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Tier 1

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Tier 2

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Utility Skills:

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Combat Skills:

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Weapon Skills:

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Armor Skills:

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Extra Skills:

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Weapon Energy Damage AoE Stun
Dagger Very Low Moderate None Low

 

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Weapon Energy Damage AoE Stun
Rapier Low Moderate None Low

 

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Weapon Energy Damage AoE Stun
Warhammer Moderate Low None High

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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Weapon Energy Damage AoE Stun
Katana High High Low Moderate

 

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

 

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Blacksmiths can create a wide variety of weapons, armor, and shields. Their crafts and the stats they provide are essential for taking on strong enemies. The tier level, types of items, and number of daily crafts they can make vary depending on their rank:

  • [0-19 EXP] Rank 1 - Beginner Blacksmith: Able to craft Tier 1 equipment. 2 crafts per day.
  • [20-39 EXP] Rank 2 - Apprentice Blacksmith: Able to craft Tier 2 equipment. 3 crafts per day.
  • [40-79 EXP] Rank 3 - Professional Blacksmith: Able to craft Tier 3 equipment. 4 crafts per day.
  • [80-159 EXP] Rank 4 - Experienced Blacksmith: Able to craft Tier 4 equipment. 5 crafts per day.
  • [160-319 EXP] Rank 5 - Assistant Blacksmith: Able to craft Tier 5 equipment. 6 crafts per day.
  • [320-639 EXP] Rank 6 - Mentor Blacksmith: Able to craft Tier 6 equipment. 7 crafts per day.
  • [640-1279 EXP] Rank 7 - High Mentor Blacksmith: Able to craft Tier 7 equipment. 8 crafts per day.
  • [1280-2559 EXP] Rank 8 - Provisional Master Blacksmith: Able to craft Tier 8 equipment. 9  crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Blacksmith: Able to craft Tier 9 equipment. 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grand Master Blacksmith: Able to craft Tier 10 equipment. 11 crafts per day.

Blacksmiths can make the following types of items:

  • Weapons (Available at Rank 1): Sword, spear, axe, etc. Weapons typically provide damage or other on-hit attack bonuses.
  • 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.

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Tailors can create various items such as light armor and plushies. Their armor is mostly used by damage-focused characters, and they can also provide useful Loot Die bonuses. The tier level, types of items, and number of daily crafts they can make vary depending on their rank:

  • [0-19 EXP] Rank 1 - Beginner Tailor: Able to craft Tier 1 equipment. 2 crafts per day.
  • [20-39 EXP] Rank 2 - Apprentice Tailor: Able to craft Tier 2 equipment. 3 crafts per day.
  • [40-79 EXP] Rank 3 - Professional Tailor: Able to craft Tier 3 equipment. 4 crafts per day.
  • [80-159 EXP] Rank 4 - Experienced Tailor: Able to craft Tier 4 equipment. 5 crafts per day.
  • [160-319 EXP] Rank 5 - Assistant Tailor: Able to craft Tier 5 equipment. 6 crafts per day.
  • [320-639 EXP] Rank 6 - Mentor Tailor: Able to craft Tier 6 equipment. 7 crafts per day.
  • [640-1279 EXP] Rank 7 - High Mentor Tailor: Able to craft Tier 7 equipment. 8 crafts per day.
  • [1280-2559 EXP] Rank 8 - Provisional Master Tailor: Able to craft Tier 8 equipment. 9  crafts per day.
  • [2560-5119 EXP] Rank 9 - Master Tailor: Able to craft Tier 9 equipment. 10 crafts per day.
  • [5120+ EXP] Rank 10 - Grand Master Tailor: Able to craft Tier 10 equipment. 11 crafts per day.

Tailors can make the following types of items:

  • 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.

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Artisans create charms, gems, trinkets, and other intricate works of art. Their accessories provide a wide variety of buffs from utility, to combat, to crafting. The tier level, types of items, and number of daily crafts they can make vary depending on their rank:

  • [0-19 EXP] Rank 1 - Beginner Artisan: Able to craft Tier 1 equipment. 2 crafts per day.
  • [20-39 EXP] Rank 2 - Apprentice Artisan: Able to craft Tier 2 equipment. 3 crafts per day.
  • [40-79 EXP] Rank 3 - 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.

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Alchemists create enhanced potions and crystals to allow players to heal and buff their status both in and out of battle. Some of these items take a turn in battle to use, so plan your usage wisely. The tier level, types of items, and number of daily crafts they can make vary depending on their rank:

  • [0-19 EXP] Rank 1 - Beginner Alchemist: Able to craft Tier 1 equipment. 2 crafts per day.
  • [20-39 EXP] Rank 2 - Apprentice Alchemist: Able to craft Tier 2 equipment. 3 crafts per day.
  • [40-79 EXP] Rank 3 - 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).

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Performers are players that dance, play instruments, and sing for others' entertainment and often times even give buffs. Songs can be created and recorded to increase or decrease stats. The tier level, types of items, and number of daily crafts they can make vary depending on their rank:

  • [0-39XP] 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.
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Cooks create delicious items with similar buffs to an alchemical potion or crystal. They can be eaten and used in a single thread, or used during a feast.

  • [0-19 EXP] Rank 1 - Beginner Cook: Able to craft Tier 1 equipment. 2 crafts per day.
  • [20-39 EXP] Rank 2 - Apprentice Cook: Able to craft Tier 2 equipment. 3 crafts per day.
  • [40-79 EXP] Rank 3 - 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).

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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:

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Available at Rank 2:

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Available at Rank 3:

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Available at Rank 4:

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Available at Rank 5:

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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:

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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:

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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

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*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):

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

Unique Enhancement Loot Die Result Chart

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*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.
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Guild Halls:

Guild Hall Costs:

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

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

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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. 

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

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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.

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

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

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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.

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

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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.

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

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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.

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6. When do health bars change color?

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

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7. What is Cardinal?

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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.

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8. What are NPCs? NPC Players?

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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!

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

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Please note that the following is out of character knowledge.
Time progresses at a different rate in the game than in our characters' real lives. As of November 6, 2017 (OOC real time), characters should have the perception that 2 years have passed since the game's launch. This will continue to roughly mirror the passage of real time until the game's completion. The note that the perception of time is different in-game is to allow the idea that a set amount of time has passed in the real world (likely 2 years) upon the game's completion, regardless of how long it takes for the site to clear all 100 floors.

We hope to release more changes soon that will streamline boss fights and floor clearing, as well as help new players establish themselves despite the time gap, but hopefully this timeline serves as a helpful tool for players throughout the rest of our time spent clearing the game.

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