Jump to content

SAO-RPG Resource List


Recommended Posts

pAAqYa1.png

Tier 1

Spoiler

 

Total SP Level Health Energy
5 1 20 2
6 2 40 4
7 3 60 6
9 4 80 8
11 5 100 10
13 6 120 12
15 7 140 14
17 8 160 16
19 9 180 18
22 10 200 20
25 11 220 22
28 12 240 24
31 13 260 26
34 14 280 28
37 15 300 30
40 16 320 32
43 17 340 34
46 18 360 36
49 19 380 38
53 20 400 40
57 21 420 42
61 22 440 44
65 23 460 46
69 24 480 48

 

Tier 2

Spoiler

 

Total SP Level Health Energy
73 25 500 50
77 26 520 52
81 27 540 54
85 28 560 56
89 29 580 58
94 30 600 60
99 31 620 62
104 32 640 64
109 33 660 66
114 34 680 68
119 35 700 70
124 36 720 72
129 37 740 74
134 38 760 76
139 39 780 78
145 40 800 80
151 41 820 82
157 42 840 84
163 43 860 86
169 44 880 88
175 45 900 90
181 46 920 92
187 47 940 94
193 48 960 96
199 49 980 98

 

Link to post
Share on other sites

YrLvHTn.png

Utility Skills:

Spoiler

Quick Change
Cost: 12 SP
Active: Free Action
Cooldown: 3 turns
Effect: Allows the user to instantly equip, unequip or swap an item in their battle ready inventory. (may be used to switch a 2 handed weapon with a 1 handed weapon and a shield, and vice versa)
Description: 
You become faster with your weapon, learning its weight and how to maneuver it with great ease.

Extended Mod Limit
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = 2 SP
  • [Novice] -> Rank 2 - Expert = 3 SP
  • [Expert] -> Rank 3 - Grandmaster = 5 SP
  • It takes a total of 10 SP to Grandmaster this mod.

Passive
Effect: Increases the number of active mods available by 1 per rank.
Description: You've familiarized yourself with your skills to the point of second nature, allowing you to utilize more mods at once.  

Extended Weight Limit
Cost: 15 SP
Passive
Effect: +3 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
    • 3 Ranks
    • Cost:
      • [Unskilled] -> Rank 1 - Novice = 3 SP
      • [Novice] -> Rank 2 - Expert = 2 SP
      • [Expert] -> Rank 3 - Grandmaster = 3 SP
      • It takes a total of 8 SP to Grandmaster this mod.
    • Passive
    • Effect: Increases the number of identical items you can carry in one Battle Ready inventory slot to 7/10/15.
    • Description: After many hours of stuffing items into your pockets, you found a way to compact them to fit easier.

Fishing
Cost: 10 SP
Active: Post Action
Effect: Use a dice roll to fish something up based on a natural CD result:

  • CD 1: Fished up a boss monster!
  • CD 2-3: Fished up a monster with loot minimum stats
  • CD 4: Nothing seems to be biting...
  • CD 5-6: 1 Material fished up!
  • CD 7-8: 2 Materials fished up!
  • CD 9-10: 3 Materials fished up!
  • CD 11: 4 Materials fished up!
  • CD 12: Treasure Chest fished up!

Note: When fishing up a treasure chest, another post action is still required to open it. Fished-up monsters take their turn before the player(s) and originally target the Fisher.
Boss monsters have the following stats: (Player Level * 20) HP | (Player Level * 6) DMG | (Player Level) MIT. Boss monsters drop col equal to their total HP and 2 materials in addition to normal loot drops.

Description: The user has learned the water holds secrets, and now goes to search them, though it holds dangers...

Gatherer
Cost: 10 SP
Passive
Effect: Obtain additional materials after a successful out of combat gathering based on a natural CD result:

  • CD 1: No bonus materials
  • CD 2-5: 1 bonus material
  • CD 6-9: 2 bonus materials
  • CD 10-12: 3 bonus materials

Description: After hours of searching for materials, you found the good spots, and your trained hands can get more from each spot.

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 3 Hiding Mod] Untraceable
    • Cost: 9 SP
    • Passive
    • Effect: Negates the effect of the Tracking skill against the user.
    • Description: You've learned how to reduce evidence to your existence giving you the option to hide your names within a party and allowing you to pass without a trace.
       
  • [Rank 3 Mod] Blindside
    • Cost: 9 SP
    • Active:
    • Effect: Gain +2 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: 12 SP
    • Active: Post/Free Action
    • Energy Cost: 6 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.
    • 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: 15 SP
    • Passive
    • 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 posses 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: 15 SP
    • Passive
    • 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 posses 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.

Picking
Cost: 15 SP
Passive
Effect: +3 LD when opening a treasure chest.
Description: Your sleight of hand improves your chances of successfully unlocking a treasure chest.

  • [Picking Mod] Dismantling
    • Cost: 8 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 1 Mod] Night Vision
    • Cost: 5 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 Mod] Reveal
    • Cost: 9 SP
    • Passive
    • Effect: +2 LD when searching for dungeons and labyrinths. You may search for a sub-dungeon once every 15 posts (instead of 20). Reduces the personal post cooldown 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
       
  • [Rank 3 Mod] Tracking
    • Cost: 12 SP
    • Active: Post Action
    • Effect: Allows the user to track a previously-encountered monster, NPC, or other player. Negates all bonuses to the target’s Stealth Rating. After tracking, your first attack against the tracked creature cannot miss. Cannot be used in combat.
      • Monster Tracking: Must have already defeated the monster or an identical monster in order to track.
      • NPC Tracking: Must know the NPC’s full name and the floor they are located on in order to track.
      • Player Tracking: Must have previously partied with, traded with, or be currently registered friends with the player in order to track.
    • Description: You have become a master hunter, and now can track any creatures that you have encountered before.
       
  • [Rank 5 Mod] Detect
    • Cost: 9 SP
    • Passive
    • Effect: Grants +2 Stealth Detection. Grants +1 LD when searching for sub-dungeons and labyrinths
    • Description: Your perception is increased further, allowing you to find dungeons and hidden creatures more easily.

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: 10 SP
    • Passive
    • 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.
    • 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.

Block
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 1 Mod] Mark
    • Cost: 8 SP
    • Active: Post Action
    • Cooldown: 2 Turns
    • Cost: 5 Energy
    • Effect: Effect: Roll a BD and add 2. The target’s next raw attack roll must meet or exceed the result or target the user [of mark] instead of their intended target [of the attack]. For AoE attacks, this applies to all rolls of that attack (attacks are still treated separately for the usage of MIT, Thorns, etc.). The target attacking someone besides the user will also consume the mark. You cannot have a mark and parry active at the same time. The mark will be removed if the target enters stealth (this skill has no cooldown if mark is removed due to target entering stealth).
    • Description: You mark an enemy, and are kept aware of what their movements are so as to stop them from reaching their targets
       
  • [Rank 3 Block Mod] Shield Bash
    • Cost: 10 SP
    • Active: Post Action
    • Cooldown: 2 Turns
    • Energy Cost: 10 Energy
    • Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10) damage, stuns the enemy for one turn, and applies paralyze/thorns/flame thorns 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 Mod] Rampart
    • Cost: 15 SP
    • Active: Post Action
    • Cooldown: 5 rounds
    • Energy cost: 8 Energy
    • 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

Charge
5 Ranks
Active: Post Action
Effect: +1 base damage per rank to a single attack. You may only use a Charge attack once per opponent per combat and only if it is possible via roleplay. A charge attack negates any auto-hit effects from other skills and mods (e.g. Suprise Attack mods from Hiding, Tracking mod from Searching) and now have a -1 Accuracy debuff.
Description: Charge towards an opponent to inflict extra damage.

