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Cardinal

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Everything posted by Cardinal

  1. Players that pick up the «Foraging» profession will be able to forage for materials and col while out of combat. They also have a chance of finding Demonic Shards, materials that can be used in the combination of items to create one of Demonic Quality. The chance of successful foraging attempts depends on the player's «Foraging» rank. [0-49 EXP] Rank 1 - Novice Forager: Successfully forage for materials on a LD 14+. [50-149 EXP] Rank 2 - Journeyman Forager: Successfully forage for materials on a LD 13+. [150-299 EXP] Rank 3 - Adept Forager: Successfully forage for materials
  2. Players that pick up the «Fishing» profession will be able to fish for materials and equipment while out of combat. They also have a chance of finding Gleaming Scales, materials that can guarantee unique enhancements on equipment. The chance of successful fishing attempts depends on the player's «Fishing» rank. [0-49 EXP] Rank 1 - Novice Angler: Successfully fish up a material on a CD 8+. Critical catch a treasure chest on a LD 12+. [50-149 EXP] Rank 2 - Journeyman Angler: Successfully fish up a material on a CD 7+. Critical catch a treasure chest on a LD 11+. [150-299 EXP]
  3. Appraisers are players that can junk sell items, reroll their enhancements or identify ones dropped from monsters. The amount of identifications and rerolls they can perform depends on their rank, as do the amount of times they can reroll enhancements on a single item: [0-100 EXP] Rank 1 - Beginner Appraiser: Total 5 identifications per day. Enhancements can be rerolled on the same item up to 2 times. [101-250 EXP] Rank 2 - Experienced Appraiser: Total 6 identifications per day. Enhancements can be rerolled on the same item up to 3 times. [251-500 EXP] Rank 3 - Professional
  4. Performers are players that dance, play instruments, and sing for others' entertainment and often times even give buffs. Songs can be created and recorded to increase or decrease stats. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-39 EXP] Rank 1 - Musico Primo: Able to craft Tier 1 equipment. 2 crafts per day. [40-159 EXP] Rank 2 - Secondo Artistica: Able to craft Tier 2 equipment. 4 crafts per day. [160-639 EXP] Rank 3 - El Tercio Tocador: Able to craft Tier 3 equipment. 6 crafts per day. [640-2559 EXP] Ran
  5. Cooks create delicious items with similar buffs to an alchemical potion or crystal. They can be eaten and used in a single thread, or used during a feast. [0-19 EXP] Rank 1 - Beginner Cook: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Cook: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Cook: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Experienced Cook: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Assistant Cook: Able to craft Tier 5
  6. Alchemists create enhanced potions and crystals to allow players to heal and buff their status both in and out of battle. Some of these items take a turn in battle to use, so plan your usage wisely. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Alchemist: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Alchemist: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Alchemist: Able to craft Tier 3 equipment. 4 crafts per day.
  7. Artisans create charms, gems, trinkets, and other intricate works of art. Their accessories provide a wide variety of buffs from utility, to combat, to crafting. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Artisan: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Artisan: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Artisan: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Experienced Art
  8. Tailors can create various items such as light armor and plushies. Their armor is mostly used by damage-focused characters, and they can also provide useful Loot Die bonuses. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Tailor: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Tailor: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Tailor: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Exper
  9. Blacksmiths can create a wide variety of weapons, armor, and shields. Their crafts and the stats they provide are essential for taking on strong enemies. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Blacksmith: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Blacksmith: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Blacksmith: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Experienced Bl
  10. Weapon Skill Sword Arts: Note: Shift Specialties and their effects can be found under weapon skills, above. Collected Sword Arts:
  11. Skill Point Costs: Utility Skills: Combat Skills: Weapon Skills: Armor Skills: Combat Masteries: Familiar Skills: Extra Skills:
  12. INFORMATION REGARDING ADDITIONAL SP BEYOND 2.6 LEVEL CAP FAQ
  13. <<3.0 Conversion>> Welcome to the 3.0 Conversion thread. All characters existing in the 2.6 system are expected to be transferred over to the new system through this procedure. This thread will be focusing on Character Conversions and Item Upgrades only. Through this process, a character's SP will be converted EXP with their levels adjusted accordingly, whilst players may select important items for their characters to be upgraded to better suit their play style in the new 3.0 system. Players are advised to post in their own evaluation threads regarding other (optional) ty
