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Cardinal

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Everything posted by Cardinal

  1. Floor 8 <<Treant Treaties>> Party Limit: 4 | 20+ Posts Prerequisite: Must have completed <<Treant Rivalries>> Repeatable for standard thread rewards. Quest Rewards: 1,000 Experience Points 450 col Requirements: Mercy Route (Only available to those spared the Commander Arun) Killer Route Summary: Mercy Route Haela stands before the player(s), having earned her respect in sparing Arun after besting him in combat. "You show that you yourself care about the elven people by sparing one of our own lives; however
  2. Floor 8 <<Treant Rivalries>> Party Limit: 4 | 20+ Posts Repeatable for standard thread rewards and Blessing of Barkskin Quest Rewards: 700 Experience Points 250 col Each player receives: [Blessing of Barkskin] A small piece of wood engraved with the blessing of the forest. Upon use makes the wearer's skin appear to be more like bark. Increases Mitigation by 25 for 1 thread. This item has 3 charges and is destroyed on the third use. This effect stacks with other existing Mitigation e
  3. Floor 13 <<Cleansing the Corruption>> Party Limit: 4 | 20+ Posts Repeatable for standard thread rewards, quest col rewards, Horsemen drops and Ruin of Cain. Quest Rewards: 3,000 Experience Points 10,000 Col Each player receives: Rune of Cain A smooth stone rune inscribed with the Mark of Cain. Must be T2+ to use. Deals 50 Thorns DMG to anything that deals a critical hit against the user. Lasts for one thread. Ignores passive abilities that would otherwise negate this effect. Bl
  4. <<Floor 08>> The eighth floor of Aincrad is covered with a vast forest sprouting from one side of the land to the other with very few areas not covered with trees. The landscape is primarily flat with some large hills that are similarly covered in forest. It is also home to countless rivers and streams. Wandering the woods feels like you are surrounded by a vast hall of wide wooden columns reaching high above your head to a nearly constant canopy of green. Most of the trees are larger than Redwoods and stretch between 60 and 80 feet above the forest floor before the dense
  5. <<Floor 07>> The seventh floor of Aincrad consists of a vast swaths of rocky and mountainous terrain, including several high peaks. Large portions of the floor are covered in coarse and hardy long grasses growing in thin patches of soil with rocky outcropping littering the landscape. The topography is dynamic. Slopes raise to almost sheer angles to create the massive cliffs. The higher mountain peaks are frequently covered in snow. Small, gravel-strewn paths direct players from one location to the other, but large settlements are rare. Smaller settlements like hamlets and
  6. <<Floor 06>> The sixth floor of the Aincradian castle embodies a large jungle with massive trees and vegetation. Most unsettled parts of the floor are absolutely covered in foliage with breaks for passage being extremely rare. The landscape is exhausting to traverse. Hills and mountains dominate the landscape, clad in thousands of cacophonous waterfalls cascading ever downward into deep gorges below. The trees of the floor are notoriously and impossibly large, dwarfing even the greatest redwoods. Massive roots and branches create a labyrinth of nature, along with countless k
  7. <<Floor 05>> The fifth floor consists almost entirely of deserts and barren, sandy wastelands with sparse signs of settlement scattered here and there. What civilization does exist here always congregates near or around a source of water. Spiked and broken rock formation and rubble stone litter the landscape. Plant life is limited to scrub brush and cactuses due to the extreme heat. Sandstorms frequently rage across the sands, affecting those who venture out unprepared. In this harsh wilderness, there are very few places to seek shelter from the suns blazing heat. A few ca
  8. Floor 8 <<Monkey King>> Party Limit: 3 | 20+ Posts Repeatable for standard thread rewards and <<Monkey Agility>> Quest Rewards: 1000 Experience Points Each player receives: Monkey Agility (Uncommon Consumable [potion]) A strange potion that boosts the user's Evasion by 1. Lasts for one thread. This item does not stack with existing Evasion Consumables. POTENTIAL REWARD | If Sewallus accompanies the party and survives Unlock <<TECH-D>> collected sword art.
  9. Floor 16 <<The Swashbuckling Buccaneer>> Party Limit: 4 | 20+ Posts Repeatable for standard thread rewards and <<Pirate's Treasure>> as well as the chance to unlock <<Lady Luck>> extra skill. Rewards: 2,000 Experience Points 10,500 col Each player receives: Pirate's Treasure A lucky coin that will grant the user +2 Prosperity for the duration of one thread. Consumed upon use. POTENTIAL REWARD | If Burlock, the Quartermaster, used <<Lady Luck>> Unl