  • [Rank 3 Charge Mod] Bull Rush
    • Cost: 8 SP
    • Passive
    • Cooldown: 3 turns
    • Effect: A successful Charge also stuns the target for 1 turn.
    • Description: Your charge becomes more reckless, inflicting a stun against your opponent in addition to the extra damage it grants.

Energist
Cost: 12 SP
Passive
Effect: Add (5 * Tier) to your total energy.
Description: You are more skilled with using energy, increasing your total energy available.

Energize
Cost: 15 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] Hyperactive
    • Cost: 10 SP
    • Active: Post Action
    • Energy Cost: 5 Energy
    • Cooldown: 3 Turns
    • Effect: Increase the passive energy regen of 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.

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 6 Hate when using Focused Howl.)
Description: You become more intimidating when attacking enemies, making them even more likely to attack you.

First Aid
5 Ranks
Active: Post Action
Energy Cost: 5% of healing done (rounded down)
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 3 First Aid Mod] Purify
    • Cost: 10 SP
    • Active: Post Action
    • Energy Cost: 10 Energy
    • 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 5 First Aid Mod] Sharpness
    • Cost: 10 SP
    • Active: Post Action
    • Cooldown: 1 Turn
    • Energy Cost: 12 Energy
    • Effect: Target party member gains +(Target's Tier) base damage for 2 turns. Cannot target the user. [A player cannot be affected by Sharpness more than once at a time. Does not stack with Banner items.]
    • Description: The user’s hands and target’s weapon glow a dark red, infusing the target with power for a short time.
       
  • [Rank 5 First Aid Mod] Barrier
    • 3 Ranks
    • Active: Post Action
    • Cost:
      • [Unskilled] -> Rank 1 - Novice = 2 SP
      • [Novice] -> Rank 2 - Expert = 3 SP
      • [Expert] -> Rank 3 - Grandmaster = 5 SP
      • It takes a total of 10 SP to Grandmaster this mod.
    • Energy Cost: 6/8/10 EN + 2 EN per player effected (exluding the user)
    • 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 5% per rank for one turn.
    • Description: The user’s hands and target player glow a dark blue, providing a strong, temporary defense.
  • [Rank 5 First Aid Mod] Field Medic
    • Cost: 15 SP
    • Active: Post Action
    • Cooldown: 2 Turns
    • Energy Cost: 12 EN + 3 EN per player healed
    • Effect: Heal your entire party (including yourself) for 20% 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.

Howl
Cost: 10 SP
Active: Post Action
Energy Cost: 8 Energy
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 Mod] Focused Howl
    • Cost: 8 SP
    • Active: Post Action
    • Cooldown: 2 Turns
    • Energy Cost: 6 Energy
    • 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.

Parry
Cost: 12 SP
Active: Post Action
Cooldown: 2 Turn
Energy Cost: 5 Energy
Effect: Reduces the final damage of the next successful attack against you by 50% (rounded down) and negates stun/paralysis effects of that attack. If you are targeted by multiple creatures on a single enemy turn, Parry will only apply to the first attack against you.
Description: Prepare yourself against your opponent’s next attack.

  • [Parry Mod] Justified Riposte
    • Cost: 8 SP
    • Passive
    • Cooldown: 3 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: 12 SP
    • Passive
    • Cooldown: 3 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.

Weapon Skills:

Spoiler

One-Handed Weapons
5 Ranks
Passive
Effect: Gain +1 base damage per rank

Weapon Energy Damage AoE Stun
Dagger Very Low Moderate None Low
Rapier Low Moderate None Low
Warhammer Moderate Low None High
Curved Sword Very Low Low Low Moderate
1H Straight Sword High Low Moderate Moderate
1H Assault Spear Low Moderate Moderate Low
1H Battle Axe High Very Low High None

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

Weapon Energy Damage AoE Stun
2H Straight Sword Very High High Moderate Moderate
2H Assault Spear High Very High High Low
2H Battle Axe Very High High Very High None
Katana* High High Low Moderate
Martial Arts** High Very High Moderate High

*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 Mod] <<Weapon Type>> Ferocity
    • Cost: 15 SP
    • Passive
    • Effect: +1 base damage when using the specified weapon type.
    • Description: Become more vicious and ferocious with your weapon of choice.
       
  • [Rank 3 Mod] <<Weapon Type>> Finesse
    • 3 Ranks
    • Passive
    • Cost:
      • [Unskilled] -> Rank 1 - Novice = 5 SP
      • [Novice] -> Rank 2 - Expert = 3 SP
      • [Expert] -> Rank 3 - Grandmaster = 2 SP
      • It takes a total of 10 SP to Grandmaster this mod.
    • Effect: Reduces the energy cost of Sword Arts for the specified weapon type by an amount equal to this mod's (Rank). Energy costs cannot be reduced below 1.
    • Description: After practicing with your weapon, you become used to its feel and power.
  • [Rank 5 Mod] Precision
    • Cost: 15 SP
    • Passive
    • Effect: Gain +1 ACC.
    • Description: After many fights, your vision is honed, your distance judging is perfect, allowing you to be more precise.
       
  • [Rank 5 Mod] Stamina
    • Cost: 15 SP
    • Passive
    • Effect: Reduces the energy cost of all attacks by 1.
    • Description: After having used your weapon for many battles, it no longer causes strain on your body

Armor Skills:

Spoiler

Heavy Armor
5 Ranks
Passive
Effect: Gain mitigation based on your rank in the Heavy Armor skill. Must have Heavy Armor equipped to benefit from this skill (Vanity Armor counts towards this requirement). Benefits of this skill do not stack with multiple equipped pieces of Heavy Armor. May only benefit from one armor skill at a time.

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

Description: You become proficient with heavy armor.

  • [Rank 3 Heavy Armor Mod] Athletics
    • Cost: 9 SP
    • Effect: Gain +1 base damage and +(15 * Tier) HP while wearing heavy armor.
    • Description: You can endure more and hit harder.
       
  • [Rank 5 Heavy Armor Mod] Stonewall
    • Cost: 15 SP
    • Effect: Gain 10 MIT and (15 * Tier) HP when wearing heavy armor. Reduces damage taken from damage over time effects (Bleed, Burn, etc.) by 25% (rounded down) when wearing heavy armor. -1 to Evasion.
    • Description: It's as if your armor has melded to your skin, adding a thickened layer and increasing endurance.

Light Armor
5 Ranks
Passive
Effect: Gain mitigation based on your rank in the Light Armor skill. Must have Light Armor equipped to benefit from this skill (Vanity Armor counts towards this requirement). Benefits of this skill do not stack with multiple equipped pieces of Light Armor. May only benefit from one armor skill at a time.

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

Description: You become proficient with light armor.

  • [Rank 3 Light Armor Mod] Athletics
    • Cost: 9 SP
    • Effect: Gain +1 base damage and +(10 * Tier) HP while wearing light armor.
    • Description: You can endure more and hit harder.
       
  • [Rank 5 Light Armor Mod] Sprint & Acrobatics
    • Cost: 15 SP
    • Effect: Gain +1 Evasion while wearing light armor.
    • Description: You are able to move more quickly and nimbly.

