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    • Shark

      Donations and Recognition!   12/22/2016

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

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

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

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

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

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

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

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

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

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

Just some questions.

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I am new here. I have had basic experience with several rp sites, and this one seemed interesting. So why not get into it? I looked over the rules, which were kind of confusing, but I think I get how to play. I do have a few questions about rules,  gameplay, etc. that I would appreciate if they were cleared up.

  1. Character Backstory: was SAO only released in Japan, or can I play an American character?
  2. It is stated that a character cannot have any connection to the canon characters (who do not exist, save Heathcliff.) However, is it possible that as part of my backstory I had a parent who worked on the NerveGear, but because they kept all information secret, I don't reap any benefit.
  3. During miscellaneous situations that incorporate luck (attack rolls, finding dungeons, ect.) it is stated that dice have to be rolled. Is this dice built into the SAORP, do I roll real dice, or use a seperate application? What command do I use to bring up the dice?
  4. As a beginning character who gets a free weapon/armor, what choices do I have? Is there a list of weapons and armor I can choose from, or do I make up my own? If I do make my own, how powerful can it be?
  5. SP can be spent to unlock skills, but it also determines player level. Do I effectively sacrifice XP levels to unlock new skills?
  6. Similar to Question 4 where I ask if there is a selection of weapons, is there a bestiary to pick monsters to encounter from?
  7. I want to make a DPS character. What would be a good choice of weapon for them? Attack clearly raises my overall attack power and therefore DPS, but there is also AoE so I don't pick off monsters one at a time, Energy, because some weapons are as fuel-efficient as a bonfire of printer paper (weird euphemism), and Stun, but would Stunlocking be a quality more favored by a Tank over a DPS? Tl;dr, what's a good, well-rounded weapon with an offensive lean?
  8. I noticed that more floors were added onto the game as players killed floor bosses. This is pretty cool, because it puts direction and purpose in the story, but once Aincrad is cleared is the RP Server pretty much dead?

That ended up way longer than I expected. But thank you for your patience in helping out a new player!

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I might be able to answer some of the questions.

1: Yes. In fact, my character's country of origin is the U.S.

3: When you make posts, at the bottom of the frame where you make the post has a button labeled "Perma Roller" which will add a tab with the site's dice roller.

4: Refer to the Tutorial section's Resource list for the possible weapon types, skills, enhancements and tiers. Same goes for armor.

5: Your level depends on Total SP, which is a combination of unused and used SP. Thus, when SP is invested into a skill, it does not affect the Total SP. However, only the unused SP can be invested into skills.

6: There isn't anything in the tutorials for a list of possible monsters/enemies, but there are floor indexes in the beginner floors and intermediate floors subforums which have a few examples for the floors' mobs.

7: Right now, You could go with either Two-handed Assault Spear, or complete the riskless quest <<Breaking the Unbreakable>> to go for Martial Arts(After getting your character's journal approved, of course).

You could ask the questions that I couldn't answer to a staff member if you'd like. All you would have to do is PM them. I might not be staff myself, but it feels right to help out new players!



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2. As long as you don't know nothing about the nervegear. And as long as you weren't a beta-tester of any sort i don't see a problem with it.

8. That is a loooongg ways away. We've been stuck on floor 21 supposedly for quite awhile (at least half a year since that is about where i joined) so the end of this is to far away as of current to even worry about an ending.


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I'll explain this as simply as I can.  For a beginner (lvl 1) player, you have a choice from a few special packs.  Each one depends on what role you wish to fulfill. (Basic, DPS, tank, support). Since you're looking towards DPS, I would guess that you would choose that.

As for Tiers.  Tiers are basically level caps for yourself and equipment.  You start at tier 1, and will stay there until you unlock tier 2, at lvl 25.  That continues until tier 3 at lvl 50.  There may be more as we unlock more floors.

Anyway, Tiers mostly set your maximum potential for equipment.  Tier 1 Damage is just (1*Tier) per slot.

Now I will talk about equipment quality and slots.  As you venture, you will come across various equipment.  Each one different than the last.  Though, all have something in common: quality.  An equipment item is based around five different qualities: Vanity (0), Uncommon (1), Rare (2), Perfect (3), and Demonic (4).  Notice that each quality has a number next to it.  That determines the amount of slots an item has.  Other than Demonic, all qualities can be created or found in the field.

Now, going back to that T1 Dmg (Tier 1 Damage).  If a T1 weapon that is Uncommon is slotted with Dmg, then it will have +1 Dmg for  attacks.

With me so far?

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Yes, that Rare T1 weapon would have +2 dmg, which would add to your Base 1 equaling 3 dmg.  If you have weapon skills, it will be more.

Quality =/= Tier

The tier will be the one that you discovered the item on.  That is to say, Tier 1, since you are just beginning.

Quality can change depending on how it was made/how it was found/or any upgrades made to it.  Upgrading quality is possible, but one must use a special item that one can get in a specific quest.  Unfortunately, one can not upgrade quality past Perfect (3), pretty much making that the max that most anyone can make / find.  Demonic (4) quality items are EXTREMELY RARE, to the point that one can only find one as Floor Boss drops, or event drops.  Some people still call these "Uniques", but that is mostly because they hold unique enhancements, but we can skip past that for now. 

Now there is something to understand: equipment and items do not shoot up in tier when you unlock the next tier.  Equipment are locked to the tier that they were found/created in.  So a Rare T1 Weapon will stay a T1 weapon, even when you unlock T2.  You will have to find a new weapon for the new tier, or better yet, have one made for you.  Of course, there are items that can upgrade Tier, but those are also VERY RARE.  Mostly event items, but still just as hard to get.

So for example:  That Rare T1 weapon with 2 can become a Perfect T1 weapon with 3 slots, with a special item. 

Items and the materials (mats) can be found within respective tiers upon that tiers floor range.

  • Tier 1 items and materials can be found on floors 1~10
  • Tier 2 can be found on floors 11~20
  • Tier 3 on floor 21 and on, once we unlock more floors.

The various shops can create the equipment/items that you need in.  Depending on the level of the shop owner, they can create nearly any item that they physically can.  They can create any quality (except Demonic) and in any tier.  The main problem with that is that you can't use an item that is outside your Tier level.  Just like any RPG that has level progression, equipment will come up with higher level requirements, but instead of levels, it requires a correct tier.

For example: You can use the Rare T1 weapon, but you get a new T2 weapon.  Unfortunately, you're still below the requisite level for T2, so you can't equip it.

I think I explained a little more than you asked, but are you still with me on this?

Edited by Hirru

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ANOTHER question. I promise I'll post my finished character soon...

  1. The "Weapon Skills"  "One-Handed Weapons" and "Two-Handed Weapons." They don't have an SP cost to unlock them like the other skills. Do they upgrade with player tier?
  2. Do you unlock sword arts as you increase in player tier?
  3. Anyone notice the "Martial Arts" sword art "Falcon Jab" doesn't have an energy cost?

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Weapon skills for one hand and two require SP like any other skill. In Ranks up to 5.

1- 5 SP

2- 8 SP

3- 10 SP

4-12 SP

5- 15 SP

You unlock sword arts as you get more ranks in weapons.  We fixed the falcon jab. It should be 12. If you wish to stay up to date with questions if you have a discord we have our own server where people can ask staff questions, and that was addressed as one of them. The appreciation for noticing if noted and would appreciate if you manage to catch any other little slip ups or contradictions to notify us since the staff appreciates fixing and clarifying as much as possible.

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