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Paragon Levels are indicated by the color red.

Spoiler

 

 Total EXP  Level  SP  HP  EN
0 1 5 20 20
500 2 10 40 22
1000 3 15 60 24
1500 4 20 80 26
2000 5 25 100 28
2500 6 30 120 30
3000 7 35 140 32
3500 8 40 160 34
4000 9 45 180 36
4500 10 50 200 38
5000 11 55 220 40
6000 12 60 240 42
7000 13 65 260 44
8000 14 70 280 46
9000 15 75 300 48
10000 16 80 320 50
11000 17 85 340 52
12000 18 90 360 54
13000 19 95 380 56
14000 20 100 400 58
15000 21 105 420 60
17250 22 110 440 62
19500 23 115 460 64
21750 24 120 480 66
24000 25 125 500 68
26250 26 130 520 70
28500 27 135 540 72
30750 28 140 560 74
33000 29 145 580 76
35250 30 150 600 78
37500 31 155 620 80
41500 32 160 640 82
45500 33 165 660 84
49500 34 170 680 86
53500 35 175 700 88
57500 36 180 720 90
61500 37 185 740 92
65500 38 190 760 94
69500 39 195 780 96
73500 40 200 800 98
77500 41 205 820 100
83750 42 210 840 102
90000 43 215 860 104
96250 44 220 880 106
102500 45 225 900 108
108750 46 230 920 110
115000 47 235 940 112
121250 48 240 960 114
127500 49 245 980 116
133750 50 250 1000 118
140000 51 255 1020 120
149000 52 260 1040 122
158000 53 265 1060 124
167000 54 270 1080 126
176000 55 275 1100 128
185000 56 280 1120 130
194000 57 285 1140 132
203000 58 290 1160 134
212000 59 295 1180 136
221000 60 300 1200 138
230000 61 305 1220 140
242250 62 310 1240 142
254500 63 315 1260 144
266750 64 320 1280 146
279000 65 325 1300 148
291250 66 330 1320 150
303500 67 335 1340 152
315750 68 340 1360 154
328000 69 345 1380 156
340250 70 350 1400 158
352500 71 355 1420 160
368500 72 360 1440 162
384500 73 365 1460 164
400500 74 370 1480 166
416500 75 375 1500 168
432500 76 380 1520 170
448500 77 385 1540 172
464500 78 390 1560 174
480500 79 395 1580 176
496500 80 400 1600 178
512500 81 405 1620 180
532750 82 410 1640 182
553000 83 415 1660 184
573250 84 420 1680 186
593500 85 425 1700 188
613750 86 430 1720 190
634000 87 435 1740 192
654250 88 440 1760 194
674500 89 445 1780 196
694750 90 450 1800 198
715000 91 455 1820 200
740000 92 460 1840 202
765000 93 465 1860 204
790000 94 470 1880 206
815000 95 475 1900 208
840000 96 480 1920 210
865000 97 485 1940 212
890000 98 490 1960 214
915000 99 495 1980 216
940000 100 500 2000 218

 

TIERS
A player’s Tier denotes certain things relating to their stats - namely, how their Skills and Enhancements interact with their Tier. Each Tier is composed of 10 standard levels, and Paragon Levels do not affect one’s Tier.

Tier 1 starts at level 1.
Tier 2 starts at level 11.
Tier 3 starts at level 21.
And so on.

PARAGON LEVELS
Once you have reached the level cap, you can still continue to accumulate EXP and levels. These levels past the level cap are considered “Paragon Levels”. For every 5 Paragon Levels, you gain +20 HP, +2 EN, and +5 SP. There are also certain benchmark rewards of Paragon Levels that are only attainable once per character.

Paragon Level formula: Total EXP level - Level Cap = Paragon Level.
EX: You have 50,020 EXP. This places you at “Level 32.” As the Level cap is set at Level 31, the formula would put you at 32 - 31 = 1 Paragon Level.

NOTE: Paragon Levels are fluid. Once the level cap is increased, Paragon Levels are converted to standard levels to match the level cap.

PARAGON LEVEL BENCHMARK REWARDS
[All Bound to Character (marriage system does not bypass character-bound items)]

Paragon Level 5 - Laurel Wreath (Earn Col equivalent to 10% of player’s EXP earned in thread)
Paragon Level 10 - +3% EXP gain.
Paragon Level 25 - Equipment change ticket, free skill respec, (3) Gleaming Scales
Paragon Level 60 - x3 Paragon Tier Up Tickets [limit one per equipment], (3) Demonic Shards
Paragon Level 75 - Character gains additional Extra Skill slot.
Paragon Level 100 - Stats earned from Paragon Levels is doubled (i.e. earn +40 HP, +4 EN, and +10 SP for every 5 Paragon Levels), (3) Gleaming Scales, (3) Demonic Shards

 

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Skill Point Costs:

Spoiler
  • Rank 1 - Novice = 4 SP
  • Rank 2 - Journeyman = 4 SP
  • Rank 3 - Expert = 6 SP
  • Rank 4 - Master = 8 SP
  • Rank 5 - Grandmaster = 8 SP

It takes a total of 30 SP to Grandmaster a skill. Other skills have no ranks. To learn those skills, simply spend the amount of SP noted as its cost.

Utility Skills:

Spoiler

Quick Change
Cost: 8 SP
Active: Free Action
Cooldown: 3 Turns
Effect: Allows the user to instantly equip, unequip, or swap any equipment in their battle-ready inventory.
Description: You’ve become acquainted with your equipment and have learned to navigate through your battle-ready inventory with great ease.

Extended Mod Limit
Cost: 10 SP
Passive
Effect: Increase the number of active mods available by 2.
Description: Your focused interest on modifying your skills has granted you access to further customization.

Extended Weight Limit
Cost: 10 SP
Passive
Effect: +2 additional Battle-Ready inventory slots.
Description: Increases the limit on how many different items you can hold in your inventory during battle.

  • [Extended Weight Limit Mod] Large Pockets
    • Cost: 12 SP
    • Passive
    • Effect: Increases the number of identical items you can carry in one Battle Ready inventory slot to 15.
    • Description: After many hours of stuffing items into your pockets, you found a way to compact them to fit easier.

Lock Picking
3 Ranks
Cost: 5 SP per Rank
Passive
Effect: +1 LD per rank when picking the locks on chests.
Description: Your sleight of hand improves your chances of successfully unlocking a treasure chest.

  • [Rank 3 Lockpicking Add-on] Dismantling
    • Cost: 5 SP
    • Passive
    • Effect: +2 LD when opening a treasure chest.
    • Description: You’ve become more adept at picking locks, and your increased luck allows a chance for better loot to be found in chests.

Searching
5 Ranks
Passive
Effect: +1 LD per rank. +1 to Stealth Detection per rank.
Description: Increases your perception, making it easier to find treasure, detect hidden creatures, and increases your chance of obtaining better loot from monsters.

  • [Rank 2 Searching Mod] Night Vision
    • Cost: 3 SP
    • Passive
    • Effect: Ignores any penalties from low light or darkness. Negates the bonus Stealth Rating from low light or darkness.
    • Description: Allows the user to see normally in dim or dark areas.
  • [Rank 3 Searching Mod] Detect
    • Cost: 4 SP
    • Passive
    • Effect: Grants +2 Stealth Detection. Grants +1 LD when searching for dungeons and labyrinths.
    • Description: Your perception is increased further, allowing you to find dungeons and hidden creatures more easily.
  • [Rank 4 Searching Mod] Tracking
    • Cost: 4 SP
    • Active: Post Action
    • Effect: Allows the user to track a monster, NPC, or other player that they have encountered or know the name of; may also be used to reduce the cooldown for spawning a field boss by 5 posts. Negates all bonuses to the tracked target’s Stealth Rating. After tracking, your first attack against the tracked target cannot miss. Cannot be used in combat.
    • Description: You have become a master hunter, and now can track any creatures that you have encountered before.
  • [Rank 5 Searching Addon] Reveal
    • Cost: 6 SP
    • Passive
    • Effect: +2 LD when searching for dungeons and labyrinths. You may also search for a dungeon once every 10 posts (instead of 15). Reduces the personal post cool down when searching for a labyrinth to 3 posts (instead of 5).
    • Description: Allows you to see through doors, walls and some objects, as well as increasing the chance to find dungeons and other hidden entrances.

Combat Skills:

Spoiler

Battle Healing
5 Ranks
Passive
Effect: While in combat, recover 1% per rank of your maximum HP (rounded down) at the beginning of your turn.
Description: Passively recover health in battle.

  • [Rank 5 Battle Healing Mod] Emergency Recovery
    • Cost: 6 SP
    • Passive
    • Energy cost: 10
    • Effect: When non-fatal damage would leave you with 25% or less of your maximum HP, recover 10% of your maximum HP after the attack resolves. Effect cannot occur more than once per thread.  When activated if the player has lower than 10 energy remaining, simply reduce the player's energy to 0.
    • Description: When you survive an attack that drops your health into the red, you gain a second wind to recover a portion of your total HP.

Charge
Cost: 10 SP
Active: Post Action
Energy cost: 2*Tier
Cooldown: 3 turns
Effect: Perform a single attack/Sword Art with +5 base damage. Charge attacks have a -1 Accuracy debuff and cannot be affected by any auto-hit effects from other skills and mods.
Description: Charge towards an opponent to inflict extra damage.

  • [Charge Mod] Bull Rush
    • Cost: 10 SP
    • Active: Free Action
    • Energy cost: 2*Tier
    • Cooldown: 3 turns
    • Effect: Modifies Charge to forego the bonus damage and stun all targets hit. Charge attacks have a -1 Accuracy debuff and cannot be affected by any auto-hit effects from other skills and mods.
    • Description: Your Charge becomes more reckless, inflicting a stun against your opponent.

Energist
Cost: 8 SP
Passive
Effect: Increase base Energy by 5*Tier.
Description: You are more skilled with using energy, increasing your total energy available.

Fighting Spirit
Cost: 10 SP
Passive
Effect: Attacking and using Howl or Focused Howl generates +1 additional Hate. (Ex. Generate 1/2/3 Hate on a Miss/Hit/Critical attack. Generate 5 Hate when using Focused Howl.)
Description: You become more intimidating when attacking enemies, making them even more likely to attack you.

Howl
Cost: 10 SP
Active: Post Action
Energy cost: 2 EN
Cooldown: 2 turns
Effect: Adds +2 Hate each against up to 4 targets.
Description: Taunt nearby enemies to attack you, increasing your Hate against multiple creatures at once.

  • [Howl Addon] Focused Howl
    • Cost: 5 SP
    • Active: Post Action
    • Energy Cost: 4 EN
    • Cooldown: 4 Turns
    • Effect: Adds +4 Hate against a single target.
    • Description: Focus the enemy’s attention on you to gain a larger amount of hate by taunting a single creature.

Weapon Skills:

Spoiler

DISCLAIMER: Multiplier and energy cost rankings are rated subjectively and comparatively to their own categories (e.g. One-Handed weapons are compared to other One-Handed weapons). We highly recommend to use your own discretion to determine which weapon would be most suitable for your character and usage.

One-Handed Weapons
5 Ranks
Passive
Effect: Gain +1 base damage per rank. If the Weapon features Sword Arts that have the [MA] tag, +2 base damage for rank 1, then +1 base damage for ranks 2-5.

Weapon Multipliers Energy cost Effect 1 Effect 2
Dagger High High Focus None
Rapier Moderate Moderate Focus Stun
1H Straight Sword High High Stun None
Curved Sword Low Low AoE Focus
Javelin Moderate Moderate Focus Delay
Hammer Moderate High Delay Stun
One-Handed Axe Moderate Moderate Delay AoE
Whip Low Moderate Stun/Focus Delay

Two-Handed Weapons
Rank 5
Passive
Effect: Gain +3 base damage for rank 1, then +1 base damage for ranks 2-5.

Weapon Multipliers Energy cost Effect 1 Effect 2
2H Straight Sword High Moderate Stun AoE
Assault Spear Moderate Moderate Delay Focus
War Axe Low Low Stun AoE
Warhammer Very High Very High AoE None
Claws Moderate High AoE Delay
Katana* High Moderate Focus AoE
Martial Arts** Moderate High Stun Delay

*Unlocked after learning Rank 1 Curved Sword and completing a Katana acquisition thread.
**Unlocked after completing the <<Breaking the Unbreakable>> quest.

Mods for All Weapon Skills

  • [Rank 3 Weapon Mod] Stamina
    • Cost: 4 SP
    • Passive
    • Effect: Reduces the energy of all attacks by 2.
    • Description: After having used your weapon for many battles, it no longer causes strain on your body.
  • [Rank 5 Weapon Mod] <<Weapon Type>> Ferocity
    • Cost: 6 SP
    • Passive
    • Effect: +2 base damage when using Sword Arts of the specified weapon type.  Players cannot use both Precision and Ferocity at the same time for the same Weapon Type.
    • Description: Become more vicious and ferocious with your weapon of choice.
  • [Rank 5 Weapon Mod] Precision
    • Cost: 6 SP
    • Passive
    • Effect: Gain +1 ACC. Players cannot use both Ferocity and Precision at the same time for the same Weapon Type.
    • Description: After many fights, your vision is honed, your distance judging is perfect, allowing you to be more precise.

Armor Skills:

Spoiler

Cloth Armor
5 Ranks
Passive
Effect: Gain Mitigation based on your rank in Cloth armor. You can only benefit from one armor skill at a time (the respective armor type must be equipped). Your mitigation is capped at 1 equipment slots.

  • Rank 1: 5 MIT
  • Rank 2: 8 MIT
  • Rank 3: 12 MIT
  • Rank 4: 15 MIT
  • Rank 5: 20 MIT

Description: You have become proficient in cloth armor, which protects you a little but grants you agility and mobility.

  • [Rank 3 Cloth Armor Mod] Athletics
    • Cost: 4 SP
    • Effect: Gain +1 base Damage.
    • Description: You have become adept at lightweight weapons, able to move quickly with them and make more deadly blows.
  • [Rank 5 Cloth Armor Addon] Nimble
    • Cost: 6 SP
    • Effect: Gain +1 Evasion while wearing Cloth Armor. Player also gains +1 LD.
    • Description: You are more quick and nimble, with a sharper eye. Able to evade detection and hits easier, find items and people quicker.

Light Armor
5 Ranks
Passive
Effect: Gain Mitigation based on your rank in Light Armor. You can only benefit from one armor skill at a time (the respective armor type must be equipped). Your mitigation is capped at 2 enhancement slots.

  • Rank 1: 5 MIT
  • Rank 2: 8 MIT (-1 to Stealth Rating)
  • Rank 3: 15 MIT
  • Rank 4: 20 MIT (-1 to Stealth Rating for -2 total)
  • Rank 5: 30 MIT

Description: You have become proficient in Light Armor with leather or scale armor and few metal plates, allowing you protection as well as some maneuverability.

  • [Rank 3 Light Armor Mod] Meticulous
    • Cost: 4 SP
    • Effect: Gain +1 base Damage.
    • Description: You have learned to focus on your opponents more carefully, able to spot openings more often than not and allowing more chances of a successful hit.
  • [Rank 5 Light Armor Addon] Resolve
    • Cost: 6 SP
    • Effect: Gain +1 Accuracy and +10 * Tier HP.
    • Description: You have trained hard and can endure more hits as well as land stronger strikes.

Heavy Armor
5 Ranks
Passive
Effect: Gain Mitigation based on your rank in Heavy armor. You can only benefit from one armor skill at a time (the respective armor type must be equipped). Your evasion is capped at 1 enhancement slot and you take -1 to Stealth Rating per rank.

  • Rank 1: 8 MIT
  • Rank 2: 12 MIT
  • Rank 3: 18 MIT
  • Rank 4: 25 MIT
  • Rank 5: 35 MIT

Description: You have become proficient in plated armor of metal and chain, acting as a wearable shield.

  • [Rank 3 Heavy Armor Mod] Impetus
    • Cost: 4 SP
    • Effect: Gain +1 base Damage.
    • Description: You have learned to use the weight of your armor to add more power and force to your attacks when using heavy weapons.
  • [Rank 5 Heavy Armor Addon] Iron Skin
    • Cost: 6 SP
    • Effect: Gain +15 Mitigation and +15 * Tier HP
    • Description: Your body becomes as strong as your armor, as if it were made of iron as well, allowing you to endure and block more.

Combat Masteries:

Spoiler

► Combat Mastery: Damage
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Tier 2
  • [Novice] -> Rank 2 - Expert = 5 SP
  • [Expert] -> Rank 3 - Grandmaster = 8 SP

Passive
Effect: Gain +1 * Tier additional Base Damage per rank. Ranks of this Skill apply to Damage enhancement caps.
Description: You’ve chosen to specialize in the art of combat, bolstering your strength beyond its usual parameters.

► Combat Mastery: Accuracy
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Tier 2
  • [Novice] -> Rank 2 - Expert = 5 SP
  • [Expert] -> Rank 3 - Grandmaster = 8 SP

Passive
Effect: Gain +1 to BD per rank. Ranks of this Skill apply to Accuracy enhancement caps.
Description: You’ve chosen to specialize in the art of accuracy, ensuring your shot is true in even the most dire of circumstances.

► Combat Mastery: Evasion
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Tier 2
  • [Novice] -> Rank 2 - Expert = 5 SP
  • [Expert] -> Rank 3 - Grandmaster = 8 SP

Passive
Effect: Gain +1 EVA per rank. Ranks of this Skill apply to Evasion enhancement caps.
Description: You’ve chosen to specialize in the art of evasion, your nimble feet allowing you to navigate through danger unscathed.

► Combat Mastery: Mitigation
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Tier 2
  • [Novice] -> Rank 2 - Expert = 5 SP
  • [Expert] -> Rank 3 - Grandmaster = 8 SP

Passive
Effect: Gain +6*tier Mitigation per rank. Ranks of this Skill apply to Mitigation enhancement caps.
Description: You’ve chosen to specialize in the art of mitigation, your stalwart defenses allowing you to brave even the fiercest of storms.