Extra Skills:

Spoiler

Concentration
Active: Free action
Cooldown: 3 Turns
Effect: Gain +1 ACC until the start of your next turn. Must declare use in roll purpose.
Description: After having fought yourself, and spared the summoned incarnation, you have learnt to focus in times of need, improving accuracy for a brief moment.
Possible to obtain after completing the quest <<The Gemini>>

Disguise
Active: Free action
Cooldown: 3 Turns
Effect: Gain +1 EVA until the start of your next turn. Must declare use in roll purpose.
Description: After having fought and killed your duplicate, you have learnt how to use its trick of becoming another, visually becoming another target.
Possible to obtain after completing the quest <<The Gemini>>

Familiar Mastery: Accurate
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: Gain +(1 per Rank) to the BD when fighting with your familiar. Cannot be used to cause a critical hit. This does not stack with the Accuracy enhancement.
Description: Your familiar has a way of pinpointing places to hit. You may only benefit from one Familiar Mastery skill at a time. These bonuses cannot exceed your enhancement cap.
Possible to obtain after completing the quest <<Feeding the Enemy>>

Familiar Mastery: Assistant
No Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: Gain +(2 per Rank) EXP when crafting with your familiar. At max rank of a profession, gain +(1 per Rank) crafting attempts.
Description: Your familiar helps you when crafting items. You may only benefit from one Familiar Mastery skill at a time. These bonuses cannot exceed your enhancement cap.
Possible to obtain after completing the quest <<Feeding the Enemy>>

Familiar Mastery: Fighter
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: Gain +(1 * Tier) base damage per Rank when fighting with your familiar. This does not stack with the Damage enhancement.
Description: Your Familiar helps you in combat. For each skill level invested, the players gains +1 to their Base Damage. You may only benefit from one Familiar Mastery skill at a time. These bonuses cannot exceed your enhancement cap.
Possible to obtain after completing the quest <<Feeding the Enemy>>

Familiar Mastery: Healer
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Active
Effect: As a free action, heals the user for [(Rank * 15) * Tier] HP. Can only be used once every 5 turns.
Description: Your familiar instantly heals you. You may only benefit from one Familiar Mastery skill at a time.
Possible to obtain after completing the quest <<Feeding the Enemy>>

Familiar Mastery: Protector
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: Prevent (9 per Rank * Tier) damage from successful attacks against you when fighting with your familiar. This does not stack with the Mitigation enhancement.
Description: Your familiar helps defend you from enemy attacks. You may only benefit from one Familiar Mastery skill at a time. These bonuses cannot exceed your enhancement cap.
Possible to obtain after completing the quest <<Feeding the Enemy>>

Familiar Mastery: Treasure Hunter
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: +1 LD per Rank when searching with your familiar. This does not stack with the Loot Die enhancement.
Description: Your familiar helps you look for treasure. For each Skill Level invested, the player gains +1 to their LD. You may only benefit from one Familiar Mastery skill at a time. These bonuses cannot exceed your Enhancement cap.
Possible to obtain after completing the quest <<Feeding the Enemy>>

Meditation
Cost: 8 SP
Active: Post action
Cooldown: 3 Turns
Effect: Recover an additional (5 * Tier) energy. Getting hit by an attack before the beginning of your next turn reduces the energy recovered to (3 * Tier).
Description: The waterfall has enhanced your mind, allowing you to slip into a meditative state for a brief moment, regaining strength.
Unlocked after completing the quest <<Calming the Soul>>.

Survival
Cost: 3 SP
Passive
Effect: Increases out of combat health regeneration to (15 * Tier) per post. Grants immunity to most damage dealing environmental attacks/effects.
Description: After braving the harsh sands of the desert, harsh environmental hazards no longer affect you.
Unlocked after completing the quest <<The Traveler>>

Link to post
Share on other sites

n7DZrA8.png
 

U5QGQc7.png

Spoiler

► 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

► Crafter’s Respite
Cost: 3 Slots
Cap: 1 Slot
Effect: Resets your daily crafting attempts. Cannot use more than one Crafter’s Respite within 24 hours.
Applicable to: Potions

► Over-Health
Cost: 1 Slot
Cap: 3 Slots
Effect: Adds +(15 per slot * Tier) to your maximum HP. Effect lasts for one thread. This effect cannot stack with Field Rations.
Applicable to: Potions

HP Recovery
Cost: 1 Slot
Cap: 3 Slots
Effect: Heals a single target for (20 per slot * Tier) HP.
Applicable to: Salves, Potions

► Mass HP Recovery
Cost: 3 Slots
Cap: 1 Slots
Effect: Heals you and each member of your party for (30 * Target's Tier) 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

► Antidote
Cost: 1 Slot
Cap: 3 Slots
Effect: When applied, grants immunity to negative status effects (Paralyze, Bleed, etc.) for a total number of turns they would affect you equal to the slots used. Effect lasts for one thread.
Applicable to: Salves

► 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

IpB7KrE.png

Spoiler

► 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

► Keen
Cost: 1 Slot
Cap: 3 Slots
Effect: After a successful attack, gain +(1 per slot) BD until your next successful attack, at which point this bonus is removed. Another successful attack will reactivate this enhancement. 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

► Recovery
Cost: 1 Slot
Cap: 2 Slots
Effect: Regain (1 per slot * Tier) additional energy on natural CD rolls of 6+. This effect can occur while the Player is out of combat.
Applicable to: Trinkets, Jewelry

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

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

► Expertise
Cost: 2 Slots
Cap: 1 Slot
Effect: Gain +1 Rank to the specified non-combat skill. Cannot boost a skill without ranks, or increase a skill past its maximum rank. Cannot boost a skill the user has not yet learned. Ranks obtained with this enhancement will not have their mods unlocked for purchase.
Applicable to: Trinkets, Jewelry, Sculptures

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

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

eaNbCG6.png

Spoiler

► Damage
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(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.
Applicable to: Weapons, Shields

► 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.
Applicable to: Weapons

► Keen
Cost: 1 Slot
Cap: 3 Slots
Effect: After a successful attack, gain +(1 per slot) BD until your next successful attack, at which point this bonus is removed. Another successful attack will reactivate this enhancement.
Applicable to: Weapons

► Mitigation
Cost: 1 Slot
Cap: 3 Slots
Effect: Prevent (9 per slot * Tier) damage from successful attacks against you.
Applicable to: Heavy Armor, Shields

► 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

► 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. [For Area of Effect attacks: This effect only activates if you miss all enemies targeted by the attack.]
Applicable to: Heavy Armor

► Regen
Cost: 1 Slot
Cap: 2 Slots
Effect: After taking damage, gain Regen at the beginning of your next turn. Heal (5 per slot * Tier) 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: Heavy Armor, Shields

► Recovery
Cost: 1 Slot
Cap: 2 Slots
Effect: Regain (1 per slot * Tier) additional energy on natural CD rolls of 6+. This effect can occur while the Player is out of combat.
Applicable to: Heavy Armor, Shields

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

OsSgodo.png

Spoiler

► 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

► 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 default multiplier (HP*3) when receiving col from killing an enemy.
Applicable to: Snacks, Desserts

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

► Over-Health
Cost: 1 Slot
Cap: 3 Slots
Effect: Adds +(15 per slot * Tier) to your maximum HP. Effect lasts for one thread. This effect cannot stack with Field Rations.
Applicable to: Meals, Feasts

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

► Antioxidants
Cost: 3 Slots
Cap: 1 Slot
Effect: When applied, negates the next status condition inflicted on you. Effect lasts for one thread.
Applicable to: Snacks, 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. Effect lasts for one thread.
Applicable to: Snacks, Feasts

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

9GaRWez.png

Spoiler

► Damage
Cost: 1 Slot
Cap: 3 Slots
Effect: Gain +(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. [Must hit to activate the status condition.]
Applicable to: Weapons

► Savvy
Cost: 1 Slot
Cap: 2 Slots
Effect: When an enemy misses an attack against you, gain +(1 per slot) to the BD until your next successful attack, at which point this bonus is removed. Being missed by another attack will reactivate this enhancement. Cannot be used to cause a critical hit. Can only trigger once per turn.
Applicable to: Light Armor

► Mitigation
Cost: 1 Slot
Cap: 2 Slots
Effect: Prevent (9 per slot * Tier) damage from successful attacks against you.
Applicable to: Light 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: 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: Light Armor

