Passive Skills offer various bonuses. Sometimes, their effect is constant, and there is no need to make a roll or post action. Other times, they provide a positive buffer to a player’s roll. Their purposes and abilities vary greatly.
Players investing in the Searching Skill are able to notice players or monsters attempting to conceal their presence with Hide. Each Skill Level invested in the Searching Skill decreases a player’s Searching dice check by a 1. (Ex. A rank 1 Searching skill would require a dice roll of at least 6 -1.)
Stays at rank one, and allows Players to successfully track monster spawns or unconcealed players.
Stays at rank one, and allows Players to use their hearing to detect creatures or players that are nearby but not within line of sight.
Players investing in the Detection Skill have a higher chance of finding hidden Treasure and Loot Chests as they explore Aincrad, as well as being able to detect hidden monsters and traps. For each Skill Level invested in Detection, a player’s loot roll is increased by 1.
Players investing in the Hide Skill are capable of concealing their presence from monsters and other players. Each Skill Level invested in the Hiding Skill decreases a player’s Hiding check by 1.
Stays at rank one, and allows players to perform System Assisted aerial maneuvers such as tumbles, flips, and somersaults. It also gives players the ability to reach areas of the map that are outside of a normal player’s range; they are able to jump and reach ledges, and use other means of climbing.
Stays at rank one, and allows players to see normally in low light conditions
Investing in the X-ray Vision Skill allows players to see through some objects such as walls and doors. This effect can be maintained for an additional post per Skill Point invested in this skill. Max level allows a player to see through secure rooms. (Does not work on clothes)
Stays at rank one, and improves a player’s speed. By investing in Sprint, a player gains a passive movement speed bonus to help them get around the map. Additionally, investing in the Sprint Skill enables a player to use the passive defensive skill Evasion. Taking this Skill provides a permanent +1 to the difficulty check to hit you. While this skill only has one rank, this difficulty check modifier can be increased by using enhanced light armor or accessories with the + Evasion modifier.
Extended weight limit:
Investing in the Extended Weight Limit skill enables a player to carry more gear into the field, be it weapons, armor, or usable items. Players start out with an inventory with 6 available slots, and gain one extra slot per Skill Level invested in the Extended Weight Limit skill.[/quote]
Combat Skills directly affect a player’s ability to function in combat. This can be through distraction techniques, or even HP reduction and damage mitigation through the Parry skill.
The Hate mechanic allows heavily armored players, usually designated as ‘Tanks’, to hold the focus of an enemy in combat. Normal players generate 1 Hate with each attack, generating 2 Hate in the event of a critical attack. In order to keep a Boss or High Leveled Enemy focused on them, Tanks use special skills to boost the amount of Hate they are generating so that their enemy remains focused on them, rather than attacking other party members dealing damage. This Hate mechanic would generally be used by the GM team, specifically the GM in charge of the boss battle in question, to determine what target a specific boss or monster will attack in combat. There are three Hate Skills to choose from:
Howl: (Hate Skill)
Stays at rank one. Attracts the attention of NPC monsters and increases a player’s Hate status effect. Often used by tanks as an opening move to lure enemies to the player. (Creates 3 Hate, counts as a post action.)
Fighting Spirit: (Hate Skill)
Stays at rank one. This is a hate generating skill that can be used to hold a single monster’s attention in the middle of a battle. (Creates 2 Hate, counts as a post action.)
Spiritual Light: (Hate Skill)
Stays at rank one. Uses an aura effect to maintain high Hate status in combat. Used by tanks to keep Hate while party members can focus on attacking without worrying about drawing Hate. (Creates 1 Hate every post, does not count as a post action.)
Investing in the Parry Skill allows a player to attempt to counter an enemy’s Sword Skill with one of their own. In the event of a successful Parry, a player may negate ½ damage, rounded up, with a minimum of one damage negated. At the same time, the player deals ½ damage, rounded up, with a minimum of one damage back to the attacker. In the event of a critical success in an attempted Parry, a player will negate all incoming damage from their parried attack or sword skill and will deal their full damage back to their opponent, calculated as a normal attack, with Weapon Skill Point bonuses included. This stays at rank one.
Battle Healing allows a player to regenerate health in small increments. For each Skill Level invested in Battle Healing, a character is able to regenerate 1 health point. (Using Battle Healing counts as a post action, meaning no other action or attack can be taken without negating the Healing Attempt)
Weapon Skills demonstrate how proficient a character is with a specific weapon, and directly affects how much damage a skilled player is capable of inflicting upon an enemy. While some players might choose to focus their abilities on a single weapon to maximize how much damage they can do, other players might choose to invest points in more than one weapon type to have multiple weapon options available.
