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Cardinal

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  1. INFORMATION REGARDING ADDITIONAL SP BEYOND 2.6 LEVEL CAP FAQ
  2. <<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
  3. <<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
  4. <<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
  5. Floor 9 <<Gatekeeper of Fire>> Party Limit: 4 | 20+ Posts Prerequisite: Must have completed <<Guardian of Fire>> Repeatable for standard thread rewards, and <<Cerberus Etching>> Quest Rewards: 3500 Experience Points 7500 col Each player receives: Cerberus Etching (Unique Material) Removes one enhancement on a weapon and replaces it with Burn. (This effect cannot override the Burn enhancement cap. Consumed on use.) POTENTIAL REWARD | If Cerberus, Inferno's Rage, used Bl
  6. Floor 21 <<The Hidden Village>> Party Limit: 4 | 20+ Posts Repeatable for standard thread rewards. Rewards: 2,000 Experience Points 5,000 Col POTENTIAL REWARD | Bonus Experience Points Granted upon the defeat of (2 * Party Members) Dragon Knights. This reward may only be obtained once per character. 500 Experience Points POTENTIAL REWARD | Bonus Materials Granted to players who successfully complete the EXTRA objective: Plant Mushrooms. This reward may only be obtained once per character. 2 x Mushroom
  7. <<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
  8. <<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
  9. <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.
  10. <<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
  11. <<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
  12. <<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
  13. <<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
  14. <<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
  15. <<Floor 18>> Floor Eighteen is a massive, endless mire. Most of its swampy area is composed of small patches of muddy ground overgrown with reeds and tall barely-rooted grasses, but a few rarer parts are better described as sunken forests. Water levels in the shallower swampland generally comes to the knees, making it possible to traverse by foot. Doing so is a horrendously exhausting experience. Mounted travel is essentially impossible without the use of rare, specialized mounts. Bits of road, fences and decaying stone bridges still poke out of the water here and there, s
  16. .profession-section-header { text-decoration: underline #353c41; color: #2980b9; } .crafting-ranks { position: relative; list-style: none; margin-left: 0; padding-left: 1.2em; } .crafting-ranks__rank::before { content: "►"; position: absolute; left: 0; } .crafting-ranks__label { text-decoration: underline #353c41; } /* ! Used for table styles */ #leveling { font-family: Roboto, "Trebuchet MS", Arial, Helvetica, sans-serif; border-collapse: collapse; margin: auto; width: 90%; text-align: left; } #leveli
  17. SAO-RPG is a text-based roleplay forum based on the popular anime franchise Sword Art Online. The game runs on a play-by-post format, incorporating elements of dice-rolling systems to determine the outcome of various actions such as gathering, combat and search rolls. Most elements in SAO-RPG adhere to canon, however this roleplay does not feature canonical characters in any way. How to Play Players start by creating their character, fashioned under the system SAO-RPG uses. Once approved, players roleplay their characters in topics on the forum; occasionally alone and sometimes with
  18. Floor 18 <<The Poisonous Warg>> Party Limit: 3 | 20+ Posts Repeatable for standard thread rewards and Bizarre Antidote. Quest Rewards: 500 Experience Points 2000 col POTENTIAL | If <Venom Snapper>> and <Wolves>> are defeated Each player receives: Bizarre Antidote (Consumable) This vial, when consumed, will provide the player with the same effects as a regular Antidote of Perfect quality. In addition, the player will feel lighter, granting them an additional point of EVA. This
  19. Floor 13 <<Arabian Nights: Libel>> Party Limit: 4 | 20+ Posts Must have completed <<Arabian Nights: Unfinished Business>> Repeatable for standard thread rewards Jathoom's Spine/Qarinah's Blood/Shard of Diablos. Quest Rewards: 2,500 Experience Points 50,000 col POTENTIAL REWARD | Each player receives: Jathoom's Spine Granted upon the defeat of <<Jathoom>>. T4 Unique Consumable | Gain one slot of Vampiric (Defensive) for the duration of one thread. Does not stack with its enhanc
  20. <<Floor 17>> Floor Seventeen sports an equatorial climate with geography split into three distinct areas: coastal, lowland, and mountainous regions. Each area makes up a roughly equal portion of the floor. The entire landscape is littered with the remains of past battles, with broken shields, spears and armor scattered along scorched patches of ground. This floor has known the scourges of war. Ill winds combine with hot temperatures, when the sun is at its peak, to scour the land clear of the weak and the timid. Only in rare shadows or beneath the refuge of an evening sky
  21. <<Floor 16>> Floor 16 consists of a massive volcanic island, filled with huge, tree-like protrusions clustered between large numbers of streams and lakes that bubble up from the plentiful springs that dot the volcano’s slopes. These “trees” are actually calcified deposits of rock and dirt overgrown with long grasses, vines and other assorted foliage. Dozens of tiny settlements are built into these and other natural landforms throughout the land, accentuated by simple wood, stone, thatch, and mud structures. Extensive networks of underground caverns and lakes interconnect b
  22. <<Floor 15>> Floor fifteen seems perched atop an enormous, sprawling plateau that slopes gently downward from the northwest to the southeast. The floors edges are a sheer precipice that reinforces any visitor’s sense of being on a mountaintop step, at a high elevation. It is cold and dry, and the air feels thin when drawing breath. Most of the precipitation comes in the form of hail, and the western edges of the floor remain frozen beneath a layer of permafrost. Thin rivers crisscross the landscape and strips of boreal forest break up the otherwise monotonous steppes along w
  23. <<Floor 14>> Floor 14 is a gothic nightmare mixed with an infernal landscape and tied up with a subtle yet distinctive play on colour, as if its designer had an excessive fascination with film noire. The entire floor is laced with fragments of high gothic and medieval architecture - tall arched windows, flying buttresses and other slender details that act as strange counterpoints to the otherwise oppressive nature of the setting. The perimeter of the floor is completely enclosed in impossibly high basalt cliffs that resist any attempt at excavation or climbing. A low ceili
  24. Floor 2 <<Breaking the Unbreakable>> Party Limit: 4 | 20 + posts Repeatable for standard page rewards. Quest Rewards: 300 Experience Points Unlock access to <<Martial Arts>> skill Requirements: Roleplay the climb up the mountain (3+ posts) Must complete all three tasks provided by Master Yunxiang. Must destroy <<The Boulder>> using only your fists. Damage bonuses from consumables and Combat Masteries apply. Damage bonuses apply from Damage/DoT enhancements on <<Martial Arts>> weaponry, but
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