► Keen
Cost: 1 Slot
Cap: 3 Slots
Effect: After a successful attack, gain +(1 per slot) BD until your next successful attack, at which point this bonus is removed. Another successful attack will reactivate this enhancement.
Applicable to: Weapons

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

► Regen
Cost: 1 Slot
Cap: 2 Slots
Effect: After taking damage, gain Regen at the beginning of your next turn. Heal (5 per slot * Tier) 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

► Recovery
Cost: 1 Slot
Cap: 2 Slots
Effect: Regain (1 per slot * Tier) additional energy on natural CD rolls of 6+. This effect can occur while the Player is out of combat.
Applicable to: Light Armor

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

dfLpz1X.png

Spoiler

HP Recovery
Cost: 1 Slot
Cap: 3 Slots
Effect: Heals a single target for (20 per slot * Tier) 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.
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.
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

► 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

jcufy7T.png

Spoiler

► 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 (12 * Tier) unmitigated burn damage each enemy turn for 2 turns. Burn damage does not stack, but can be refreshed. [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 deal (12 * Slot * Tier) unmitigated blight damage each enemy turn for 2 turns. Blight damage does not stack, but can be refreshed. [Must hit to activate the status condition.]
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). Mitigation from the Block skill is immune to Phase.
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 lose any evasion properties. Striking a frozen enemy before the effect ends will end Freeze and deal an extra (12 * Tier) unmitigatable damage. [Must hit to activate the status condition.]
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

► 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

► Flame Thorns
Cost: 1 Slot
Cap: 2 Slots
Effect: Successful attacks against you deal (7 per slot * Tier) unmitigated damage to the attacking enemy. Successful critical attacks against you deal an additional (2 per slot * Tier) unmitigated burn damage each enemy turn for 2 turns.
Applicable to: Shields, Heavy Armor

► Holy Blessing
Cost: 1 Slot
Cap: 3 Slots
Effect: After taking damage, heal (8 per slot * Tier) 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.
Applicable to: Heavy Armor, Light Armor, Shields

► 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 amount healed (rounded down) per slot.
Applicable to: Heavy Armor, Light Armor, Trinkets, Jewelry

► 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

► Flame Aura
Cost: 1 Slot
Cap: 2 Slots
Effect: Prevent (6 per slot * Tier) damage per slot from successful attacks against you. Successful non-critical attacks against you deal (5 per slot * Tier) unmitigated burn damage to the attacking enemy.
Applicable to: Heavy Armor, Shields, Light Armor

► 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 (6 * Tier) unmitigatable poison damage each enemy turn for 4 turns. [Must hit to activate the status condition.]
Applicable to: Weapons

► 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 (6 * Tier) unmitigated damage each enemy turn for 4 turns. [Must hit to activate the status condition.]
Applicable to: Heavy Armor, Light Armor

► 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). This effect can only occur once per sword art execution.
Applicable to: Weapons

► 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). This effect can occur while the Player is out of combat.
Applicable to: Heavy Armor, Light Armor

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

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

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

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

► 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, Heavy Armor, Light Armor, Shields, Trinkets, and Jewelry

► Frost Thorns
Cost: 1 Slot
Cap: 2 Slot
Effect: Successful attacks against you deal (7 per slot * Tier) unmitigated damage to the attacking enemy. Successful critical attacks against you deal an additional (2 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 (6 per slot * Tier) damage per slot from successful attacks against you. Successful non-critical attacks against you deal (5 per slot * Tier) unmitigated Frost damage to the attacking enemy.
Applicable to: Light Armor, Heavy Armor, Shields

Link to post
Share on other sites

66LiQiC.png

 

Weapon Energy Damage AoE Stun
Dagger Very Low Moderate None Low

 

Spoiler

(-2 energy on rank 5 sword arts)

Rank 1

  • [x2 Stun] Side Bite (5 Energy) - Stab your opponent in both sides, pincing nerves, stunning opponent.
  • [x2] Round Accel (2 Energy) - Dash around target at high speeds, delivering two slash/stabs into target.

Rank 2

  • [x3] Tri Pierce (3 Energy) - Stab target three times, slashing diagonally to cause a triangle effect on each one
  • [x4] Fad Edge (4 Energy) - The user swiftly strikes the opponent with four thrusts in brisk succession.

Rank 3

  • [x5] Infinite (5 Energy) - The user makes an infinity symbol on the target's body by making five angular slashes
  • [x6] Shadow Stitch (6 Energy) - Strike along opponents body, slashing as if invisible, opening stitching wounds.
  • [x6 MA Stun] Sonic Resonance (9 Energy) - A reverse-grip slash angled across the target's chest, followed by a concussive spinning high kick to the target's head that stuns them.

Rank 4

  • [x7] Starlight Slash (6 Energy) - Leap over target, blade shimmering in the light as if light by moonlight, before slashing target from above.
  • [x8] Cross Edge (7 Energy) - The user makes an X pattern on the enemies chest with two quick slashes.

Rank 5

  • [x11] Accel Raid (9 Energy) - A rapid flurry of thrusts from the dagger finished by one reverse slash at high speeds.
  • [x12] Rapid Bite (10 Energy) - The user makes several quick blows by thrusting their dagger at several different angles.
  • [x13] Eternal Cyclone (11 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.
 

 


 

Weapon Energy Damage AoE Stun
Rapier Low Moderate None Low

 

Spoiler

Rank 1

  • [x2] Rip Ravine (2 Energy) - Two quick slashes into a target

Rank 2

  • [x3] Accel Stub - (3 Energy) - A chain of three nimble thrusts aimed at the target's torso.
  • [x4] Quadruple Pain - (4 Energy) - Four thrusts are made, each aimed at the limbs of the opponent.

Rank 3

  • [x5] Neutron - (5 Energy) - A single high-powered thrust, that pierces the opponents body.
  • [x6] Crucifixion - (6 Energy) - A six-hit thrusting sword art that traces the pattern of a cross into the target.
  • [x5 MA Stun] Twilight Resurrection - (8 Energy) - Four high-speed thrusts, followed by striking the opponent in the head with the back of the fist.

Rank 4

  • [x7] Shooting Star - (7 Energy) - The user springs at the target at high speeds before making several quick thrusts into the opponent.
  • [x8] Penetrate - (8 Energy) - Four high-speed thrusts that penetrate the opponents body and deal considerable damage.

Rank 5

  • [x9] Delta Attack - (8 Energy) - Three powerful slices that form a triangle pattern, followed up by one powerful thrust in the center of the triangle
  • [x11] Flashing Penetrator - (10 Energy) - Many powerful thrusts, not giving the target any time to react with counters.
  • [x14] Over Radiation - (13 Energy) - The user makes several thrusts, each at extremely high speeds that send a burst of energy tendrils into the oppenent dealing high damage.
1

 


 

Weapon Energy Damage AoE Stun
Warhammer Moderate Low None High

 

Spoiler

Rank 1

  • [x2 Stun] Power Strike (5 Energy) - The user slams their hammer into the opponents chest with a powerful swing.
  • [x3] Upper Swing  (3 Energy) - A single upward swing aimed at the jaw of the opponent.

Rank 2

  • [x4 Stun] Strike Heart (7 Energy) - A pair of consecutive angular swings, succeeded by a thrust at the target's heart with the backend blunt.

Rank 3

  • [x4] Diastrophism (4 Energy) - User makes one powerful swing at the target's ribcage. 
  • [x5] Thrice Blow (5 Energy) - Two uppercut attacks, then a shock wave by a ground slam.
  • [x6] Brutal Strike (6 Energy) - The user leaps into the air, and slams downward using their momentum to increase their power. 