Familiar Skills:

Spoiler

► Grappling Familiar
Cost: 10 SP
Active: Free action
Cooldown: 5 Turns
Effect: On your next successful attack, your familiar rushes to a target, stunning it for one turn. Grappling Familiars are subject to their own stun cooldown (i.e. players and grappling familiars have different stun cooldowns).
Description: Your familiar will come to your aid by your command, holding an opponent in place to ensure you can hit your mark.

► Hunting Familiar
Cost: 10 SP
Active: Free Action
Cooldown: 5 Turns
Effect: Your familiar has a nose for treasure. Roll LD/CD (without bonuses) as if you had slain a loot-minimum mob.
Description: Where did all of this stuff come from? Some mysteries are best left unsolved.

► Healing Familiar
Cost: 10 SP
Active: Free Action
Cooldown: 3 Posts
Effect: Upon use of a healing skill, your familiar provides a 10*tier HP bonus to your heal.
Description: Your familiar has a healing touch, supplementing your own medical prowess.

► Protector Familiar
Cost: 10 SP
Active: Free Action
Cooldown: 3 Posts
Effect: The next time you would take damage, your familiar rushes to your aid, reducing the final damage by 10%.
Description: Sometimes your pet will take hits for you. Good boy.

► Rending Familiar
Cost: 10 SP
Active: Free Action
Cooldown: 5 Posts
Effect: Your familiar attacks with you in tandem, applying Rend [7*tier unmitigatable damage] to a target that lasts for two turns.
Description: Your familiar’s nasty bite rends the opponent, causing them to take damage over time.

► Scouting Familiar
Cost: 10 SP
Passive
Effect: +2 LD to searches for dungeons or Labyrinths, and when opening treasure chests.
Description: Your familiar is an expert tracker, aiding in your efforts to search.

► Profession Familiar
Cost: 10 SP
Passive
Effect: Your familiar is adept in the ways of your profession, and supports you. +2 crafting/gathering EXP per attempt, and one additional crafting attempt per day (two additional crafting attempts per day if you’re at max crafting rank).
Description: Your familiar is adept at fetching tools and assisting your crafting attempts.

Extra Skills:

Spoiler

► Concentration
Cost: Complete <<The Gemini>>
Action: Free Action
Cooldown: 5 Turns
Effect: As a free action, gain Absolute Accuracy on your next attack. Effect lasts until the start of next turn.
Description: You’ve learned to temporarily boost your focus, making your blade sharp and your aim true.

► Disguise
Cost: Complete <<The Gemini>>
Action: Free Action
Cooldown: 5 Turns
Effect: As a free action, increase Evasion by 1 and lesser criticals [BD8 w/ focus/BD9] are not autohits. Effect lasts until the start of next turn.
Description: You’ve become fleet of foot, capable of unleashing bursts of speed when the need arises.

► Survival
Cost: Complete <<The Traveler>>
Action: Passive
Effect: Increases Healing effects received from all sources by 10%. Grants immunity to all damage dealing environmental attacks/effects.
Description: Your skin has grown hard and weathered, allowing you to brave even the harshest of storms with relative ease.

► Meditation
Cost: Complete <<Calming the Soul>>
Action: Post Action
Cooldown: 3 Turns
Effect: Recover an additional (4 * Tier) energy.
Description: Revitalize yourself by stilling your mind.

► Shatter
Cost: Complete <<The Monkey King>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 2 Turns
Effect: Upon a successful attack, reduce target Mitigation by 15 before damage is calculated. This effect can stack up to three times. Shatter from outside sources will not increase the stack count, but will refresh the duration. Effect lasts three turns.
Description: Your time spent in battle has made you aware to the weakness of various armor, allowing you to pulverise them.

► Restorative Strike
Cost: Complete <<Cull of the Dead>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 5 Turns
Effect: Upon a successful attack, restore 10% of the final damage dealt as HP. In the event of an AoE attack, restore 10% of the first successful hit’s damage.
Description: You’ve gained the ability to siphon vitality from attacking foes.

► Forgotten King’s Authority
Cost: Complete <<Betrayal of the King>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 7 Turns
Effect: Dispel any disabling effects on yourself. This can be done while disabled.
Description: Through sheer force of will you can exhibit extraordinary command over your body.

► Dragon’s Ascent
Cost: <<The Dragon Age Crusade>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 7 Turns
Effect: As a free action, Increase Base Damage by 1*tier and increase passive health regeneration by 5*tier until the start of your next post. Cannot be used in conjunction with any other damage-increasing abilities.
Description: You’ve learned the way of the dragon, boosting both your strength and survivability.

► Lady Luck
Cost: Complete <<The Swashbuckling Buccaneer>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 5 Turns
Effect: Replace a single enhancement slot on your weapon with a random enhancement using the Appraiser’s Identification roll until the start of your next turn.
Description: Roll the dice on your fate, perhaps Lady Luck will favor you.

► Photosynthesize
Cost: Complete <<Keep Calm and Ki’Raion>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 5 Turns
Effect: As a free action, improve the effects of any healing (not including passive HP regeneration) you do until the start of the next turn by 20%.
Description: Through the study of botany, you have unlocked the secrets of improved healing.

► Brawler
Cost: Complete <<Bandit Camp>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 5 Turns
Effect: Increase mitigation by 10*tier until the start of your next turn.
Description: You might not float like a butterfly but your face breaks fists.

► Assault Mode
Cost: Complete <<Bloodstained Land>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 4 Turns
Effect: As a free action, switch your accuracy and evasion values until the start of your next turn.
Description: Mastery of multiple forms of combat has allowed you to freely switch between styles.

► Frozen Hide
Cost: Complete <<Absolute Zero>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 4 Turns
Effect: As a free action, apply one slot of Frost Aura and one slot of Frost Thorns equal to your tier to yourself until the start of your next turn.
Description: You’ve spent time in the tundra, learning the secrets of the frost.

► Blazing Bite
Cost: Complete <<Gatekeeper of Fire>>
Action: Free Action
Energy Cost: 5 EN
Cooldown: 5 Turns
Effect: On your next successful attack, deal an additional (14 * Tier) unmitigated Burn damage for 2 turns. Cooldown starts on activation.
Description: You’ve harnessed the power of fire, letting it flow into your attacks.

► Parry
Cost: 10 SP
Active: Post action
Energy cost: 9 EN
Cooldown: 3 Turns
Effect: Apply the energy cost upon proc, not activation. Reduces the final damage of the next successful attack against you by 50% (rounded down) and negates stun/paralysis effects of that attack. If hit by multiple attacks, only apply parry to the first attack against you. Parry lasts for three turns. Cooldown starts when the player activates the Skill. If the player is hit when using Parry, the cooldown is reset to 3 turns.
Description: Prepare yourself against your opponent’s next attack.

  • [Parry Mod] Justified Riposte
    • Cost: 5 SP
    • Passive
    • Cooldown: 4 Turns
    • Effect: A successful Parry also stuns the target for 1 turn.
    • Description: Your parry catches your opponent off guard, leaving them temporarily stunned.
       
  • [Parry Mod] Vengeful Riposte
    • Cost: 6 SP
    • Passive
    • Cooldown: 4 Turns
    • Effect: A successful Parry also returns 50% (rounded down) of the raw damage that would be dealt to you back to your opponent. The reflected damage can be mitigated by the opponent.
    • Description: Your parry reflects a portion of your opponent’s damage back to them.

► Hiding
5 Ranks
Passive
Effect: +1 Stealth Rating per rank.
Description: Blend into your surroundings, making it harder for monsters and other players to sense your presence and detect you.

  • [Rank 2 Hiding Mod] Untraceable
    • Cost: 4 SP
    • Passive
    • Effect: Negates the effect of the Tracking skill against the user.
    • Description: You learn how to move perfectly, and can move without leaving so much as a trace.
       
  • [Rank 3 Hiding Mod] Blindside
    • Cost: 4 SP
    • Passive
    • Effect: Gain +1 Stealth Rating. Natural BD rolls of 9-10 reduce the target's accuracy by 1 for one turn when attacking from stealth.
    • Description: After practicing hiding during combat, you learn how to hit the targets, hitting the shoulder out and making it harder for them to swing their weapon for a short time.
       
  • [Rank 4 Hiding Mod] Vanish
    • Cost: 6 SP
    • Active: Post/Free Action
    • Energy Cost: 5 EN
    • Cooldown: 3 Turns
    • Effect: Allows the use of a post action to re-enter stealth while in combat. Should the player with this mod get a killing blow on an enemy, Vanish may be activated on their next turn as a free action if it is off cooldown. Cooldown starts upon exiting stealth.
    • Description: After having used stealth skills for some time, you have become silent, and now can move so silently that enemies can lose perception of you.
       
  • [Rank 5 Hiding Mod] Surprise Attack (Assassin)
    • Cost: 6 SP
    • Passive
    • Energy Cost: 8 EN
    • Effect: Attacks made from stealth cannot miss. Attacking from stealth grants +1 * player’s tier DMG. Stuns and other status effects (Bleed, Paralysis, Burn, etc) cannot trigger.  Cannot possess 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.
       
  • [Rank 5 Hiding Mod] Surprise Attack (Trickster)
    • Cost: 6 SP
    • Passive
    • Energy Cost: 8 EN
    • 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 possess 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.

► First Aid [Requires two Extra Skill slots]
5 Ranks
Active: Post Action
Energy cost: (3 * Rank in skill) EN
Effect: Heal 4% per rank of a target party member’s maximum HP (rounded down). Cannot target the user.
Description: The user’s hands and target player glow a soft white, healing the target for a percentage of their maximum HP.

  • [Rank 2 First Aid Mod] Purify
    • Cost: 4 SP
    • Active: Post Action
    • Energy cost: 3 EN
    • Cooldown: 1 Turn
    • Effect: Remove all status conditions on one target party member. Can target the user.
    • Description: The user’s hands and target player glow an eerie bright white, removing one status condition from the target.
       
  • [Rank 3 First Aid Mod] Energize
    • Cost: 5 SP
    • Active: Post Action
    • Energy Cost: 10 Energy
    • Effect: Restore 8 Energy to target party member. Cannot target the user.
    • Description: The user’s hands and target player glow an eerie light green, transferring a portion of the user’s energy to the target.
       
    • [Energize Mod Add-On] Hyperactive
      • Cost: 5 SP
      • Active: Post Action
      • Energy Cost: 5 Energy
      • Cooldown: 3 Turns
      • Effect: Increase the passive energy regen of the target party member by 3 for three turns. Can target the user. [A player cannot be affected by Hyperactive more than once at a time.]
      • Description: The user’s hands and target player glow an eerie bright yellow, increasing the amount of energy the target regenerates for a short time.
         
  • [Rank 4 First Aid Mod] Barrier
    • Cost: 6 SP
    • Active: Post Action
    • Energy Cost: 15 EN
    • Cooldown: 2 turns
    • Effect: All party members gain a barrier effect that lasts until the beginning of the user's next turn. The barrier reduces final damage from all sources done to the party by 15 % for one turn.
    • Description: The user’s hands and target player glow a dark blue, providing a strong, temporary defense.
       
  • [Rank 5 First Aid Addon] Field Medic
    • Cost: 6 SP
    • Active: Post Action
    • Energy Cost: 15 EN
    • Cooldown: 3 Turns
    • Effect: Heal your entire party (including yourself) for 25% of each party member’s maximum HP (rounded down).
    • Description: The user and each of the user’s party members simultaneously glow a soft white. Drains the user’s energy to restore health to the entire party.

► Block [Requires two Extra Skill slots]
5 Ranks
Passive
Effect: Requires an equipped shield. User’s evasion cannot be greater than 0 (can still be negative). Grants additional mitigation:

  • Rank 1: 5 MIT
  • Rank 2: 8 MIT
  • Rank 3: 12 MIT
  • Rank 4: 18 MIT
  • Rank 5: 25 MIT

Description: Defend with your shield, deflecting damage from your opponent’s attacks.

  • [Rank 3 Block Mod] Shield Bash
    • Cost: 4 SP
    • Active: Post Action
    • Cooldown: 2 Turns
    • Energy cost: 6 EN
    • Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10/) damage, stuns the enemy for one turn, and applies status and thorns (and variants)  enhancements present on the shield. Note: When calculating Base Damage for Shield Bash, Weapon Skills do not apply.
    • Description: Smash your shield into target, dealing damage and stunning them.
       
  • [Rank 5 Block Addon] Rampart
    • Cost: 6 SP
    • Active: Free Action
    • Cooldown: 5 Turns
    • Energy cost: 10 EN
    • Effect: Reduce final damage that would be dealt to you by 25% (rounded down). Effect lasts until the beginning of your next turn.
    • Description: Spend a turn to prepare yourself against the next attacks that would be dealt to you, allowing you to block additional damage.

► Leadership [Requires two Extra Skill slots]
5 Ranks
Passive
Cost:

  • [Unskilled] -> Rank 1 - Novice = 5 SP
  • [Novice] -> Rank 2 - Journeyman = 8 SP
  • [Journeyman] -> Rank 3 - Expert = 10 SP
  • [Expert] -> Rank 4 - Master = 12 SP
  • [Master] -> Rank 5 - Grandmaster = 15 SP
  • For a total of 50 SP.

Effect: Gain access to Leadership Arts every rank. In order to use a Leadership Art, it must take up a mod slot. Each Leadership Art takes up a different mod slot. Leadership Arts from different sources do not stack.
Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft iridescent glow for a few seconds.

  • [Rank 1 Leadership Art] Elusive
    • Active: Post Action
    • Energy cost: 4 EN
    • Cooldown: 3 Turns.
    • Effect: Increase the Evasion of all players in your party by 1 for a single turn, while decreasing your own by 1.
    • Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft blue glow for a few seconds.
       
  • [Rank 2 Leadership Art] Rally
    • Active: Post Action
    • Energy cost: 6 EN
    • Cooldown: 3 Turns
    • Effect: Increase the Accuracy of all players in your party by 1 for a single turn, while decreasing your own by 1 for your next attack.
    • Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft violet glow for a few seconds.
       
  • [Rank 3 Leadership Art] Steadfast
    • Active: Post Action
    • Energy cost: 8 EN
    • Cooldown: 5 Turns
    • Effect:  Status Effects that would be applied to the party for the next two turns would instead be applied to the user instead (normal rules for how status effects refresh instead of stacking apply).
    • Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft silver glow for a few seconds.
       
  • [Rank 4 Leadership Art] Inspiring Speech
    • Active: Post Action
    • Energy cost: 8 EN
    • Cooldown: 5 Turns
    • Effect: Decreases active sword art cooldowns of all other party members by one. The user cannot regain any energy until the start of their next turn.
    • Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft red glow for a few seconds.
       
  • [Rank 5 Leadership Art] Press the Attack
    • Active: Post Action
    • Energy cost: 10 EN
    • Cooldown: 5 Turns
    • Effect: Increase the Damage of all other party members by +(Target's Tier) base damage for a single turn. The user’s base damage for their next attack is decreased by the total increased base damage for their next attack.
    • Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft iridescent glow for a few seconds.

Unique Skills:

Spoiler

Note: If a Unique Skill as a weapon/weapon-type requirement, that weapon/weapon-type must be used to gain its benefits.

► Holy Blade
Cost: 30 SP
Passive
Requirement: ----
Effect: Reduces cooldowns for Parry and its mods by 1 turn. Parry becomes a free action. Justified Riposte now freezes the enemy instead of paralyzing, while the reflected damage from Vengeful Riposte gains a 50% phase attribute. The user of this skill is excluded from learning the Hiding or Searching skills or their respective mods. The user does not have to have purchased the Parry skill to use it or purchase its mods so long as they possess Holy Blade.
Description: Your time in battle has given you an innate sense of how the opponent will behave, and how to best counteract it.

Current Holder: None

Holy Blade Sword Art: [x17] Coup de Grace (15 Energy) - This Sword Art can only be used after a successful Parry. Deal 25% additional damage (final) to any target below 50% HP.

► Shadowed Path
5 Ranks
Passive
Requirement: Dagger Skill
Effect: Gain +6 Stealth Rating at rank 5. Attacks made from Stealth cannot miss. Allows user to Vanish as a Free Action following an attack without needing to slay a mob. Cannot be detected by Passive Stealth Detection. User cannot obtain the Hiding Skill or Surprise Attack Mods, but Shadowed Path counts as Ranks in Hiding for the purposes of purchasing Hiding Mods. When using Shadowed Path Sword Arts and attacking from stealth, user can choose to gain (8 * Rank)% raw damage or have DoT status effects to do (5 * rank)% more damage for the first two turns and be applied regardless of natural roll.
Description: You were born in the shadows, not molded by it. You didn't see the light of day until you already grew up.

Current Holder: None

Shadowed Path Sword Art: [x17 Focus] Obsidian Matrimony (15 Energy) - Whatever your blade touches becomes married to the shadows. User can choose to gain (8 * Rank)% raw damage or have DoT status effects to do (5 * rank)% more damage for the first two turns and be applied regardless of natural roll without needing to enter stealth. Cooldown: 3 turns.

► Achilles
5 Ranks
Passive
Requirement: Heavy Armor Mastery
Effect: Direct final damage against user is reduced by (7 * Rank)%. Disabling effects remove the damage reduction effect for their duration. DoT effects will tick for an additional turn.
Description: Your defenses are as strong as the mythical hero Achilles. Unfortunately, you've also inherited the same weakness.

Current Holder: @Calrex

Achilles Sword Art: [x18 FocusLegendary Hero (15 Energy) - Strike your target, transferring any DoT effects currently active on the user to target. Cooldown: 4 turns

► Dual Blades
5 Ranks
Passive
Requirement: ----
Effect: User is allowed to equip two one-handed straight swords at the same time. While two weapons are equipped, user will gain +4 for the first rank of the skill, and 2 damage for every rank after. Dual Blades uses the Sword Art List from one-handed straight swords. Dual Blades receives its own Ferocity mod, which increases base damage by 2. User can take Precision alongside Ferocity, but the ACC bonus is only +1. User cannot benefit from Mitigation from any source. User may attack twice a round, but the final damage of the second attack is reduced by 50% if used against the same target. User may select separate targets for their second attack. Cooldowns do not start until the conclusion of both attacks. Energy Costs are reduced by 25% for both attacks if attacking twice in one turn.
Description: Your mastery of weaponry has allowed you to use multiple weapons at once with agility and grace.