  14. <<General Merchant>> All Merchant NPCs will carry a base selection of goods. Players are allowed to purchase from them at any time. Make a post here to buy items from these NPCs. Purchasing Guide Players should post their shopping list and price breakdowns in this thread. Once a post has been made, send the appropriate col value to the @Banker. All purchases are automatic. Players do not need to wait for an approval to receive the items purchased. This exception is made for materials, with which needs to be delivered to the player from the B
  15. <<Member Directory>> All players are obligated to make a post here indicating other characters they own and write. Players are advised to keep their post in this thread updated whenever they create a new character. Having a post here is also necessary should players be interested in obtaining a Unique Skill in the future. A gentle reminder that players will face dire consequences should they be found manipulating systems regarding Unique Skills. Post Guidelines Players may make a post here on any character they write as. In their post, they should state all
  16. <<Floor 26>> Floor 26 is encompassed entirely by the sprawling capital city of the Empire of Ladonia. Draped over a series of low, gently sloping hills and valleys, its urban landscape extends to the very edge of the floor, where the walls that supposedly protect it also serve to mark the outer edges of the floating castle. Standing upon their battlements, players see golden, wheat-laden fields stretching to distant forests and unreachable mountains beyond. It is an illusion, projected at the city limits to maintain the fiction of imperial scale and might. NPCs are perfec
  17. <<Floor 25>> Floor 25 is an ominous and foreboding floor, and yet also strangely calm, at least in certain areas. The staircase from floor twenty-four, below, emerges into what appears to be a shrine to some unknown entity. Stepping out of the shrine, visitors find themselves within the floor’s main settlement situated against the great gates of an immense and terrifying labyrinth. Its outer walls stretch higher than anyone could ever hope to reach, and are both flat and seamless. It is impossible to see over the top. The walls also stretch to Aincrad’s outer edge, to be fou
  18. <Floor 24>> Floor 24 is primarily an open expanse of water dotted by islands of various sizes that somehow float on or above the crystal clear water’s sparkling surface. A ring of high mountains surrounds the edge of the floor to contain the sea. Untethered to the ocean floor, the archipelago is clustered around a single main land mass, with dozens more hovering around in its orbit. No one seems able to explain how it is that the islands float in the water, or what causes some of them to spring up into the sky on thin spires of rock that resemble the shape of a funnel cloud.
  19. <<Floor 23>> Serenity shattered by endless, duplicitous war. This is the tale of Aincrad’s 23rd Floor, where rivalry between the Sun and Night, two tribes of elves, lasted for centuries with no clear winner in sight. The original spark to have lit such a hateful conflict had long since faded from even their impressive memories and drifted into the realms of myth. War had become a habit enshrined in culture and fostered by hatred between kinfolk, until they knew no other way to regard each other. This floor shares two levels. The first is a sylvan paradise once filled with
  20. <<Floor 22>> Floor 22 is serene, predominantly sunny, and absolutely brimming with the fullest sense of tranquility. A smooth breeze runs through the floor, sending whispers through the trees and soft ripples across the water, bringing with it crisp and cool air from the mountains that surround it. Its forests are divided by the occasional field, or by the much more common creek or river, all of which run into some sort of lake, whether it big or small. These interconnected waterways are usually navigable channels, crossable by some sort of bridge (though the condition of whi
  21. <<Floor 21>> The 21st Floor of Aincrad is an intricate network of wide open caverns and twisting tunnels. Its it littered with eerily still and black underground lakes that mirror the void and darkness that hangs around every corner. No sun has ever reached these depths, but phosphorescent moss and fungi can be found in any areas where enough ambient moisture accrues to sustain them. A few isolated caverns are blessed with abundant clean-flowing springs and defensible entrances that enable small settlements to survive. Unlike some of the more volcanic floors, most of
  22. <<Floor 20>> Floor 20 is a dense tropical rainforest laid over jagged, mountainous terrain. Various fractious tribes of human NPCs live here in secluded settlements, competing with each other over resources and vying for dominance over the most plentiful hunting grounds. Travel throughout the forest can be leisurely one minute, then both hazardous and exhausting the next, mitigated only by the staggering beauty of the scenery. Fruit trees and bushes provide an abundant source of food. Cascading waterfalls litter the entire level, fed by pools and springs. Whitewater rapi
  23. <<Floor 19>> Floor 19 is divided unevenly into two lands known as "Haven" and the "Forbidden Lands". The Forbidden Lands take up the majority of the floor, covering well over 90% of its area. They are a vast expanse of open plains, steep canyons, large deserts, and scattered forest groves desperately clinging to life. Wildlife is also sparse and limited to whatever can survive on scrub grass, along with stunted shrubs and vines. The remnants of ancient structures dot the ruined landscape, serving as testaments to greater times now long past. The floor's inhabitants refus
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