Rank 4

  • [x7 Stun] Variable Blow (10 Energy) - The user spins twice in a circle, before hitting the opponent in the third with a concussive blow to the head. 
  • [x7] Mjolnir Hammer (7 Energy) - The user raises the hammer into the air before charging the opponent and letting loose many high-powered swings.
  • [x8 MA] Mind Impact (8 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, 

Rank 5

  • [x9] Trinity Arts (8 Energy) - A slam of the hammer to each side of the target's body finished by a thrust into their chest.
  • [x10] Bludgeon (9 Energy) - A single, very powerful blow to the opponent's body that might throw them off balance. 
  • [x11 Stun] Holy Crown (14 Energy) - The user charges forward, thrusting the hammer into their chest before making an upward cut with the hammer to stun the opponent.
 

 


 

Weapon Energy Damage AoE Stun
Curved Sword Very Low Low Low Moderate

 

Spoiler

Rank 1

  • [x1 Stun] Fell Crescent (4 Energy) - The user charges at a high speed at the opponent and makes one strong uppercut, stunning the opponent.
  • [x2] Rage Blow (2 Energy) - The user makes one heavy blow, cleaving into the opponents chest.

Rank 2

  • [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.
  • [x3 Stun] Rising Sun (6 Energy) - Slash target two times across the chest before feinting, and slashing eyes, stunning target.
  • [x4] Bear Knock (4 Energy) - The user makes four hard blows in random places on the opponents body.

Rank 3

  • [x6] Death Creep (6 Energy) - Six slashes, starting from lower on the body and ending with a slash across the neck.
  • [x7] Lasing Chopper (7 Energy) - Three cleaving blows are made, one at each arm, and then the last at the neck.

Rank 4

  • [x8 AoE] Butterfly Illusion (8 Energy  +2 per target hit) - The user charges at each opponent in the surrounding area, making four brisk slashes on each.
  • [x8 Stun/MA] Meteor Fall (11 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.
  • [x8]Dancing Hellraiser (8 Energy) - A sword art that uses one foot as a pivot point to rapidly spin and slash simultaneously.

Rank 5

  • [x9] Melee Slash (9 Energy) - The user charges at the user with a high speed, leaps into the air, and makes one powerful downward slash upon coming to the ground.
  • [x11] Legion Destroyer (11 Energy) - The user slashes wildly, making several blows at different areas on the opponents body, and then finishes with a Spinning strike.
 

 


 

Weapon Energy Damage AoE Stun
1H Straight Sword High Low Moderate Moderate

 

Spoiler

Rank 1

  • [x2 AoE] Rage Spike (2 Energy +2 per target hit) - Strike each target in the vicinity twice in a blinding fit of uncontrolled rage.
  • [x3] Snake Bite (3 Energy) - The user quickly strikes the target with three brisk angled slashes.

Rank 2

  • [x4] Vertical Arc (4 Energy) - The user creates a "V" pattern on the opponents chest by making two successive strikes.
  • [x4 Stun] Horizontal Square (7 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.
  • [x4 AoE]Vertical Square (4 Energy +2 per target hit) - Four strikes are made in the air in the shape of a square, and then a square of energy bursts around you hitting all targets in the vicinity.

Rank 3

  • [x5] Vorpal Lance (5 Energy) - The user's sword length doubles from energy before thrusting the weapon into the opponent, causing a burst of energy.
  • [x6] Star Quint Prominence (6 Energy) - Five brisk thrusts are made into an opponents chest in the shape of the star, finished by a powerful uppercut.

Rank 4

  • [x7 Stun] Deadly Sins (10 Energy) - Seven thrusts with the sword in the pattern of the Big Dipper Constellation.
  • [x8] Lightning Fall (8 Energy) - The user leaps high into the air, makes a single backflip, and then comes does with a powerful downward slice causing crackles of energy to pop around the user and the target.

Rank 5

  • [x9 Stun] Nova Ascension (12 Energy) - A flurry of slashes is made, finished by ramming into the target and a concussive blow from the hilt.
  • [x9 AoE] Shadow Explosion (9 Energy +2 per target hit) - The user swings their blade around their body, causing a ring of energy to build up and then a thrust from the sword in all four directions causes a wall of energy to shoot out on all sides.
  • [x11 MA] Meteor Break (11 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.
 

 


 

Weapon Energy Damage AoE Stun
1H Assault Spear Low Moderate Moderate Low

 

Spoiler

Rank 1

  • [x2] Pierce (2 Energy) - One strong thrust into an opponents chest.

Rank 2

  • [x3 Stun] Triple Barrage (6 Energy) - The user strikes the opponents chest twice with a thrust, and then makes a concussive blow with the butt of the spear.
  • [x4] Maiming Blow (4 Energy) - The user swipes the edge of the spear across the opponents body.
  • [x4 AoE] Hurricane (4 Energy +2 per target hit) -The user twirls the pole-arm and slices four times across a wide area.

Rank 3

  • [x5] Soul Pierce (5 Energy) - A heavy-hitting sword art that stabs at the opponent's heart.
  • [x6] Furious Spike (6 Energy) - The user charges at an enemy,  leaps into the air and slams the tip of the spear into the opponents body at an angle.
  • [x6 AoE] Tribal Fury (6 Energy +2 per target hit) - The spear is wildly swung around in a wide area, seemingly uncontrollably to the opponents.


Rank 4

  • [x7 AoE] Forceful Attack (7 Energy +2 per target hit) - The user makes several heavy swings and strikes at the surrounding opponents.
  • [x8 Stun] Dragonfly Cutter (11 Energy) - The spear'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 spear into the opponents head.


Rank 5

  • [x10] Arahabaki (11 Energy) - The spear is used to make one powerful strike across a wide arc, making one long gash through the opponents chest.
  • [x11 MA] Gungir (12 Energy) - The user charged forward, slams the butt of the spear into the opponents 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. 
  • [x12] 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.
 

 


 

Weapon Energy Damage AoE Stun
1H Battle Axe High Very Low High None

 

Spoiler

Rank 1

  • [x2] Hack (2 Energy) - Two diagonal cuts on the opponents chest. 
  • [x2 AoE] Crescent thrush (2 Energy +2 per target hit) - The user strikes in a wide arc, swiping each enemy a single time. 

Rank 2

  • [x3 AoE]Sharpened Chop (3 Energy +2 per target hit) - A side swipe that hits three times, like cutting down a tree
  • [x4] Stunning Bash (4 Energy) - Four hits to the enemy, two using the brunt of the ax and two with the blade. Designed to stun and cut

Rank 3

  • [x5] Guillotine (5 Energy) -A precise cut to the enemy, made to cut off heads
  • [x6] Tomahawk Thrust (6 Energy) - An almost boomerang throw of the ax that cuts through enemies one by one…
  • [x7] Lightning Axe (7 Energy) - A mid-level sword art that Follows the path of lightning with each swipe

Rank 4

  • [x7 AoE] Heightened Bash (7 Energy +2 per target hit) - A high jump into the air that crashes into the enemy with the full force of your body
  • [x8] Undertone (8 Energy) - A sword art that cuts upward slicing the enemy from the bottom and then from the top. 

Rank 5

  • [x9] Perunic Crash (8 Energy) - A hard crash into the ground that creates a slice of force.
  • [x11 AoE] Timber Slash (11 Energy +2 per target hit) - Repeated hits allowing you to cut through enemies like a small forest.
  • [x11 MA] Ukon Kirves (10 Energy) - A skill that involves eleven strong cuts into the enemy's side.
 

 


 

Weapon Energy Damage AoE Stun
2H Straight Sword Very High High Moderate Moderate

 

Spoiler

Rank 1

  • [x2 AoE] Blast (2 Energy +2 per target hit) - A pair of horizontal sweeping strokes that hits multiple targets.
  • [x2] Straight (2 Energy) - Begins with the player bending their knees before thrusting forward with a singular powerful strike covering the gap between you and your opponent.