Current Holder: None

Dual Blades Sword Art: [x25 MA] Starburst Stream (20 Energy) - The user unleashes a flurry of strikes with both blades, locking them into action for two turns. Player cannot switch targets, nor use any other actions during these two turns (including a second attack). Cooldown: 5 turns (after combo ends).

► Darkness Blade
Cost: 30 SP
Passive
Requirement: Orange Player Status
Effect: User ignores 50% Mitigation on all successful attacks, critical miss threshold increased to BD2. Absolute Accuracy only reduces the critical miss threshold by 1, can stack with Phase Enhancement.
Description: The strength of your evil is a double-edged sword of immeasurable power.

Current Holder: None

Darkness Blade Sword Art: [x18 AoEEbonstrike (14 Energy + 2 Energy per Target Hit) - Your blade shifts between dimensions, bypassing the 4-target AoE limitation. Strike all targets that you or your party is currently engaged with. No additional EN cost for any target past the fourth. Cooldown: 4 turns

► Battōjutsu
Cost: 30 SP
Active: Free Action
Cooldown: 3 Turns
Requirement: Katana Skill
Effect: Every 4 turns, after a successful attack, sheathe your sword. Upon sheathing your sword, choose between restoring energy equal to the value of Meditation for your tier or gaining an additional 5 base damage to your attack. Bonus damage can stack with Charge.
Description: You have trained diligently, and your discipline now allows you to reach new heights of focus and power.

Current Holder: None

Battōjutsu Sword Art: [x17] Judgement Cuts (15 Energy) - The user cuts through the very fabric of spacetime itself, bypassing accuracy check to hit regardless of roll. Cooldown: 3 turns

► Infinite Spear
5 Ranks
Passive
Requirement: ----
Effect: Each rank of this skill counts as a rank toward both Javelin and Assault Spear. Reduce the energy costs of the Sword Arts of both of these weapons by (1 * Rank). Can freely switch between Javelin and Assault Spear as a free action without the use of Quick Change. If the user does not connect with a Sword Art one turn, they will receive a debuff at the beginning of the next turn of -1 to accuracy and -1 to evasion. This debuff does not stack, but can be refreshed.
Description: You have mastered the spear and its cousin, and are capable of unleashing an endless volley of attacks.

Current Holder: None

Infinite Spear Sword Art: [x17 Stun] Critical Impalement (13 Energy) - Strike with thousands of energy spears. Stun the target regardless of Stun Cooldown or Stun Immunity. Cooldown: 3 turns.

► Duelist
Cost: 30 SP
Passive
Requirement: ----
Effect: Increases BD by 1. This increase can convert a non-critical attack into a critical hit. Reduces critical hit threshold by 1. Applicable status effects will now always be triggered on a critical hit, regardless of natural roll. User is excluded from purchasing armor skills and mods of any kind.
Description: You crave the taste of battle, and the thrill of victory. This insatiable hunger has cultivated a unique technique that makes your victory assured against all but the most powerful opponents.

Current Holder: None

Duelist Sword Art: [x17 Focus] Incision (14 Energy) - Strike at the opponent’s tendons, removing their Evasion properties until after your next turn. Cooldown: 3 turns.

► Inquisitor
5 Ranks
Passive
Requirement: One-Handed Weapon Mastery
Effect: User and all members of party receive (1 * Rank) energy at the beginning of each of their turns. User and all members of the party receive 15% less damage from DoTs and AoEs (stacks with similar buffs). Healing and energy restoration skills cast by the user are increased by 50%. Energy consumption by skills (not Sword Arts) is doubled until total energy of the user is reduced to below 50%. Once below 50% energy, the effects of this skill fade until the user has 50% or more energy again.
Description: Your relentless thirst for knowledge has provided you with the tools to best aid your allies.

Current Holder: None

Inquisitor Sword Art: [x15] Radiant Cross (12 Energy) - The additional effects of this Sword Art only activate if this Sword Art kills an opponent. If the user is above 50% energy, heal party for 5% of each member’s maximum HP. If user is below 50% energy, restore energy equal to 50% of maximum energy for user only. If this Sword Art misses, the cooldown does not activate. Cooldown: 4 turns.

► Berserker
Cost: 30 SP
Passive
Requirement: Two-Handed Weapon Mastery
Effect: User gains 1 Berserk stack (max 10) after every time they hit or are hit by an enemy. Each Berserk stack gives +1 Base Damage, +3 Mitigation. User suffers a penalty of 50% to any source of healing received while this effect is active. If struck while the user has Berserk stacks, user retaliates to deal 30% of the final damage of their last successful attack as raw damage. User is limited to two slots of Mitigation. The user must attack (hit or miss) every round to maintain the Berserk stacks.
Description: You’re thrown into a blind rage in the heat of battle. Your fury builds the more you are hurt.

Current Holder: None

Berserker Sword Art: [x20 AoE] Obliteration (18 Energy) - User must have 10 Berserk stacks to use this Sword Art. User has entered a blind rage and strikes their target with all of their might. After connecting with this Sword Art, remove all Berserk stacks.

 

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Spoiler

► Antidote
Cost: 1 Slot
Cap: 3 Slots
Effect: When applied, prevents any status effect from being applied to you. Each slot is a charge. When a status effect is blocked, a charge of Antidote wears off. Effect lasts for one thread.
Applicable to: Salves

HP Recovery
Cost: 1 Slot
Cap: 3 Slots
Effect: Heals a single target for (5% per slot) HP.
Applicable to: Salves, Potions

► Toxic Venom
Cost: 3 Slots
Cap: 1 Slot
Effect: Natural critical attack rolls of 9-10 deal (8 * Tier) unmitigatable poison damage on each enemy turn for 3 turns. Effect lasts for one thread. Poison damage does not stack, but can be refreshed.
Applicable to: Salves

► Pheromones
Cost: 3 Slots
Cap: 1 Slot
Effect: When used during the «Feeding your Enemy» quest, gain +1 CD when attempting to tame a familiar. Effect lasts for one thread.
Applicable to: Salves, Potions

► Crafter’s Respite
Cost: 3 Slots
Cap: 1 Slot
Effect: Resets your daily crafting attempts. Cannot use more than one Crafter’s Respite within one calendar day.
Applicable to: Potions

► Damage
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +1 base damage per slot. Effect lasts for one thread.
Applicable to: Potions, Crystals

► Mitigation
Cost: 1 Slot
Cap: 3 Slots
Effect: Prevent (5 per slot * Tier) damage from successful attacks against you. Effect lasts for one thread.
Applicable to: Potions, Crystals

► Over-Health
Cost: 1 Slot
Cap: 3 Slots
Effect: Adds +5% per slot to your maximum HP.  Effects last for 1 thread.
Applicable to:  Potions, Crystals

► Mass HP Recovery
Cost: 3 Slots
Cap: 1 Slots
Effect: Heals you and each member of your party for (10%) HP.
Applicable to: Crystals

► Teleport
Cost: 3 Slots
Cap: 1 Slots
Effect: Use a post action to activate a teleport crystal. Teleports the player to the town or designated teleportation area they specify.
Applicable to: Crystals

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Spoiler

► Taunt
Cost: 1 Slot
Cap: 1 Slots
Effect: +1 Hate generated from Howl, Focused Howl, and successful attacks.
Applicable to: Trinkets

► Accuracy
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit.
Applicable to: Trinkets, Jewelry

► Evasion
Cost: 1 Slot
Cap: 3 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: Trinkets, Jewelry

► Keen
Cost: 1 Slot
Cap: 2 Slots
Effect: After a successful attack, gain +(1 per slot) BD. Keen expires once you exit combat. Cannot be used to cause a critical hit.
Applicable to: Trinkets, Jewelry

► Recovery
Cost: 1 Slot
Cap: 2 Slots
Effect: Regain (1 per slot * Tier) additional energy on natural CD rolls of 7+. In the case of an AoE, Recovery will activate only if the first attack's roll includes a CD 7+.
Applicable to: Trinkets, Jewelry

► Quality
Cost: 1 slot
Cap: 2 slots
Effect: You receive +1 CD * slot when looting mobs.
Applicable to: Trinkets, Jewelry.

► Prosperity
Cost: 1 Slot
Cap: 3 Slot
Effect: Gain +(1 per slot) to the base multiplier when receiving col from killing an enemy.
Applicable to: Trinkets, Jewelry

► Loot Die
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(1 per slot) to the LD.
Applicable to: Trinkets, Jewelry, Sculptures

► Ambition
Cost: 3 Slots
Cap: 1 Slot
Effect: Gain +1 bonus crafting EXP for each crafting attempt per day or gathering attempt per thread.
Applicable to: Trinkets, Sculptures

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Spoiler

► Damage
Cost: 1
Cap: 3
Effect: +(1 * Tier) base damage per slot.
Applicable to: Weapons

► Accuracy
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit.
Applicable to: Weapons

► Bleed
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (12 * Tier) unmitigated bleed damage each enemy turn for 2 turns. Bleed damage does not stack, but can be refreshed. The highest tier of Bleed damage overrides lower tier versions; cannot be overridden by lower-tier versions.
Applicable to: Weapons

► Keen
Cost: 1 Slot
Cap: 2 Slots
Effect: After a successful attack, gain +(1 per slot) BD. Keen expires once you exit combat. Cannot be used to cause a critical hit.
Applicable to: Weapons

► Paralyze
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) remove the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties.
Applicable to: Weapons, Shields

► Mitigation
Cost: 1
Cap: 3
Effect:  Prevent (6 per slot * Tier) damage from successful attacks against you.
Applicable to: Light Armor, Heavy Armor, Shields

► Regen
Cost: 1 Slot
Cap: 2 Slots
Effect: After taking damage, gain Regen at the beginning of your next turn. Heal (2% per slot of your total health) every turn for three rounds. Damage over time effects (Bleed, Poison) will not trigger Regen. Does not stack with Battle Healing. Taking damage while Regen is active will refresh it to its full duration.
Applicable to: Light Armor, Heavy Armor, Shields

► Recovery
Cost: 1 Slot
Cap: 2 Slots
Effect: Regain (1 per slot * Tier) additional energy on natural CD rolls of 7+. In the case of an AoE, Recovery will activate only if the first attack's roll includes a CD 7+.
Applicable to: Light Armor, Heavy Armor, Shields

► Taunt
Cost: 1 Slot
Cap: 1 Slots
Effect: +1 Hate generated from Howl, Focused Howl, and successful attacks.
Applicable to: Heavy Armor, Weapons, Shields

► Heavy Momentum
Cost: 1 Slot
Cap: 2 Slots
Effect: After an unsuccessful attack, gain +(1 per slot * Tier) base damage until your next successful attack, at which point this bonus is removed. Another unsuccessful attack will reactivate this enhancement. Must be using the Heavy Armor Skill for this enhancement to take effect. [For Area of Effect attacks: This effect only activates if you miss all enemies targeted by the attack.]
Applicable to: Heavy Armor

► Thorns
Cost: 1 Slot
Cap: 2 Slots
Effect: Successful non-critical attacks against you deal (9 per slot * Tier) unmitigated damage to the attacking enemy. Only activates on damage dealing, melee attacks.
Applicable to: Heavy Armor, Shields

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Spoiler

► Vitality
Cost: 1 Slot
Cap: 2 Slots
Effect: Restore (2 per slot * Tier) energy
Applicable to: Snacks, Desserts

► Loot Die
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(1 per slot) to the LD. Effect lasts for one thread.
Applicable to: Snacks, Desserts

► Prosperity
Cost: 1 Slot
Cap: 3 Slot
Effect: Gain +(1 per slot) to the base multiplier when receiving col from killing an enemy. Effect lasts for one thread.
Applicable to: Snacks, Desserts

► Ambition
Cost: 3 Slots
Cap: 1 Slot
Effect: Gain +1 bonus crafting EXP for each crafting attempt per day or gathering attempt per thread.
Applicable to: Desserts, Meals

► Protein
Cost: 1 Slot
Cap: 2 Slots
Effect: Gain +(1 per slot) base damage and -(5 per slot * Player’s Current Tier) mitigation. Effect lasts for one thread.
Applicable to: Meals

► Accuracy
Cost: 1 Slot
Cap: 2 Slots
Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit. Effect lasts for one thread.
Applicable to: Snacks, Desserts, Meals, Feasts

► 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. Effect lasts for one thread.
Applicable to: Snacks, Desserts, Meals, Feasts

► Mitigation
Cost: 1 Slot
Cap: 3 Slots
Effect: Prevent (5 per slot * Tier) damage from successful attacks against you. Effect lasts for one thread.
Applicable to: Desserts, Meals, Feasts

► Over-Health
Cost: 1 Slot
Cap: 3 Slots
Effect: Adds +5% per slot to your maximum HP.  Effects last for 1 thread.
Applicable to: Meals, Feasts

► Probiotics
Cost: 1 Slot
Cap: 3 Slots
Effect: When applied, prevents (3 per slot * Tier) damage from damage over time effects inflicted on you once per turn. Effect lasts for one thread.
Applicable to: Snacks, Feasts

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Spoiler

► Damage
Cost: 1 slot
Cap: 3 slots
Effect: +(1 * Tier) base damage per slot.
Applicable to: Weapons

► Accuracy
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit.
Applicable to: Weapons

► Paralyze
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) remove the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties. [Must hit to activate the status condition.]
Applicable to: Weapons

► Bleed
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (12 * Tier) unmitigated bleed damage each enemy turn for 2 turns. Bleed damage does not stack, but can be refreshed. The highest tier of Bleed damage overrides lower tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.]
Applicable to: Weapons

► Keen
Cost: 1 Slot
Cap: 3 Slots
Effect: After a successful attack, gain +(1 per slot) BD. Keen expires once you exit combat. Cannot be used to cause a critical hit.
Applicable to: Weapons

► Taunt
Cost: 1 Slot
Cap: 1 Slots
Effect: +1 Hate generated from Howl, Focused Howl, and successful attacks.
Applicable to: Weapons

► Loot Die
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(1 per slot) to the LD.
Applicable to: Clothing, Cloth Armor, Plushies

► Risky
Cost: 1 Slot
Cap: 2 Slots
Effect: When you take damage, gain +(1 per slot * Tier) base damage until your next successful attack, at which point this bonus is removed. Taking damage again will refresh this enhancement. Must be using the Cloth Armor Skill for this enhancement to take effect.
Applicable to: Cloth Armor

► Evasion
Cost: 1 Slot
Cap: 3 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: Cloth Armor, Light Armor

► Mitigation
Cost: 1 Slot
Cap: 2 Slots
Effect: Prevent (6 per slot * Tier) damage from successful attacks against you.
Applicable to: Cloth Armor, Light Armor

► Recovery
Cost: 1 Slot
Cap: 2 Slots
Effect: Regain (1 per slot * Tier) additional energy on natural CD rolls of 7+. In the case of an AoE, Recovery will activate only if the first attack's roll includes a CD 7+.
Applicable to: Cloth Armor, Light Armor

► Regen
Cost: 1 Slot
Cap: 2 Slots
Effect: After taking damage, gain Regen at the beginning of your next turn. Heal (2% per slot of your total health) every turn for three rounds. Damage over time effects (Bleed, Poison) will not trigger Regen. Does not stack with Battle Healing. Taking damage while Regen is active will refresh it to its full duration.
Applicable to: Cloth Armor, Light Armor

► Light Momentum
Cost: 1 Slot
Cap: 2 Slots
Effect: After an unsuccessful attack, gain +(1 per slot) to the BD until your next successful attack, at which point this bonus is removed. Another unsuccessful attack will reactivate this enhancement. Cannot be used to cause a critical hit. [For Area of Effect attacks: This effect only activates if you miss all enemies targeted by the attack.]
Applicable to: Cloth Armor, Light Armor

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Spoiler

HP Recovery
Cost: 1 Slot
Cap: 3 Slots
Effect: Heals a single target for (5% per slot) HP.
Applicable to: Support Song

► 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.
Applicable to: Support Song

► 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.
Applicable to: Support Song

► Familiar Sight
Cost: 3 Slots
Cap: 1 Slot
Effect: When played during the <<Feeding your Enemy>> quest, gain +2 LD when attempting to find a familiar. Effect lasts for one thread.
Applicable to: Support Song

► Incarceration
Cost: 3 Slots
Cap: 1 Slot
Effect: When played, one enemy suffers double damage from damage over time effects (Bleed/Poison/Burn, etc). Effect lasts for one battle. Cannot stack with Perpetuate.
Applicable to: Debuff Song

► 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. Cannot stack with Incarceration.
Applicable to: Debuff Song

► Hypnosis
Cost: 1 Slot
Cap: 2 Slots
Effect: When played, reduces a single enemy’s Accuracy by 1 per slot. Effect lasts for one battle.
Applicable to: Debuff Song

► Lullaby
Cost: 1 Slot
Cap: 2 Slots
Effect: When played, reduces a single enemy’s Evasion by 1 per slot. Effect lasts for one battle.
Applicable to: Debuff Song

► Misperception
Cost: 3 Slots
Cap: 1 Slot
Effect: When played, reduces the final damage (after mitigation) of a single enemy by 10% (rounded down). Effect lasts for one battle.
Applicable to: Debuff Song

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Spoiler

► Absolute Accuracy
Cost: 1 Slot
Cap: 1 Slot
Effect: Attack rolls of 1 no longer automatically miss. Gain +1 to the BD when attacking. Cannot be used to trigger a critical hit.
Applicable to: Weapons

► Holy Damage
Cost: 1 Slot
Cap: 2 Slots
Effect: Critical attack rolls of 9-10 gain (2 per slot * Tier) holy damage to your total base damage.
Applicable to: Weapons

