Cardinal 0 Posted December 30, 2020 #1 Share Posted December 30, 2020 Paragon Levels are indicated by the color blue. Spoiler Total EXP Level SP HP EN 0 1 5 20 20 500 2 10 40 22 1000 3 15 60 24 1500 4 20 80 26 2000 5 25 100 28 2500 6 30 120 30 3000 7 35 140 32 3500 8 40 160 34 4000 9 45 180 36 4500 10 50 200 38 5000 11 55 220 40 6200 12 60 240 42 7400 13 65 260 44 8600 14 70 280 46 9800 15 75 300 48 11000 16 80 320 50 12200 17 85 340 52 13400 18 90 360 54 14600 19 95 380 56 15800 20 100 400 58 17000 21 105 420 60 19100 22 110 440 62 21200 23 115 460 64 23300 24 120 480 66 25400 25 125 500 68 27500 26 130 520 70 29600 27 135 540 72 31700 28 140 560 74 33800 29 145 580 76 35900 30 150 600 78 38000 31 155 620 80 41200 32 160 640 82 44400 33 165 660 84 47600 34 170 680 86 50800 35 175 700 88 54000 36 180 720 90 57200 37 185 740 92 60400 38 190 760 94 63600 39 195 780 96 66800 40 200 800 98 70000 41 205 820 100 74500 42 210 840 102 79000 43 215 860 104 83500 44 220 880 106 88000 45 225 900 108 92500 46 230 920 110 97000 47 235 940 112 101500 48 240 960 114 106000 49 245 980 116 110500 50 250 1000 118 115000 51 255 1020 120 121000 52 260 1040 122 127000 53 265 1060 124 133000 54 270 1080 126 139000 55 275 1100 128 145000 56 280 1120 130 151000 57 285 1140 132 157000 58 290 1160 134 163000 59 295 1180 136 169000 60 300 1200 138 175000 61 305 1220 140 182700 62 310 1240 142 190400 63 315 1260 144 198100 64 320 1280 146 205800 65 325 1300 148 213500 66 330 1320 150 221200 67 335 1340 152 228900 68 340 1360 154 236600 69 345 1380 156 244300 70 350 1400 158 252000 71 355 1420 160 261600 72 360 1440 162 271200 73 365 1460 164 280800 74 370 1480 166 290400 75 375 1500 168 300000 76 380 1520 170 309600 77 385 1540 172 319200 78 390 1560 174 328800 79 395 1580 176 338400 80 400 1600 178 348000 81 405 1620 180 359700 82 410 1640 182 371400 83 415 1660 184 383100 84 420 1680 186 394800 85 425 1700 188 406500 86 430 1720 190 418200 87 435 1740 192 429900 88 440 1760 194 441600 89 445 1780 196 453300 90 450 1800 198 465000 91 455 1820 200 479000 92 460 1840 202 493000 93 465 1860 204 507000 94 470 1880 206 521000 95 475 1900 208 535000 96 480 1920 210 549000 97 485 1940 212 563000 98 490 1960 214 577000 99 495 1980 216 591000 100 500 2000 218 605000 101 505 2020 220 621500 102 510 2040 222 638000 103 515 2060 224 654500 104 520 2080 226 671000 105 525 2100 228 687500 106 530 2120 230 704000 107 535 2140 232 720500 108 540 2160 234 737000 109 545 2180 236 753500 110 550 2200 238 770000 111 555 2220 240 789200 112 560 2240 242 808400 113 565 2260 244 827600 114 570 2280 246 846800 115 575 2300 248 866000 116 580 2320 250 885200 117 585 2340 252 904400 118 590 2360 254 923600 119 595 2380 256 942800 120 600 2400 258 962000 121 605 2420 260 984100 122 610 2440 262 1006200 123 615 2460 264 1028300 124 620 2480 266 1050400 125 625 2500 268 1072500 126 630 2520 270 1094600 127 635 2540 272 1116700 128 640 2560 274 1138800 129 645 2580 276 1160900 130 650 2600 278 1183000 131 655 2620 280 1208200 132 660 2640 282 1233400 133 665 2660 284 1258600 134 670 2680 286 1283800 135 675 2700 288 1309000 136 680 2720 290 1334200 137 685 2740 292 1359400 138 690 2760 294 1384600 139 695 2780 296 1409800 140 700 2800 298 1435000 141 705 2820 300 1463500 142 710 2840 302 1492000 143 715 2860 304 1520500 144 720 2880 306 1549000 145 725 2900 308 1577500 146 730 2920 310 1606000 147 735 2940 312 1634500 148 740 2960 314 1663000 149 745 2980 316 1691500 150 750 3000 318 1720000 151 755 3020 320 1752000 152 760 3040 322 1784000 153 765 3060 324 1816000 154 770 3080 326 1848000 155 775 3100 328 1880000 156 780 3120 330 1912000 157 785 3140 332 1944000 158 790 3160 334 1976000 159 795 3180 336 2008000 160 800 3200 338 2040000 161 805 3220 340 2075700 162 810 3240 342 2111400 163 815 3260 344 2147100 164 820 3280 346 2182800 165 825 3300 348 2218500 166 830 3320 350 2254200 167 835 3340 352 2289900 168 840 3360 354 2325600 169 845 3380 356 2361300 170 850 3400 358 2397000 171 855 3420 360 2436600 172 860 3440 362 2476200 173 865 3460 364 2515800 174 870 3480 366 2555400 175 875 3500 368 2595000 176 880 3520 370 2634600 177 885 3540 372 2674200 178 890 3560 374 2713800 179 895 3580 376 2753400 180 900 3600 378 2793000 181 905 3620 380 2836700 182 910 3640 382 2880400 183 915 3660 384 2924100 184 920 3680 386 2967800 185 925 3700 388 3011500 186 930 3720 390 3055200 187 935 3740 392 3098900 188 940 3760 394 3142600 189 945 3780 396 3186300 190 950 3800 398 3230000 191 955 3820 400 3278000 192 960 3840 402 3326000 193 965 3860 404 3374000 194 970 3880 406 3422000 195 975 3900 408 3470000 196 980 3920 410 3518000 197 985 3940 412 3566000 198 990 3960 414 3614000 199 995 3980 416 3662000 200 1000 4000 418 3710000 201 1005 4020 420 TIERS A player’s Tier denotes certain things relating to their stats - namely, how their Skills and Enhancements interact with their Tier. Each Tier is composed of 10 standard levels, and Paragon Levels do not affect one’s Tier. Tier 1 starts at level 1. Tier 2 starts at level 11. Tier 3 starts at level 21. And so on. PARAGON LEVELS Once you have reached the level cap, which is determined by the Current Top Floor Cleared + 5 (i.e. Floor 28 + 5 = 33), you are able to continue to accumulate EXP and levels. These levels past the level cap are considered “Paragon Levels”. For every 5 Paragon Levels, you gain +20 HP, +2 EN, and +5 SP. There are also certain benchmark rewards of Paragon Levels that are only attainable once per character. Paragon Level formula: Total EXP level - Level Cap = Paragon Level. EX: You have 47,600 EXP. This places you at “Level 34.” As the Level cap is set at Level 33, the formula would put you at 34 - 33 = 1 Paragon Level. NOTE: Paragon Levels are fluid. Once the level cap is increased, Paragon Levels are converted to standard levels to match the level cap. PARAGON LEVEL BENCHMARK REWARDS [All Bound to Character (marriage system does not bypass character-bound items)] Paragon Level 5 - Laurel Wreath (Earn Col equivalent to 15% of player’s EXP earned in thread) Paragon Level 10 - (1) Gleaming Scale, (1) Demonic Shard, +1 LD to Looting* Paragon Level 25 - (1) Gleaming Scale, (1) Demonic Shard, Free Skill Respec Paragon Level 50 - (1) Gleaming Scale, (1) Demonic Shard, x3 Paragon Tier Up Tickets, Custom Skill** Paragon Level 75 - (1) Gleaming Scale, (1) Demonic Shard, Custom SA Paragon Level 100 - (2) Gleaming Scales, (2) Demonic Shards, Access to ‘Champion’s Hall’*** * This bonus only applies to looting, searching for and opening chests. ** Limit of one use per equipment. *** Posting in this thread will allow the player to choose a list of seasonal consumables that’s shown up in past events and take a copy of one. Limited to one post per month per player. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #2 Share Posted April 1, 2021 Skill Point Costs: Spoiler Rank 1 - Novice = 4 SP Rank 2 - Journeyman = 4 SP Rank 3 - Expert = 6 SP Rank 4 - Master = 8 SP Rank 5 - Grandmaster = 8 SP It takes a total of 30 SP to Grandmaster a skill. Other skills have no ranks. To learn those skills, simply spend the amount of SP noted as its cost. Utility Skills: Spoiler ► Quick Change Cost: 8 SP Active: Free Action Cooldown: 3 Turns Effect: Allows the user to instantly equip, unequip, or swap any equipment in their battle-ready inventory. All active and temporary buffs and conditions granted to the player by the unequipped item are immediately lost, unless the new item carries the same enhancement (e.g. Keen, Heavy Momentum, Risky, etc.) Description: You’ve become acquainted with your equipment and have learned to navigate through your battle-ready inventory with great ease. ► Extended Mod Limit Cost: 10 SP Passive Effect: Increase the number of active mods available by 2. Description: Your focused interest on modifying your skills has granted you access to further customization. ► Extended Weight Limit Cost: 10 SP Passive Effect: +2 additional Battle-Ready inventory slots. Description: Increases the limit on how many different items you can hold in your inventory during battle. [Extended Weight Limit Mod] Large Pockets Cost: 12 SP Passive Effect: Increases the number of identical items you can carry in one Battle Ready inventory slot to 15. Description: After many hours of stuffing items into your pockets, you found a way to compact them to fit easier. ► Lock Picking 3 Ranks Cost: 5 SP per Rank Passive Effect: +1 LD per rank when picking the locks on chests. Description: Your sleight of hand improves your chances of successfully unlocking a treasure chest. [Rank 3 Lockpicking Add-on] Dismantling Cost: 5 SP Passive Effect: +2 LD when opening a treasure chest. Description: You’ve become more adept at picking locks, and your increased luck allows a chance for better loot to be found in chests. ► Searching 5 Ranks Passive Effect: +1 LD per rank. +1 to Stealth Detection per rank. Description: Increases your perception, making it easier to find treasure, detect hidden creatures, and increases your chance of obtaining better loot from monsters. [Rank 2 Searching Mod] Night Vision Cost: 3 SP Passive Effect: Ignores any penalties from low light or darkness. Negates the bonus Stealth Rating from low light or darkness. Description: Allows the user to see normally in dim or dark areas. [Rank 3 Searching Mod] Detect Cost: 4 SP Passive Effect: Grants +2 Stealth Detection. Grants +1 LD when searching for dungeons and labyrinths. Description: Your perception is increased further, allowing you to find dungeons and hidden creatures more easily. [Rank 4 Searching Mod] Tracking Cost: 4 SP Active: Post Action Effect: Allows the user to track a monster, NPC, or other player that they have encountered or know the name of. Cannot be used in combat. Once a monster or NPC is encountered, this allows a player to bypass searching checks to find them outside of combat; for field bosses, this reduces the cooldown for their spawn by 5 posts. When a target is tracked, all bonuses to their Stealth Rating are negated. When entering combat with a tracked target, the tracker's first attack against them cannot miss. Description: You have become a master hunter, and now can track any creatures that you have encountered before. [Rank 5 Searching Addon] Reveal Cost: 6 SP Passive Effect: +2 LD when searching for dungeons and labyrinths. You may also search for a dungeon once every 10 posts (instead of 15). Reduces the personal post cool down when searching for a labyrinth to 3 posts (instead of 5). Description: Allows you to see through doors, walls and some objects, as well as increasing the chance to find dungeons and other hidden entrances. Combat Skills: Spoiler ► Battle Healing 5 Ranks Passive Effect: While in combat, recover 1% per rank of your maximum HP (rounded down) at the beginning of your turn. Description: Passively recover health in battle. [Rank 5 Battle Healing Mod] Emergency Recovery Cost: 6 SP Passive Energy cost: 10 Effect: When non-fatal damage would leave you with 25% or less of your maximum HP, recover 10% of your maximum HP after the attack resolves. Effect cannot occur more than once per thread. When activated if the player has lower than 10 energy remaining, simply reduce the player's energy to 0. Description: When you survive an attack that drops your health into the red, you gain a second wind to recover a portion of your total HP. ► Charge Cost: 10 SP Active: Post Action Energy cost: 2*Tier Cooldown: 3 turns Effect: Perform a single attack/Sword Art with +3 base damage. Charge attacks have a -1 Accuracy debuff and cannot be affected by any auto-hit effects. Description: Charge towards an opponent to inflict extra damage. [Charge Mod] Bull Rush Cost: 10 SP Active: Free Action Energy cost: 2*Tier Cooldown: 3 turns Effect: Modifies Charge to forego the bonus damage and stun all targets hit. Charge attacks have a -1 Accuracy debuff and cannot be affected by any auto-hit effects. Description: Your Charge becomes more reckless, inflicting a stun against your opponent. ► Energist Cost: 8 SP Passive Effect: Increase base Energy by 5*Tier. Description: You are more skilled with using energy, increasing your total energy available. ► Fighting Spirit Cost: 10 SP Passive Effect: Attacking and using Howl or Focused Howl generates +1 additional Hate. (Ex. Generate 1/2/3 Hate on a Miss/Hit/Critical attack. Generate 5 Hate when using Focused Howl.) Description: You become more intimidating when attacking enemies, making them even more likely to attack you. ► Howl Cost: 10 SP Active: Post Action Energy cost: 2 EN Cooldown: 2 turns Effect: Adds +2 Hate each against up to 4 targets. Description: Taunt nearby enemies to attack you, increasing your Hate against multiple creatures at once. [Howl Addon] Focused Howl Cost: 5 SP Active: Post Action Energy Cost: 4 EN Cooldown: 4 Turns Effect: Adds +4 Hate against a single target. Description: Focus the enemy’s attention on you to gain a larger amount of hate by taunting a single creature. Weapon Skills: Spoiler ►<<Weapon Type>> Skill 5 Ranks Passive Effect: At Rank 1, gain +3 DMG. At Ranks 2-5, +1 per rank (max of +7 DMG for R5 Weapon Skill). At Rank 5, unlock the ability to specialize in a Combat Shift. Weapon Types (non-exhaustive list of example weaponry in parethenses): Daggers (i.e. knives, tantos, karambits) Rapiers (i.e. Spada da lato, Estoc, Swept Hilt, Pappenheimer) Straight Swords (i.e. Shortswords, Longswords, Bastard Swords, Great Swords) Curved Swords (i.e. Scimitars, Falchions, Messers, Cavalry Sabres) Polearms (i.e. Spears, Scythes, Glaives, Halberds) Hammers (i.e. Morningstars, Flails, Maces, Frying Pans) Axes (i.e. Handaxes, Battle Axes, Military Picks, Lochaber Axes) Whips (i.e. Leather Whips, Chains, Whip Swords, Kusarigamas) Claws (i.e. Brass Knucles, Punch Knives, Cestus, Fascia) Thrown Weaponry (i.e. Throwing Axes, Kunai, Chakrams) Projectile Weaponry*** (i.e. Slingshots, Shortbows, Crossbows) Katanas* (i.e. Odachi, Nodachi, Chokuto, Tachi) Martial Arts** (i.e. Handwraps, Boxing Gloves, Quarterstaffs, Tonfas) *Unlocked after completing a Katana acquisition thread. **Unlocked after completing the <<Breaking the Unbreakable>> quest. ***Guns are not allowable projectile weaponry. ►Addons for All Weapon Skills [Rank 5 Weapon Addon] Stamina Cost: 4 SP Passive Effect: Reduces EN of all attacks by 2. Description: After having used your weapon for many battles, it no longer causes strain on your body. [Rank 5 Weapon Addon] Precision Cost: 2 SP Passive Effect: Gain +1 ACC. Description: After many fights, your vision is honed, allowing you to be more precise. [Rank 5 Weapon Addon] <<Weapon Type>> Ferocity Cost: 4 SP Passive Effect: +2 DMG when using the weapon of your choice. Players cannot use Focus and Ferocity at the same time for the same Weapon Type. Description: Become more vicious and ferocious with your weapon of choice. [Rank 5 Weapon Addon] <<Weapon Type>> Focus Cost: 4 SP Passive Effect: Decreases minor critical threshold by 1. Also reduces DoT thresholds by 1. Players cannot use Focus and Ferocity at the same time for the same Weapon Type. Description: You're more experienced with landing critical strikes. Some weapon effects are easier to activate than others. ►Combat Shifts per Player Combat Shifts apply only to its specific Weapon Type. Should a Player invest into different Weapon Types, they will not share Shifts across Weapon Skills. [Rank 5 Shift] ST Specialist Cost: 10 SP Passive Effect: For the following Sword Arts, +3 to multipliers and +2 to EN cost; ST-I, ST-II, ST-B. No other Shifts for the same Weapon Type may be possessed. [Rank 5 Shift] AOE Specialist Cost: 10 SP Passive Effect: For the following Sword Arts, +4 to multipliers and +2 to EN cost; AoE-I, AoE-II. No other Shifts for the same Weapon Type may be possessed. [Rank 5 Shift] TECH Specialist Cost: 10 SP Passive Effect: For TECH Sword Arts, +4 to multipliers, +3 to EN cost. No other Shifts may be taken. Armor Skills: Spoiler ► Unhindered Cost: 15 SP Passive Restriction: Cannot benefit from Armor Skills, Mods, Addons. Must be wearing at least a single accessory (Trinket or Jewelry). Effect: +1 Accuracy, +1 Loot Dice, +1 Evasion, +5*Tier HP. Your mitigation is capped at 0 equipment slots. Description: You have adapted to a less is more approach and have optimized the use of accessories to fill the gap, allowing to invest your experience elsewhere. These items are just a little more effective when used by you. ► Cloth Armor 5 Ranks Passive Effect: Gain Mitigation based on your rank in Cloth armor. You can only benefit from one armor skill at a time (the respective armor type must be equipped). Your mitigation is capped at 1 equipment slots. Rank 1: 4 MIT Rank 2: 8 MIT Rank 3: 12 MIT Rank 4: 16 MIT Rank 5: 20 MIT Description: You have become proficient in cloth armor, which protects you a little but grants you agility and mobility. [Rank 3 Cloth Armor Mod] Athletics Cost: 4 SP Effect: Gain +1 base Damage. Description: You have become adept at lightweight weapons, able to move quickly with them and make more deadly blows. [Rank 5 Cloth Armor Addon] Nimble Cost: 6 SP Effect: Gain +1 Evasion while wearing Cloth Armor. Player also gains +1 LD. Description: You are more quick and nimble, with a sharper eye. Able to evade detection and hits easier, find items and people quicker. ► Light Armor 5 Ranks Passive Effect: Gain Mitigation based on your rank in Light Armor. You can only benefit from one armor skill at a time (the respective armor type must be equipped). Your mitigation is capped at 2 enhancement slots and Your Evasion is capped at 2 enhancement slots. Rank 1: 6 MIT Rank 2: 12 MIT (-1 to Stealth Rating) Rank 3: 18 MIT Rank 4: 24 MIT (-1 to Stealth Rating for -2 total) Rank 5: 30 MIT Description: You have become proficient in Light Armor with leather or scale armor and few metal plates, allowing you protection as well as some maneuverability. [Rank 3 Light Armor Mod] Meticulous Cost: 4 SP Effect: Gain +1 base Damage. Description: You have learned to focus on your opponents more carefully, able to spot openings more often than not and allowing more chances of a successful hit. [Rank 5 Light Armor Addon] Resolve Cost: 6 SP Effect: Gain +1 Accuracy and +10 * Tier HP. Description: You have trained hard and can endure more hits as well as land stronger strikes. ► Heavy Armor 5 Ranks Passive Effect: Gain Mitigation based on your rank in Heavy armor. You can only benefit from one armor skill at a time (the respective armor type must be equipped). Your evasion is capped at 1 enhancement slot and you take -1 to Stealth Rating per rank. Rank 1: 8 MIT Rank 2: 16 MIT Rank 3: 24 MIT Rank 4: 32 MIT Rank 5: 40 MIT Description: You have become proficient in plated armor of metal and chain, acting as a wearable shield. [Rank 3 Heavy Armor Mod] Impetus Cost: 4 SP Effect: Gain +1 base Damage. Description: You have learned to use the weight of your armor to add more power and force to your attacks when using heavy weapons. [Rank 5 Heavy Armor Addon] Iron Skin Cost: 6 SP Effect: Gain +15 Mitigation and +15 * Tier HP Description: Your body becomes as strong as your armor, as if it were made of iron as well, allowing you to endure and block more. Combat Masteries: Spoiler ► Combat Mastery: Damage 3 Ranks Cost: [Unskilled] -> Rank 1 - Novice = Tier 2 [Novice] -> Rank 2 - Expert = 5 SP [Expert] -> Rank 3 - Grandmaster = 8 SP Passive Effect: Gain +1 * Tier additional Base Damage per rank. Ranks of this Skill obey Damage enhancement caps. Description: You’ve chosen to specialize in the art of combat, bolstering your strength beyond its usual parameters. ► Combat Mastery: Accuracy 3 Ranks Cost: [Unskilled] -> Rank 1 - Novice = Tier 2 [Novice] -> Rank 2 - Expert = 5 SP [Expert] -> Rank 3 - Grandmaster = 8 SP Passive Effect: Gain +1 to BD per rank. Ranks of this Skill obey Accuracy enhancement caps. Description: You’ve chosen to specialize in the art of accuracy, ensuring your shot is true in even the most dire of circumstances. ► Combat Mastery: Evasion 3 Ranks Cost: [Unskilled] -> Rank 1 - Novice = Tier 2 [Novice] -> Rank 2 - Expert = 5 SP [Expert] -> Rank 3 - Grandmaster = 8 SP Passive Effect: Gain +1 EVA per rank. Ranks of this Skill obey Evasion enhancement caps. Description: You’ve chosen to specialize in the art of evasion, your nimble feet allowing you to navigate through danger unscathed. ► Combat Mastery: Mitigation 3 Ranks Cost: [Unskilled] -> Rank 1 - Novice = Tier 2 [Novice] -> Rank 2 - Expert = 5 SP [Expert] -> Rank 3 - Grandmaster = 8 SP Passive Effect: Gain +6*tier Mitigation per rank. Ranks of this Skill obey Mitigation enhancement caps. Description: You’ve chosen to specialize in the art of mitigation, your stalwart defenses allowing you to brave even the fiercest of storms. Familiar Skills: Spoiler ► Grappling Familiar Cost: 10 SP Active: Free action Cooldown: 5 Turns Effect: On your next successful attack, your familiar rushes to a target, stunning it for one turn. Grappling Familiars are subject to their own stun cooldown (i.e. players and grappling familiars have different stun cooldowns). Description: Your familiar will come to your aid by your command, holding an opponent in place to ensure you can hit your mark. ► Hunting Familiar Cost: 10 SP Active: Free Action Cooldown: 5 Turns Effect: Your familiar has a nose for treasure. Roll LD/CD (without bonuses) as if you had slain a loot-minimum mob. Description: Where did all of this stuff come from? Some mysteries are best left unsolved. ► Healing Familiar Cost: 10 SP Active: Free Action Cooldown: 3 Posts Effect: Upon use of a healing skill, your familiar provides a 10*tier HP bonus to your heal. Description: Your familiar has a healing touch, supplementing your own medical prowess. ► Protector Familiar Cost: 10 SP Active: Free Action Cooldown: 3 Posts Effect: The next time you would take damage, your familiar rushes to your aid, reducing the final damage by 10%. Description: Sometimes your pet will take hits for you. Good boy. ► Rending Familiar Cost: 10 SP Active: Free Action Cooldown: 5 Posts Effect: Your familiar attacks with you in tandem, applying Rend [7*tier unmitigatable damage] to a target that lasts for two turns. Rend damage does not stack, but can be refreshed. The highest tier of Rend damage overrides lower tier versions; cannot be overridden by lower-tier versions. Description: Your familiar’s nasty bite rends the opponent, causing them to take damage over time. ► Scouting Familiar Cost: 10 SP Passive Effect: +2 LD to searches for dungeons or Labyrinths, and when opening treasure chests. Description: Your familiar is an expert tracker, aiding in your efforts to search. ► Profession Familiar Cost: 10 SP Passive Effect: Your familiar is adept in the ways of your profession, and supports you. +2 crafting/gathering EXP per attempt, and one additional crafting attempt per day (two additional crafting attempts per day if you’re at max crafting rank). Description: Your familiar is adept at fetching tools and assisting your crafting attempts. Extra Skills: Spoiler ► Concentration Cost: Complete <<The Gemini>> with Unlock Conditions Action: Free Action Cooldown: 5 Turns Effect: As a free action, gain Absolute Accuracy on your next attack. In the case Absolute Accuracy is already present, increase your Accuracy by 1 instead. Effect lasts until the start of next turn. Description: You’ve learned to temporarily boost your focus, making your blade sharp and your aim true. ► Disguise Cost: Complete <<The Gemini>> with Unlock Conditions Action: Free Action Cooldown: 5 Turns Effect: As a free action, increase Evasion by 1 and lesser criticals [BD8 w/ focus/BD9] are not autohits. Effect lasts until the start of next turn. Description: You’ve become fleet of foot, capable of unleashing bursts of speed when the need arises. ► Survival Cost: Complete <<The Traveler>> with Unlock Conditions Action: Passive Effect: Increases Healing effects received from all sources by 10%. Grants immunity to all damage dealing environmental attacks/effects. Description: Your skin has grown hard and weathered, allowing you to brave even the harshest of storms with relative ease. ► Meditation Cost: Complete <<Calming the Soul>> with Unlock Conditions Action: Post Action Cooldown: 3 Turns Effect: Recover an additional (4 * Tier) energy. Description: Revitalize yourself by stilling your mind. ► Forgotten King’s Authority Cost: Complete <<Betrayal of the King>> with Unlock Conditions Action: Free Action Energy Cost: 5 EN Cooldown: 7 Turns Effect: Dispel any disabling effects on yourself. This can be done while disabled. Description: Through sheer force of will you can exhibit extraordinary command over your body. ► Dragon’s Ascent Cost: Complete <<The Dragon Age Crusade>> with Unlock Conditions Action: Free Action Energy Cost: 5 EN Cooldown: 7 Turns Effect: As a free action, Increase Base Damage by 1*tier and increase passive health regeneration by 5*tier until the start of your next post. Cannot be used in conjunction with any other damage-increasing abilities. Description: You’ve learned the way of the dragon, boosting both your strength and survivability. ► Lady Luck Cost: Complete <<The Swashbuckling Buccaneer>> with Unlock Conditions Action: Free Action Energy Cost: 5 EN Cooldown: 5 Turns Effect: Replace a single enhancement slot on your weapon with a random enhancement using the Appraiser’s Identification roll until the start of your next turn. Description: Roll the dice on your fate, perhaps Lady Luck will favor you. ► Photosynthesize Cost: Complete <<Keep Calm and Ki’Raion>> with Unlock Conditions Action: Free Action Energy Cost: 5 EN Cooldown: 5 Turns Effect: As a free action, improve the effects of any healing (not including passive HP regeneration) you do until the start of the next turn by 20%. Description: Through the study of botany, you have unlocked the secrets of improved healing. ► Brawler Cost: Complete <<Bandit Camp>> with Unlock Conditions Action: Free Action Energy Cost: 5 EN Cooldown: 5 Turns Effect: Increase mitigation by 10*tier until the start of your next turn. Description: You might not float like a butterfly but your face breaks fists. ► Assault Mode Cost: Complete <<Bloodstained Land>> with Unlock Conditions Action: Free Action Energy Cost: 5 EN Cooldown: 4 Turns Effect: As a free action, switch your accuracy and evasion values until the start of your next turn. Description: Mastery of multiple forms of combat has allowed you to freely switch between styles. ► Frozen Hide Cost: Complete <<Absolute Zero>> with Unlock Conditions Action: Free Action Energy Cost: 5 EN Cooldown: 4 Turns Effect: As a free action, apply one slot of Frost Aura and one slot of Frost Thorns equal to your tier to yourself until the start of your next turn. Description: You’ve spent time in the tundra, learning the secrets of the frost. ► Parry Cost: 10 SP Active: Post action Energy cost: 9 EN Cooldown: 3 Turns Effect: Apply the energy cost upon proc, not activation. Reduces the final damage of the next successful attack against you by 50% (rounded down) and negates stun/paralysis effects of that attack. If hit by multiple attacks, only apply parry to the first attack against you. Parry lasts for three turns. Cooldown starts when the player activates the Skill. If the player is hit when using Parry, the cooldown is reset to 3 turns. Description: Prepare yourself against your opponent’s next attack. [Parry Mod] Justified Riposte Cost: 5 SP Passive Cooldown: 4 Turns Effect: A successful Parry also stuns the target for 1 turn. Description: Your parry catches your opponent off guard, leaving them temporarily stunned. [Parry Mod] Vengeful Riposte Cost: 6 SP Passive Cooldown: 4 Turns Effect: A successful Parry also returns 50% (rounded down) of the raw damage that would be dealt to you back to your opponent. The reflected damage can be mitigated by the opponent. Description: Your parry reflects a portion of your opponent’s damage back to them. ► Hiding 5 Ranks Passive Effect: +1 Stealth Rating per rank. Description: Blend into your surroundings, making it harder for monsters and other players to sense your presence and detect you. [Rank 2 Hiding Mod] Untraceable Cost: 4 SP Passive Effect: Gain +1 Stealth Rating. Negates the effect of the Tracking skill against the user. Description: You learn how to move perfectly, and can move without leaving so much as a trace. [Rank 4 Hiding Mod] Vanish Cost: 6 SP Active: Free Action Energy Cost: 5 EN Cooldown: 3 Turns Effect: Allows the user to make an attempt to enter stealth as a free action instead of a post action. if successful, the user is now concealed. Description: After having used stealth skills for some time, you have become silent, and now can move so silently that enemies can lose perception of you. [Rank 5 Hiding Mod] Surprise Attack (Assassin) Cost: 6 SP Passive Energy Cost: 8 EN Effect: Attacks made from stealth cannot miss. Attacking from stealth grants +1 * player’s tier DMG. Stuns and other status effects (Bleed, Paralysis, Burn, etc) cannot trigger. Cannot possess both Surprise Attack (Assassin) and Surprise Attack (Trickster). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on hitting critical zones and exploiting your target's weak points, allowing for bonus damage. [Rank 5 Hiding Mod] Surprise Attack (Trickster) Cost: 6 SP Passive Energy Cost: 8 EN Effect: Attacks made from stealth cannot miss. Attacking from stealth reduces final damage by 50% and automatically applies all status effects (Bleed, Paralysis, Burn, etc) the player possesses on active equipment/consumables. Cannot possess both Surprise Attack (Trickster) and Surprise Attack (Assassin). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on slipping past the enemy's defenses and sacrifice strength in order to apply as many status effects as possible. ► First Aid [Requires two Extra Skill slots] 5 Ranks Active: Post Action Energy cost: (3 * Rank in skill) EN Effect: Heal 4% per rank of a target party member’s maximum HP (rounded down). Cannot target the user. Description: The user’s hands and target player glow a soft white, healing the target for a percentage of their maximum HP. [Rank 2 First Aid Mod] Purify Cost: 4 SP Active: Post Action Energy cost: 3 EN Cooldown: 1 Turn Effect: Remove all status conditions on one target party member. Can target the user. Description: The user’s hands and target player glow an eerie bright white, removing one status condition from the target. [Rank 3 First Aid Mod] Energize Cost: 5 SP Active: Post Action Energy Cost: 10 Energy Effect: Restore 8 Energy to target party member. Cannot target the user. Description: The user’s hands and target player glow an eerie light green, transferring a portion of the user’s energy to the target. [Energize Mod Add-On] Hyperactive Cost: 5 SP Active: Post Action Energy Cost: 5 Energy Cooldown: 3 Turns Effect: Increase the passive energy regen of the target party member by 3 for three turns. Can target the user. [A player cannot be affected by Hyperactive more than once at a time.] Description: The user’s hands and target player glow an eerie bright yellow, increasing the amount of energy the target regenerates for a short time. [Rank 4 First Aid Mod] Barrier Cost: 6 SP Active: Post Action Energy Cost: 15 EN Cooldown: 2 turns Effect: All party members gain a barrier effect that lasts until the beginning of the user's next turn. The barrier reduces final damage from all sources done to the party by 15 % for one turn. Description: The user’s hands and target player glow a dark blue, providing a strong, temporary defense. [Rank 5 First Aid Addon] Field Medic Cost: 6 SP Active: Post Action Energy Cost: 15 EN Cooldown: 3 Turns Effect: Heal your entire party (including yourself) for 25% of each party member’s maximum HP (rounded down). Description: The user and each of the user’s party members simultaneously glow a soft white. Drains the user’s energy to restore health to the entire party. ► Block 5 Ranks Passive Effect: Requires an equipped shield. User’s evasion cannot be greater than 0 (can still be negative). Grants additional mitigation: Rank 1: 5 MIT Rank 2: 8 MIT Rank 3: 12 MIT Rank 4: 18 MIT Rank 5: 25 MIT Description: Defend with your shield, deflecting damage from your opponent’s attacks. [Rank 3 Block Mod] Shield Bash Cost: 4 SP Active: Post Action Cooldown: 2 Turns Energy cost: 6 EN Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10) damage, stuns the enemy for one turn, and automatically applies enhancement effects present on the shield. Note: When calculating Base Damage for Shield Bash, Base Damage Increases from Weapon Skills do not apply. This attack can trigger enhancements on the weapon based on the natural BD roll like a successful normal attack would. Description: Smash your shield into target, dealing damage and stunning them. [Rank 5 Block Addon] Rampart Cost: 6 SP Active: Free Action Cooldown: 5 Turns Energy cost: 10 EN Effect: Reduce final damage that would be dealt to you by 25% (rounded down). Effect lasts until the beginning of your next turn. Description: Spend a turn to prepare yourself against the next attacks that would be dealt to you, allowing you to block additional damage. ► Leadership [Requires two Extra Skill slots] 5 Ranks Passive Cost: [Unskilled] -> Rank 1 - Novice = 5 SP [Novice] -> Rank 2 - Journeyman = 8 SP [Journeyman] -> Rank 3 - Expert = 10 SP [Expert] -> Rank 4 - Master = 12 SP [Master] -> Rank 5 - Grandmaster = 15 SP For a total of 50 SP. Effect: Gain access to Leadership Arts every rank. In order to use a Leadership Art, it must take up a mod slot. Each Leadership Art takes up a different mod slot. Leadership Arts from different sources do not stack. Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft iridescent glow for a few seconds. [Rank 1 Leadership Art] Elusive Active: Post Action Energy cost: 4 EN Cooldown: 2 Turns. Effect: Increase the Evasion of all players in your party by 1 for a single turn. Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft blue glow for a few seconds. [Rank 2 Leadership Art] Rally Active: Post Action Energy cost: 6 EN Cooldown: 2 Turns Effect: Increase the Accuracy of all players in your party by 1 for a single turn. Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft violet glow for a few seconds. [Rank 3 Leadership Art] Steadfast Active: Post Action Energy cost: 8 EN Cooldown: 3 Turns Effect: Status Effects that would be applied to the party for the next two turns would instead be applied to the user instead (normal rules for how status effects refresh instead of stacking apply). Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft silver glow for a few seconds. [Rank 4 Leadership Art] Inspiring Speech Active: Post Action Energy cost: 8 EN Cooldown: 3 Turns Effect: Decreases all currently active cooldowns of all other party members by one. Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft red glow for a few seconds. [Rank 5 Leadership Art] Press the Attack Active: Post Action Energy cost: 10 EN Cooldown: 3 Turns Effect: Increase the Damage of all other party members by +(Target's Tier) base damage for a single turn. Description: The user raises their weapon/fist into the air, with each player in the party glowing a soft iridescent glow for a few seconds. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #3 Share Posted April 1, 2021 Spoiler ► Antidote Cost: 1 Slot Cap: 3 Slots Effect: When applied, prevents any status effect from being applied to you. Each slot is a charge. When a status effect is blocked, a charge of Antidote wears off. Effect lasts for one thread. Applicable to: Salves ► HP Recovery Cost: 1 Slot Cap: 3 Slots Effect: Heals the user for (5% per slot) HP. Applicable to: Salves, Potions ► Toxic Venom Cost: 3 Slots Cap: 1 Slot Effect: Natural critical attack rolls of 9-10 deal (8 * Tier) unmitigatable poison damage on each enemy turn for 3 turns. Effect lasts for one thread. Poison damage does not stack, but can be refreshed. Applicable to: Salves ► Pheromones Cost: 3 Slots Cap: 1 Slot Effect: When used during the «Feeding your Enemy» quest, gain +1 CD when attempting to tame a familiar. Effect lasts for one thread. Applicable to: Salves, Potions ► Crafter’s Respite Cost: 3 Slots Cap: 1 Slot Effect: Resets your daily crafting/identification attempts. Cannot use more than one Crafter’s Respite within one calendar day. Applicable to: Potions ► Damage Cost: 1 Slot Cap: 3 Slots Effect: Gain +1 base damage per slot. Effect lasts for one thread. Applicable to: Potions, Crystals ► Mitigation Cost: 1 Slot Cap: 3 Slots Effect: Prevent (5 per slot * Tier) damage from successful attacks against you. Effect lasts for one thread. Applicable to: Potions, Crystals ► Over-Health Cost: 1 Slot Cap: 3 Slots Effect: Adds +5% per slot to your maximum HP. Effects last for 1 thread. Applicable to: Potions, Crystals ► Mass HP Recovery Cost: 3 Slots Cap: 1 Slots Effect: Heals you and each member of your party for (10%) HP. Applicable to: Crystals ► Teleport Cost: 3 Slots Cap: 1 Slots Effect: Use a post action to activate a teleport crystal. Teleports the player to the town or designated teleportation area they specify. Applicable to: Crystals Spoiler ► Taunt Cost: 1 Slot Cap: 1 Slots Effect: +1 Hate generated from Howl, Focused Howl, and successful attacks. Applicable to: Trinkets ► Accuracy Cost: 1 Slot Cap: 3 Slots Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit. Applicable to: Trinkets, Jewelry ► Evasion Cost: 1 Slot Cap: 3 Slots Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit. Applicable to: Trinkets, Jewelry ► Keen Cost: 1 Slot Cap: 2 Slots Effect: After a successful attack, gain +(1 per slot) BD. Keen expires once you exit combat. Cannot be used to cause a critical hit. Applicable to: Trinkets, Jewelry ► Recovery Cost: 1 Slot Cap: 2 Slots Effect: Before your post action, make a separate CD roll. On a natural CD7+, regain (1 per slot * Tier) additional energy. This CD roll may also apply to activating the effects of Vamp-Def. Applicable to: Trinkets, Jewelry ► Quality Cost: 1 slot Cap: 2 slots Effect: You receive +1 CD * slot when looting mobs. Applicable to: Trinkets, Jewelry. ► Prosperity Cost: 1 Slot Cap: 3 Slot Effect: Gain +(1 per slot) to the base multiplier when receiving col from killing an enemy. Applicable to: Trinkets, Jewelry ► Sneaky Cost: 1 Slot Cap: 3 Slot Effect: Gain +(1 per slot) Stealth Rating Applicable to: Trinkets, Jewelry ► Insightful Cost: 1 Slot Cap: 3 Slot Effect: Gain +(1 per slot) Stealth Detection Applicable to: Trinkets, Jewelry ► Loot Die Cost: 1 Slot Cap: 3 Slots Effect: Gain +(1 per slot) to the LD. Applicable to: Trinkets, Jewelry, Sculptures ► Ambition Cost: 3 Slots Cap: 1 Slot Effect: Gain +1 bonus crafting EXP for each crafting attempt per day or gathering attempt per thread. Applicable to: Trinkets, Sculptures Spoiler ► Damage Cost: 1 Cap: 3 Effect: +(1 * Tier) base damage per slot. Applicable to: Weapons ► Accuracy Cost: 1 Slot Cap: 3 Slots Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit. Applicable to: Weapons ► Bleed Cost: 1 Slot Cap: 2 Slots Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (12 * Tier) unmitigated bleed damage each enemy turn for 2 turns. Bleed damage does not stack, but can be refreshed. The highest tier of Bleed damage overrides lower tier versions; cannot be overridden by lower-tier versions. Applicable to: Weapons ► Keen Cost: 1 Slot Cap: 2 Slots Effect: After a successful attack, gain +(1 per slot) BD. Keen expires once you exit combat. Cannot be used to cause a critical hit. Applicable to: Weapons ► Paralyze Cost: 1 Slot Cap: 2 Slots Effect: Successful attack rolls you make with this item of a natural 9-10 (1 slot) or 8-10 (2 slot) will apply Paralysis on the target, removing their action on their next turn. Paralyzed targets lose any evasion properties until this status wears off. [If present on the weapon or shield this applies on successful sword arts/shield bash. This effect does not trigger when the user is struck.] Applicable to: Weapons, Shields ► Mitigation Cost: 1 Cap: 3 Effect: Prevent (6 per slot * Tier) damage from successful attacks against you. Applicable to: Light Armor, Heavy Armor, Shields ► Regen Cost: 1 Slot Cap: 2 Slots Effect: After taking damage, gain Regen at the beginning of your next turn. Heal (2% per slot of your total health) every turn for three rounds. Damage over time effects (Bleed, Poison) will not trigger Regen. Does not stack with Battle Healing. Taking damage while Regen is active will refresh it to its full duration. Applicable to: Light Armor, Heavy Armor, Shields ► Recovery Cost: 1 Slot Cap: 2 Slots Effect: Before your post action, make a separate CD roll. On a natural CD7+, regain (1 per slot * Tier) additional energy. This CD roll may also apply to activating the effects of Vamp-Def. Applicable to: Light Armor, Heavy Armor, Shields ► Taunt Cost: 1 Slot Cap: 1 Slots Effect: +1 Hate generated from Howl, Focused Howl, and successful attacks. Applicable to: Heavy Armor, Weapons, Shields ► Heavy Momentum Cost: 1 Slot Cap: 2 Slots Effect: After an unsuccessful attack, gain +(1 per slot * Tier) base damage until your next successful attack, at which point this bonus is removed. Another unsuccessful attack will reactivate this enhancement. Must be using the Heavy Armor Skill for this enhancement to take effect. [For Area of Effect attacks: This effect only activates if you miss all enemies targeted by the attack.] Applicable to: Heavy Armor ► Thorns Cost: 1 Slot Cap: 2 Slots Effect: Successful non-critical attacks against you deal (9 per slot * Tier) unmitigated damage to the attacking enemy. Only activates on damage dealing, melee attacks. Applicable to: Heavy Armor, Shields Spoiler ► Vitality Cost: 1 Slot Cap: 2 Slots Effect: Restore (2 per slot * Tier) energy Applicable to: Snacks, Desserts ► Loot Die Cost: 1 Slot Cap: 3 Slots Effect: Gain +(1 per slot) to the LD. Effect lasts for one thread. Applicable to: Snacks, Desserts ► Prosperity Cost: 1 Slot Cap: 3 Slot Effect: Gain +(1 per slot) to the base multiplier when receiving col from killing an enemy. Effect lasts for one thread. Applicable to: Snacks, Desserts ► Ambition Cost: 3 Slots Cap: 1 Slot Effect: Gain +1 bonus crafting EXP for each crafting attempt per day or gathering attempt per thread. Applicable to: Desserts, Meals ► Protein Cost: 1 Slot Cap: 2 Slots Effect: Gain +(1 per slot) base damage and -(5 per slot * Player’s Current Tier) mitigation. Effect lasts for one thread. Applicable to: Meals ► Accuracy Cost: 1 Slot Cap: 2 Slots Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit. Effect lasts for one thread. Applicable to: Snacks, Desserts, Meals, Feasts ► Evasion Cost: 1 Slot Cap: 2 Slots Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit. Effect lasts for one thread. Applicable to: Snacks, Desserts, Meals, Feasts ► Mitigation Cost: 1 Slot Cap: 3 Slots Effect: Prevent (5 per slot * Tier) damage from successful attacks against you. Effect lasts for one thread. Applicable to: Desserts, Meals, Feasts ► Over-Health Cost: 1 Slot Cap: 3 Slots Effect: Adds +5% per slot to your maximum HP. Effects last for 1 thread. Applicable to: Meals, Feasts ► Probiotics Cost: 1 Slot Cap: 3 Slots Effect: When applied, prevents (3 per slot * Tier) damage from damage over time effects inflicted on you once per turn. Effect lasts for one thread. Applicable to: Snacks, Feasts Spoiler ► Damage Cost: 1 slot Cap: 3 slots Effect: +(1 * Tier) base damage per slot. Applicable to: Weapons ► Accuracy Cost: 1 Slot Cap: 3 Slots Effect: Gain +(1 per slot) to the BD when attacking. Cannot be used to cause a critical hit. Applicable to: Weapons ► Paralyze Cost: 1 Slot Cap: 2 Slots Effect: Successful attack rolls you make with this item of a natural 9-10 (1 slot) or 8-10 (2 slot) will apply Paralysis on the target, removing their action on their next turn. Paralyzed targets lose any evasion properties until this status wears off. [If present on the weapon or shield this applies