Mechanic Changes:
New mechanic: Passive Stealth Detection:
Follows the general rules of stealth detection except it is performed at the start of combat, the turn a player enters stealth, and on the opposition's turns.
The passive stealth detection rating is (10 + stealth detection bonuses) and is performed against the enemy's stealth rolls. In the case of a tie, the stealthed player wins.
Does not count as an action.
Unless declared othe
Floor Changes:
In the aftermath of the recent Event Bosses, the corruption that had wracked Floor 13 was halted and life has started to adjust in response. As such, Floor 13 has new quests and has been revamped. Look for its Floor Description in this thread. A quest has also been added to the Floor.
Parry (Clarification):
Under the current wording, Parry's effect lasts until the user is hit with a successful attack. The energy is spent when the Parry skill is used and the coo
<<Bosses, Skills & Enhancements Update>>
SAO-RPG Patch 2.6
Teleport Crystals (Clarification):
Teleport Crystals take a post action to use, at which point they immediately teleport the player [out of combat] to the specified area/settlement, in the same turn. The previous ruling, in which the player did not teleport away until the start of their next turn is incorrect. Our apologies for any confusion regarding this mechanic!
General Rule Changes:
Labyr
Selling Rooms!
We have had downgrading plot for a while now, but now we have added selling rooms! The issue came up that a player could downgrade their plots, but the rooms wouldn't be refunded at all. It has now been decided that you can sell rooms for 75% of their original cost. This means that each non-upgraded room can be sold for 7,500 col since it cost its normally 10,000. A Upgraded room would return 26,250 col as that is 75% of 35,000.
Selling Entire House
When selling an en
<<The following mechanics have been changed!>>
<<Nature's Treasures>>
Searching:
LD rolls of 11-14 give 1 material. LD rolls of 15+ give 2 materials. Gatherer skill is added to this roll as well. Fishing:
Monsters and bosses never spawn. Fishing receives no bonus materials. CD 12s require a LD of 15+ (modifiers allowed) to fish up a treasure chest. If 1-14, players receive 4 materials. Treasure Chests:
LD of 1-3 does not result in a mimic
<<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 i
<<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 jou
The [Banker System] is now in effect!
Please visit the link above for the full rules and instruction on how to use the Spending account. This system is mandatory and will be used to distribute thread rewards going forward. For existing players that need to set their initial resource values, visit the [Spending Account] thread to have these totals evaluated and added.
Until further notice, players must still continue to track col transactions in their journals.
Feel free to contact