Rank 2

  • [x3] Scooped (3 Energy) - A three-hit sword art that employs varying over and under-cut motions.
  • [x4 Stun] Lightning (7 Energy) - A combination of four slashes of varying angles aimed at a single target stunning them.
  • [x4] Cyclone (4 Energy) - A multi-hit sword art that uses the user's heel as a pivot to spin violently, chaining together multiple hits.

Rank 3

  • [x5] Back Rush (5 Energy) - A countering technique to spin around when an opponent has the player's back.
  • [x6 Stun] Fight Blade (9 Energy) - A mid-tier sword art that utilizes a mixture of over, under, and middle-cuts across multiple targets.

Rank 4

  • [x7] Astral Hell (7 Energy) - A multi-hit sword art that chains three sweeping strokes with four deft thrusts at varying points.
  • [x8 AoE Stun] Tempest (8 Energy +2 per target hit) - A charge-type sword art that slams the blade's pommel into the target's head to stun them.

Rank 5

  • [x12] Calamitous Tragedy (12 Energy) - A high-tier skill that employs multiple high-powered under and middle-cut strokes.
  • [x13] Galaxy Destroyer (13 Energy) - A powerful angular slash which tears through your opponent.
  • [x12 AoE] Calamity Disaster (12 Energy +2 per target hit) - A high-tier sword art that chains together six powerful angular strokes.
 

 


 

Weapon Energy Damage AoE Stun
2H Assault Spear High Very High High Low

 

Spoiler

Rank 1

  • [x1 AoE] Sonic Charge (1 Energy +2 per target hit) - A forward thrust which explodes energy at the end of the move.
  • [x2 Stun] Twin Thrust (5 Energy) - A pair of quick thrusts aimed at the user's knees to immobilize them.
  • [x2] Heft (2 Energy) - Lift the heavy end of the spear diagonally across your opponent from the ground, cutting their torso with the tip.

Rank 2

  • [x3] Fatal Thrust (3 Energy) - A single powerful thrust.
  • [x4 AoE] Hellish Twice (4 Energy +2 per target hit) - A pair of alternating sweeping motions which damages multiple targets.
  • [x4] Mighty Charge (4 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.

Rank 3

  • [x5] Revolve Arts (5 Energy) - Two roundhouse kicks followed by two sweeping strokes, concluded with one final thrust.
  • [x6] Dancing Spear (6 Energy) - An acrobatic combo involving sweeps, pole vaulting with kicks and a concluding thrust.
  • [x6 AoE] Trip Expand (6 Energy +2 per target hit) - An attack with several 360 spinning attacks that cover a wide area.

Rank 4

  • [x8 Stun] Divide (11 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.
  • [x10] Vent Forth (11 Energy) - A five-hit skill that employs three spinning slashes, concluded with one final thrust.

Rank 5

  • [x9 AoE] Weeping Moon (9 Energy +2 per target hit) - Do a single and powerful 360-degree spin
  • [x14] Imperial Southern Cross (16 Energy) - Six rapid stabs, followed by a powerful finishing thrust at the opponent.
  • [x15] Dimension Stampede (17 Energy) - An attack with four fast stabs, only to be concluded by a jumping slam from above. 
 

 


 

Weapon Energy Damage AoE Stun
2H Battle Axe Very High High Very High None

 

Spoiler

Rank 1

  • [x2 AoE] Whirlwind (2 Energy +2 per target hit) - A single sweeping attack so powerful that it sends forth a shock wave to hit again.
  • [x2] Smash (2 Energy) - An uppercut aimed at opponents head to send them reeling.

Rank 2

  • [x3 AoE] Lumberjack (3 Energy +2 per target hit) - Three wide sweeping strokes aimed at multiple targets.
  • [x3] Ultimate Breaker (3 Energy) - A pair of uppercuts that finish with a vertical slam to the target's head.

Rank 3

  • [x5] Torque Wave (5 Energy) - A sweeping strike that tears into the opponent.
  • [x6] Crimson Blood (6 Energy) - Three sweeping spinning slices keeping the same momentum.
  • [x6 AoE] Trample Act (6 Energy +2 per target hit) - An attack that starts with a shoulder barge, then does two large sweeping attacks.

Rank 4

  • [x7] Crescent Avalanche (7 Energy) - An advanced mixture of slices, hilt stabs and thrusts at an opponent.
  • [x8 AoE] Ordinal Cleave (8 Energy +2 per target hit) - A flurry of eight vicious slashes that hits and targets multiple enemies.

Rank 5

  • [x9] Dynamic Violence (8 Energy) - An attack of three slices, which is finished by a shock wave created by the power of an empty swing.
  • [x14 AoE] Explode Catapult (14 Energy +2 per target hit) - Two powerful sweeping strokes in alternating directions that concludes with slamming the ax into the ground.
  • [x13] Screw Dimension (12 Energy) - Does one slice with the ax, which then releases in a burst of energy, doing the damage again.
 

 


 

Weapon Energy Damage AoE Stun
Katana High High Low Moderate

 

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.
  • [x2 Stun] Ukifune (5 Energy) - Knocks the opponent high into the air.
  • [x2] Han'ei (2 energy) - Two fast swings with the length of the katana blade.

Rank 2

  • [x3] Hi Ougi (3 Energy) - Upward, downward, then thrusting combo.
  • [x4] Tsuji Kaze (4 Energy) - A straight, long-ranged drawing strike.

Rank 3

  • [x5] Wa Shu (5 Energy) - A fast combo of slices that ends with a vertical chop.
  • [x6] Gen Getsu (6 Energy) - A half-circle that moves irregularly.
  • [x6 Stun] Ra Setsu (9 Energy) - A horizontal slash with a stunning punch after, then another slash.

Rank 4

  • [x7] Zekkai (7 Energy) - A simple skill in a concept that draws the user's blade across the target's body to deal great damage.
  • [x8] Haku Senpu (8 Energy) - A vast whirlwind of strikes that cause the wind to spin around the user, knocking over the target.

Rank 5

  • [x15]San Ge (15 Energy) - Multiple fast slices, which is concluded with a powerful vertical chop.
  • [x11 Stun] Iai (14Energy) - A high-tier sword art that draws the blade from its scabbard and slashes in one rapid motion.
  • [x8 AoE] Amatsu no Homura (8 Energy +2 per target hit) - Two warm up slices, then three rapid but extremely powerful spinning cuts.
 

 


 

Weapon Energy Damage AoE Stun
Martial Arts High Very High Moderate High

 

Spoiler

Rank 1

  • [x1 Stun] Embracer (4 Energy) - An unarmed sword art that pierces the enemy with the fingers.
  • [x2 AoE] Aggressive Twins (2 Energy +2 per target hit) - A fast combination of left and right jabs.

Rank 2

  • [x3 AoE] Crescent Moon (3 Energy +2 per target hit) - The user pushes off the ground and performs a single backflip to connect a sweeping flash kick with their targets.
  • [x4] Delayed Sword- (4 Energy) - An advanced technique which uses kicks to disable an opponent and then chops their neck with the hand.

Rank 3

  • [x5 Stun] Five Swords (8 Energy) - Multiple chopping strikes to key joints of the body.
  • [x6 AoE] Tornado Kick (6 Energy +2 per target hit) - Kick off the ground with a spin, then do a sweeping 360 kick.

Rank 4

  • [x7 Stun] Leaping Crane (10 Energy) - A jumping forward kick from a high altitude.
  • [x9] Acupuncture (10 Energy) - A high-level sword art that strikes at a body's vital points in quick succession.

Rank 5

  • [x9 Stun] Full Cowl (12 Energy) - A powerful roundhouse kick aimed at the opponent's legs.
  • [x10] Falcon Jab (12 Energy) - A single jab with the user's dominant hand connects with the target's face or chest, knocking them backward.
  • [x15] All Might (17 Energy) - One single, devastating right hook to the opponent's face.
 