► Fallen Damage
Cost: 1 Slot
Cap: 2 Slots
Effect: Successful attack rolls of 6-8 (before modifiers) gain (2 per slot * Tier) fallen damage to your total base damage.
Applicable to: Weapons

► Phase
Cost: 1 Slot
Cap: 1 Slot
Effect: Critical attack rolls of 9-10 ignore half of the target’s mitigation (rounded down).
Applicable to: Weapons

► Vampiric (Offensive)
Cost: 1 Slot
Cap: 2 Slots
Effect: On a nat. 9-10 BD heals X% of player's Max HP (10% for 1 slot, 15% for 2 slots). In the case of AoE attacks, this applies to the first attack.
Applicable to: Weapons

► Paralytic Venom (Offensive)
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural successful attack rolls of 8-10 (1 slot) or 7-10 (2 slots) remove the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties. [Must hit to activate the status condition.]
Applicable to: Weapons

► Freeze
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) remove the enemy’s action on their next turn. Frozen opponents have their Evasion set to -1. Striking a frozen enemy before the effect ends deal an extra (16 * Tier) unmitigatable damage. [Must hit to activate the status condition.]
Applicable to: Weapons

► Envenom (Offensive)
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots), deal (8 * Tier) unmitigatable poison damage each enemy turn for 4 turns. [Must hit to activate the status condition.]
Applicable to: Weapons

► Burn
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (14 * Tier) unmitigated burn damage each enemy turn for 2 turns. Burn damage does not stack, but can be refreshed. The highest tier of Burn damage overrides lower tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.]
Applicable to: Weapons

► Frostbite
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (10 * Tier) unmitigated frostbite damage each enemy turn for 2 turns. In addition, anyone with Frostbite receives a -1 Accuracy debuff until the effect wears off.  Frostbite damage does not stack, but can be refreshed. The highest tier of Frostbite damage overrides lower tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.]
Applicable to: Weapons

► Blight
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (one slot) or Natural successful attack rolls of 8-10 deal (8 * Tier) unmitigated blight damage each enemy turn for 2 turns.  In addition, anyone with Blight loses 5*Tier Mitigation for 2 turns. Blight damage does not stack, but can be refreshed. The highest tier of Blight damage overrides lower tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.]
Applicable to: Weapons

► Static
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (10 * Tier) unmitigated static damage each enemy turn for 2 turns.  In addition, anyone who was not hit by your attack (cannot exceed the 4 target cap) receive (6 * Tier) unmitigated static damage as well.  Static damage does not stack, but can be refreshed. The highest tier of Static damage overrides lower-tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.]
Applicable to: Weapons

► Holy Blessing
Cost: 1 Slot
Cap: 2 Slots
Effect: After taking damage, heal (2% per slot) HP at the beginning of your next turn. Damage over time effects (Bleed, Poison) will not trigger Holy Blessing. Can only trigger once per round. Stacks with Battle Healing.
Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets

► Vampiric (Defensive)
Cost: 1 Slot
Cap: 2 Slots
Effect: On a CD of 9+ heals X% of players Max HP (5% for 1 slot, 10% for 2 Slots)
Applicable to: Cloth Armor, Light Armor, Heavy Armor

► Life Mending
Cost: 1 Slot
Cap: 2 Slots
Effect: Increases the user’s healing done to other targets through skills and use of consumable items by 10% of the initial heal (rounded down) per slot.
Applicable to: Cloth Armor, Light Armor, Heavy Armor, Trinkets

► Paralytic Venom (Defensive)
Cost: 1 Slot
Cap: 2 Slots
Effect: Natural successful attacks against you of 8-10 (1 slot) or 7-10 (2 slots) remove the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties. [Must hit to activate the status condition.]
Applicable to: Shields

► Envenom (Defensive)
Cost: 1 Slot
Cap: 2 Slots
Effect: When hit by natural monster attack rolls of 9-10 (1 slot) or 8-10 (2 slots), deals (8 * Tier) unmitigated damage each enemy turn for 4 turns. [Must hit to activate the status condition.]
Applicable to: Cloth Armor, Light Armor, Heavy Armor

► Flame Thorns
Cost: 1 Slot
Cap: 2 Slots
Effect: Successful attacks against you deal (2 per slot * Tier) unmitigated damage to the attacking enemy. Successful critical attacks against you deal an additional (4 per slot * Tier) unmitigated burn damage each enemy turn for 2 turns.
Applicable to: Heavy Armor, Shields

► Flame Aura
Cost: 1 Slot
Cap: 2 Slots
Effect: Prevent (4 per slot * Tier) damage per slot from successful attacks against you. Successful non-critical attacks against you deal (2 per slot * Tier) unmitigated burn damage to the attacking enemy.
Applicable to: Heavy Armor, Shields

► Frost Thorns
Cost: 1 slot
Cap: 2 slots
Effect:  Successful attacks against you deal (2 per slot * Tier) unmitigated damage to the attacking enemy. Successful critical attacks against you deal an additional (4 per slot * Tier) unmitigated Frost damage each enemy turn for 2 turns.
Applicable to: Heavy Armor, Shields

► Frost Aura
Cost: 1 Slot
Cap: 2 Slot
Effect: Prevent (4 per slot * Tier) damage per slot from successful attacks against you. Successful non-critical attacks against you deal (2 per slot * Tier) unmitigated Frost damage to the attacking enemy.
Applicable to: Heavy Armor, Shields

► Paralytic Immunity
Cost: 1 Slot
Cap: 1 Slot
Effect: Grants immunity to all Paralysis effects.
Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets

► Bloodclot
Cost: 1 Slot
Cap: 1 Slot
Effect: Grants immunity to all Bleed effects.
Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets

► Antifreeze
Cost: 1 Slot
Cap: 1 Slot
Effect: Grants immunity to Freeze effects.
Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets

► Fireproof
Cost: 1 Slot
Cap: 1 Slot
Effect: Grants immunity to Burn effects.
Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets

► Cursed
Cost: 1 Slot
Cap: 1 Slot
Effect: This item cannot be traded to another player, and this item cannot leave the player's inventory. If two players are married with a Cursed item in their shared inventory, either player may access the item. This item automatically adjusts its Tier to the player it's equipped to.
Applicable to: Weapons, Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets

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Weapon Multipliers Energy Cost Effect 1 Effect 2
Dagger High High Focus  

 

Spoiler

Rank 1

  • [x2] Round Accel (2 Energy) - Dash around target at high speeds, delivering two slashes/stabs into target.
    • No Cooldown
  • [x3 Focus] Tri Pierce (3 Energy) - Stab target three times, slashing diagonally to cause a triangle effect on each one.
    • Cooldown: 1 Turn
  • [x4] Side Bite (4 Energy) - Stab your opponent in both sides, inflicting above-average damage.
    • Cooldown: 1 Turn

Rank 2

  • [x5 Focus] Infinite (5 Energy) - The user makes an infinity symbol on the target's body by making five angular slashes.
    • Cooldown: 1 Turn
  • [x6] Fad Edge (6 Energy) - The user swiftly strikes the opponent with six thrusts in brisk succession.
    • Cooldown: 1 Turn
  • [x6 Focus] Shadow Stitch (6 Energy) - Strike along opponents body, slashing as if invisible, opening stitching wounds.
    • Cooldown: 1 Turn

Rank 3

  • [x9 MA] Sonic Resonance (10 Energy) - A reverse-grip slash angled across the target's chest, followed by a concussive spinning high kick to the target's head.
    • Cooldown: 1 Turn
  • [x7 Focus] Starlight Slash (7 Energy) - Leap over target, blade shimmering in the light as if light by moonlight, before slashing target from above.
    • Cooldown: 1 Turn

Rank 4

  • [x11 Focus] Cross Edge (10 Energy) - The user makes an X pattern on the enemies chest with two quick slashes.
    • Cooldown: 2 Turns
  • [x13] Accel Raid (11 Energy) - A rapid flurry of thrusts from the dagger finished by one reverse slash at high speeds.
    • Cooldown: 1 Turn

Rank 5

  • [x14 MA] Eternal Cyclone (13 Energy) - The user holds their dagger in a reverse-grip, and then spins wildly at high speeds, becoming a bladed whirlwind that strikes the target repeatedly.
    • Cooldown: 2 Turns
  • [x15 Focus] Rapid Bite (13 Energy) - The user makes several quick blows by thrusting their dagger at several different angles.
    • Cooldown: 3 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
Rapier Moderate Moderate Focus Stun

 

Spoiler

Rank 1

  • [x2 Stun] Rip Ravine (2 Energy) - Two quick slashes into a target.
    • Cooldown: 1 turn
  • [x3] Accel Stub - (2 Energy) - A chain of three nimble thrusts aimed at the target's torso.
    • Cooldown: 1 turn
  • [x4 Focus] Quadruple Pain - (4 Energy) - Four thrusts are made, each aimed at the limbs of the opponent.
    • Cooldown: 1 turn

Rank 2

  • [x5 Focus] Crucifixion - (5 Energy) - A six-hit thrusting sword art that traces the pattern of a cross into the target.
    • Cooldown: 1 turn
  • [x5 Stun] Twilight Resurrection - (7 Energy) - Four high-speed thrusts, followed by striking the opponent in the head with the back of the fist.
    • Cooldown: 1 turn
  • [x6] Neutron - (5 Energy) - A single high-powered thrust, that pierces the opponent’s body.
    • Cooldown: 1 turn

Rank 3

  • [x8] Penetrate - (7 Energy) - Four high-speed thrusts that penetrate the opponents body and deal considerable damage.
    • Cooldown: 1 turn
  • [x8 MA Stun] Shooting Star - (10 Energy) - The user springs at the target at high speeds before making several quick thrusts into the opponent.
    • Cooldown: 1 turn

Rank 4

  • [x11 Focus] Flashing Penetrator - (11 Energy) - Many powerful thrusts, not giving the target any time to react with counters.
    • Cooldown: 2 Turns
  • [x12 MA] Delta Attack - (12 Energy) - Three powerful slices that form a triangle pattern, followed up by one powerful thrust in the center of the triangle.
    • Cooldown: 1 Turn

Rank 5

  • [x14 Focus] Over Radiation - (12 Energy) - The user makes several thrusts, each at extremely high speeds that send a burst of energy tendrils into the opponent dealing high damage.
    • Cooldown: 3 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
1H Straight Sword High High Stun  

 

Spoiler

Rank 1

  • [x2] Snake Bite (2 Energy) - The user quickly strikes the target with three brisk angled slashes.
    • No Cooldown
  • [x3 Stun] Rage Spike (3 Energy) - Strike each target in the vicinity twice in a blinding fit of uncontrolled rage.
    • Cooldown: 1 Turn
  • [x4] Vertical Arc (4 Energy) - The user creates a "V" pattern on the opponent's chest by making two successive strikes.
    • Cooldown: 1 Turn

Rank 2

  • [x5] Vertical Square (5 Energy) - Four strikes are made in the air in the shape of a square, and then a square of energy bursts causing concussive damage.
    • Cooldown: 1 Turn
  • [x6 Stun] Horizontal Square (6 Energy) - Three strikes are made on the target's chest, one downward, to the side, upward, and then a finishing concussive blow to the head with the flat of the blade.
    • Cooldown: 1 Turn
  • [x7] Vorpal Lance (6 Energy) - The user's sword length doubles from energy before thrusting the weapon into the opponent, causing a burst of energy.
    • Cooldown: 1 Turn

Rank 3

  • [x8 Stun] Star Quint Prominence (8 Energy) - Five brisk thrusts are made into an opponent's chest in the shape of the star, finished by a powerful uppercut.
    • Cooldown: 1 Turn
  • [x10 MA] Deadly Sins (10 Energy) - Seven thrusts with the sword in the pattern of the Big Dipper Constellation.
    • Cooldown: 1 Turn

Rank 4

  • [x11 Stun] Lightning Fall (10 Energy) - The user leaps high into the air, makes a single backflip, and then comes down with a powerful downward slice causing crackles of energy to pop around the user and the target.
    • Cooldown: 2 Turns
  • [x13] Nova Ascension (12 Energy) - A flurry of slashes is made, finished by ramming into the target and a concussive blow from the hilt.
    • Cooldown: 1 Turn

Rank 5

  • [x15 Stun] Shadow Explosion (14 Energy) - The user swings their blade around their body, causing a ring of energy to build up and then a thrust from the sword that causes the energy to blast forward.
    • Cooldown: 3 Turns
  • [x16 MA] Meteor Break (16 Energy) - The user charges an opponent, makes many powerful successive hits, throws the sword into the air, followed by a series of rock-shattering blow and then finished by catching the sword and making a spin strike.
    • Cooldown: 2 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
Curved Sword Low Low AoE Focus

 

Spoiler

Rank 1

  • [x2] Rage Blow (2 Energy) - The user makes one heavy blow, cleaving into the opponent's chest.
    • No Cooldown
  • [x3 AoE] Farrant Full Moon (3 Energy +2 per target hit) - The user extends their arm and spins quickly in a circle thrice, striking all opponents in the vicinity.
    • Cooldown: 1 Turn
  • [x4 Focus] Fell Crescent (4 Energy) - The user charges at a high speed at the opponent and makes one strong uppercut, dealing high damage.
    • Cooldown: 1 Turn

Rank 2

  • [x5] Death Creep (5 Energy) - Six slashes, starting from lower on the body and ending with a slash across the neck.
    • Cooldown: 1 Turn
  • [x5 AoE] Rising Sun (5 Energy +2 per target hit) - Two slashes in wide arcs across chest-level before feinting, then delivering a final devastating slash.
    • Cooldown: 1 Turn
  • [x6] Bear Knock (6 Energy) - The user makes six hard blows in random places on the opponent's body.
    • Cooldown: 1 Turn

Rank 3

  • [x9] Meteor Fall (10 Energy) - The user throws the sword into the air before two powerful punches are given and then finished with catching the sword, leaping into the air and flipping, making two powerful slashes.
    • Cooldown: 1 Turn
  • [x9 Focus] Lasing Chopper (9 Energy) - Three cleaving blows are made, one at each arm, and then the last at the neck.
    • Cooldown: 1 Turn

Rank 4

  • [x11] Dancing Hellraiser (11 Energy) - A sword art that uses one foot as a pivot point to rapidly spin and slash simultaneously.
    • Cooldown: 1 Turn
  • [x11 AoE] Butterfly Illusion (9 Energy +2 per target hit) - The user charges at each opponent in the surrounding area, making four brisk slashes on each.
    • Cooldown: 2 Turns

Rank 5

  • [x13 AoE Focus] Legion Destroyer (10 Energy +2 per target hit) - The user slashes wildly, making several blows at different areas on the opponents’ bodies, and then finishes with a spinning strike.
    • Cooldown: 3 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
Javelin Moderate Moderate Focus Delay

 

Spoiler

Rank 1

  • [x2 Delay] Triple Barrage (2 Energy) - The user strikes the opponent's chest twice with a thrust, and then makes a concussive blow with the butt of the javelin.
    • No Cooldown
  • [x3 Focus] Maiming Blow (3 Energy) - The user swipes the edge of the javelin across the opponents body.
    • Cooldown: 1 Turn
  • [x4] Pierce (4 Energy) - One strong thrust into an opponent's chest.
    • Cooldown: 1 Turn

Rank 2

  • [x5] Hurricane (5 Energy) -The user twirls the pole-arm and slices four times across a wide area.
    • Cooldown: 1 Turn
  • [x5 Focus] Soul Pierce (5 Energy) - A heavy-hitting sword art that stabs at the opponent's heart.
    • Cooldown: 1 Turn
  • [x6] Furious Spike (6 Energy) - The user charges at an enemy,  leaps into the air and slams the tip of the javelin into the opponent's body at an angle.
    • Cooldown: 1 Turn

Rank 3

  • [x9 MA] Tribal Fury (8 Energy) - The javelin is wildly swung around in a wide area, seemingly uncontrollably to the opponents.
    • Cooldown: 1 Turn
  • [x10 Delay] Dragonfly Cutter (9 Energy) - The javelin's edge is used to make several cuts and slices around the opponents body, and then the user spins quickly, slamming the shaft of the javelin into the opponent's head.
    • Cooldown: 1 Turn

Rank 4

  • [x11 MA Focus] Gungnir (11 Energy) - The user charged forward, slams the butt of the javelin into the opponent's stomach, throws them into the air and then jumps up to follow, where then the move is finished by an attack that slams them into the ground.
    • Cooldown: 2 Turns
  • [x12] Arahabaki (11 Energy) - The javelin is used to make one powerful strike across a wide arc, making one long gash through the opponents chest.
    • Cooldown: 1 Turn

Rank 5

  • [x14 Focus] Merciless Fury (13 Energy) - The user makes several rapid thrusts at the opponent, hitting several different areas at a high speed which is almost impossible to dodge.
    • Cooldown: 3 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
Hammer Moderate High Delay Stun

 

Spoiler

Rank 1

  • [x2 Stun] Power Strike (2 Energy) - The user slams their hammer into the opponent's chest with a powerful swing.
    • No Cooldown
  • [x4] Upper Swing (4 Energy) - A single upward swing aimed at the jaw of the opponent.
    • Cooldown: 1 Turn
  • [x4 Delay] Strike Heart (4 Energy) - A pair of consecutive angular swings, succeeded by a thrust at the target's heart with the backend blunt.
    • Cooldown: 1 Turn

Rank 2

  • [x4 Delay] Diastrophism (4 Energy) - User makes one powerful swing at the target's ribcage.
    • Cooldown: 1 Turn
  • [x7] Brutal Strike (6 Energy) - The user leaps into the air, and slams downward using their momentum to increase their power.
    • Cooldown: 1 Turn
  • [x7] Thrice Blow (6 Energy) - Two uppercut attacks, then a shock wave by a ground slam.
    • Cooldown: 1 Turn

Rank 3

  • [x8 Stun] Variable Blow (9 Energy) - The user spins twice in a circle, before hitting the opponent in the third with a concussive blow to the head.
    • Cooldown: 1 Turn
  • [x10 MA] Mjolnir Hammer (8 Energy) - The user raises the hammer into the air before charging the opponent and letting loose many high-powered swings.
    • Cooldown: 1 Turn