  10. Floor 5 <<Bloodstained Land>> Party Limit: 4 | 20+ Posts Repeatable for standard thread rewards, plus the <<Terra Firma Scale>>. Quest Rewards: 2,500 Experience Points 5,000 col Each player receives: Terra Firma Scale Terra Firma Scale (T3/Unique/Consumable/Single-Use) | +18 Mitigation. This item can stack with other sources and its effect lasts for one thread. POTENTIAL REWARD: If <<Terra Firma>> uses Assault Mode Unlocks <<Assault Mode>> Extra S
  11. SAO-RPG would not be the incredible roleplay community that it is without the efforts of countless people. Over the course of nearly a decade, the site has seen countless overhauls, staff iterations, and contributions from players. It is important that these past accomplishments, and all those still to come, be celebrated. All those who contributed in a meaningful way will be noted here. This includes those who balanced numbers, made graphics, and did the proofreading/editing. The first name listed will be the main creator, and those who supported will come after. If you don't see your name he
  12. <<Floor 04>> The 4th Floor of Aincrad consists entirely of a snow-covered forest with massive evergreen trees that grow to be as tall as twenty five meters. Smaller cedar trees and countless other breeds of pine litter for the forest floor, creating a dense, snowy woodland. Generally speaking, the topography is a mixture of rolling hills and flatlands interspersed with rugged, snow-covered peaks along the outer rim of the floor. Those who manage to climb them, which is no small feat, are rewarded with a fantastic overview of the icy landscape that covers the entire floor.
  13. <<Floor 03>> The 3rd Floor of Aincrad consists primarily of expansive plains and dense forests, laced together by long winding rivers. Because the third floor is so close to the bottom of the Castle, it is similar to its predecessors in that it is primarily round in shape and rivals them in size, measuring just shy of ten kilometers in diameter. Most of the floor's central areas are flat, with the occasional grassy knoll breaking up the topography. High mountains ring the outer edge of the floor, but even the most acrobatic players would find their slopes too sheer to scale.
  14. <<Floor 02>> The 2nd Floor of Aincrad is vast and mountainous. Being close to the base of the game's overall tower structure means that it is very close in size and breadth to the first floor. It is likewise circular and nearly ten kilometers in diameter. The majority of the mountains include lush plateaus, tablelands and mesas with countless rivers of varying sizes cutting through and between them. The flora and fauna are not quite as diverse as those on the first floor, and most of the wilder areas are also overrun by various forms of giant insect. Tall pine forests cover
  15. <<Floor 01>> The first floor of Aincrad is geographically the largest floor. It is almost completely circular with a diameter of ten kilometers, or about eighty square kilometers. Unlike the higher floors of Aincrad, the first floor does not have a particular theme or dominant geography. As the starting location of all new players, the great expanse of the first floor is quite diverse, with biomes stretching from large plains and grasslands, to low mountains, to lakes of varying size and shape, and large deciduous forests that change with the seasons. The initial NPC inh
  16. «Teleport Gate» Note: ◉ & ◉ signify whether or not mobs spawn in a location, and if a player can be killed there. Orange Players are only hindered by the guards in established cities. They may still enter these "safe zones."
  17. Mechanic Changes: Stealth: Players must roll to maintain Stealth at the beginning of their turn. If a player wishes to attack out of stealth they must roll to maintain stealth and attack in the same roll (declaring both in the purpose). If they failed to maintain stealth, they are considered detected and would lose any appropriate bonuses before their action is processed. Simplified Passive Stealth Detection rules (whenever the stealth roll falls below the passive stealth detection rating, stealth is considered broken and detected). Systems & De
  18. 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 otherwise, all mobs have a passive stealth detection rating of 9. Note: It is still possible fo
  19. 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 cooldown starts when the effect is procced. General Rule Changes: SP Refunding Rules have
  20. Happy Holidays! A Christmas event is now live. Enjoy the festivities, art contest, and rare items up for grabs from now until Dec. 31st! 

     

  21. <<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: Labyrinth Scouting rules have been revamped. Searching for the labyrinth is now a group effort
  22. 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 entire house, you must also downgrade the plot to zero when doing this. Take the total cost of the hou
  23. The <<Nature's Treasure>> quest has been temporarily removed for re-balancing. Any existing quest threads can be continued, but at this time no new threads should be created until the quest has been re-released.

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