 

Link to post
Share on other sites

WMmLaMw.png

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.
  • Heavy Armor (Available at Rank 3): Chestplate, helmet, gauntlets, etc. Heavy armor typically provides mitigation or 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

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)

 

Link to post
Share on other sites

KNDeNpP.png

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:

  • Clothing/Weapons (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.
  • Light Armor (Available at Rank 3): Leather vest, boots, shoulder pads, etc. Light armor typically provides vital defensive bonuses for combat.
  • 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

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)

 

Link to post
Share on other sites

o2I16eb.png

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 - Experienced Artisan: Able to craft Tier 3 equipment. 4 crafts per day.
  • [80-159 EXP] Rank 4 - Assistant Artisan: Able to craft Tier 4 equipment. 5 crafts per day.
  • [160-319 EXP] Rank 5 - Professional 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 improving 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

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)

 

Link to post
Share on other sites

KWY0VE6.png

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 - Experienced Alchemist: Able to craft Tier 3 equipment. 4 crafts per day.
  • [80-159 EXP] Rank 4 - Assistant Alchemist: Able to craft Tier 4 equipment. 5 crafts per day.
  • [160-319 EXP] Rank 5 - Professional 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 improving 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

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 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)

LD:
    [1-17] = No additional items.

    [18-20] = Yields 1 additional item.

Rank 3
CD:

    [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)

LD:
    [1-15] = No additional items.

    [16-20] = Yields 1 additional item.

Rank 4
CD:

    [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)

LD:
    [1-15] = No additional items.

    [16-20] = Yields 1 additional item.

Rank 5
CD:

    [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)

LD:
    [1-15] = No additional items.

    [16-18] = Yields 1 additional item.
    [19-20] = Yields 2 additional items.

Rank 6
CD:
    [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)

LD:
    [1-12] = No additional items.

    [13-17] = Yields 1 additional item.
    [18-20] = Yields 2 additional items.

Rank 7
CD:
    [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)

LD:
    [1-12] = No additional items.

    [13-17] = Yields 1 additional item.
    [18-20] = Yields 2 additional items.

Rank 8
CD:
    [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)

LD:
    [1-11] = No additional items.

    [12-15] = Yields 1 additional item.
    [16-20] = Yields 2 additional items.

Rank 9
CD:
    [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)

LD:
    [1-9] = No additional items.

    [10-15] = Yields 1 additional item.
    [16-20] = Yields 2 additional items.

Rank 10
CD:
    [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)

LD:
    [1-9] = No additional items.

    [10-15] = Yields 1 additional item.
    [16-18] = Yields 2 additional items.
    [19-20] = Yields 3 additional items.

 

Link to post
Share on other sites

BXhYTQM.png

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:

  • [0-39XP] 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 improving 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

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 effect.

    [18-20] = Masterpiece crafted.

Rank 2
CD:
    [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)

LD:
    [1-16] = No effect.

    [17-20] = Masterpiece crafted.

Rank 3
CD:
    [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)

LD:
    [1-15] = No effect.

    [16-20] = Masterpiece crafted.

Rank 4
CD:
    [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)

LD:
    [1-13] = No effect.

    [14-20] = Masterpiece crafted.

Rank 5
CD:
    [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)

LD:
    [1-11] = No effect.

    [12-20] = Masterpiece crafted.

 

Link to post
Share on other sites

TcNlddj.png

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 - Experienced Cook: Able to craft Tier 3 equipment. 4 crafts per day.
  • [80-159 EXP] Rank 4 - Assistant Cook: Able to craft Tier 4 equipment. 5 crafts per day.
  • [160-319 EXP] Rank 5 - Professional 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 improving 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

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 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)

LD:
    [1-17] = No additional items.

    [18-20] = Yields 1 additional item.

Rank 3
CD:

    [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)

LD:
    [1-15] = No additional items.

    [16-20] = Yields 1 additional item.

Rank 4
CD:

    [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)

LD:
    [1-15] = No additional items.

    [16-20] = Yields 1 additional item.

Rank 5
CD:

    [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)

LD:
    [1-15] = No additional items.

    [16-18] = Yields 1 additional item.
    [19-20] = Yields 2 additional items.

Rank 6
CD:
    [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)

LD:
    [1-12] = No additional items.

    [13-17] = Yields 1 additional item.
    [18-20] = Yields 2 additional items.

Rank 7
CD:
    [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)

LD:
    [1-12] = No additional items.

    [13-17] = Yields 1 additional item.
    [18-20] = Yields 2 additional items.

Rank 8
CD:
    [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)

LD:
    [1-11] = No additional items.

    [12-15] = Yields 1 additional item.
    [16-20] = Yields 2 additional items.

Rank 9
CD:
    [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)

LD:
    [1-9] = No additional items.

    [10-15] = Yields 1 additional item.
    [16-20] = Yields 2 additional items.

Rank 10
CD:
    [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)

LD:
    [1-9] = No additional items.

    [10-15] = Yields 1 additional item.
    [16-18] = Yields 2 additional items.
    [19-20] = Yields 3 additional items.

 

Link to post
Share on other sites

wvtbeEt.png

Merchants offer a stock of basic items, have the ability to identify equipment, and can "junk sell" unwanted items. The items they can sell from their general stock and the tiers of items they can identify vary depending on their rank:

  • [0-39 EXP] Rank 1 - Cart Merchant: Able to identify Tier 1 & 2 items. 2 identifications per day.
  • [40-159 EXP] Rank 2 - Salesperson: Able to identify Tier 3 & 4 items. 4 identifications per day.
  • [160-639 EXP] Rank 3 - Entrepreneur: Able to identify Tier 5 & 6 items. 6 identifications per day.
  • [640-2559 EXP] Rank 4 - Black Marketeer: Able to identify Tier 7 & 8 items. 8 identifications per day.
  • [2560+ EXP] Rank 5 - Grand Master Merchant: Able to identify Tier 9 & 10 items. 10 identifications per day.

Leveling Up:
Gaining EXP and increasing your Merchant Rank adds to the general stock items you can sell and increases the number of times you can identify each day.

  • Each item sold from general stock: +3 EXP
  • Each item junk sold: +1 EXP.
  • Each item identified: +5 EXP

General Stock:
Merchants may offer the following items for sale in their shop. The col listed beside the item's name is the cost for the Merchant to acquire the item. Typically, the item is sold to another player at a markup and the Merchant keeps the difference as their profit.

Available at Rank 1:

Spoiler
  • [T1] Blank Dungeon Map (100 col)
    • Effect: Assign a successful sub-dungeon search roll to a blank map in order to explore the dungeon in another thread. When used, apply the dungeon difficulty and roll ID (Ex. Beginner Dungeon Map #12345). Can only hold the location of one sub-dungeon that matches the Tier of the map.
       
  • Field Rations (300 col)
    • Item Type: Snacks
    • Effect: Grants +30 to max HP. Cannot be used in combat. Effect lasts for one thread. A player cannot benefit from more than one Field Rations at a time. This effect cannot stack with Over-Health consumables.
       
  • Immolation Potion (300 col)
    • Item Type: Potion
    • Effect: When used, successful non-critical attacks against you deal 10 unmitigated damage to the attacking enemy. Effect lasts for one thread.
       
  • Teleportation Crystal (800 col)
    • Item Type: Crystal
    • Effect: Use a post action to activate a teleport crystal. Teleports the player to the town or designated teleportation area they specify.
       
  • Glow Stone (200 col)
    • Item Type: Consumable
    • Effect: While holding a Glow Stone, the area around you is illuminated. You and players near you do not suffer any penalties for darkness or low-light conditions. Cannot wield a weapon while holding a Glow Stone, but it can be swapped out and and back in to continue its effect. Effect lasts for one thread.
       