Rank 4

  • [x12 Stun] Bludgeon (12 Energy) - A single, very powerful blow to the opponent's body that might throw them off balance.
    • Cooldown: 2 Turns
  • [x13 MA] Mind Impact (11 Energy) - User thrusts the hammer into the opponent's gut before putting away the hammer and finishing with a double hammer-fist to the target's head.
    • Cooldown: 1 Turn

Rank 5

  • [x14 Delay] Holy Crown (13 Energy) - A slam of the hammer to each side of the target's body finished by a thrust into their forehead.
    • Cooldown: 3 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
One-Handed Axe Moderate Moderate Delay AoE

 

Spoiler

Rank 1

  • [x2 Delay] Smash (2 Energy) - The user smashes the pommel of their weapon against a single target.
    • No Cooldown
  • [x3 AoE] Sharpened Chop (3 Energy +2 per target hit) - A side swipe that hits three times, like cutting down a tree.
    • Cooldown: 1 Turn
  • [x4] Hack (4 Energy) - Two diagonal cuts on the opponent's chest.
    • Cooldown: 1 Turn

Rank 2

  • [x6] Guillotine (6 Energy) - A precise cut to the enemy, made to cut off heads.
    • Cooldown: 1 Turn
  • [x6 Delay] Heightened Bash (6 Energy) - A high jump into the air that crashes into the enemy with the full force of your body.
    • Cooldown: 1 Turn
  • [x7] Lightning Axe (6 Energy) - A mid-level sword art that Follows the path of lightning with each swipe.
    • Cooldown: 1 Turn

Rank 3

  • [x8 AoE] Tomahawk Thrust (7 Energy +2 per target hit) - An almost boomerang throw of the ax that cuts through enemies one by one.
    • Cooldown: 1 Turn
  • [x10] Undertone (9 Energy) - A Sword Art that cuts upward slicing the enemy from the bottom and then from the top.
    • Cooldown: 1 Turn

Rank 4

  • [x13 MA] Perunic Crash (11 Energy) - A hard crash into the ground that creates a slice of force.
    • Cooldown: 2 Turns
  • [x13 Delay] Ukon Kirves (12 Energy) - A skill that involves eleven strong cuts into the enemy's side.
    • Cooldown: 2 Turns

Rank 5

  • [x12 MA AoE] Timber Slash (10 Energy +2 per target hit) - Repeated hits allowing you to cut through enemies like a small forest.
    • Cooldown: 2 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
Whip Low Moderate Stun/Focus Delay

 

Spoiler

Rank 1

  • [x2 Delay] Pop (2 Energy) - The user cracks the whip in a way that produces more noise than actual damage, startling the opponent.
    • No Cooldown
  • [x3 Stun] Crackle (4 Energy) - The whip becomes covered in electrical sparks that stun the opponent upon contact.
    • Cooldown: 1 Turn
  • [x4] Snap (4 Energy) - A simple crack of the whip for high damage.
    • Cooldown: 1 Turn

Rank 2

  • [x5] Ankle Biter (5 Energy) - A succession of rapid attacks are aimed toward the opponent’s feet.
    • Cooldown: 1 Turn
  • [x5 Stun] Precise Strike (7 Energy) - The user aims the apex of the attack toward the opponent’s throat, stunning them in the process.
    • Cooldown: 1 Turn
  • [x6] Flourish Gate (6 Energy) - The user twirls the whip in various directions to confuse the opponent before striking them when the time is right.
    • Cooldown: 1 Turn

Rank 3

  • [x8 Focus] Scanner (8 Energy) - The user identifies a weak spot on the opponent, then strikes it.
    • Cooldown: 1 Turn
  • [x9] Cascade (8 Energy) - The user extends the whip and slams down.
    • Cooldown: 1 Turn

Rank 4

  • [x11] All Out (10 Energy) - The user attacks with a blistering attack, using all of their might.
    • Cooldown: 1 Turn
  • [x12 Focus] Flashbang (12 Energy) - Electrical energy surges from the handle of the whip to the end during the attack, resulting in a bright flash.
    • Cooldown: 2 Turns

Rank 5

  • [x13 Stun] Choke (12 Energy) - The user wraps the whip around their opponent’s neck and pulls the whip tight.
    • Cooldown: 3 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
2H Straight Sword High Moderate Stun AoE

 

Spoiler

Rank 1

  • [x3] Scooped (2 Energy) - A three-hit sword art that employs varying over and under-cut motions.
    • No Cooldown
  • [x4 AoE] Blast (4 Energy +2 per target hit) - A pair of horizontal sweeping strokes that hits multiple targets.
    • Cooldown: 2 Turns
  • [x5] Straight (5 Energy) - Begins with the player bending their knees before thrusting forward with a singular powerful strike covering the gap between you and your opponent.
    • Cooldown: 1 Turn

Rank 2

  • [x7 Stun] Lightning (9 Energy) - A combination of four slashes of varying angles aimed at a single target stunning them.
    • Cooldown: 2 Turns
  • [x7 AoE] Cyclone (7 Energy +2 per target hit) - A multi-hit sword art that uses the user's heel as a pivot to spin violently, chaining together multiple hits against multiple targets.
    • Cooldown: 2 Turns
  • [x8] Back Rush (8 Energy) - A countering technique to spin around when an opponent has the player's back.
    • Cooldown: 2 Turns

Rank 3

  • [x11 Stun] Fight Blade (10 Energy) - A mid-tier sword art that utilizes a mixture of over, under, and middle-cuts across multiple targets.
    • Cooldown: 2 Turns
  • [x12] Astral Hell (10 Energy) - A multi-hit sword art that chains three sweeping strokes with four deft thrusts at varying points.
    • Cooldown: 2 Turns

Rank 4

  • [x14 Stun] Tempest (12 Energy) - A charge-type sword art that slams the blade's pommel into the target's head to stun them.
    • Cooldown: 2 Turns
  • [x15] Calamitous Disaster (12 Energy) - A high-tier sword art that chains together six powerful angular strokes.
    • Cooldown: 3 Turns

Rank 5

  • [x17 AoE] Galaxy Destroyer (14 Energy +2 per target hit) - A powerful angular slash which tears through your opponent.
    • Cooldown: 4 Turns

 


 

Weapon Energy Damage Effect 1 Effect 2
Assault Spear Moderate Moderate Delay Focus

 

Spoiler

Rank 1

  • [x2 Focus] Sonic Charge (2 Energy) - A forward thrust which explodes energy at the end of the move.
    • No Cooldown
  • [x5] Heft (5 Energy) - Lift the heavy end of the spear diagonally across your opponent from the ground, cutting their torso with the tip.
    • Cooldown: 1 Turn
  • [x5 Delay] Twin Thrust (5 Energy) - A pair of quick thrusts aimed at the user's knees to immobilize them.
    • Cooldown: 2 Turns

Rank 2

  • [x8 Delay] Mighty Charge (8 Energy) - Charge your opponent fiercely and impale them with your spearhead. Your opponent is then lifted up before being slammed into the ground from the momentum of your maneuver.
    • Cooldown: 2 Turns
  • [x10] Hellish Twice (10 Energy) - A pair of alternating sweeping motions which rake across the target.
    • Cooldown: 2 Turns
  • [x10] Fatal Thrust (11 Energy) - A single powerful thrust.
    • Cooldown: 2 Turns

Rank 3

  • [x12 Focus] Divide (12 Energy)- A single vertical sweep after briefly spinning the spear which cuts straight up the middle of the enemy and finishes by striking the bottom of their jaw.
    • Cooldown: 2 Turns
  • [x13] Dancing Spear (11 Energy) - An acrobatic combo involving sweeps, pole vaulting with kicks and a concluding thrust.
    • Cooldown: 2 Turns

Rank 4

  • [x14 Delay] Vent Forth (14 Energy) - A five-hit skill that employs three spinning slashes, concluded with one final thrust which stuns the opponent
    • Cooldown: 3 Turns
  • [x15] Imperial Southern Cross (13 Energy) - Six rapid stabs, followed by a powerful finishing thrust at the opponent.
    • Cooldown: 3 Turns

Rank 5

  • [x16 Focus] Dimension Stampede (15 Energy) - An attack with four fast stabs, only to be concluded by a jumping slam from above.
    • Cooldown: 4 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
War Axe Low Low Stun AoE

 

Spoiler

Rank 1

  • [x2] Ultimate Breaker (2 Energy) - A pair of uppercuts that finish with a vertical slam to the target's head.
    • No Cooldown
  • [x4 AoE] Whirlwind (4 Energy +2 per target hit) - A single sweeping attack so powerful that it sends forth a shock wave to hit again.
    • Cooldown: 1 Turn
  • [x5 Stun] Stunning Tap (5 Energy) - The polearm of the weapon is shoved into the bridge of the opponent’s nose, stunning them.
    • Cooldown: 2 Turns

Rank 2

  • [x7] Lumberjack (8 Energy) - Three wide sweeping strokes aimed at a single target.
    • Cooldown: 2 Turns
  • [x8 Stun] Torque Wave (10 Energy) - A sweeping strike that tears into the opponent.
    • Cooldown: 2 Turns
  • [x10] Crimson Blood (10 Energy) - Three sweeping spinning slices keeping the same momentum.
    • Cooldown: 2 Turns

Rank 3

  • [x12] Crescent Avalanche (11 Energy) - An advanced mixture of slices, hilt stabs and thrusts at an opponent.
    • Cooldown: 2 Turns
  • [x12 Stun] Explode Catapult (11 Energy) - Two powerful sweeping strokes in alternating directions that concludes with slamming the ax into the ground.
    • Cooldown: 2 Turns

Rank 4

  • [x14] Dynamic Violence (12 Energy) - An attack of three slices, which is finished by a shock wave created by the power of an empty swing.
    • Cooldown: 2 Turns
  • [x14 AoE] Ordinal Cleave (12 Energy +2 per target hit) - A flurry of eight vicious slashes that stuns the opponent.
    • Cooldown: 3 Turns

Rank 5

  • [x16 Stun] Screw Dimension (15 Energy) - Does one slice with the ax, which then releases in a burst of energy, doing the damage again.
    • Cooldown: 4 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
Warhammer Very High Very High AoE  

 

Spoiler

Rank 1

  • [x4] Concussion (2 Energy) - The polearm of the warhammer is thrust forth toward the opponent, the weight of the weapon empowering the attack.
    • No Cooldown
  • [x5] Crash (5 Energy) - The warhammer is slammed down harshly in front of the user.
    • Cooldown: 1 Turn
  • [x5 AoE] Sweep (5 Energy +2 per target hit) - The user extends their arms and swings the warhammer in a massive arc, smashing anything in its path.
    • Cooldown: 2 Turns

Rank 2

  • [x10] Boom (8 Energy) - The attack begins with an uppercut to create distance, then the user dashes forward and brings the hammer down with all their might.
    • Cooldown: 2 Turns
  • [x10 AoE] Twister (8 Energy +2 per target hit) - The user the inertia of the warhammer to spin on their heel indefinitely. This Sword Art is difficult to control.
    • Cooldown: 2 Turns
  • [x11] Lift Asunder (9 Energy) - The user lets the hammerhead fall behind them, then uses the momentum to bring it forward in an uppercut motion.
    • Cooldown: 2 Turns

Rank 3

  • [x13 AoE] Double Or Nothing (11 Energy +2 per target hit)- The warhammer is swung in a wide arc one direction, then brought back in the other direction just as fiercely.
    • Cooldown: 2 Turns
  • [x14] Ripple (12 Energy) - The user smashes the ground with the warhammer, causing a shockwave to ripple forth.
    • Cooldown: 2 Turns

Rank 4

  • [x15 AoE] Wallbreaker (14 Energy +2 per target hit) -The energy that forms around the warhammer takes the shape of a spiked flail for additional damage.
    • Cooldown: 3 Turns
  • [x16] Fling (12 Energy) - The user charges the attack, then swings the warhammer forward as hard as they can. The warhammer’s inertia carries the user with it as it flies forward.
    • Cooldown: 3 Turns

Rank 5

  • [x18 AoE] Odin’s Wrath (16 Energy +2 per target hit) - Nothing can put a stop to this attack.
    • Cooldown: 4 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
Claws Moderate High AoE Delay

 

Spoiler

Rank 1

  • [x3 AoE] Displacer (3 Energy +2 per target hit) - The user extends their arms and twirls, striking any opponents within range.
    • Cooldown: 2 Turns
  • [x3 Delay] Delayed Blades- (2 Energy) - An advanced technique which uses kicks to disable an opponent and then chops their neck with the claws.
    • No Cooldown
  • [x5] Acute Vault (5 Energy) - The user lunges at the target and rakes the claws against them wildly.
    • Cooldown: 1 Turn

Rank 2

  • [x7 AoE] Crouching Lotus (6 Energy +2 per target hit) - The user assumes a crouching position, springing from opponent to opponent and slashing at their legs.
    • Cooldown: 2 Turns
  • [x8] Severance (7 Energy) - The user aims for multiple points on the opponent’s body where tendons are vulnerable.
    • Cooldown: 2 Turns
  • [x8] Wild Dance (7 Energy) - The user confuses the opponent with a flowy dance that incorporates vicious strikes from the claws.
    • Cooldown: 2 Turns

Rank 3

  • [x11 MA Delay] Crunch (11 Energy) - The user backhands the opponent with a closed fist right against the bridge of the nose.
    • Cooldown: 2 Turns
  • [x12] Blink (10 Energy) - A high-level sword art in which the user strikes the opponent five times in the blink of an eye.
    • Cooldown: 2 Turns

Rank 4

  • [x13] Viper’s Sting (12 Energy) - The user flows toward their opponent with the grace of a serpent before snapping both claws into them.
    • Cooldown: 2 Turns
  • [x14 AoE] Shredder (12 Energy +2 per target hit) - The user dashes between every opponent, striking each once with each claw.
    • Cooldown: 2 Turns

Rank 5

  • [x17 MA AoE Delay] Dance Macabre (14 Energy +2 per target hit) - The user swirls and slides through the battlefield with grace, striking any that oppose them.
    • Cooldown: 3 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
Katana High Moderate Focus AoE

 

Spoiler

Rank 1

  • [x1 AoE] Tsumuji Guruma (1 Energy +2 per target hit) - A simple sword art that spins the user on their heel to slash in every direction.
    • No Cooldown
  • [x4 Focus] Ukifune (4 Energy) - Knocks the opponent high into the air.
    • Cooldown: 2 Turns
  • [x5] Han'ei (5 energy) - Two fast swings with the length of the katana blade.
    • Cooldown: 1 Turn

Rank 2

  • [x7 Focus] Tsuji Kaze (7 Energy) - A straight, long-ranged drawing strike.
    • Cooldown: 2 Turns
  • [x8] Gen Getsu (8 Energy) - A half-circle that moves irregularly.
    • Cooldown: 2 Turns
  • [x9] Hi Ougi (9 Energy) - Upward, downward, then thrusting combo.
    • Cooldown: 2 Turns

Rank 3

  • [x12 AoE] Haku Senpu (10 Energy +2 per target hit) - A vast whirlwind of strikes that cause the wind to spin around the user, affecting multiple targets within range.
    • Cooldown: 2 Turns
  • [x13] Wa Shu (11 Energy) - A fast combo of slices that ends with a vertical chop.
    • Cooldown: 2 Turns

Rank 4

  • [x14] Zekkai (12 Energy) - A simple skill in a concept that draws the user's blade across the target's body to deal great damage.
    • Cooldown: 2 Turns
  • [x14 Focus] San Ge (14 Energy) - Multiple fast slices, which is concluded with a powerful vertical chop.
    • Cooldown: 3 Turns

Rank 5

  • [x16 Focus] Iai (15 Energy) - A high-tier sword art that draws the blade from its scabbard and slashes in one rapid motion.
    • Cooldown: 4 Turns

 


 

Weapon Multipliers Energy Cost Effect 1 Effect 2
Martial Arts Moderate High Stun Delay

 

Spoiler

Rank 1

  • [x3 Stun] Embracer (4 Energy) - An unarmed sword art that pierces the enemy with the fingers.
    • Cooldown: 2 Turns
  • [x3 Delay] Delayed Sword- (2 Energy) - An advanced technique which uses kicks to disable an opponent and then chops their neck with the hand.
    • No Cooldown
  • [x5] Aggressive Twins (5 Energy) - A fast combination of left and right jabs.
    • Cooldown: 1 Turn

Rank 2

  • [x7 Stun] Leaping Crane (8 Energy) - A jumping forward kick from a high altitude.
    • Cooldown: 2 Turns
  • [x8] Five Swords (7 Energy) - Multiple chopping strikes to key joints of the body.
    • Cooldown: 2 Turns
  • [x8] Crescent Moon (7 Energy) - The user pushes off the ground and performs a single backflip to connect a sweeping flash kick with their target.
    • Cooldown: 2 Turns

Rank 3

  • [x11 Delay] Tornado Kick (11 Energy) - Kick off the ground with a spin, then do a sweeping 360 kick.
    • Cooldown: 2 Turns
  • [x12] Acupuncture (10 Energy) - A high-level sword art that strikes at a body's vital points in quick succession.
    • Cooldown: 2 Turns

Rank 4

  • [x13] Falcon Jab (12 Energy) - A single jab with the user's dominant hand connects with the target's face or chest, knocking them backward.
    • Cooldown: 2 Turns
  • [x14 Stun] Full Cowl (14 Energy) - A powerful roundhouse kick aimed at the opponent's legs.
    • Cooldown: 2 Turns

Rank 5

  • [x17 Stun Delay] All Might (16 Energy) - One single, devastating right hook to the opponent's face.
    • Cooldown: 3 Turns

 

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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 Blacksmith: Able to craft Tier 4 equipment. 5 crafts per day.
  • [160-319 EXP] Rank 5 - Assistant Blacksmith: Able to craft Tier 5 equipment. 6 crafts per day.
  • [320-639 EXP] Rank 6 - Mentor Blacksmith: Able to craft Tier 6 equipment. 7 crafts per day.
  • [640-1279 EXP] Rank 7 - High Mentor Blacksmith: Able to craft Tier 7 equipment. 8 crafts per day.
  • [1280-2559 EXP] Rank 8 - Provisional Master Blacksmith: Able to craft Tier 8 equipment. 9 crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Blacksmith: Able to craft Tier 9 equipment. 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grand Master Blacksmith: Able to craft Tier 10 equipment. 11 crafts per day.

