouding mists until they cleared behind the falls. There, in the dim light of the luminous algae that clung to the walls, was a chest.

"Pay dirt!" he whooped, kneeling down to get a better look. It was a simple wooden frame with a convex lid and iron bands holding both the hinges and the body in place. "I knew there had to be a point to all of this."

Edited by Shield

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Callie's eyes were practically sparkling as she took in the scenery laid out before her. Compared to the dark caverns and tunnels that they had traversed up to this point, everything before her seemed to glow with a natural beauty that caused her to forget the whole thing was simply a projection in their minds.

Her gaze eventually lowered from the fantastic sights above to spot Shield making his way past the base of the waterfall. She blinked, as if her mind was working to catch up with her. At the realization that the man had been calling her, Callie rushed to follow after him. "S-sorry!" She called back, a bit flustered from realizing how she had spaced out. She moved to the edge of the water, taking hurried steps to try and follow the path he had used.

When she caught up to him, she leaned to the side to spot the chest he was occupied with. She hesitated a moment before reasoning with herself that it could have been much worse if he had been trying to warn her of some kind of danger. "Um, Callie is fine." She brought up a hand to the back of her neck before twisting her torso and looking over her should at the back of the water that fell behind them. She pulled the hand from her neck and reached out, letting the water catch on her fingertips. "You...said you haven't been in these areas before, right?" She prompted.

ID#: 91867 | LD: 12 - nothing

Edited by Calypso

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Shield scrolled through his inventory and pulled out a golden key, holding it just in front of the lock. With a click, the top of the chest popped open and slowly lifted. A dialog box appeared in front of him, listing out its contents. He nodded with approval as he scanned over them, closing the window and straightening back up.

"Callie?" he said, repeating the name she had given for him to use. "That works for me. We got some decent loot out of tha-"

The wall behind the chest creaked and slid to the side, rumbling out of sight to reveal a staircase up. It wound around and out of sight, bending back towards what Shield assumed would be the room from which they first fell.

"Sneaky bastards," he snorted. "They made it a one-way door. You can only find it if you fall into their oubliette." He shook his head but eventually turned to Callie and shrugged. "I guess in the end it was worth it. You got a nice view out of it, and I got to find something that could be useful in my shop. You're more than welcome to a cut of the Col. We found quite a bit."

Quote

Opening chest

-1 Golden Key

ID# 91872 LD:13+5=18 CD:5 3,150 Col, 8 T3 Materials, 2 T3 Rare Consumables, 1 T3 Perfect Armor

 

Edited by Shield

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Her attention was pulled back to her front when the sound of rumbling reached her ears, and she spotted the new passage that had been hidden away from them. A frown pulled down at the corners of her mouth at Shield's response. "A nice view? A cut?" She repeated, turning back around and placing careful steps to return back to the massive room beyond the other side of the falls.

She retreated back to the bank where they had emerged from, turning to face the center of the wide cavern and spreading her arms out at her sides as she projected her voice to be heard over the roar of the crashing water. "Are you kidding? This is amazing!" She took on a wide smile before moving again, a step and a half forward to lean slightly forward over the water's edge as she gazed at the clear pool. In between the ripples that disturbed the surface, she could catch sight of the impressive crystal cluster hanging overhead, and her chin subsequently lifted towards it while she found herself taking in the sights all over again.

ID#: 91897 | LD: 9 - nothing

Edited by Calypso

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ID# 91898 results: Loot: 6+5=11 - No mats [5 total]

Shield glanced back over his shoulder, realizing that Callie was no longer present. He doubled back to the other side of the falls. Not too far away from the stepping stones nearest the falls, there was a large, broken stalagmite that made a convenient stool. He took a seat, more amused at Callie's amusement than with the room itself. He wondered if he had ever been that starry-eyed since entering SAO. He knew for a fact that Beat had. Shield remembered him taking off for the second floor as soon as they set out from the town of beginnings.

He didn't speak. They had already pushed through darkness and fallen through floors. He could stand back and let her enjoy herself for a little while. He would have been lying if he said he didn't enjoy the view as well. The dull roar of the waterfall that filled the chamber was also soothing in a way. In a game where death was always around the corner and there was no real escape, the droning drowned out Shield's thoughts and brought him back to the moment. He rested his hands on one knee and drew it in close to his chest.

Hm. To be low level and not have to worry about pushing the front lines forward.

Edited by Shield

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Callie decided to be a bit selfish. She sat down, crossing her legs and leaning forward to  run her fingers over the cool surface of the small lake. Maybe someday she would get the chance to see places like this whenever she wanted to. When the players had pushed forward to the highest of floors, and maybe after she had plenty more levels under her own belt, she could come back to this same exact place and spend as much time as she wanted marveling at the artificial beauty. But for now, with those scenarios just far-off chances in her mind, she took her time here.

Danesh hadn't followed after either of the players when they had ventured too close to the falls. With Callie in much better spirits than their last  interaction, the dragon deemed it safe to approach her now, gliding through the air and taking his usual perch on her shoulder. She looked over at the familiar, greeting him with a few strokes of his head with her other hand. "Have you been taking good care of Lilith?" She asked in a soft voice, her eyes moving to the viper that still rested on his back.

ID#: 91899 | LD: 4 - nothing

Thread Summary:

Shield: +1 SP, +3,350 col, +(13) T3 materials, +(2) T3 Rare Consumables, +(1) T3 Perfect Armor
Calypso: +1 SP, +200 col, +(1) T3 material

Edited by Calypso

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