  • Dimensional Backpack (5,000 col)
    • Item Type: Unique Item
    • Effect: Adds +1 to Battle Ready inventory. This item does not take up a Battle Ready inventory slot. A player may only have one Dimensional Backpack at any time.

Available at Rank 2:

Spoiler
  • Silver Key (500 col)
    • Item Type: Consumable
    • Effect: A single-use item that grants +1 LD when opening a Treasure Chest.
       
  • [T2] Blank Dungeon Map (200 col)
    • Effect: Assign a successful sub-dungeon search roll to a blank map in order to explore the dungeon in another thread. When used, apply the dungeon difficulty and roll ID (Ex. Intermediate Dungeon Map #12345). Can only hold the location of one sub-dungeon that matches the Tier of the map.
       
  • Field Rations +1 (600 col)
    • Item Type: Snacks
    • Effect: Grants +75 to max HP. Must be level 25+ to use. Cannot be used in combat. Effect lasts for one thread. A player cannot benefit from more than one Field Rations at a time. This effect cannot stack with Over-Health consumables.
       
  • Immolation Potion +1 (600 col)
    • Item Type: Potion
    • Effect: When used, successful non-critical attacks against you deal 20 unmitigated damage to the attacking enemy. Must be level 25+ to use. Effect lasts for one thread.
       
  • Single Tent (400 col)
    • Item Type: Consumable
    • Effect: One player uses a post action to use the tent. Grants -1 energy cost for the first two expenditures of each combat. Effect lasts for one thread.

Available at Rank 3:

Spoiler
  • Golden Key (1,000 col)
    • Item Type: Consumable
    • Effect: A single-use item that grants +2 LD when opening a Treasure Chest.
       
  • Double Tent (600 col)
    • Item Type: Consumable
    • Effect: Up to two players each use a post action to use the tent. Grants -1 energy cost for the first two expenditures of each combat. Effect lasts for one thread.
  • Spyglass (800 col)
    • Item Type: Consumable [3 Charges]
    • Effect: Use to reduce the number of posts required to search for a dungeon or familiar by 5 posts. Effect lasts for one thread. Item is destroyed once all charges have been used.
       
  • Water Canister (400 col)
    • Item Type: Consumable [3 Charges]
    • Effect: Grants +(5 *Tier) health regeneration while out of combat. Effect lasts for one thread. Item is destroyed once all charges have been used.
       
  • Custom Ambition Tool (800 col)
    • Item Type: Tool
    • Effect: Gain +1 bonus crafting EXP for each crafting attempt.

Available at Rank 4:

Spoiler
  • [T3] Blank Dungeon Map (300 col)
    • Effect: Assign a successful sub-dungeon search roll to a blank map in order to explore the dungeon in another thread. When used, apply the dungeon difficulty and roll ID (Ex. Advanced Dungeon Map #12345). Can only hold the location of one sub-dungeon that matches the Tier of the map.
       
  • Field Rations +2 (900 col)
    • Item Type: Snacks
    • Effect: Grants +120 to max HP. Must be level 50+ to use. Cannot be used in combat. Effect lasts for one thread. A player cannot benefit from more than one Field Rations at a time. This effect cannot stack with Over-Health consumables.
       
  • Immolation Potion +2 (900 col)
    • Item Type: Potion
    • Effect: When used, successful non-critical attacks against you deal 30 unmitigated damage to the attacking enemy. Must be level 50+ to use. Effect lasts for one thread.

Available at Rank 5:

Spoiler
  • Tier 1 Crafting Material (300 col)
    • Item Type: Crafting material
    • Effect: Basic materials for use with any profession.
       
  • Tier 2 Crafting Material (600 col)
    • Item Type: Crafting material
    • Effect: Second-tier materials for use with any profession.


Junk Sale:
Merchants may sell off items of Uncommon or higher quality for col. Items sold this way are effectively destroyed. The col listed beside the item quality below is the amount the Merchant receives for selling off the item. Typically, the Merchant will pass on a portion of the col received to a player that offers their items for junk sale, keeping the difference as their profit.

Junk Sale Prices:

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)

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)

Identifying Items:
Merchants are able to identify items that are dropped from monsters and found in treasure chests. The process of identification determines which enhancements those items possess. To identify an item, the Merchant spends a set amount of col depending on the Tier and rarity of the item. Col used in the identification process is effectively destroyed, much like when an item is junk sold. When the col cost is paid, the Merchant rolls for each unidentified slot on the item, one at a time.

Identify Cost:

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 (2000 col)
     
  • [T3] Rare (1,440 col)
  • [T3] Perfect (2,000 col)
  • [T3] Demonic (2560 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 (1,000 col)

The rarity of the item determines how many potential enhancements can be identified, just as regular item rarity functions:

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

In the event that an identified enhancement would result in an illegal item (following normal enhancement rules), the Merchant should re-roll the LD and make note of all rolls when submitting the item for evaluation.

Regular Enhancement Loot Die Result Chart

Spoiler
  • Weapons
    • [1-6] = Taunt or Keen
    • [7-13] = Bleed or Paralyze
    • [14-20] = Damage or Accuracy
       
  • Heavy Armor
    • [1-6] = Regen or Recovery
    • [7-13] = Taunt or Heavy Momentum
    • [14-20] = Mitigation or Thorns
       
  • Light Armor
    • [1-5] = Regen or Recovery
    • [6-10] = Savvy or Light Momentum
    • [11-15] = Mitigation or Evasion
    • [16-20] Loot Die
       
  • Shields
    • [1-6] = Regen or Recovery
    • [7-13] = Taunt or Paralyze
    • [14-20] = Mitigation or Thorns
       
  • Trinkets
    • [1-5] = Keen
    • [6-10] = Taunt or Recovery
    • [11-14] = Loot Die or Prosperity
    • [15-20] = Accuracy or Evasion
       
  • Consumables*
    • [1-3] = Antidote or Probiotics
    • [4-6] = Loot Die or Prosperity
    • [7-10] = Damage or Mitigation
    • [11-14] = Accuracy 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 rarity 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 Merchant rank, you have a chance to discover unique enhancements when identifying equipment (CD 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+

In the case of identifying a unique enhancement, refer to the chart below to determine which was found:

Unique Enhancement Loot Die Result Chart

Spoiler
  • Weapons
    • [1-4] = Paralytic Venom (Offensive) or Blight
    • [5-8] = Fallen Damage or Holy Damage
    • [9-12] = Freeze or Burn
    • [13-16] = Vampiric (Offensive) or Envenom (Offensive)
    • [17-20] = Absolute Accuracy or Phase
       
  • 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
       
  • Light Armor
    • [1-4] = Antifreeze or Fireproof
    • [5-8] = Bloodclot or Paralytic Immunity
    • [9-12] = Vampiric (Defensive) or Envenom (Defensive)
    • [13-16] = Holy Blessing or Life Mending
    • [17-20] = 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] = Holy Blessing or Paralytic Venom (Defensive)
    • [17-20] = Flame Aura or Frost Aura
       
  • Trinkets
    • [1-6] = Antifreeze or Fireproof
    • [7-13] = Bloodclot or Paralytic Immunity
    • [14-20] = Life Mending
       
  • Consumables*

*When Identifying a consumable and a Unique ID combination is rolled, still refer to the Regular Enhancement LD Result Chart. In addition, the Merchant can 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.
Link to post
Share on other sites

bp9kwOV.png

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 +2 bonus SP 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 combat HP 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" +1 material gained when fishing  
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" +1 SP 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 EXP per crafting attempt and +1 crafting attempt per day
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" +2 SP 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. 

Link to post
Share on other sites

8dRli2s.png

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?

Quote

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.

 

Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...