Blacksmiths can make the following types of items:

  • Weapons (Available at Rank 1): Sword, spear, axe, etc. Weapons typically provide damage or other on-hit attack bonuses.
  • Light Armor (Available at Rank 2): Chain mail, scale mail, etc. Light armor provides defensive bonuses but less than Heavy Armor.
  • Heavy Armor (Available at Rank 3): Chestplate, helmet, gauntlets, etc. Heavy armor provides mitigation and other defensive bonuses.
  • Shields (Available at Rank 5): Kite shield, buckler, etc. Shields typically provide defensive or utility bonuses.

Leveling Up:
Gaining EXP and increasing your Blacksmith Rank increases the Tier level and number of items you can craft each day.

  • Critical Fail and Fail crafts: +1 EXP
  • Salvage crafts: +2 EXP
  • Uncommon crafts: +3 EXP
  • Rare crafts: +5 EXP
  • Perfect crafts: +8 EXP

Item Fusion:
Blacksmiths can combine items that they craft (i.e. Weapons, Light Armor, Heavy Armor, and Shields) to create higher quality items. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules:

  • Items must be of the same item type and tier to be considered eligible as components for the combination process.
  • If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used.
  • If an item with a Unique enhancement is used as a component, the combined item will not be able to possess that Unique Enhancement unless a Gleaming Scale is provided.
  • Item combinations must have the following exchange rate:
    Quote
    • 2 Uncommon items + 1 Material = 1 Rare item
    • 2 Rare items + 2 Materials = 1 Perfect item
    • 2 Perfect/Demonic Items + 3 Materials = 1 Perfect item
    • 1 Perfect/Demonic item + 1 Demonic item + 3 Materials + 1 Demonic Shard = 1 Demonic item

Crafting Die Result Chart:
As your Blacksmith rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.

Spoiler
  • Rank 1
    [1] = Critical Fail (Lose materials)
    [2-5] = Fail (Lose materials)
    [6-9] = Salvage (Keep materials on LD 11+)
    [10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 2
    [1] = Critical failure (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-8] = Salvage (Keep materials on LD 11+)
    [9-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 3
    [1] = Critical failure (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-7] = Salvage (Keep materials on LD 11+)
    [8-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 4
    [1] = Critical failure (Lose materials)
    [2-3] = Fail (Lose materials)
    [4-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 5
    [1] = Critical failure (Lose materials)
    [2] = Fail (Lose materials)
    [3-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 6
    [1] = Critical failure (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 7
    [1] = Critical failure (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 8
    [1] = Critical failure (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 9
    [1] = Critical failure (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-7] = Uncommon item (1 slot)
    [8-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

  • Rank 10
    [1] = Critical failure (Lose materials)
    [2-3] = Salvage (Keep materials on LD 11+)
    [4-6] = Uncommon item (1 slot)
    [7-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

 

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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 - Experienced Tailor: Able to craft Tier 4 equipment. 5 crafts per day.
  • [160-319 EXP] Rank 5 - Assistant Tailor: Able to craft Tier 5 equipment. 6 crafts per day.
  • [320-639 EXP] Rank 6 - Mentor Tailor: Able to craft Tier 6 equipment. 7 crafts per day.
  • [640-1279 EXP] Rank 7 - High Mentor Tailor: Able to craft Tier 7 equipment. 8 crafts per day.
  • [1280-2559 EXP] Rank 8 - Provisional Master Tailor: Able to craft Tier 8 equipment. 9 crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Tailor: Able to craft Tier 9 equipment. 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grand Master Tailor: Able to craft Tier 10 equipment. 11 crafts per day.

Tailors can make the following types of items:

  • Weapons/Clothing (Available at Rank 1): Dresses, shirts, hand wraps (martial arts weapons), etc. Weapons typically provide damage or other on-hit attack bonuses, whereas clothing is normally used for vanity or loot bonuses.
  • Cloth Armor (Available at Rank 2): Robes, silks, common clothing, etc. Cloth armor prioritizes freedom of movement for the user over its more structured counterparts.
  • Light Armor (Available at Rank 3): Chain mail, scale mail, etc. Light armor provides defensive bonuses but less than Heavy Armor.
  • Plushies (Available at Rank 5): Stuffed animals, pillows, dolls, etc. Plushies provide Loot Die and Crafting bonuses.

Leveling Up:
Gaining EXP and increasing your Tailor Rank increases the Tier level and number of items you can craft each day.

  • Critical Fail and Fail crafts: +1 EXP
  • Salvage crafts: +2 EXP
  • Uncommon crafts: +3 EXP
  • Rare crafts: +5 EXP
  • Perfect crafts: +8 EXP

Item Fusion:
Tailor can combine items that they craft (i.e. Weapons/Clothing, Cloth Armor, Light Armor, Plushies) to create higher quality items. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules:

  • Items must be of the same item type and tier to be considered eligible as components for the combination process.
  • If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used.
  • If an item with a Unique enhancement is used as a component, the combined item will not be able to possess that Unique Enhancement unless a Gleaming Scale is provided.
  • Item combinations must have the following exchange rate:
    Quote
    • 2 Uncommon items + 1 Material = 1 Rare item
    • 2 Rare items + 2 Materials = 1 Perfect item
    • 2 Perfect/Demonic Items + 3 Materials = 1 Perfect item
    • 1 Perfect/Demonic item + 1 Demonic item + 3 Materials + 1 Demonic Shard = 1 Demonic item

Crafting Die Result Chart:
As your Tailor rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.

Spoiler
  • Rank 1
    [1] = Critical Fail (Lose materials)
    [2-5] = Fail (Lose materials)
    [6-9] = Salvage (Keep materials on LD 11+)
    [10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 2
    [1] = Critical failure (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-8] = Salvage (Keep materials on LD 11+)
    [9-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 3
    [1] = Critical failure (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-7] = Salvage (Keep materials on LD 11+)
    [8-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 4
    [1] = Critical failure (Lose materials)
    [2-3] = Fail (Lose materials)
    [4-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 5
    [1] = Critical failure (Lose materials)
    [2] = Fail (Lose materials)
    [3-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 6
    [1] = Critical failure (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 7
    [1] = Critical failure (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 8
    [1] = Critical failure (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 9
    [1] = Critical failure (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-7] = Uncommon item (1 slot)
    [8-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

  • Rank 10
    [1] = Critical failure (Lose materials)
    [2-3] = Salvage (Keep materials on LD 11+)
    [4-6] = Uncommon item (1 slot)
    [7-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

 

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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 Artisan: Able to craft Tier 4 equipment. 5 crafts per day.
  • [160-319 EXP] Rank 5 - Assistant Artisan: Able to craft Tier 5 equipment. 6 crafts per day.
  • [320-639 EXP] Rank 6 - Mentor Artisan: Able to craft Tier 6 equipment. 7 crafts per day.
  • [640-1279 EXP] Rank 7 - High Mentor Artisan: Able to craft Tier 7 equipment. 8 crafts per day.
  • [1280-2559 EXP] Rank 8 - Provisional Master Artisan: Able to craft Tier 8 equipment. 9 crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Artisan: Able to craft Tier 9 equipment. 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grand Master Artisan: Able to craft Tier 10 equipment. 11 crafts per day.

Artisans can make the following types of items:

  • Trinkets (Available at Rank 1): Pocket watches, charms, etc. Mainly utility and looting buffs.
  • Jewelry (Available at Rank 3): Necklaces, circlets, earrings, etc. Primarily provides buffs that are useful in combat.
  • Sculptures (Available at Rank 5): Clay, ice, stone, etc. Sculptures can come in many different shapes and sizes and provide crafting bonuses.

Leveling Up:
Gaining EXP and increasing your Artisan Rank increases the Tier level and number of items you can craft each day.

  • Critical Fail and Fail crafts: +1 EXP
  • Salvage crafts: +2 EXP
  • Uncommon crafts: +3 EXP
  • Rare crafts: +5 EXP
  • Perfect crafts: +8 EXP

Item Fusion:
Artisans can combine items that they craft (i.e. Trinkets, Jewelry, Sculptures) to create higher quality items. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules:

  • Items must be of the same item type and tier to be considered eligible as components for the combination process.
  • If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used.
  • If an item with a Unique enhancement is used as a component, the combined item will not be able to possess that Unique Enhancement unless a Gleaming Scale is provided.
  • Item combinations must have the following exchange rate:
    Quote
    • 2 Uncommon items + 1 Material = 1 Rare item
    • 2 Rare items + 2 Materials = 1 Perfect item
    • 2 Perfect/Demonic Items + 3 Materials = 1 Perfect item
    • 1 Perfect/Demonic item + 1 Demonic item + 3 Materials + 1 Demonic Shard = 1 Demonic item

Crafting Die Result Chart:
As your Artisan rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts.

Spoiler
  • Rank 1
    [1] = Critical Fail (Lose materials)
    [2-5] = Fail (Lose materials)
    [6-9] = Salvage (Keep materials on LD 11+)
    [10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 2
    [1] = Critical failure (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-8] = Salvage (Keep materials on LD 11+)
    [9-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 3
    [1] = Critical failure (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-7] = Salvage (Keep materials on LD 11+)
    [8-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 4
    [1] = Critical failure (Lose materials)
    [2-3] = Fail (Lose materials)
    [4-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 5
    [1] = Critical failure (Lose materials)
    [2] = Fail (Lose materials)
    [3-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 6
    [1] = Critical failure (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 7
    [1] = Critical failure (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 8
    [1] = Critical failure (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

  • Rank 9
    [1] = Critical failure (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-7] = Uncommon item (1 slot)
    [8-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

  • Rank 10
    [1] = Critical failure (Lose materials)
    [2-3] = Salvage (Keep materials on LD 11+)
    [4-6] = Uncommon item (1 slot)
    [7-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

 

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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.
  • [80-159 EXP] Rank 4 - Experienced Alchemist: Able to craft Tier 4 equipment. 5 crafts per day.
  • [160-319 EXP] Rank 5 - Assistant Alchemist: Able to craft Tier 5 equipment. 6 crafts per day.
  • [320-639 EXP] Rank 6 - Mentor Alchemist: Able to craft Tier 6 equipment. 7 crafts per day.
  • [640-1279 EXP] Rank 7 - High Mentor Alchemist: Able to craft Tier 7 equipment. 8 crafts per day.
  • [1280-2559 EXP] Rank 8 - Provisional Master Alchemist: Able to craft Tier 8 equipment. 9 crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Alchemist: Able to craft Tier 9 equipment. 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grand Master Alchemist: Able to craft Tier 10 equipment. 11 crafts per day.

Alchemists can make the following types of items:

  • Salves (Available at Rank 1):  An item with a paste-like consistency, similar to an ointment. Salves are applied to the surface of a player's skin or a weapon to take effect.
  • Potions (Available at Rank 3):  Liquids that are typically stored in a glass or crystal vial. They have a variety of uses for both combat and when crafting.
  • Crystals (Available at Rank 5): Powerful items that can be used in an instant. Along with teleportation, they provide many useful combat buffs.

Crafting Crystals:
Crystals are made just the same as other items and use a single crafting attempt, but they require 2 materials to make. Rolling a Salvage result when crafting a crystal saves 1 material by default, but if the LD result of that roll is 15 or higher, both materials are salvaged. Using a crystal does not take a post action, although only one crystal can be used per post while in combat.

Leveling Up:
Gaining EXP and increasing your Alchemist Rank increases the Tier level and number of items you can craft each day.

  • Critical Fail and Fail crafts: +1 EXP
  • Salvage crafts: +2 EXP
  • Uncommon crafts: +3 EXP
  • Rare crafts: +5 EXP
  • Perfect crafts: +8 EXP

Item Fusion:
Alchemists can combine items that they craft (i.e. Salves, Potions, Crystals) to create higher quality items. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules:

  • Items must be of the same item type and tier to be considered eligible as components for the combination process.
  • Item combinations must have the following exchange rate:
    Quote
    • 2 Uncommon items + 1 Material = 1 Rare item
    • 2 Rare items + 2 Materials = 1 Perfect item
    • 2 Perfect items + 3 Materials + 1 Demonic Shard = 1 Demonic item

Crafting Die Result Chart:
As your Alchemist rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Alchemists have a chance on successful crafts to produce more than one copy of an item. When submitting an item for evaluation, any copies must have the same quality, tier, and enhancements as the successful craft. The ID for copies should be listed in the evaluation should be: "12345" (original), "12345-1" (first copy), "12345-2" (second copy).

Spoiler
  • Rank 1
    CD:

    [1] = Critical Fail (Lose materials)
    [2-5] = Fail (Lose materials)
    [6-9] = Salvage (Keep materials on LD 11+)
    [10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-17] = No additional items.
    [18-20] = Yields 1 additional item.

  • Rank 2
    CD:
    [1] = Critical Fail (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-8] = Salvage (Keep materials on LD 11+)
    [9-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-17] = No additional items.
    [18-20] = Yields 1 additional item.

  • Rank 3
    CD:
    [1] = Critical Fail (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-7] = Salvage (Keep materials on LD 11+)
    [8-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-15] = No additional items.
    [16-20] = Yields 1 additional item.

  • Rank 4
    CD:
    [1] = Critical Fail (Lose materials)
    [2-3] = Fail (Lose materials)
    [4-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-15] = No additional items.
    [16-20] = Yields 1 additional item.

  • Rank 5
    CD:
    [1] = Critical Fail (Lose materials)
    [2] = Fail (Lose materials)
    [3-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-15] = No additional items.
    [16-18] = Yields 1 additional item.
    [19-20] = Yields 2 additional items.

  • Rank 6
    CD:
    [1] = Critical Fail (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-12] = No additional items.
    [13-17] = Yields 1 additional item.
    [18-20] = Yields 2 additional items.

  • Rank 7
    CD:
    [1] = Critical Fail (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-12] = No additional items.
    [13-17] = Yields 1 additional item.
    [18-20] = Yields 2 additional items.

  • Rank 8
    CD:
    [1] = Critical Fail (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-11] = No additional items.
    [12-15] = Yields 1 additional item.
    [16-20] = Yields 2 additional items.

  • Rank 9
    CD:
    [1] = Critical Fail (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-7] = Uncommon item (1 slot)
    [8-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

    LD:
    [1-9] = No additional items.
    [10-15] = Yields 1 additional item.
    [16-20] = Yields 2 additional items.

  • Rank 10
    CD:
    [1] = Critical Fail (Lose materials)
    [2-3] = Salvage (Keep materials on LD 11+)
    [4-6] = Uncommon item (1 slot)
    [7-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

    LD:
    [1-9] = No additional items.
    [10-15] = Yields 1 additional item.
    [16-18] = Yields 2 additional items.
    [19-20] = Yields 3 additional items.

 

 

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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 equipment. 6 crafts per day.
  • [320-639 EXP] Rank 6 - Mentor Cook: Able to craft Tier 6 equipment. 7 crafts per day.
  • [640-1279 EXP] Rank 7 - High Mentor Cook: Able to craft Tier 7 equipment. 8 crafts per day.
  • [1280-2559 EXP] Rank 8 - Provisional Master Cook: Able to craft Tier 8 equipment. 9 crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Cook: Able to craft Tier 9 equipment. 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grand Master Cook: Able to craft Tier 10 equipment. 11 crafts per day.

Cooks can make the following types of items:

  • Snacks (Available at Rank 1): Cheese and crackers, stuffed apples, garlic bread, etc. Snacks are used for temporary buffs.
  • Desserts (Available at Rank 2): Chocolate mousse, strawberry shortcake, cookies, etc. Desserts are used for temporary buffs.
  • Meals (Available at Rank 3): Roast boar, stuffed pigeon, grilled cheese, etc. Meals are used for temporary buffs.
  • Feasts (Available at Rank 5): Thanksgiving feast, wedding feast, birthday feast, etc. Feasts are items that can feed/buff multiple players, making them very useful in parties and raids.

Crafting Feasts:
A cook may use a crafting attempt to take two identical food items and spend two materials of the same Tier in order to turn them into a Feast. The Cook must use the Dice Roller and include the IDs of the two items that are being used for the Feast (e.g. "Crafting Feast from 1234, 1235"). The Dice Result does not matter as there is no chance of failure when crafting a Feast, so this is simply used for identification purposes. Since they are used to create a Feast, the two food items cannot be used again elsewhere. Note: 'Identical' food items must share the same quality, tier, and enhancement.

Using Feasts:
Feasts are a consumable item that can be used in a thread to feed and buff a full raid party of 6 players. "Using", or activating a Feast in order for other players to use it does not require a post action, but cannot be done during combat. The player who uses a Feast can take a portion for themselves--as well as use other consumable items--in the same post. Once it has been used, portions of a Feast cannot be recovered or returned to a player's inventory, and a Feast will disappear when all 6 portions have been taken.

Leveling Up:
Gaining EXP and increasing your Cook Rank increases the Tier level and number of items you can craft each day.

  • Critical Fail and Fail crafts: +1 EXP
  • Salvage crafts: +2 EXP
  • Uncommon crafts: +3 EXP
  • Rare crafts: +5 EXP
  • Perfect crafts: +8 EXP

Item Fusion:
Cooks can combine items that they craft (i.e. Snacks, Meals, Desserts) to create higher quality items. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules:

  • Items must be of the same item type and tier to be considered eligible as components for the combination process.
  • Item combinations must have the following exchange rate:
    Quote
    • 2 Uncommon items + 1 Material = 1 Rare item
    • 2 Rare items + 2 Materials = 1 Perfect item
    • 2 Perfect items + 3 Materials + 1 Demonic Shard = 1 Demonic item

Crafting Die Result Chart:
As your Cook rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Cooks have a chance on successful crafts to produce more than one copy of an item. When submitting an item for evaluation, any copies must have the same quality, tier, and enhancements as the successful craft. The ID for copies should be listed in the evaluation should be: "12345" (original), "12345-1" (first copy), "12345-2" (second copy).