on successful sword arts/shield bash. This effect does not trigger when the user is struck.] Applicable to: Weapons ► Bleed Cost: 1 Slot Cap: 2 Slots Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (12 * Tier) unmitigated bleed damage each enemy turn for 2 turns. Bleed damage does not stack, but can be refreshed. The highest tier of Bleed damage overrides lower tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.] Applicable to: Weapons ► Keen Cost: 1 Slot Cap: 3 Slots Effect: After a successful attack, gain +(1 per slot) BD. Keen expires once you exit combat. Cannot be used to cause a critical hit. Applicable to: Weapons ► Taunt Cost: 1 Slot Cap: 1 Slots Effect: +1 Hate generated from Howl, Focused Howl, and successful attacks. Applicable to: Weapons ► Loot Die Cost: 1 Slot Cap: 3 Slots Effect: Gain +(1 per slot) to the LD. Applicable to: Clothing, Cloth Armor, Plushies ► Risky Cost: 1 Slot Cap: 2 Slots Effect: When you take damage, gain +(1 per slot * Tier) base damage until your next successful attack, at which point this bonus is removed. Taking damage again will refresh this enhancement. Must be using the Cloth Armor Skill for this enhancement to take effect. Applicable to: Cloth Armor ► Evasion Cost: 1 Slot Cap: 3 Slots Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit. Applicable to: Cloth Armor, Light Armor ► Mitigation Cost: 1 Slot Cap: 2 Slots Effect: Prevent (6 per slot * Tier) damage from successful attacks against you. Applicable to: Cloth Armor, Light Armor ► Recovery Cost: 1 Slot Cap: 2 Slots Effect: Before your post action, make a separate CD roll. On a natural CD7+, regain (1 per slot * Tier) additional energy. This CD roll may also apply to activating the effects of Vamp-Def. Applicable to: Cloth Armor, Light Armor ► Regen Cost: 1 Slot Cap: 2 Slots Effect: After taking damage, gain Regen at the beginning of your next turn. Heal (2% per slot of your total health) every turn for three rounds. Damage over time effects (Bleed, Poison) will not trigger Regen. Does not stack with Battle Healing. Taking damage while Regen is active will refresh it to its full duration. Applicable to: Cloth Armor, Light Armor ► Light Momentum Cost: 1 Slot Cap: 2 Slots Effect: After an unsuccessful attack, gain +(1 per slot) to the BD until your next successful attack, at which point this bonus is removed. Another unsuccessful attack will reactivate this enhancement. Cannot be used to cause a critical hit. [For Area of Effect attacks: This effect only activates if you miss all enemies targeted by the attack.] Applicable to: Cloth Armor, Light Armor Spoiler ► HP Recovery Cost: 1 Slot Cap: 3 Slots Effect: Heals the user for (5% per slot) HP. Applicable to: Support Song ► Monsters' Fortune Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 LD per slot when rolling for loot on the next monster killed. Applicable to: Support Song ► Monsters' Favor Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 CD per slot when rolling for loot on the next monster killed. Applicable to: Support Song ► Familiar Sight Cost: 3 Slots Cap: 1 Slot Effect: When played during the <<Feeding your Enemy>> quest, gain +2 LD when attempting to find a familiar. Effect lasts for one thread. Applicable to: Support Song ► Incarceration Cost: 3 Slots Cap: 1 Slot Effect: When played, all active DoTs on a single enemy gain an Incarcerate effect at the end of the user's turn. Incarcerated DoTs deal double damage for their duration. DoT effects applied afterwards do not gain this effect, but this effect will persist when the DoT is refreshed. Applicable to: Debuff Song ► Perpetuate Cost: 3 Slots Cap: 1 Slot Effect: When played, the user can select and refresh any number of active status effects (Including DoT or Ailments) on a single enemy. Applicable to: Debuff Song ► Catalyst Cost: 3 Slots Cap: 1 Slot Effect: Can only be played when a DoT would be refreshed. Any DoT that would be refreshed deals all of its remaining damage, before it is refreshed. Applicable to: Debuff Song (Masterpiece/Instant) ► Hypnosis Cost: 1 Slot Cap: 2 Slots Effect: When played, reduces a single enemy’s Accuracy by 1 per slot. Effect lasts for two turns. 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 two turns. 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 two turns. Applicable to: Debuff Song Spoiler ► Absolute Accuracy Cost: 1 Slot Cap: 1 Slot Effect: Attack rolls of 1 no longer automatically miss. Gain +1 to the BD when attacking. Cannot be used to trigger a critical hit. Applicable to: Weapons ► Holy Damage Cost: 1 Slot Cap: 2 Slots Effect: Critical attack rolls of 9-10 gain (2 per slot * Tier) Holy damage to your total base damage. Applicable to: Weapons ► Fallen Damage Cost: 1 Slot Cap: 2 Slots Effect: Successful attack rolls of 6-8 (before modifiers) gain (2 per slot * Tier) Fallen damage to your total base damage. Applicable to: Weapons ► Phase Cost: 1 Slot Cap: 1 Slot Effect: Critical attack rolls of 9-10 ignore half of the target’s mitigation (rounded down). Applicable to: Weapons ► Vampiric (Offensive) Cost: 1 Slot Cap: 2 Slots Effect: On a nat. 9-10 BD heals X% of player's Max HP (10% for 1 slot, 15% for 2 slots). In the case of AoE attacks, this applies to the first attack. Applicable to: Weapons ► Paralytic Venom Cost: 1 Slot Cap: 2 Slots Effect: Natural successful attack rolls of 8-10 (1 slot) or 7-10 (2 slots) remove the enemy’s action on their next turn. Paralyzed opponents lose any evasion properties. [Must hit to activate the status condition.] Applicable to: Weapons ► Freeze Cost: 1 Slot Cap: 2 Slots Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) remove the enemy’s action on their next turn as a Frost effect. Frozen opponents have their Evasion set to -1. Striking a frozen enemy before the effect ends deal an extra (16 * Tier) unmitigatable damage. [Must hit to activate the status condition.] Applicable to: Weapons ► Envenom (Offensive) Cost: 1 Slot Cap: 2 Slots Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots), deal (8 * Tier) unmitigatable Poison damage each enemy turn for 4 turns. [Must hit to activate the status condition.] Applicable to: Weapons ► Burn Cost: 1 Slot Cap: 2 Slots Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (14 * Tier) unmitigated Burn damage each enemy turn for 2 turns. Burn damage does not stack, but can be refreshed. The highest tier of Burn damage overrides lower tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.] Applicable to: Weapons ► Frostbite Cost: 1 Slot Cap: 2 Slots Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (10 * Tier) unmitigated Frost damage each enemy turn for 2 turns. In addition, anyone with Frostbite receives a -1 Accuracy debuff until the effect wears off. Frostbite damage does not stack, but can be refreshed. The highest tier of Frost damage overrides lower tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.] Applicable to: Weapons ► Blight Cost: 1 Slot Cap: 2 Slots Effect: Natural critical attack rolls of 9-10 (one slot) or Natural successful attack rolls of 8-10 deal (8 * Tier) unmitigated Blight damage each enemy turn for 2 turns. In addition, anyone with Blight loses 5*Tier Mitigation for 2 turns. Blight damage does not stack, but can be refreshed. The highest tier of Blight damage overrides lower tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.] Applicable to: Weapons ► Static Cost: 1 Slot Cap: 2 Slots Effect: Natural critical attack rolls of 9-10 (1 slot) or natural successful attack rolls of 8-10 (2 slots) deal (10 * Tier) unmitigated Static damage each enemy turn for 2 turns. In addition, when the prior effect is applied, you can choose up to 4 targets that are not the source of this trigger to receive (6 * Tier) unmitigated static damage. Static damage does not stack, but can be refreshed. The highest tier of Static damage overrides lower-tier versions; cannot be overridden by lower-tier versions. [Must hit to activate the status condition.] Applicable to: Weapons ► Holy Blessing Cost: 1 Slot Cap: 2 Slots Effect: After taking damage, heal (2% per slot) HP at the beginning of your next turn. Damage over time effects (Bleed, Poison) will not trigger Holy Blessing. Can only trigger once per round. Stacks with Battle Healing. Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets ► Vampiric (Defensive) Cost: 1 Slot Cap: 2 Slots Effect: Before your post action, make a separate CD roll. On a natural CD9+, regain (5 * slot)% of your max HP. This CD roll may also apply to activating the effects of Recovery. Applicable to: Cloth Armor, Light Armor, Heavy Armor ► Life Mending Cost: 1 Slot Cap: 2 Slots Effect: Increases the user’s healing done to other targets through skills and use of consumable items by 10% of the initial heal (rounded down) per slot. Applicable to: Cloth Armor, Light Armor, Heavy Armor, Trinkets ► Envenom (Defensive) Cost: 1 Slot Cap: 2 Slots Effect: When hit by natural monster attack rolls of 9-10 (1 slot) or 8-10 (2 slots), deals (8 * Tier) unmitigated Poison damage each enemy turn for 4 turns. [Must hit to activate the status condition.] Applicable to: Cloth Armor, Light Armor, Heavy Armor ► Flame Thorns Cost: 1 Slot Cap: 2 Slots Effect: Successful attacks against you deal (2 per slot * Tier) unmitigated Burn damage to the attacking enemy. Successful critical attacks against you deal an additional (4 per slot * Tier) unmitigated burn damage each enemy turn for 2 turns. Applicable to: Heavy Armor, Shields ► Flame Aura Cost: 1 Slot Cap: 2 Slots Effect: Prevent (4 per slot * Tier) damage per slot from successful attacks against you. Successful non-critical attacks against you deal (2 per slot * Tier) unmitigated Burn damage to the attacking enemy. Applicable to: Heavy Armor, Shields ► Frost Thorns Cost: 1 slot Cap: 2 slots Effect: Successful attacks against you deal (2 per slot * Tier) unmitigated damage to the attacking enemy. Successful critical attacks against you deal an additional (4 per slot * Tier) unmitigated Frost damage each enemy turn for 2 turns. Applicable to: Heavy Armor, Shields ► Frost Aura Cost: 1 Slot Cap: 2 Slot Effect: Prevent (4 per slot * Tier) damage per slot from successful attacks against you. Successful non-critical attacks against you deal (2 per slot * Tier) unmitigated Frost damage to the attacking enemy. Applicable to: Heavy Armor, Shields ► Paralytic Immunity Cost: 1 Slot Cap: 1 Slot Effect: Grants immunity to all Paralysis effects. Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets ► Bloodclot Cost: 1 Slot Cap: 1 Slot Effect: Grants immunity to all Bleed effects. Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets ► Antifreeze Cost: 1 Slot Cap: 1 Slot Effect: Grants immunity to Frost effects. Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets ► Fireproof Cost: 1 Slot Cap: 1 Slot Effect: Grants immunity to Burn effects. Applicable to: Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets ► Cursed Cost: 1 Slot Cap: 1 Slot Effect: This item cannot be traded to another player, and this item cannot leave the player's inventory. If two players are married with a Cursed item in their shared inventory, either player may access the item. This item automatically adjusts its Tier to the player it's equipped to. Applicable to: Weapons, Cloth Armor, Light Armor, Heavy Armor, Shields, Trinkets Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #4 Share Posted April 1, 2021 Weapon Skill Sword Arts: Note: Shift Specialties and their effects can be found under weapon skills, above. Spoiler Rank 1 [x4] ST-I (4 EN) | A single-target sword art. [x3] AOE-I (1 + [2 * targets] EN) | AOE | A sword art that strikes multiple targets at once. [x4] TECH-A (5 EN) | STUN | A single-target sword art that stuns an enemy. Rank 2 [x6] ST-I (6 EN) | A single-target sword art. [x5] AOE-I (5 + [2 * targets] EN) | AOE | A sword art that strikes multiple targets at once. [x6] TECH-A (7 EN) | STUN | A single-target sword art that stuns an enemy. Rank 3 [x8] ST-I (8 EN) | A single-target sword art. [x11] ST-II (11 EN) | A powerful single-target sword art. Only available for use when ST-I was used and successfully struck an enemy the previous turn or if ST-II had been used and had missed the previous turn. [x7] AOE-I (7 + [2 * targets] EN) | AOE | A sword art that strikes multiple targets at once. [x8] TECH-A (9 EN) | STUN | A single-target sword art that stuns an enemy. Rank 4 [x10] ST-I (10 EN) | A single-target sword art. [x13] ST-II (13 EN) | A powerful single-target sword art. Only available for use when ST-I was used and successfully struck an enemy the previous turn or if ST-II had been used and had missed the previous turn. [x17] ST-B (17 EN) | A devastating single-target sword art. Can only be used if the sword art used the previous turn is not ST-B and had rolled a natural CD9+. When performing an AoE attack, this CD check applies to only the first roll. [x9] AOE-I (9 + [2 * targets] EN) | AOE | A sword art that strikes multiple targets at once. [x12] AOE-II (12 + [2 * targets] EN) | AOE | A powerful sword art that strikes multiple targets at once. Only available for use when AOE-I was used and successfully struck an enemy the previous turn or if AOE-II had been used and had missed all intended targets the previous turn. [x10] TECH-A (11 EN) | STUN | A single-target sword art that stuns an enemy. Rank 5 [x12] ST-I (12 EN) | A single-target sword art. [x15] ST-II (15 EN) | A powerful single-target sword art. Only available for use when ST-I was used and successfully struck an enemy the previous turn or if ST-II had been used and had missed the previous turn. [x20] ST-B (20 EN) | A devastating single-target sword art. Can only be used if the sword art used the previous turn is not ST-B and had rolled a natural CD9+. When performing an AoE attack, use only the first roll. [x11] AOE-I (11 + [2 * targets] EN) | AOE | A sword art that strikes multiple targets at once. [x14] AOE-II (14 + [2 * targets] EN) | AOE | A powerful sword art that strikes multiple targets at once. Only available for use when AOE-I was used and successfully struck an enemy the previous turn or if AOE-II had been used and had missed all intended targets the previous turn. [x12] TECH-A (13 EN) | STUN | A single-target sword art that stuns an enemy. [x12] TECH-B (12 EN) | DELAY | A single-target sword art that, on a successful strike, applies [Delay] on the enemy. [Delay] is a debuff that reduces the enemy’s ACC by 1 for one turn. Collected Sword Arts: Spoiler [x12] TECH-C (12 EN) | COUNTER | A single-target sword art that, on a successful strike, places [Counter] around the player. [Counter] is a buff that reduces the final damage taken by its user by 25% (rounded down) for one turn. Unlock Condition: Have the skill [Parry] [x12] TECH-D (12 EN) | SHATTER | A single-target sword art that applies a stack of [Shatter] to an enemy for 3 turns. [Shatter] is a debuff that can stack up to a cap of 3, taking immediate effect on the attack it was applied on. Each stack of [Shatter] removes -20 MIT from an enemy, down to 0, if it has MIT. Unlock Condition: Complete <<The Monkey King>> and meet any additional quest requirement(s). [x12] TECH-E (14 EN) | RESTORATIVE STRIKE | A single-target sword art that restores HP to its user (10% of its final damage dealt as HP). Unlock Condition: Complete <<Cull of the Dead>> and meet any additional quest requirement(s). [x8] TECH-F (8 + 2 * targets EN) | AOE STUN | A sword art that strikes multiple targets at once. All struck targets are stunned for one turn. Unlock Condition: Complete <<To Take the Title>> or affiliated repeat quests and meet any additional quest requirement(s). [x12] TECH-G (12 EN) | BURN | A single-target sword art that, on a successful strike, applies [Burn] on the enemy. [Burn] is a DoT ailment that deals [14 * Player Tier] unmitigated Burn damage for 2 turns. Unlock Condition: Complete <<Gatekeeper of Fire>> and meet any additional quest requirement(s). [x2] RAW-A (10 EN) | THORNS | A single-target sword art that utilizes the [Thorns] of the individual against the enemy. Other types of enhancements that apply damage upon contact with the individual are also considered in improving the damage of this sword art (eg. Immolation Potion, Flame/Frost Aura, etc). Outgoing damage is considered mitigatable. Must have a weapon equipped to activate this sword art. Unlock Condition: Have the skill [Heavy Armor]. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #5 Share Posted April 1, 2021 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, martial arts weapons, etc. Weapons typically provide damage or other on-hit attack bonuses. Light Armor (Available at Rank 2): Chain mail, scale mail, etc. Light armor provides defensive bonuses but less than Heavy Armor. Heavy Armor (Available at Rank 3): Chestplate, helmet, gauntlets, etc. Heavy armor provides mitigation and other defensive bonuses. Shields (Available at Rank 5): Kite shield, buckler, etc. Shields typically provide defensive or utility bonuses. Leveling Up: Gaining EXP and increasing your Blacksmith Rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts, regardless of success: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Item Fusion: Blacksmiths can combine items types that they are able to craft (i.e. Weapons, Light Armor, Heavy Armor, and Shields) to create higher quality items. This does not take up a daily crafting attempt. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules: Items must be of the same item type and tier to be considered eligible as components for the combination process. Items do not have to be evaluated to be fused in this manner, however unevaluated items cannot fuse with evaluated items. If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used. If an item with a Unique enhancement is used as a component, the combined item will not be able to possess that Unique Enhancement unless a Gleaming Scale is provided. Item combinations must have the following exchange rate: Quote 2 Uncommon items = 1 Rare item 2 Rare items = 1 Perfect item 2 Perfect/Demonic Items = 1 Perfect item 2 Perfect/Demonic item + 1 Demonic Shard = 1 Demonic item Crafting Die Result Chart: As your Blacksmith rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Do note that Professions have unique buffs that apply to themselves. As such, regular CD & LD bonuses do not apply unless explicitly stated otherwise. 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
Cardinal 0 Posted April 1, 2021 Author #6 Share Posted April 1, 2021 Tailors can create various items such as light armor and plushies. Their armor is mostly used by damage-focused characters, and they can also provide useful Loot Die bonuses. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Tailor: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Tailor: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Tailor: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Experienced Tailor: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Assistant Tailor: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Tailor: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Tailor: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Tailor: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Tailor: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Tailor: Able to craft Tier 10 equipment. 11 crafts per day. Tailors can make the following types of items: Weapons/Clothing (Available at Rank 1): Dresses, shirts, hand wraps (martial arts weapons), etc. Weapons typically provide damage or other on-hit attack bonuses, whereas clothing is normally used for vanity or loot bonuses. Cloth Armor (Available at Rank 2): Robes, silks, common clothing, etc. Cloth armor prioritizes freedom of movement for the user over its more structured counterparts. Light Armor (Available at Rank 3): Leather, Hide, etc. Light armor provides defensive bonuses but less than Heavy Armor. Plushies (Available at Rank 5): Stuffed animals, pillows, dolls, etc. Plushies provide Loot Die and Crafting bonuses. Leveling Up: Gaining EXP and increasing your Tailor Rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts, regardless of success: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Item Fusion: Tailor can combine items types that they are able to craft (i.e. Weapons/Clothing, Cloth Armor, Light Armor, Plushies) to create higher quality items. This does not take up a daily crafting attempt. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules: Items must be of the same item type and tier to be considered eligible as components for the combination process. Items do not have to be evaluated to be fused in this manner, however unevaluated items cannot fuse with evaluated items. If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used. If an item with a Unique enhancement is used as a component, the combined item will not be able to possess that Unique Enhancement unless a Gleaming Scale is provided. Item combinations must have the following exchange rate: Quote 2 Uncommon items = 1 Rare item 2 Rare items = 1 Perfect item 2 Perfect/Demonic Items = 1 Perfect item 2 Perfect/Demonic item + 1 Demonic Shard = 1 Demonic item Crafting Die Result Chart: As your Tailor rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Do note that Professions have unique buffs that apply to themselves. As such, regular CD & LD bonuses do not apply unless explicitly stated otherwise. 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
Cardinal 0 Posted April 1, 2021 Author #7 Share Posted April 1, 2021 Artisans create charms, gems, trinkets, and other intricate works of art. Their accessories provide a wide variety of buffs from utility, to combat, to crafting. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Artisan: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Artisan: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Artisan: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Experienced Artisan: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Assistant Artisan: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Artisan: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Artisan: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Artisan: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Artisan: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Artisan: Able to craft Tier 10 equipment. 11 crafts per day. Artisans can make the following types of items: Trinkets (Available at Rank 1): Pocket watches, charms, etc. Mainly utility and looting buffs. Jewelry (Available at Rank 3): Necklaces, circlets, earrings, etc. Primarily provides buffs that are useful in combat. Sculptures (Available at Rank 5): Clay, ice, stone, etc. Sculptures can come in many different shapes and sizes and provide crafting bonuses. Leveling Up: Gaining EXP and increasing your Artisan Rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts, regardless of success: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Item Fusion: Artisans can combine items types that they are able to craft (i.e. Trinkets, Jewelry, Sculptures) to create higher quality items. This does not take up a daily crafting attempt. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules: Items must be of the same item type and tier to be considered eligible as components for the combination process. Items do not have to be evaluated to be fused in this manner, however unevaluated items cannot fuse with evaluated items. If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used. If an item with a Unique enhancement is used as a component, the combined item will not be able to possess that Unique Enhancement unless a Gleaming Scale is provided. Item combinations must have the following exchange rate: Quote 2 Uncommon items = 1 Rare item 2 Rare items = 1 Perfect item 2 Perfect/Demonic Items = 1 Perfect item 2 Perfect/Demonic item + 1 Demonic Shard = 1 Demonic item Crafting Die Result Chart: As your Artisan rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Do note that Professions have unique buffs that apply to themselves. As such, regular CD & LD bonuses do not apply unless explicitly stated otherwise. 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
Cardinal 0 Posted April 1, 2021 Author #8 Share Posted April 1, 2021 Alchemists create enhanced potions and crystals to allow players to heal and buff their status both in and out of battle. Some of these items take a turn in battle to use, so plan your usage wisely. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-19 EXP] Rank 1 - Beginner Alchemist: Able to craft Tier 1 equipment. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Alchemist: Able to craft Tier 2 equipment. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Alchemist: Able to craft Tier 3 equipment. 4 crafts per day. [80-159 EXP] Rank 4 - Experienced Alchemist: Able to craft Tier 4 equipment. 5 crafts per day. [160-319 EXP] Rank 5 - Assistant Alchemist: Able to craft Tier 5 equipment. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Alchemist: Able to craft Tier 6 equipment. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Alchemist: Able to craft Tier 7 equipment. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Alchemist: Able to craft Tier 8 equipment. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Alchemist: Able to craft Tier 9 equipment. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Alchemist: Able to craft Tier 10 equipment. 11 crafts per day. Alchemists can make the following types of items: Salves (Available at Rank 1): An item with a paste-like consistency, similar to an ointment. Salves are applied to the surface of a player's skin or a weapon to take effect. Potions (Available at Rank 3): Liquids that are typically stored in a glass or crystal vial. They have a variety of uses for both combat and when crafting. Crystals (Available at Rank 5): Powerful items that can be used in an instant. Along with teleportation, they provide many useful combat buffs. Crafting Crystals: Crystals are made just the same as other items and use a single crafting attempt, but they require 2 materials to make. Rolling a Salvage result when crafting a crystal saves 1 material by default, but if the LD result of that roll is 15 or higher, both materials are salvaged. Using a crystal does not take a post action, although only one crystal can be used per post while in combat. Leveling Up: Gaining EXP and increasing your Alchemist Rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts, regardless of success: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Item Fusion: Alchemists can combine items types that they are able to craft (i.e. Salves, Potions, Crystals) to create higher quality items. This does not take up a daily crafting attempt. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules: Items must be of the same item type and tier to be considered eligible as components for the combination process. Items do not have to be evaluated to be fused in this manner, however unevaluated items cannot fuse with evaluated items. If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used. If an item with a Unique enhancement is used as a component, the combined item will not be able to possess that Unique Enhancement unless a Gleaming Scale is provided. Item combinations must have the following exchange rate: Quote 2 Uncommon items = 1 Rare item 2 Rare items = 1 Perfect item 2 Perfect/Demonic Items = 1 Perfect item 2 Perfect/Demonic item + 1 Demonic Shard = 1 Demonic item Crafting Die Result Chart: As your Alchemist rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Do note that Professions have unique buffs that apply to themselves. As such, regular CD & LD bonuses do not apply unless explicitly stated otherwise. Alchemists have a chance on successful crafts to produce more than one copy of an item. When submitting an item for evaluation, any copies must have the same quality, tier, and enhancements as the successful craft. The ID for copies should be listed in the evaluation should be: "12345" (original), "12345-1" (first copy), "12345-2" (second copy). Spoiler Rank 1 CD: [1] = Critical Fail (Lose materials) [2-5] = Fail (Lose materials) [6-9] = Salvage (Keep materials on LD 11+) [10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-17] = No additional items. [18-20] = Yields 1 additional item. Rank 2 CD: [1] = Critical Fail (Lose materials) [2-4] = Fail (Lose materials) [5-8] = Salvage (Keep materials on LD 11+) [9-10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-17] = No additional items. [18-20] = Yields 1 additional item. Rank 3 CD: [1] = Critical Fail (Lose materials) [2-4] = Fail (Lose materials) [5-7] = Salvage (Keep materials on LD 11+) [8-10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-15] = No additional items. [16-20] = Yields 1 additional item. Rank 4 CD: [1] = Critical Fail (Lose materials) [2-3] = Fail (Lose materials) [4-6] = Salvage (Keep materials on LD 11+) [7-9] = Uncommon item (1 slot) [10-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-15] = No additional items. [16-20] = Yields 1 additional item. Rank 5 CD: [1] = Critical Fail (Lose materials) [2] = Fail (Lose materials) [3-6] = Salvage (Keep materials on LD 11+) [7-9] = Uncommon item (1 slot) [10-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-15] = No additional items. [16-18] = Yields 1 additional item. [19-20] = Yields 2 additional items. Rank 6 CD: [1] = Critical Fail (Lose materials) [2] = Fail (Lose materials) [3-5] = Salvage (Keep materials on LD 11+) [6-9] = Uncommon item (1 slot) [10-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-12] = No additional items. [13-17] = Yields 1 additional item. [18-20] = Yields 2 additional items. Rank 7 CD: [1] = Critical Fail (Lose materials) [2] = Fail (Lose materials) [3-5] = Salvage (Keep materials on LD 11+) [6-8] = Uncommon item (1 slot) [9-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-12] = No additional items. [13-17] = Yields 1 additional item. [18-20] = Yields 2 additional items. Rank 8 CD: [1] = Critical Fail (Lose materials) [2-4] = Salvage (Keep materials on LD 11+) [5-8] = Uncommon item (1 slot) [9-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-11] = No additional items. [12-15] = Yields 1 additional item. [16-20] = Yields 2 additional items. Rank 9 CD: [1] = Critical Fail (Lose materials) [2-4] = Salvage (Keep materials on LD 11+) [5-7] = Uncommon item (1 slot) [8-10] = Rare item (2 slots) [11-12] = Perfect item (3 slots) LD: [1-9] = No additional items. [10-15] = Yields 1 additional item. [16-20] = Yields 2 additional items. Rank 10 CD: [1] = Critical Fail (Lose materials) [2-3] = Salvage (Keep materials on LD 11+) [4-6] = Uncommon item (1 slot) [7-10] = Rare item (2 slots) [11-12] = Perfect item (3 slots) LD: [1-9] = No additional items. [10-15] = Yields 1 additional item. [16-18] = Yields 2 additional items. [19-20] = Yields 3 additional items. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #9 Share Posted April 1, 2021 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 food. 2 crafts per day. [20-39 EXP] Rank 2 - Apprentice Cook: Able to craft Tier 2 food. 3 crafts per day. [40-79 EXP] Rank 3 - Professional Cook: Able to craft Tier 3 food. 4 crafts per day. [80-159 EXP] Rank 4 - Experienced Cook: Able to craft Tier 4 food. 5 crafts per day. [160-319 EXP] Rank 5 - Assistant Cook: Able to craft Tier 5 food. 6 crafts per day. [320-639 EXP] Rank 6 - Mentor Cook: Able to craft Tier 6 food. 7 crafts per day. [640-1279 EXP] Rank 7 - High Mentor Cook: Able to craft Tier 7 food. 8 crafts per day. [1280-2559 EXP] Rank 8 - Provisional Master Cook: Able to craft Tier 8 food. 9 crafts per day. [2560-5119 EXP] Rank 9 - Master Cook: Able to craft Tier 9 food. 10 crafts per day. [5120+ EXP] Rank 10 - Grand Master Cook: Able to craft Tier 10 food. 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 take two identical food items in order to turn them into a Feast. This does not take up a daily crafting attempt. The Cook must use the Dice Roller and include the IDs of the two items that are being used for the Feast (e.g. "Crafting Feast from 1234, 1235"). The Dice Result does not matter as there is no chance of failure when crafting a Feast, so this is simply used for identification purposes. Since they are used to create a Feast, the two food items cannot be used again elsewhere. Note: 'Identical' food items must share the same quality, tier, and enhancement. Using Feasts: Feasts are a consumable item that can be used in a thread to feed and buff a full raid party of 6 players. "Using", or activating a Feast in order for other players to use it does not require a post action, but cannot be done during combat. The player who uses a Feast can take a portion for themselves--as well as use other consumable items--in the same post. Once it has been used, portions of a Feast cannot be recovered or returned to a player's inventory, and a Feast will disappear when all 6 portions have been taken. Leveling Up: Gaining EXP and increasing your Cook Rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts, regardless of success: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Item Fusion: Cooks can combine items types that they are able to craft (i.e. Snacks, Meals, Desserts) to create higher quality items. This does not take up a daily crafting attempt. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules: Items must be of the same item type and tier to be considered eligible as components for the combination process. Items do not have to be evaluated to be fused in this manner, however unevaluated items cannot fuse with evaluated items. If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used. Item combinations must have the following exchange rate: Quote 2 Uncommon items = 1 Rare item 2 Rare items = 1 Perfect item 2 Perfect/Demonic Items = 1 Perfect item 2 Perfect/Demonic item + 1 Demonic Shard = 1 Demonic item Crafting Die Result Chart: As your Cook rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Do note that Professions have unique buffs that apply to themselves. As such, regular CD & LD bonuses do not apply unless explicitly stated otherwise. Cooks have a chance on successful crafts to produce more than one copy of an item. When submitting an item for evaluation, any copies must have the same quality, tier, and enhancements as the successful craft. The ID for copies should be listed in the evaluation should be: "12345" (original), "12345-1" (first copy), "12345-2" (second copy). Spoiler Rank 1 CD: [1] = Critical Fail (Lose materials) [2-5] = Fail (Lose materials) [6-9] = Salvage (Keep materials on LD 11+) [10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-17] = No additional items. [18-20] = Yields 1 additional item. Rank 2 CD: [1] = Critical Fail (Lose materials) [2-4] = Fail (Lose materials) [5-8] = Salvage (Keep materials on LD 11+) [9-10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-17] = No additional items. [18-20] = Yields 1 additional item. Rank 3 CD: [1] = Critical Fail (Lose materials) [2-4] = Fail (Lose materials) [5-7] = Salvage (Keep materials on LD 11+) [8-10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-15] = No additional items. [16-20] = Yields 1 additional item. Rank 4 CD: [1] = Critical Fail (Lose materials) [2-3] = Fail (Lose materials) [4-6] = Salvage (Keep materials on LD 11+) [7-9] = Uncommon item (1 slot) [10-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-15] = No additional items. [16-20] = Yields 1 additional item. Rank 5 CD: [1] = Critical Fail (Lose materials) [2] = Fail (Lose materials) [3-6] = Salvage (Keep materials on LD 11+) [7-9] = Uncommon item (1 slot) [10-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-15] = No additional items. [16-18] = Yields 1 additional item. [19-20] = Yields 2 additional items. Rank 6 CD: [1] = Critical Fail (Lose materials) [2] = Fail (Lose materials) [3-5] = Salvage (Keep materials on LD 11+) [6-9] = Uncommon item (1 slot) [10-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-12] = No additional items. [13-17] = Yields 1 additional item. [18-20] = Yields 2 additional items. Rank 7 CD: [1] = Critical Fail (Lose materials) [2] = Fail (Lose materials) [3-5] = Salvage (Keep materials on LD 11+) [6-8] = Uncommon item (1 slot) [9-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-12] = No additional items. [13-17] = Yields 1 additional item. [18-20] = Yields 2 additional items. Rank 8 CD: [1] = Critical Fail (Lose materials) [2-4] = Salvage (Keep materials on LD 11+) [5-8] = Uncommon item (1 slot) [9-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-11] = No additional items. [12-15] = Yields 1 additional item. [16-20] = Yields 2 additional items. Rank 9 CD: [1] = Critical Fail (Lose materials) [2-4] = Salvage (Keep materials on LD 11+) [5-7] = Uncommon item (1 slot) [8-10] = Rare item (2 slots) [11-12] = Perfect item (3 slots) LD: [1-9] = No additional items. [10-15] = Yields 1 additional item. [16-20] = Yields 2 additional items. Rank 10 CD: [1] = Critical Fail (Lose materials) [2-3] = Salvage (Keep materials on LD 11+) [4-6] = Uncommon item (1 slot) [7-10] = Rare item (2 slots) [11-12] = Perfect item (3 slots) LD: [1-9] = No additional items. [10-15] = Yields 1 additional item. [16-18] = Yields 2 additional items. [19-20] = Yields 3 additional items. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #10 Share Posted April 1, 2021 Performers are players that dance, play instruments, and sing for others' entertainment and often times even give buffs. Songs can be created and recorded to increase or decrease stats. The tier level, types of items, and number of daily crafts they can make vary depending on their rank: [0-39 EXP] Rank 1 - Musico Primo: Able to craft Tier 1 equipment. 2 crafts per day. [40-159 EXP] Rank 2 - Secondo Artistica: Able to craft Tier 2 equipment. 4 crafts per day. [160-639 EXP] Rank 3 - El Tercio Tocador: Able to craft Tier 3 equipment. 6 crafts per day. [640-2559 EXP] Rank 4 - El Quarto Instructor: Able to craft Tier 4 equipment. 8 crafts per day. [2560+ EXP] Rank 5 - La Quinta Orchestra: Able to craft Tier 5 equipment. 10 crafts per day. Performers can make the following types of items: Support Songs (Available at Rank 1): Utility songs to increase luck, and healing songs to recover HP, both are useful buffs to have for a party. Debuff Songs (Available at Rank 2): Songs used to weaken your enemies, these are the Performer's niche. Making/Using Performer Crafts: Songs made by Performers are stored on recording crystals. Despite the name, these crystals are different from those made by Alchemists as they just need one material to craft and typically require a post action to use. Crafting Soundtracks: A performer may take ten identical debuff songs + 1 demonic shard in order to turn them into a Soundtrack. This does not take up a daily crafting attempt. The Performer must use the Dice Roller and include the IDs of the ten items that are being used for the Soundtrack (e.g. "Crafting Soundtrack from 1234, 1235"). The Dice Result does not matter as there is no chance of failure when crafting a Soundtrack, so this is simply used for identification purposes. Since they are used to create a Soundtrack, the ten debuff songs cannot be used again elsewhere. Note: 'Identical' debuff songs must share the same quality, tier, and enhancement. In the event of a masterpiece effect, all debuff songs must have the same masterpiece effect. Using Soundtracks: Soundtracks are a reusable consumable item that can be used in a thread to apply the effects of a debuff song. These items function identically to the debuff songs they are crafted out of, but can be used without being consumed once per combat. These items have a stack limit of 1, which means each one takes a slot of your battle ready inventory. Leveling Up: Gaining EXP and increasing your Performer Rank increases the Tier level and number of items you can craft each day. Critical Fail and Fail crafts: +1 EXP Salvage crafts, regardless of success: +2 EXP Uncommon crafts: +3 EXP Rare crafts: +5 EXP Perfect crafts: +8 EXP Item Fusion: Performers can combine items types that they are able to craft (i.e. Support Songs, Debuff Songs) to create higher quality items. This does not take up a daily crafting attempt. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules: Items must be of the same item type and tier to be considered eligible as components for the combination process. Items do not have to be evaluated to be fused in this manner, however unevaluated items cannot fuse with evaluated items. If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used. Masterpieces may be fused with each other to create a Masterpiece of a higher rarity following Standard Fusion. Item combinations must have the following exchange rate: Quote Standard Fusion Fused items used in these recipes will drop their Masterpiece status if both items do not hold Masterpiece status. 2 Uncommon items = 1 Rare item 2 Rare items = 1 Perfect item 2 Perfect/Demonic Items = 1 Perfect item 2 Perfect/Demonic item + 1 Demonic Shard = 1 Demonic item Upgrading Standard items to Masterpieces Item components used in these recipes do not have Masterpiece status. 3 Uncommon items = 1 Rare item (Masterpiece) 3 Rare items = 1 Perfect item (Masterpiece) 3 Perfect items = 1 Perfect item (Masterpiece) 2 Demonic items = 1 Demonic item (Masterpiece) Crafting Die Result Chart: As your Performer rank increases, the crafting die result chart changes, making it less likely for you to fail and more likely to succeed on higher-quality crafts. Do note that Professions have unique buffs that apply to themselves. As such, regular CD & LD bonuses do not apply unless explicitly stated otherwise. Performers have a chance on successful crafts to produce a Masterpiece song. When submitting a Masterpiece for evaluation, specify one of the following effects to apply to the song: "Mass": The song effects the maximum number of targets possible. (4/6 players in a regular/boss party, or up to 4 enemies) "Instant": The song does not require a post action to use. Spoiler Rank 1 CD: [1] = Critical Fail (Lose materials) [2-5] = Fail (Lose materials) [6-9] = Salvage (Keep materials on LD 11+) [10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-17] = No additional items. [18-20] = Masterpiece crafted. Rank 2 CD: [1] = Critical Fail (Lose materials) [2-4] = Fail (Lose materials) [5-7] = Salvage (Keep materials on LD 11+) [8-10] = Uncommon item (1 slot) [11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-16] = No additional items. [17-20] = Masterpiece crafted. Rank 3 CD: [1] = Critical Fail (Lose materials) [2] = Fail (Lose materials) [3-6] = Salvage (Keep materials on LD 11+) [7-9] = Uncommon item (1 slot) [10-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-15] = No additional items. [16-20] = Masterpiece crafted. Rank 4 CD: [1] = Critical Fail (Lose materials) [2] = Fail (Lose materials) [3-5] = Salvage (Keep materials on LD 11+) [6-8] = Uncommon item (1 slot) [9-11] = Rare item (2 slots) [12] = Perfect item (3 slots) LD: [1-13] = No additional items. [14-20] = Masterpiece crafted. Rank 5 CD: [1] = Critical Fail (Lose materials) [2-3] = Salvage (Keep materials on LD 11+) [4-6] = Uncommon item (1 slot) [7-10] = Rare item (2 slots) [11-12] = Perfect item (3 slots) LD: [1-11] = No additional items. [12-20] = Masterpiece crafted. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #11 Share Posted April 1, 2021 Appraisers are players that can junk sell items, reroll their enhancements or identify ones dropped from monsters. The amount of identifications and rerolls they can perform depends on their rank, as do the amount of times they can reroll enhancements on a single item: [0-100 EXP] Rank 1 - Beginner Appraiser: Total 5 identifications per day. Enhancements can be rerolled on the same item up to 2 times. [101-250 EXP] Rank 2 - Experienced Appraiser: Total 6 identifications per day. Enhancements can be rerolled on the same item up to 3 times. [251-500 EXP] Rank 3 - Professional Appraiser: Total 7 identifications per day. Enhancements can be rerolled on the same item up to 4 times. [501-1000 EXP] Rank 4 - Master Appraiser: Total 8 identifications per day. Enhancements can be rerolled on the same item up to 5 times. [1001-1500 EXP] Rank 5 - Grand Master Appraiser: Total 10 identifications per day. Enhancements can be rerolled on the same item up to 6 or more times. Levelling Up: Gaining EXP will increase your Appraiser Rank, allowing you to identify/reroll more times a day and increase the number of rerolls you can perform on a single item. Identifications: +3 EXP per slot Rerolls: +5 EXP Unique Enhancement Identification: +5 EXP (on top of base EXP gains) Junk Sale: Appraisers can sell off Uncommon or higher quality items for Col. Any item sold this way will be destroyed. The Col listed below is the amount received for each item sale. Appraisers will pass the Col received to the player that offered them the items sold and usually keep an agreed amount of the sale profits as their own. Spoiler Equipment: Tier Equipment Uncommon Rare Perfect Demonic 1 100 200 400 700 2 300 500 750 1200 3 600 900 1250 1850 4 1000 1400 1900 2650 5 1500 2000 2700 3600 6 2100 2700 3650 4700 7 2800 3500 4750 5950 8 3600 4400 6000 7350 9 4500 5400 7400 8900 10 5500 6500 8950 10450 Consumables: Tier Consumables Uncommon Rare Perfect Demonic 1 50 100 200 350 2 150 250 375 600 3 300 450 625 925 4 500 700 950 1325 5 750 1000 1350 1800 6 1050 1350 1825 2350 7 1400 1750 2375 2975 8 1800 2200 3000 3675 9 2250 2700 3700 4450 10 2750 3250 4475 5225 Identifying Items: Appraisers can identify items dropped from monsters or found in treasure chests. Identifying an item will determine what enhancements it possesses. In order to identify it, Appraisers spend a set amount of Col depending on the item's tier and quality. Any Col used for identification is destroyed, like items when junk selling them. After the cost is paid, Appraisers will roll for every unidentified slot on the item, one at a time. Identification Costs: Spoiler Equipment: [T1] Rare (320 Col) [T1] Perfect (640 Col) [T1] Demonic (960 Col) [T2] Rare (800 Col) [T2] Perfect (1,200 Col) [T2] Demonic (2,000 Col) [T3] Rare (1,440 Col) [T3] Perfect (2,000 Col) [T3] Demonic (3,120 Col) [T4] Rare (2,080 Col) [T4] Perfect (3,040 Col) [T4] Demonic (4,320 Col) Consumables: [T1] Uncommon (80 Col) [T1] Rare (160 Col) [T1] Perfect (320 Col) [T2] Uncommon (240 Col) [T2] Rare (400 Col) [T2] Perfect (600 Col) [T3] Uncommon (480 Col) [T3] Rare (720 Col) [T3] Perfect (800 Col) [T4] Uncommon (800 Col) [T4] Rare (1,120 Col) [T4] Perfect (1,440 Col) The quality of the item determines the maximum amount of enhancements that can be identified, just as regular item quality functions: Uncommon: 1 slot Rare: 2 slots Perfect: 3 slots Demonic: 4 slots If an item's identified enhancement would result in an illegal item (following the standard enhancement rules), the Appraiser must re-roll the LD (Loot Die) and make note of all rolls made when submitting the item for evaluation. Regular Enhancement Loot Die Chart: Spoiler Weapons [1-6] = Taunt or Keen [7-13] = Bleed or Paralyze [14-20] = Damage or Accuracy Cloth Armor [1-5] = Evasion or Mitigation [6-10] = Risky or Light Momentum [11-15] = Regen or Recovery [16-20] = Loot Die Light Armor [1-6] = Regen or Recovery [7-13] = Mitigation or Evasion [14-20] = Light Momentum Heavy Armor [1-6] = Regen or Recovery [7-13] = Thorns or Heavy Momentum [14-20] = Mitigation or Taunt Shields [1-6] = Regen or Recovery [7-13] = Taunt or Paralyze [14-20] = Mitigation or Thorns Trinkets [1-5] = Loot Die or Quality [6-10] = Taunt or Recovery [11-14] = Keen or Prosperity [15-20] = Accuracy or Evasion Consumables* [1-3] = Antidote or Probiotics [4-6] = Loot Die or Prosperity [7-10] = Damage or Accuracy [11-14] = Mitigation or Evasion [15-17] = HP Recovery or Vitality [18-20] = Over-Health or Protein * When identifying consumables, roll once and apply the enhancement up to the enhancement's cap (refer to the Enhancement List). If the consumable identified is a higher quality than the enhancement cap, it stops at the cap and the item's quality is adjusted (ex. a Perfect Consumable identified to have 2 ACC becomes a Rare Consumable). Identifying Unique Enhancements: Depending on your Appraiser rank, you have a chance to discover unique enhancements when identifying equipment (CD [Craft Die] bonuses do affect the chance for discovering unique enhancements): Spoiler ►Rank 1 - BD: 10 | CD: 12 ►Rank 2 - BD: 10 | CD: 11+ ►Rank 3 - BD: 10 | CD: 10+ ►Rank 4 - BD: 10 | CD: 9+ ►Rank 5 - BD: 10 | CD: 8+ If you identify a unique enhancement or use 3 Gleaming Scales to reroll a slot, refer to the chart below to determine which one was found: Unique Enhancement Loot Die Result Chart: Spoiler Weapons [1-3] = Paralytic Venom (Offensive) or Blight [4-6] = Fallen Damage or Holy Damage [7-10] = Freeze or Burn [11-14] = Vampiric (Offensive) or Envenom (Offensive) [15-17] = Absolute Accuracy or Phase [18-20] = Frostbite or Static Cloth Armor [1-5] = Antifreeze or Fireproof [6-10] = Bloodclot or Paralytic Immunity [11-15] = Vampiric (Defensive) or Envenom (Defensive) [16-20] = Holy Blessing or Life Mending Light Armor [1-5] = Antifreeze or Fireproof [6-10] = Bloodclot or Paralytic Immunity [11-15] = Vampiric (Defensive) or Envenom (Defensive) [16-20] = Holy Blessing or Life Mending Heavy Armor [1-3] = Antifreeze or Fireproof [4-6] = Bloodclot or Paralytic Immunity [7-10] = Vampiric (Defensive) or Envenom (Defensive) [11-14] = Holy Blessing or Life Mending [15-17] = Flame Thorns or Frost Thorns [18-20] = Flame Aura or Frost Aura Shields [1-4] = Antifreeze or Fireproof [5-8] = Bloodclot or Paralytic Immunity [9-12] = Flame Thorns or Frost Thorns [13-16] = Flame Aura or Frost Aura [17-20] = Holy Blessing Trinkets [1-6] = Antifreeze or Fireproof [7-13] = Bloodclot or Paralytic Immunity [14-20] = Holy Blessing or Life Mending Consumables* * When identifying a consumable and a Unique Identification combination is rolled, still refer to the Regular Enhancement LD Result Chart. In addition, the Appraiser may declare the item as a Crystal, or Feast: Crystal: Does not take a post action to use. Follows normal Crystal-use rules. Feast: Can be used to feed a party of up to 6 players. Follows normal Feast-use rules. Rerolls: Rerolls allow for players to re-identify a pre-existing enhancement on a piece of equipment in hopes of obtaining a different or unique enhancement. This does not take up a crafting attempt. Each time an item goes through the reroll process, its name will be updated to "[Item Name]+1". Item rerolls abide by the following rules: An item can be rolled a maximum times of (Item Tier + 1). As an example, a Tier 3 item can be rolled max 4 times, and a Tier 4 item can be rolled up to 5 times Via Floor Progression, Aincrad is currently on Tier 4. Hence, there is no current gear that can be rolled 6 or more times. The list will be updated however as more Tiers come into play. If an enhancement is rolled that matches a pre-existing enhancement on the equipment piece at capacity, the player is allowed an additional reroll attempt. For example, if a player rolls [TAUNT/KEEN] on a perfect sword that has [KEEN II/???], the player may choose either [TAUNT] on their roll or opt for the reroll attempt. Reroll Pricing Chart: Depending on how many times an item has been rerolled already, the price for the next reroll will be increased. You can see the prices on the chart below. Spoiler 1st Reroll - 1,000 Col 2nd Reroll - 2,000 Col 3rd Reroll - 4,000 Col 4th Reroll - 8,000 Col 5th Reroll - 16,000 Col 6th Reroll - 32,000 Col 7th Reroll - 64,000 Col 8th Reroll - 128,000 Col 9th Reroll - 256,000 Col 10th Reroll - 512,000 Col 11th Reroll - 1,024,000 Col Item Fusion: Appraisers can combine unidentified items to create higher quality items. This does not take up a daily crafting attempt. During the combination process, the components (i.e. items combined together) and the combined item (i.e. the item created as a result of combining the components), must adhere to the following rules: Items must be of the same item type and tier to be considered eligible as components for the combination process. Items must not have been identified nor evaluated to be fused in this manner. If a Demonic item is used as a component, the resulting item will be a Perfect item unless a Demonic Shard is used. Item combinations must have the following exchange rate: Spoiler 2 Uncommon items = 1 Rare item 2 Rare items = 1 Perfect item 2 Perfect/Demonic Items = 1 Perfect item 2 Perfect/Demonic item + 1 Demonic Shard = 1 Demonic item Mystic Essences: To streamline the process of achieving an ideal weapon with specific Unique enhancements, appraisers can sacrifice items with Unique enhancements and break them down into Mystic Essences. This process does not use up any of the Appraiser’s daily identification attempts, but the sacrificed item will be lost in the process. For each Unique enhancement on the item to be sacrificed, 1 Mystic Essence will be obtained. For 3 Mystic Essences, Appraisers can expend them to select a Unique enhancement on an unidentified slot of an unidentified item. This may only ever occur once per unidentified item. Mystic Essences abide by the following rules: Only items with Unique Enhancements that were identified by an Appraiser will be eligible to be sacrificed for Mystic Essences. All Mystic Essences must be attached to an ID and be evaluated with the following format: "12345" (original), "12345-1" (first copy), "12345-2" (second copy). All Mystic Essences must be logged within the Appraiser's shop as untradeable resources. Mystic Essences may be applied to any item type, of any item tier and quality. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #12 Share Posted April 1, 2021 Players that pick up the «Fishing» profession will be able to fish for materials and equipment while out of combat. They also have a chance of finding Gleaming Scales, materials that can guarantee unique enhancements on equipment. The chance of successful fishing attempts depends on the player's «Fishing» rank. [0-49 EXP] Rank 1 - Novice Angler: Successfully fish up a material on a CD 8+. Critical catch a treasure chest on a LD 12+. [50-149 EXP] Rank 2 - Journeyman Angler: Successfully fish up a material on a CD 7+. Critical catch a treasure chest on a LD 11+. [150-299 EXP] Rank 3 - Adept Angler: Successfully fish up a material on a CD 6+. Critical catch a treasure chest on a LD 10+. [300-499 EXP] Rank 4 - Master Angler: Successfully fish up a material on a CD 5+. Critical catch a treasure chest on a LD 9+. [500+ EXP] Rank 5 - Grand Master Angler: Successfully fish up a material on a CD 4+. Critical catch a treasure chest on a LD 8+. Gain ability to critical catch a Gleaming Scale on a CD 12+ and LD 17+. Levelling Up: Gaining EXP will increase your Fishing Rank, allowing you to have better chances when fishing up materials, treasure chests, and Gleaming Scales. Additionally, increases your chances at better loot while opening up treasure chests obtained by the Fishing skill. Fishing attempts: +3 EXP Successful catches: +8 EXP Critical catches (treasure chests/Gleaming Scales): +16 EXP Critical Catches: Anglers have the ability to fish up treasure chests and Gleaming Scales on critical catches. As one's Fishing rank increases, the conditions for critical catches changes, making it more likely for one to find additional rewards on a fishing attempt. Do note that Professions have unique buffs that apply to themselves. As such, regular CD & LD bonuses do not apply unless explicitly stated otherwise. For a critical catch, after meeting the CD and LD requirements of one's Fishing rank as stated above, an additional roll must be made on the fishing attempt's post to open up the treasure chest. Anglers may then gain additional rewards based on the LD of their additional roll. Note that a treasure chest fished up in this manner does not require a post action to open. Only Profession LD modifiers, alongside the LD bonuses provided by one's Fishing rank, apply to treasure chest rewards. Spoiler ► Rank 1 - No bonus ► Rank 2 - +1 LD while opening up treasure chests obtained by the Fishing skill ► Rank 3 - +2 LD while opening up treasure chests obtained by the Fishing skill ► Rank 4 - +3 LD while opening up treasure chests obtained by the Fishing skill ► Rank 5 - +5 LD while opening up treasure chests obtained by the Fishing skill Treasure Chest Loot Table (LD): [1-4] = Unidentified Rare Armor/Shield (2), Unidentified Rare Trinket (1) [5-9] = Unidentified Rare Weapons (2), Unidentified Rare Consumables (2) [10-14] = Unidentified Perfect Armor/Shield (1), Unidentified Rare Armor/Shield (1) [15-19] = Unidentified Perfect Weapons (2), Unidentified Rare Weapon (1) [20-24] = Unidentified Perfect Weapons (2), Unidentified Perfect Armor/Shield (2), Random Dungeon Map [25] = Unidentified Perfect Weapons (3), Unidentified Perfect Armor/Shield (3), Gleaming Scale Catching/Using a Gleaming Scale: Starting at Rank 5, anglers have a chance to find a Gleaming Scale on a fishing roll of CD 12+ and LD 17+. This will come in addition to other rewards obtained (eg. materials from initial fishing attempt, additional loot from treasure chests). Gleaming Scales are valuable treasures used in the process of upgrading items. For more information, see the Site Guide & Rules [here]. