Jump to content

3.1 | SAO-RPG Resource List


Recommended Posts

pAAqYa1.png

 

Paragon Levels are indicated by the color blue.

  Reveal hidden contents

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
  • 3 months later...

YrLvHTn.png

 

Skill Point Costs:

  Reveal hidden contents

Utility Skills:

  Reveal hidden contents

Combat Skills:

  Reveal hidden contents

Weapon Skills:

  Reveal hidden contents

Armor Skills:

  Reveal hidden contents

Combat Masteries:

  Reveal hidden contents

Familiar Skills:

  Reveal hidden contents

Extra Skills:

  Reveal hidden contents

 

Link to post
Share on other sites

n7DZrA8.png
 

U5QGQc7.png

  Reveal hidden contents

IpB7KrE.png

  Reveal hidden contents

eaNbCG6.png

  Reveal hidden contents

OsSgodo.png

  Reveal hidden contents

9GaRWez.png

  Reveal hidden contents

dfLpz1X.png

  Reveal hidden contents

jcufy7T.png

  Reveal hidden contents
Link to post
Share on other sites

66LiQiC.png

Weapon Skill Sword Arts:

Note: Shift Specialties and their effects can be found under weapon skills, above.

  Reveal hidden contents

Collected Sword Arts:

  Reveal hidden contents
Link to post
Share on other sites

WMmLaMw.png

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

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

Blacksmiths can make the following types of items:

  • Weapons (Available at Rank 1): Sword, spear, axe, 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
    Expand  

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.

  Reveal hidden contents

 

Link to post
Share on other sites

KNDeNpP.png

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

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

Tailors can make the following types of items:

  • 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
    Expand  

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.

  Reveal hidden contents

 

Link to post
Share on other sites

o2I16eb.png

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

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

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.

  Reveal hidden contents

 

Link to post
Share on other sites

KWY0VE6.png

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

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

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).

  Reveal hidden contents

 

 

Link to post
Share on other sites

TcNlddj.png

Cooks create delicious items with similar buffs to an alchemical potion or crystal. They can be eaten and used in a single thread, or used during a feast.

  • [0-19 EXP] Rank 1 - Beginner Cook: Able to craft Tier 1 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
    Expand  

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).

  Reveal hidden contents

 

Link to post
Share on other sites

BXhYTQM.png

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

  • [0-39 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)
    Expand  

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.
  Reveal hidden contents

 

Link to post
Share on other sites

598ejAF.png

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.

  Reveal hidden contents

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:

  Reveal hidden contents

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:

  Reveal hidden contents

* 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):

  Reveal hidden contents

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:

  Reveal hidden contents

* 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.

  Reveal hidden contents

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:
  Reveal hidden contents

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

yDgZQ7o.png

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.

  Reveal hidden contents

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

1AzIGAw.png

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.

  Reveal hidden contents

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

bp9kwOV.png

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

8dRli2s.png

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

  Quote

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

Expand  


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

  Quote

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

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


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.

Expand  


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.

Expand  


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.

Expand  


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.

Expand  


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.

Expand  

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!

Expand  

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.

Expand  

 

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