Spoiler
  • Rank 1
    CD:

    [1] = Critical Fail (Lose materials)
    [2-5] = Fail (Lose materials)
    [6-9] = Salvage (Keep materials on LD 11+)
    [10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-17] = No additional items.
    [18-20] = Yields 1 additional item.

  • Rank 2
    CD:
    [1] = Critical Fail (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-8] = Salvage (Keep materials on LD 11+)
    [9-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-17] = No additional items.
    [18-20] = Yields 1 additional item.

  • Rank 3
    CD:
    [1] = Critical Fail (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-7] = Salvage (Keep materials on LD 11+)
    [8-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-15] = No additional items.
    [16-20] = Yields 1 additional item.

  • Rank 4
    CD:
    [1] = Critical Fail (Lose materials)
    [2-3] = Fail (Lose materials)
    [4-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-15] = No additional items.
    [16-20] = Yields 1 additional item.

  • Rank 5
    CD:
    [1] = Critical Fail (Lose materials)
    [2] = Fail (Lose materials)
    [3-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-15] = No additional items.
    [16-18] = Yields 1 additional item.
    [19-20] = Yields 2 additional items.

  • Rank 6
    CD:
    [1] = Critical Fail (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-12] = No additional items.
    [13-17] = Yields 1 additional item.
    [18-20] = Yields 2 additional items.

  • Rank 7
    CD:
    [1] = Critical Fail (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-12] = No additional items.
    [13-17] = Yields 1 additional item.
    [18-20] = Yields 2 additional items.

  • Rank 8
    CD:
    [1] = Critical Fail (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-11] = No additional items.
    [12-15] = Yields 1 additional item.
    [16-20] = Yields 2 additional items.

  • Rank 9
    CD:
    [1] = Critical Fail (Lose materials)
    [2-4] = Salvage (Keep materials on LD 11+)
    [5-7] = Uncommon item (1 slot)
    [8-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

    LD:
    [1-9] = No additional items.
    [10-15] = Yields 1 additional item.
    [16-20] = Yields 2 additional items.

  • Rank 10
    CD:
    [1] = Critical Fail (Lose materials)
    [2-3] = Salvage (Keep materials on LD 11+)
    [4-6] = Uncommon item (1 slot)
    [7-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

    LD:
    [1-9] = No additional items.
    [10-15] = Yields 1 additional item.
    [16-18] = Yields 2 additional items.
    [19-20] = Yields 3 additional items.

 

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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] Rank 4 - El Quarto Instructor: Able to craft Tier 4 equipment. 8 crafts per day.
  • [2560+ EXP] Rank 5 - La Quinta Orchestra: Able to craft Tier 5 equipment. 10 crafts per day.

Performers can make the following types of items:

  • Support Songs (Available at Rank 1): Utility songs to increase luck, and healing songs to recover HP, both are useful buffs to have for a party.
  • Debuff Songs (Available at Rank 2): Songs used to weaken your enemies, these are the Performer's niche.

Making/Using Performer Crafts:
Songs made by Performers are stored on recording crystals. Despite the name, these crystals are different from those made by Alchemists as they just need one material to craft and typically require a post action to use.

Leveling Up:
Gaining EXP and increasing your Performer Rank increases the Tier level and number of items you can craft each day.

  • Critical Fail and Fail crafts: +1 EXP
  • Salvage crafts: +2 EXP
  • Uncommon crafts: +3 EXP
  • Rare crafts: +5 EXP
  • Perfect crafts: +8 EXP

Item Fusion:
Performers can combine items that they craft (i.e. Support Songs, Debuff Songs) to create higher quality items. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules:

  • Items must be of the same item type and tier to be considered eligible as components for the combination process.
  • Masterpieces may be fused with each other to create a Masterpiece of a higher rarity following Standard Fusion.
  • Item combinations must have the following exchange rate:
    Quote

    Standard Fusion

    • 2 Uncommon items + 1 Material = 1 Rare item
    • 2 Rare items + 2 Materials = 1 Perfect item
    • 2 Perfect items + 3 Materials + 1 Demonic Shard = 1 Demonic item

    Upgrading Standard items to Masterpieces
    Item components used in these recipes do not have Masterpiece status.

    • 3 Uncommon items + 3 Materials = 1 Rare item (Masterpiece)
    • 3 Rare items + 3 Materials = 1 Perfect item (Masterpiece)
    • 3 Perfect items = 1 Perfect item (Masterpiece)
    • 2 Demonic items = 1 Demonic item (Masterpiece)

Crafting Die Result Chart:
As your Performer rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Performers have a chance on successful crafts to produce a Masterpiece song. When submitting a Masterpiece for evaluation, specify one of the following effects to apply to the song:

  • "Mass": The song effects the maximum number of targets possible. (4/6 players in a regular/boss party, or up to 4 enemies)
  • "Instant": The song does not require a post action to use.
Spoiler
  • Rank 1
    CD:

    [1] = Critical Fail (Lose materials)
    [2-5] = Fail (Lose materials)
    [6-9] = Salvage (Keep materials on LD 11+)
    [10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-17] = No additional items.
    [18-20] = Masterpiece crafted.

  • Rank 2
    CD:
    [1] = Critical Fail (Lose materials)
    [2-4] = Fail (Lose materials)
    [5-7] = Salvage (Keep materials on LD 11+)
    [8-10] = Uncommon item (1 slot)
    [11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-17] = No additional items.
    [17-20] = Masterpiece crafted.

  • Rank 3
    CD:
    [1] = Critical Fail (Lose materials)
    [2] = Fail (Lose materials)
    [3-6] = Salvage (Keep materials on LD 11+)
    [7-9] = Uncommon item (1 slot)
    [10-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-15] = No additional items.
    [16-20] = Masterpiece crafted.

  • Rank 4
    CD:
    [1] = Critical Fail (Lose materials)
    [2] = Fail (Lose materials)
    [3-5] = Salvage (Keep materials on LD 11+)
    [6-8] = Uncommon item (1 slot)
    [9-11] = Rare item (2 slots)
    [12] = Perfect item (3 slots)

    LD:
    [1-13] = No additional items.
    [14-20] = Masterpiece crafted.

  • Rank 5
    CD:
    [1] = Critical Fail (Lose materials)
    [2-3] = Salvage (Keep materials on LD 11+)
    [4-6] = Uncommon item (1 slot)
    [7-10] = Rare item (2 slots)
    [11-12] = Perfect item (3 slots)

    LD:
    [1-15] = No additional items.
    [12-20] = Masterpiece crafted.

 

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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/rerolls per day. Enhancements can be rerolled on the same item up to 2 times.
  • [101-250 EXP] Rank 2 - Experienced Appraiser: Total 6 identifications/rerolls per day. Enhancements can be rerolled on the same item up to 3 times.
  • [251-500 EXP] Rank 3 - Professional Appraiser: Total 7 identifications/rerolls per day. Enhancements can be rerolled on the same item up to 4 times.
  • [501-1000 EXP] Rank 4 - Master Appraiser: Total 8 identifications/rerolls per day. Enhancements can be rerolled on the same item up to 5 times.
  • [1001-1500 EXP] Rank 5 - Grand Master Appraiser: Total 10 identifications/rerolls per day. Enhancements can be rerolled on the same item up to 6 or more times.

Levelling Up:

Gaining EXP will increase your Appraiser Rank, allowing you to identify/reroll more times a day and increase the number of rerolls you can perform on a single item.

  • Identifications: +3 EXP per slot
  • Rerolls: +5 EXP
  • Unique Enhancement Identification: +5 EXP (on top of base EXP gains)

Junk Sale:

Appraisers can sell off Uncommon or higher quality items for Col. Any item sold this way will be destroyed. The Col listed below is the amount received for each item sale. Appraisers will pass the Col received to the player that offered them the items sold and usually keep an agreed amount of the sale profits as their own.

Spoiler

Equipment:

  • [T1] Uncommon (100 Col)
  • [T1] Rare (200 Col)
  • [T1] Perfect (400 Col)

  • [T2] Uncommon (300 Col)
  • [T2] Rare (500 Col)
  • [T2] Perfect (750 Col)

  • [T3] Uncommon (600 Col)
  • [T3] Rare (900 Col)
  • [T3] Perfect (1,250 Col)

  • [T4] Uncommon (1,000 Col)
  • [T4] Rare (1,400 Col)
  • [T4] Perfect (1,900 Col)

Consumables:

  • [T1] Uncommon (50 Col)
  • [T1] Rare (100 Col)
  • [T1] Perfect (200 Col)

  • [T2] Uncommon (150 Col)
  • [T2] Rare (250 Col)
  • [T2] Perfect (375 Col)

  • [T3] Uncommon (300 Col)
  • [T3] Rare (450 Col)
  • [T3] Perfect (625 Col)

  • [T4] Uncommon (500 Col)
  • [T4] Rare (700 Col)
  • [T4] Perfect (950 Col)

Identifying Items:

Appraisers can identify items dropped from monsters or found in treasure chests. Identifying an item will determine what enhancements it possesses. In order to identify it, Appraisers spend a set amount of Col depending on the item's tier and quality. Any Col used for identification is destroyed, like items when junk selling them. After the cost is paid, Appraisers will roll for every unidentified slot on the item, one at a time.

Identification Costs:

Spoiler

Equipment:

  • [T1] Rare (320 Col)
  • [T1] Perfect (640 Col)
  • [T1] Demonic (960 Col)

  • [T2] Rare (800 Col)
  • [T2] Perfect (1,200 Col)
  • [T2] Demonic (2,000 Col)

  • [T3] Rare (1,440 Col)
  • [T3] Perfect (2,000 Col)
  • [T3] Demonic (3,120 Col)

  • [T4] Rare (2,080 Col)
  • [T4] Perfect (3,040 Col)
  • [T4] Demonic (4,320 Col)

Consumables:

  • [T1] Uncommon (80 Col)
  • [T1] Rare (160 Col)
  • [T1] Perfect (320 Col)

  • [T2] Uncommon (240 Col)
  • [T2] Rare (400 Col)
  • [T2] Perfect (600 Col)

  • [T3] Uncommon (480 Col)
  • [T3] Rare (720 Col)
  • [T3] Perfect (800 Col)

  • [T4] Uncommon (800 Col)
  • [T4] Rare (1,120 Col)
  • [T4] Perfect (1,440 Col)

The quality of the item determines the maximum amount of enhancements that can be identified, just as regular item quality functions:

  • Uncommon: 1 slot
  • Rare: 2 slots
  • Perfect: 3 slots
  • Demonic: 4 slots

If an item's identified enhancement would result in an illegal item (following the standard enhancement rules), the Appraiser must re-roll the LD (Loot Die) and make note of all rolls made when submitting the item for evaluation.

Regular Enhancement Loot Die Chart:

Spoiler
  • Weapons
    • [1-6] = Taunt or Keen
    • [7-13] = Bleed or Paralyze
    • [14-20] = Damage or Accuracy

  • Cloth Armor
    • [1-5] = Evasion or Mitigation
    • [6-10] = Risky or Light Momentum
    • [11-15] = Regen or Recovery
    • [16-20] = Loot Die

  • Light Armor
    • [1-6] = Regen or Recovery
    • [7-13] = Mitigation or Evasion
    • [14-20] = Light Momentum

  • Heavy Armor
    • [1-6] = Regen or Recovery
    • [7-13] = Thorns or Heavy Momentum
    • [14-20] = Mitigation or Taunt

  • Shields
    • [1-6] = Regen or Recovery
    • [7-13] = Taunt or Paralyze
    • [14-20] = Mitigation or Thorns

  • Trinkets
    • [1-5] = Loot Die or Quality
    • [6-10] = Taunt or Recovery
    • [11-14] = Keen or Prosperity
    • [15-20] = Accuracy or Evasion

  • Consumables*
    • [1-3] = Antidote or Probiotics
    • [4-6] = Loot Die or Prosperity
    • [7-10] = Damage or Accuracy
    • [11-14] = Mitigation or Evasion
    • [15-17] = HP Recovery or Vitality
    • [18-20] = Over-Health or Protein

* When identifying consumables, roll once and apply the enhancement up to the enhancement's cap (refer to the Enhancement List). If the consumable identified is a higher quality than the enhancement cap, it stops at the cap and the item's quality is adjusted (ex. a Perfect Consumable identified to have 2 ACC becomes a Rare Consumable).

Identifying Unique Enhancements:
Depending on your Appraiser rank, you have a chance to discover unique enhancements when identifying equipment (CD [Craft Die] bonuses do affect the chance for discovering unique enhancements):

Spoiler

Rank 1 - BD: 10 | CD: 12
Rank 2 - BD: 10 | CD: 11+
Rank 3 - BD: 10 | CD: 10+
Rank 4 - BD: 10 | CD: 9+
Rank 5 - BD: 10 | CD: 8+

If you identify a unique enhancement or use 3 Gleaming Scales to reroll a slot, refer to the chart below to determine which one was found:

Unique Enhancement Loot Die Result Chart:

Spoiler
  • Weapons
    • [1-3] = Paralytic Venom (Offensive) or Blight
    • [4-6] = Fallen Damage or Holy Damage
    • [7-10] = Freeze or Burn
    • [11-14] = Vampiric (Offensive) or Envenom (Offensive)
    • [15-17] = Absolute Accuracy or Phase
    • [18-20] = Frostbite or Static

  • Cloth Armor 
    • [1-5] = Antifreeze or Fireproof
    • [6-10] = Bloodclot or Paralytic Immunity
    • [11-15] = Vampiric (Defensive) or Envenom (Defensive)
    • [16-20] = Holy Blessing or Life Mending

  • Light Armor
    • [1-5] = Antifreeze or Fireproof
    • [6-10] = Bloodclot or Paralytic Immunity
    • [11-15] = Vampiric (Defensive) or Envenom (Defensive)
    • [16-20] = Holy Blessing or Life Mending

  • Heavy Armor
    • [1-3] = Antifreeze or Fireproof
    • [4-6] = Bloodclot or Paralytic Immunity
    • [7-10] = Vampiric (Defensive) or Envenom (Defensive)
    • [11-14] = Holy Blessing or Life Mending
    • [15-17] = Flame Thorns or Frost Thorns
    • [18-20] = Flame Aura or Frost Aura

  • Shields
    • [1-4] = Antifreeze or Fireproof
    • [5-8] = Bloodclot or Paralytic Immunity
    • [9-12] = Flame Thorns or Frost Thorns
    • [13-16] = Flame Aura or Frost Aura
    • [17-20] = Holy Blessing or Paralytic Venom (Defensive)

  • Trinkets
    • [1-6] = Antifreeze or Fireproof
    • [7-13] = Bloodclot or Paralytic Immunity
    • [14-20] = Holy Blessing or Life Mending

  • Consumables*

* When identifying a consumable and a Unique Identification combination is rolled, still refer to the Regular Enhancement LD Result Chart. In addition, the Appraiser may declare the item as a Crystal, or Feast:

  • Crystal: Does not take a post action to use. Follows normal Crystal-use rules.
  • Feast: Can be used to feed a party of up to 6 players. Follows normal Feast-use rules.

Reroll Pricing Chart:

Depending on how many times an item has been rerolled already, the price for the next reroll will be increased. You can see the prices on the chart below.

Spoiler

1st Reroll - 1,000 Col
2nd Reroll - 2,000 Col
3rd Reroll - 4,000 Col
4th Reroll - 8,000 Col
5th Reroll - 16,000 Col
6th Reroll - 32,000 Col
7th Reroll - 64,000 Col
8th Reroll - 128,000 Col
9th Reroll - 256,000 Col
10th Reroll - 512,000 Col
11th Reroll - 1,024,000 Col

* An item can be rolled a maximum times of (Item Tier + 1). (e.g. a Tier 3 item can be rolled max 4 times, and a Tier 4 item can be rolled up to 5 times)
** As only four Tiers are available, there is no current gear that can be rolled 6 or more times. The list will be updated however as more Tiers come into play.
*** If an enhancement is rolled that matches a pre-existing enhancement on the equipment piece at capacity, the player is allowed an additional reroll attempt. For example, if a player rolls [TAUNT/KEEN] on a perfect sword that has [KEEN II/???], the player may choose either [TAUNT] on their roll or opt for the reroll attempt.

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Players that choose the «Fishing» skill can fish for materials, treasure chests, and Gleaming Scales (materials that can guarantee unique enhancements). The chances of successfully fishing up anything depends on their 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+.
  • [50-199 EXP] Rank 2 - Journeyman Angler: Successfully fish up a material on a CD 7+. Critical catch a treasure chest on a LD 11+.
  • [200-399 EXP] Rank 3 - Adept Angler: Successfully fish up a material on a CD 6+. Critical catch a treasure chest on a LD 10+.
  • [400-799 EXP] Rank 4 - Master Angler: Successfully fish up a material on a CD 5+. Critical catch a treasure chest on a LD 9+.
  • [800+ EXP] Rank 5 - Grand Master Angler: Successfully fish up a material on a CD 4+. Critical catch a treasure chest on a LD 8+. Gain ability to critical catch a Gleaming Scale on a CD 12 and LD 17+.

Levelling Up:

Gaining EXP will increase your Fishing Rank, allowing you to have better chances to fishing up materials, treasure chests, and Gleaming Scales. Additionally, increases your chances at better loot while opening up treasure chests obtained by the Fishing skill.

  • Fishing attempts: +1 EXP
  • Successful catches: +3 EXP
  • Critical catches (treasure chests/Gleaming Scales): +5 EXP

Critical Catches:

Fishers have the ability to fish up treasure chests and Gleaming Scales called critical catches. In order to critical catch, the player must meet both the CD requirement to fish up a material and the LD requirement stated above.