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #13 Share Posted April 1, 2021 Players that pick up the «Foraging» profession will be able to forage for materials and col while out of combat. They also have a chance of finding Demonic Shards, materials that can be used in the combination of items to create one of Demonic Quality. The chance of successful foraging attempts depends on the player's «Foraging» rank. [0-49 EXP] Rank 1 - Novice Forager: Successfully forage for materials on a LD 14+. [50-149 EXP] Rank 2 - Journeyman Forager: Successfully forage for materials on a LD 13+. [150-299 EXP] Rank 3 - Adept Forager: Successfully forage for materials on a LD 12+. [300-499 EXP] Rank 4 - Master Forager: Successfully forage for materials on a LD 11+. [500+ EXP] Rank 5 - Grand Master Forager: Successfully forage for materials on a LD 10+. Gain ability to find a Demonic Shard on a LD 17+ and CD 12+. Levelling Up: Gaining EXP will increase your Foraging Rank, allowing you to have better chances to forage for materials, col and Demonic Shards. Foraging attempts: +3 EXP Successful forage: +8 EXP Critical forage (additional materials/Demonic Shards): +16 EXP Critical Foraging Chart: Foragers have the ability to forage for additional materials, col and Demonic Shards on critical forages. As one's Foraging rank increases, the conditions for critical foraging changes, making it more likely for one to find additional rewards on a foraging attempt. The player must meet both the LD requirement to obtain materials and the CD requirement stated below; after which, they may gain additional rewards based on the CD of their foraging roll. Do note that Professions have unique buffs that apply to themselves. As such, regular CD & LD bonuses do not apply unless explicitly stated otherwise. Spoiler Rank 1 CD: [1-6] = No additonal materials. [7+] = 1 additional material. Rank 2 CD: [1-5] = No additonal materials. [6+] = 1 additional material. Rank 3 CD: [1-4] = No additonal materials. [5-8] = 1 additional material. [9+] = 2 additional materials & 1,500col. Rank 4 CD: [1-4] = No additonal materials. [5-7] = 1 additional material. [8+] = 2 additional materials & 1,500col. Rank 5 CD: [1-4] = No additonal materials. [5-6] = 1 additional material & 1,000col. [7-9] = 2 additional materials & 2,500col. [10+] = 3 additional materials & 3,000col. Foraging/Using a Demonic Shard: Starting at Rank 5, foragers have a chance to find a Demonic Shard on a foraging roll of LD 17+ and CD 12+. This will come in addition to other rewards obtained (eg. materials from initial foraging attempt, additional materials and col from critical forages). Demonic Shards are valuable treasures used in the process of upgrading items. For more information, see the Site Guide & Rules [here]. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #14 Share Posted April 1, 2021 Guild Buildings: Building Name Buff Effect Build Limit Construction Cost Recharge Cost Guild Hall* Allows a Guild the ability to create one Guild Quest. Narratively, it also allows players to teleport back to the Guild Territory when using Teleport Crystals. 1 Unlocked at Guild Rank I — 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. 1 1 Token — Trading Hall* 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. 1 1 Token — Treasury +5% bonus col from last-hit monster kills and +10% bonus col from treasure chests. 1 1 Token — Training Room When performing a Guild Quest, the lowest-leveled guild member receives +10% bonus EXP at the end of the thread. (Limit one use per Guild Quest per evaluation window. Recharging refreshes the limitation on one Guild Quest for that evaluation window.) 1 1 Token 1 Token Dormitory For all guild members, increases out of combat HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts. Does not stack with Housing’s ‘Relaxed’ buff. 1 1 Token — Garden* Once per evaluation window, returns 1 x (Guild Rank) materials to the Guild Treasurer. ∞ 1 Token — Estalagem* Once per evaluation window, returns 1% of the construction cost in col to the Guild Treasurer. ∞ 1 Token — Menagerie* Guild members undertaking <<Feeding Your Enemy>> gain +1 LD to familiar searching rolls and +1 to familiar taming rolls. 1 1 Token — Armory* Once per charge, players may submit a Skill Refund evaluation regardless of the 30 day cooldown window. 1 1 Token 1 Token Laboratory Once per charge, when receiving single-use consumables from Quest Rewards, if a Guild Treasurer were to receive additional tokens, one guild member may claim 1 x (Additional Token / 2) copies of the consumable. 1 1 Token 1 Token Hunt Board Once per charge, if two or more Guild members are present when hunting Field Bosses on the floor, the party may choose to bring the cooldown to respawn the Field Boss to 1 post, but forgo receiving that Field Boss’ EXP at the end of the thread. This buff may only apply once per thread. 1 1 Token 1 Token Barracks When constructing this Building, select a floor. Apply additional taxes for constructing this Building on a floor if it is not the same as the Guild’s Territory. Once per charge, if two or more Guild members are present when hunting that floor’s Field Boss, the party may choose to bring down its respawn cooldown by 3 posts, to a minimum of 1 post. This buff may only apply once per thread. 3 * (Current Max Player Tier) 1 Token 1 Token Library Once per charge, if a Storyteller is eligible to claim a Guild Token, their character gains +10% bonus EXP at the end of the thread. This buff may only apply once per thread. 1 1 Token 1 Token Bureau Once per charge, if two or more Guild members are present in a thread, allow two dungeons to be spawned/explored in that thread, regardless of Dungeon-searching cooldowns. This buff may only apply once per thread. 1 1 Token 1 Token Landmark Allows Guild officials to construct a custom location within Guild Territory for narrative purposes. This can be placed on other floors/in settlements after applying additional tax costs. Each landmark location constructed has to be submitted to staff for evaluation. ∞ 1 Token — *These Buildings may also be upgraded at an additional cost. Upgraded Building Pre-requisite Building Buff Effect Upgrade Cost Guild Hall II Guild Hall Allows a Guild the ability to create two Guild Quests. Unlocked at Guild Rank III Guild Hall III Guild Hall II Allows a Guild the ability to create three Guild Quests. Unlocked at Guild Rank V Trading Hall II Trading Hall In addition to Trading Hall buffs, crafters receive +1 crafting/identification attempt per day. 2 Token Trading Hall III Trading Hall II In addition to Trading Hall buffs, crafters receive +2 crafting/identification attempts per day. Crafters now successfully Salvage their crafting materials on a LD 9 threshold. Appraisers gain an initial additional reroll per identified item at no cost. 3 Token Menagerie II Menagerie In addition to Menagerie buffs, guild members may now narratively tame up to three (3) different familiars each and swap them out between threads. When swapping familiars narratively, players will maintain their owned Familiar Skill. 2 Token Menagerie III Menagerie II In addition to Menagerie II buffs, the maximum number of familiars guild members can tame narratively is five (5). Guild officials may also appoint a familiar mascot, shared between their guild members to accompany them narratively in their threads. 3 Token Armory II Armory In addition to Armory buffs, when submitting a Skill Refund evaluation, guild members have the option to pay an additional Token to refund up to 30 additional SP. 2 Token Bureau II Bureau In addition to Bureau buffs, when two or more Guild members are completing a Rumor thread, each Guild member gains +10% bonus EXP at the end of the thread. Other party members gain +5% bonus EXP at the end of the thread. This buff is not stackable between different Guilds. 2 Token Garden II Garden Once per evaluation window, returns 3 x (Guild Rank) materials to the Guild Treasurer. 2 Token Garden III Garden II Once per evaluation window, returns 5 x (Guild Rank) materials to the Guild Treasurer. 3 Token Estalagem II Estalagem Once per evaluation window, returns 2% of the building’s base construction cost in col to the Guild Treasurer. 2 Token Estalagem III Estalagem II Once per evaluation window, returns 3% of the building’s base construction cost in col to the Guild Treasurer. 3 Token Player Housing: Plot Sizes & Costs: Plot Type Standard Cost PK Cost Room Slots Stories Limit Yard Slots Studio 20,000 30,000 2 1 0 Apartment 30,000 45,000 4 1 0 Townhouse 48,000 72,000 5 2 1 Starter Home 58,000 87,000 7 2 1 Two-Story Home 86,000 133,500 10 3 2 Estate 124,000 186,000 15 4 3 All basic rooms cost 10,000 Col to add to the plot. So a Studio Plot with one Workshop would cost a total of 30,000 Col. Rooms come in a variety ranging from Bedrooms to Dining Rooms. Keep in mind that some rooms have restrictions that must be followed. Some rooms also have upgrades from their basic versions, which each cost 15,000 Col. Example: If you were to buy a Bedroom, and want to upgrade it to a Master Bedroom. It would cost 10,000 Col (for the basic bedroom), then an additional 15,000 Col to upgrade it to a Master Bedroom. Costing you 25,000 Col in total. Room Name Player Limit Restrictions Buff Name Buff Effect Upgrade Bedroom 1 "Rested" -1 energy cost for the first two expenditures of each combat Master Bedroom Bathroom 1 "Clean" The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 20% (rounded down) Master Bathroom Basic Workshop 1 Must assign a workshop type "Working" +2 EXP per crafting attempt Extended Workshop Basic Kitchen 1 "Filling" Increase the effectiveness of a single food item consumed in a thread by +1 T1 slot. This can exceed normal Cook enhancement caps. Ex: A perfect T2 MIT food gives 35 MIT instead of 30. Storage Closet 1 "Item Stash" +1 Battle Ready Inventory Slot Dining Room 2 Limit 1 per floor. "Tasty" Turn 2 identical food items (same quality, tier, & enhancements) into a Lesser Feast. A Lesser Feast contains 4 portions of the food items sacrificed. Lesser Feasts created this way cannot be used outside of the thread they are created. Limit 1 item created per thread. Dining Hall Living Room 2 Limit 1 per floor. "Relaxed" Increases out of combatHP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts. Attic (Storage) 1 Cannot have more than 1 Attic. Requires 2 or more stories. "Col Stash" +5% bonus col from monster kills and treasure chests Attic (Bedroom) 1 Cannot have more than 1 Attic. Requires 2 or more stories. Skill may be reassigned once every 30 days. "Skylight (Skill)" +1 Expertise to declared utility skill. Cannot boost a skill without ranks, or increase a skill past its maximum rank. Cannot boost a skill the user has not learned yet. Ranks obtained using this buff will make the mods of that rank available for purchase. Mods obtained this way are unusable if this buff is removed until the skill is returned to the appropriate rank by way of SP purchase. Fishing Pond 1 Uses a Yard slot "Angler" +2 Fishing EXP per fishing attempt Ornate Fishing Pond Herbalist Hut 1 Uses a Yard slot "Forager" +2 Gathering EXP per gathering attempt Greenhouse Slime Farm 1 Uses a Yard slot. Cannot have a Slime Farm and a Mega Slime Farm. Cannot stack with a guild's Training Room. "Basic Training" +5% EXP to a thread. Limit one use per month. Must be used on a player's first post in a thread. Cooldown begins counting down when used in a post. Mega Slime Farm Basement 1 Requires 2 or more stories. "Multipurpose" Gain +1 to LD, Stealth Rating, Stealth Detection, or Prosperity to one post in a thread. Can be applied after a roll Guest Room 1 "Decor: «Name of Amenity»" Players can have one «Amenity» in a «Guest Room» and the «Amenity» cannot be recovered. Players are allowed to change which «Amenity» is in the «Guest Room». Multiple instances of the same «Amenity» do not stack. This buff affects the player and their choice of up to two party members. Workshop Type Profession Restriction Sewing Room Tailor Atelier Artisan Pharmacy Alchemist Chef's Kitchen Cook Recording Studio Performer Forge Blacksmith Uses a Yard slot Storage Shed Merchant Uses a Yard slot Upgraded Room Player Limit Restrictions Buff Name Buff Effect Master Bedroom 2 When assigning a second player, they must be married to the first. "Well Rested" -1 energy cost for the first three expenditures of each combat Master Bathroom 2 When assigning a second player, they must be married to the first. "Squeaky Clean" The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 25% (rounded down) Extended Workshop 1 "Hard Working" +2 Crafting EXP per crafting attempt and +1 crafting attempt per day Ornate Fishing Pond 1 Uses a Yard slot. Cannot have a Fishing Pond and an Ornate Fishing Pond. “Practiced Angler” +2 Fishing EXP per Attempt and additional +1 LD & CD to fishing attempts. Greenhouse 1 Uses a Yard slot. Cannot have a Herbalist Hut and a Greenhouse. “Green Thumb” +2 Gathering EXP per Attempt and additional +1 LD & CD to gathering attempts. Dining Hall 4 Uses 2 room slots. Limit 1 per floor. "Delicious" Turn 3 identical food items (same quality, tier, & enhancements) into a Feast. A Feast contains 6 portions of the food items sacrificed. Feasts created this way cannot be used outside of the thread they are created. Limit 1 item created per thread. Mega Slime Farm 1 Uses a Yard slot. Cannot have a Slime Farm and a Mega Slime Farm. "Advanced Training" +10% EXP to a thread. Limit one use per month. Must be used on a player's first post in a thread. Cooldown begins counting down when used in a post. Upgrading or Downgrading a Plot of Land: Simply reference the plot you have on the left-hand side and move across to the plot you would like along the top to determine the amount of col needed/owed back for your desired transition. Ensure that you don't have too many rooms for a downgrade. Standard Plot of Land: Houses None Studio Apartment Town House Starter House Two Story House Estate Studio -5,000 0 35,000 62,000 77,000 119,000 176,000 Apartment -7,500 -2,500 0 57,000 72,000 114,000 171,000 Town House -12,000 -7,500 -4,500 0 63,000 105,000 162,000 Starter Home -14,500 -9,500 -7,000 -2,500 0 103,000 160,000 Two Story home -21,500 -16,500 -14,000 -9,500 -7,000 0 146,000 Estate -31,000 -26,000 -23,500 -19,000 -16,500 -9,500 0 PK Accessible Plot of Land: Houses None Studio Apartment Town House Starter House Two Story House Estate Studio -7,000 0 55,000 93,000 115,000 180,750 264,000 Apartment -12,000 -3,750 0 85,500 108,000 177,750 256,500 Town House -18,000 -10,500 -6,750 0 106,000 164,250 243,000 Starter Home -22,000 -14,250 -10,500 -3,750 0 160,500 235,500 Two Story home -33,000 -25,875 -22,125 -15,375 -11,625 0 227,000 Estate -46,000 -39,000 -35,250 -28,500 -24,750 -13,125 0 Selling a house: When selling housing plots, all rooms must be sold alongside it. Look to the chart above for how much col will be refunded to the player upon its sale. When selling individual room(s), 75% of the room(s)' cost will be refunded back to the player. Add this to the refund cost when selling housing plots. Regarding Housing via Donor perks: Housing plots and rooms granted by Donor perks will not refund col into your wallet. Instead, the amount that is "refunded" will count as equity toward future housing purchases. Their value will still be refunded at a 75% rate upon a sale, but will act as credit toward future housing purchases. Link to post Share on other sites
Cardinal 0 Posted April 1, 2021 Author #15 Share Posted April 1, 2021 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: 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. 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. 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
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