Opening up a Treasure Chest:

After obtaining a treasure chest from a critical catch, the player can spend a turn to open the treasure chest. By opening the treasure chest, the player gains an additional +3 EXP to their Fishing profession and gains loot according to a table below. Additionally, depending on your Fishing rank, the player has a chance to discover better loot (also in a table below). While opening up a treasure chest obtained by the Fishing profession, no other LD bonuses apply.

Spoiler

Rank 1 - No bonus
Rank 2 - +1 LD while opening up treasure chests obtained by the Fishing skill
Rank 3 - +2 LD while opening up treasure chests obtained by the Fishing skill
Rank 4 - +3 LD while opening up treasure chests obtained by the Fishing skill
Rank 5 - +5 LD while opening up treasure chests obtained by the Fishing skill

Treasure Chest Loot Table (LD):
[1-4] = 1000 Col, Rare Unidentified Armor/Shield
[5-9] = 2000 Col, Rare Unidentified Weapon
[10-14] = 3000 Col, Perfect Unidentified Armor/Shield
[15-19] = 5000 Col, Perfect Unidentified Weapon
[20+] = Dungeon Map, 3 Materials

Catching/Using a Gleaming Scale:

Fishers have the unique ability to fish for a Gleaming Scale starting at Rank 5. 3 Gleaming Scales may be used by an Appraiser to guarantee a re-roll on the Appraiser's Unique Enhancement Table. You may only change one slot at a time.

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Players that choose the «Gathering» skill have better chances to gather materials and extra materials while non-combat material gathering and Demonic Shards (materials that can be used to combine items together to create an item of Demonic Quality). The chances of successfully gathering anything depends on their rank.

  • [0-49 EXP] Rank 1 - Novice Gatherer: Successfully gather materials on a LD 14+.
  • [50-199 EXP] Rank 2 - Journeyman Gatherer: Successfully gather materials on a LD 13+.
  • [200-399 EXP] Rank 3 - Adept Gatherer: Successfully gather materials on a LD 12+.
  • [400-799 EXP] Rank 4 - Master Gatherer: Successfully gather materials on a LD 11+.
  • [800+ EXP] Rank 5 - Grand Master Gatherer: Successfully gather materials on a LD 10+. Gain ability to critical gather a Demonic Shard on a LD 17+ and CD 12.

Levelling Up:

Gaining EXP will increase your Gathering Rank, allowing you to have better chances to gather materials, additional materials, and Demonic Shards.

  • Gathering attempts: +1 EXP
  • Successful gathers: +3 EXP
  • Critical gathers (additional materials/Demonic Shards): +5 EXP

Critical Gathers:

Gatherers have the ability to gather additional materials and Demonic Shards called critical gathers. In order to critical gather, the player must meet both the LD requirement to gather materials and the CD requirement stated below.

Gathering Additional Materials:

After gathering a material, the player has a chance to gain additional materials based off of the CD on the same roll. The chances to gain additional materials as well as the number of additional materials that may be gained in a single roll improve as the player improves their Gathering skill. The number of additional materials gained are as follows:

Spoiler

Rank 1
CD:

[1-6] = No additonal materials.
[7+] = 1 additional material.

Rank 2
CD:

[1-5] = No additonal materials.
[6+] = 1 additional material.

Rank 3
CD:

[1-4] = No additonal materials.
[5+] = 1 additional material.

Rank 4
CD:

[1-4] = No additonal materials.
[5-7] = 1 additional material.
[8+] = 2 additional materials.

Rank 5
CD:

[1-4] = No additonal materials.
[5-6] = 1 additional material.
[7+] = 2 additional materials.

Gathering/Using a Demonic Shard:

Gathers have the unique ability to gather a Demonic Shard starting at Rank 5. 3 Demonic Shards may be used by a crafter to upgrade an item of Perfect Quality to Demonic Quality. In order for the Gatherer to gather a Demonic Shard, the player must roll a LD 17+ and CD 12.

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Guild Halls:

Guild Hall Costs:

  • Base Cost: 75,000
  • PK Cost: 20,000
  • Room Cost: 15,000

Guild Hall Rooms
A "Group Buff" applies only when 3 or more guild members are present in a thread. They must be in the same party or raid (multiple parties) for the buff to take effect. A "Solo Buff" applies to anyone who is a member of the guild.
 

Spoiler

►Storage Vault
Allows a guild to create a Storage Vault in their Guild Page. Members can use this thread to store and withdraw items. Any items that have trading restrictions cannot be moved to a Storage Vault.

►Guild Bank
Allows the Guild Owner to promote one member (or themselves) to 'Treasurer'. This unlocks access to a Guild Bank spending account.

►Meeting Room
Group Buff
Restriction: Frontline Guild
Buff Name: "Tactical Advantage"
Buff Effect: If guild members held a completed Boss Meeting thread, participants receive +1 ACC for the first two turns in combat against a Floor, Event, or Field Boss. Limit one use per thread.

►Training Room
Group Buff
Restriction: Leveling Guild. Cannot stack with bonus SP received from a Slime Farm/Mega Slime Farm.
Buff Name: "Helping Hand"
Buff Effect: Lowest-leveled guild member receives +10% bonus EXP at the end of the thread. At least half of the thread's participants must be guild members. Limit one use per month, per character.

►Dueling Arena
Solo Buff
Restriction: PK Guild
Buff Name: "False Start"
Buff Effect: +3 to initiative. Limit one use per thread.

►Trading Hall
Solo Buff
Restriction: Mercantile Guild
Buff Name: "Lucrative"
Buff Effect: Reduce LD needed for Salvage by 5 (10+ for Alchemist crystals, 6+ for everything else). +2 EXP per craft. Rank 9 crafters and Rank 4 merchants/performers receive +1 crafting/identification attempt per day. Rank 10 crafters and Rank 5 merchants/performers receive +2 crafting/identification attempts per day.

►Treasury
Solo Buff
Restriction: Requires a Guild Bank.
Buff Name: "Col Deposit"
Buff Effect: +5% bonus col from last-hit monster kills and +10% bonus col from treasure chests.

Player Housing:

Plot Sizes & Costs:

Plot Type Standard Cost PK Cost Room Slots Stories Limit Yard Slots
Studio 20,000 30,000 2 1 0
Apartment 30,000 45,000 4 1 0
Townhouse 48,000 72,000 5 2 1
Starter Home 58,000 87,000 7 2 1
Two-Story Home 86,000 133,500 10 3 2
Estate 124,000 186,000 15 4 3

 

All basic rooms cost 10,000 Col to add to the plot. So a Studio Plot with one Workshop would cost a total of 30,000 Col. Rooms come in a variety ranging from Bedrooms to Dining Rooms. Keep in mind that some rooms have restrictions that must be followed. Some rooms also have upgrades from their basic versions, which each cost 15,000 Col.

Example: If you were to buy a Bedroom, and want to upgrade it to a Master Bedroom. It would cost 10,000 Col (for the basic bedroom), then an additional 15,000 Col to upgrade it to a Master Bedroom. Costing you 25,000 Col in total.

Room Name Player Limit Restrictions Buff Name Buff Effect Upgrade
Bedroom 1   "Rested" -1 energy cost for the first two expenditures of each combat Master Bedroom
Bathroom 1   "Clean" The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 20% (rounded down) Master Bathroom
Basic Workshop 1 Must assign a workshop type "Working" +2 EXP per crafting attempt Extended Workshop
Basic Kitchen 1   "Filling" Increase the effectiveness of a single food item consumed in a thread by +1 T1 slot. This can exceed normal Cook enhancement caps. Ex: A perfect T2 MIT food gives 35 MIT instead of 30.  
Storage Closet 1   "Item Stash" +1 Battle Ready Inventory Slot  
Dining Room 2 Limit 1 per floor. "Tasty" Turn 2 identical food items (same quality, tier, & enhancements) into a Lesser Feast. A Lesser Feast contains 4 portions of the food items sacrificed. Lesser Feasts created this way cannot be used outside of the thread they are created. Limit 1 item created per thread. Dining Hall
Living Room 2 Limit 1 per floor. "Relaxed" Increases out of combatHP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts.  
Attic (Storage) 1 Cannot have more than 1 Attic. Requires 2 or more stories. "Col Stash" +5% bonus col from monster kills and treasure chests  
Attic (Bedroom) 1 Cannot have more than 1 Attic. Requires 2 or more stories. Skill may be reassigned once every 30 days. "Skylight (Skill)" +1 Expertise to declared utility skill. Cannot boost a skill without ranks, or increase a skill past its maximum rank. Cannot boost a skill the user has not learned yet. Ranks obtained using this buff will make the mods of that rank available for purchase. Mods obtained this way are unusable if this buff is removed until the skill is returned to the appropriate rank by way of SP purchase.  
Fishing Pond 1 Uses a Yard slot "Angler" +2 Fishing EXP per fishing attempt Ornate Fishing Pond
Herbalist Hut 1 Uses a Yard slot "Forager" +2 Gathering EXP per gathering attempt Greenhouse
Slime Farm 1 Uses a Yard slot. Cannot have a Slime Farm and a Mega Slime Farm. Cannot stack with a guild's Training Room. "Basic Training" +5% EXP to a thread. Limit one use per month. Must be used on a player's first post in a thread. Cooldown begins counting down when used in a post. Mega Slime Farm
Basement 1 Requires 2 or more stories. "Multipurpose" Gain +1 to LD, Stealth Rating, Stealth Detection, or Prosperity to one post in a thread. Can be applied after a roll  
Guest Room 1   "Decor: «Name of Amenity»" Players can have one «Amenity» in a «Guest Room» and the «Amenity» cannot be recovered. Players are allowed to change which «Amenity» is in the «Guest Room». Multiple instances of the same «Amenity» do not stack. This buff affects the player and their choice of up to two party members.  

 


 

Workshop Type Profession Restriction
Sewing Room Tailor  
Atelier Artisan  
Pharmacy Alchemist  
Chef's Kitchen Cook  
Recording Studio Performer  
Forge Blacksmith Uses a Yard slot
Storage Shed Merchant Uses a Yard slot

 


 

Upgraded Room Player Limit Restrictions Buff Name Buff Effect
Master Bedroom 2 Assigned players must be married. "Well Rested" -1 energy cost for the first three expenditures of each combat
Master Bathroom 2 Assigned players must be married. "Squeaky Clean" The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 25% (rounded down)
Extended Workshop 1   "Hard Working" +2 Crafting EXP per crafting attempt and +1 crafting attempt per day
Ornate Fishing Pond 1 Uses a Yard slot. Cannot have a Fishing Pond and an Ornate Fishing Pond. “Practiced Angler”

+2 Fishing EXP per Attempt and additional +1 LD & CD to fishing attempts.

Greenhouse 1 Uses a Yard slot. Cannot have a Herbalist Hut and a Greenhouse. “Green Thumb” +2 Gathering EXP per Attempt and additional +1 LD & CD to gathering attempts.
Dining Hall 4 Uses 2 room slots. Limit 1 per floor. "Delicious" Turn 3 identical food items (same quality, tier, & enhancements) into a Feast. A Feast contains 6 portions of the food items sacrificed. Feasts created this way cannot be used outside of the thread they are created. Limit 1 item created per thread.
Mega Slime Farm 1 Uses a Yard slot. Cannot have a Slime Farm and a Mega Slime Farm. "Advanced Training" +10% EXP to a thread. Limit one use per month. Must be used on a player's first post in a thread. Cooldown begins counting down when used in a post.

 


Upgrading or Downgrading a Plot of Land:
Simply reference the plot you have on the left-hand side and move across to the plot you would like along the top to determine the amount of col needed/owed back for your desired transition. Ensure that you don't have too many rooms for a downgrade.

Standard Plot of Land:

Houses None Studio Apartment Town House Starter House Two Story House Estate
Studio -5,000 0 35,000 62,000 77,000 119,000 176,000
Apartment -7,500 -2,500 0 57,000 72,000 114,000 171,000
Town House -12,000 -7,500 -4,500 0 63,000 105,000 162,000
Starter Home -14,500 -9,500 -7,000 -2,500 0 103,000 160,000
Two Story home -21,500 -16,500 -14,000 -9,500 -7,000 0 146,000
Estate -31,000 -26,000 -23,500 -19,000 -16,500 -9,500 0

PK Accessible Plot of Land:

Houses None Studio Apartment Town House Starter House Two Story House Estate
Studio -7,000 0 55,000 93,000 115,000 180,750 264,000
Apartment -12,000 -3,750 0 85,500 108,000 177,750 256,500
Town House -18,000 -10,500 -6,750 0 106,000 164,250 243,000
Starter Home -22,000 -14,250 -10,500 -3,750 0 160,500 235,500
Two Story home -33,000 -25,875 -22,125 -15,375 -11,625 0 227,000
Estate -46,000 -39,000 -35,250 -28,500 -24,750 -13,125 0

Selling rooms of a house:
When selling individual room or multiple rooms, take total cost of all the rooms combined and take 75% of that. 75% is who much you will receive from it. When selling an entire house, cut plot cost out of the room cost and take 75% of the room cost. Then, add that number to the number that matches the chart found above.

Selling rooms of a house with Donor perks:
Houses and rooms that are a part of Donor perks will not refund col into your wallet. Instead, the amount that is "refunded" will count as equity toward future housing purchases. Rooms and property that are a part of Donor perks will still be refunded at a 75% rate, but will essentially count as a credit toward future housing purchases.

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1. What can my character feel in Sword Art Online?

Quote

The NerveGear sends fake signals to replicate the five senses. A player's avatar is capable of seeing, hearing, smelling, tasting, and touching in Sword Art Online. Players also feel fatigue and hunger. The Pain Absorber system run by Cardinal prevents the signals of pain being sent to the user's brain--instead, when a player's avatar is injured they may feel a slight tingling sensation.


2. What are we allowed to do as writers? What are the rules around world-building?

Quote

As long as three major points are respected, players have a lot of freedom in building the world of SAO-RPG with their writing:

  1. Players should not directly contradict any staff-issued information. General floor descriptions, main settlements, quest details, etc., should not be purposefully changed in a player's writing.
  2. Players should keep in mind the general feel of Aincrad and the SAO universe. You probably wouldn't see a spell-casting cyborg NPC, but a crazed alchemist that believes they are a cyborg isn't as much of a stretch. If you ever feel unsure about a setting or story you would like to write for your character, feel free to contact staff for clarification.
  3. SAO-RPG is considered an alternate universe from the canon material. Please keep in mind that nearly all canon characters do not exist. The systems, quests, etc., are created with the source material in mind, however, so making direct references to locations or monsters is generally acceptable.


3. Can my character get drunk/possessed/have a psychological disorder?

Quote

No. The effects of alcohol are not replicated to the brain, although alcoholic drinks do exist. Avatars would simply be able to taste the drink, and perhaps they might feel a placebo effect if they believe the liquid is alcoholic, but an avatar is never truly intoxicated. Cardinal will never impose an effect from an item, monster, or any other source that affects a player's psyche. Players cannot become possessed or be forced to do or say anything against their will. Additionally, psychological disorders such as MPD/DID are disallowed.

That is not to say that every player is in a perfect mental state. Becoming trapped in Sword Art Online can be a stressful and traumatic ordeal, and some players may become mentally unstable as a result. Feel free to contact staff for clarification on mental disorders and what is acceptable for the site.


4. Does my avatar need to eat/drink/sleep/bathe?

Quote

Since players feel fatigue and hunger, sleeping and eating are a necessity. If a player does not sleep for an extended period of time, they may eventually collapse from exhaustion. This does not cause a character to lose HP, however, meaning an avatar cannot die from starvation. Some everyday actions are simply not done in SAO, such as changing clothes by hand or going to the bathroom. Bathing is possible, but not necessary.


5. What information is available in my character's interface?

Quote

A player's own name, level, colored health bar, and (current/maximum) hit points are located in the upper left corner of one's field of vision. If the player is in a party, they can also see the hit points and names of all other party members. In the bottom left corner of the visual field is a clock that displays Aincrad's local time. Without being in a party with another player, the only thing that can be seen in their cursor.

While outside of buildings, a colored cursor is displayed over every NPC, monster, and player. A green cursor is the default for all players, while an orange cursor indicates the player has committed a crime. Yellow cursors indicate inactive (non-aggressive) monsters, certain NPCs, and pets. All active monsters possess a red cursor. If a monster is the objective of an accepted quest, a player will see a narrow yellow border surrounding the cursor.

Monsters also have their name and health bar(s) displayed around them. Regular monsters normally have a single health bar while bosses typically have multiple.


6. When do health bars change color?

Quote

A health bar changes from green to yellow at 50%, and yellow to red at 30% of maximum HP.


7. What is Cardinal?

Quote

Cardinal manages and drives all of Sword Art Online's systems. It is able to make balance changes, generate quests, and locate and fix bugs in the system. System changes and updates in SAO-RPG are posted under the Cardinal account, meaning that patches do not have to be considered ret-cons to previous system information.

8. What are NPCs? NPC Players?

Quote

NPCs, or Non-Player Characters is anyone in the game who is not considered a living player. This can include quest-givers, shopkeepers, and other inhabitants of cities. There are all kinds of them, and unless an NPC has been specifically designed as part of a quest or event, players are welcome to design and write about NPCs as they fit into the story of your thread. 'NPC Players' refers to characters that are meant to be a real person playing Sword Art Online, but does not have an account, journal, or is recognized as a member of the site. They can be created and written about the same as a regular NPC, but these characters typically have more weight to them--they are humans just like anyone else's character, not just programmed NPCs. NPC Players can be used in many ways to advance your character's plot, but it is important to note that both NPCs and NPC Players may not aid in combat or any other mechanic that would give your character an advantage, unless specifically stated in a quest or staff-run event. If you wish to fight against an NPC or NPC Player, you can roleplay combat between them, and even give them stats and roll dice like you would with a monster, if you wish. Keep in mind that attacking anyone that does not already have an orange cursor typically results in a strike against your own cursor. Using NPCs or NPC Players can be a useful tool; don't hesitate to have fun with your writing!

9. How long has it been? What's the current timeline?

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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.

 

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