Weapon Skills modify damage done with specific weapon types. For each Skill level invested in a specific Weapon Skill, a player will do an additional 1 damage. There are a variety of different weapon types to chose from:
One-Handed Straight Sword:
The effectiveness with which a player can use one-handed longsword-like swords. (Example: Arming sword, Longsword)
One-Handed Curved Sword:
The effectiveness with which a player can use one handed slashing swords. (Example: Scimitar, Kilij)
The effectiveness with which a player can use knives and daggers. (Example: Pugio, Stilleto)
One-Handed Assault Spear:
The effectiveness with which a player can use one-handed piercing Spear type weapons. (Example: Javelin, Iklwa)
One-Handed War Hammer:
The effectiveness with which a player can use one-handed Hammer or Mace type weapons. (Example: Flanged Mace, Warhammer)
The effectiveness with which a player can use one hand thrusting type swords. (Example: Rapier, Epee)
Two-Handed Straight Sword:
The effectiveness with which a player can use two-handed type long swords. (Example: Claymore, Broadsword)
Two-Handed Assault Spear:
The effectiveness with which a player can use two-handed piercing type polearms. (Example: Warspear, Lance)
Two-Handed Battle Axe:
The effectiveness with which a player can use two-handed cleaving type weapons. (Example: Broad Axe, Battle Axe)
The effectiveness with which a player can use unarmed combat. Unlocked after completion of the quest
The effectiveness with which a player can use two handed slashing type weapons. Unlocked after reaching Skill Rank 3 with One-Handed Curved Sword.
Proper equipment is a very powerful tool in a player’s arsenal, allowing them to survive more dangerous encounters by improving their abilities. The term “Equipment” encompasses three basic item types; weapons, armor/shields, and accessories.
Weapons: A player’s primary means of dealing damage to enemies in the world of SAO. Weapons are gained as quest rewards, rare monster or boss drops, or created by player craftsmen.
Armor/Shield: A player’s primary means of defense against enemies in the world of SAO. Armor is gained as rare monster or boss drops, or created by player craftsmen. A second defense option for players against enemies in the world of SAO is the shield. Shields are gained as rare monster or boss drops, or created by player craftsmen. Shields are equipped in the ‘off hand’ slot, and generally represent a barrier placed between one self and their enemy to absorb incoming damage.
Accessory: An accessory is a special item, usually representing a piece of jewelry or fashionable accessory worn aside from armor. Accessories are gained as rare monster or boss drops, or created by player craftsmen.
For more information, please refer to the above “Weapon Skills” section.
Investing in Equipment Skills serves to help mitigate incoming damage through the use of equipped armor. There are three types of armor:
Leather Equipment: The effectiveness with which a player can use Leather Equipment. For each rank in the Leather Equipment Skill, incoming damage is reduced by 1 damage point.
Light Metal Equipment: The effectiveness with which a player can use Light Metal Equipment and Light Metal Shields. For each skill point invested in the Light Metal Equipment Skill, incoming damage is reduced by 1 damage point.
Heavy Metal Equipment: The effectiveness with which a player can use Heavy Metal Equipment and Heavy Metal Shields. For each skill point invested in the Heavy Metal Equipment Skill, incoming damage is reduced by 1 damage point.
Accessories offer a wide variety of different bonuses, depending on their type, drop location, and intended purpose.
Pieces of equipment offer their own bonuses that work in conjunction with the Skills Points accrued by a player as they level up. Equipment can be used in two ways - either as a means to improve upon a player’s chosen focus, or as a means to diversify a focused build.
Equipment bonuses are determined by the quality of the item itself at the time of crafting. The qualities are as follows:
Bad Item: This is a pretty normal item level, think Starter Gear. Bad Items have no inherent bonuses.
Good Item: This is a little bit better quality, normally a quest reward. Good items provide no inherent bonus).
Uncommon Item: Now we are starting to see a much higher quality, this type of item is normally associated with a Smith or extremely difficult quest reward. An example would be a crafted weapon obtained from the NPC Smith Pepper from the Blade of Dreams Quest. Items of Uncommon Quality provide a +1 bonus to be determined by the crafter, to be approved by the GM team.
Rare Item: Representing especially high level of craftsmanship, Rare Items are almost always Smith created or dungeon/boss loot. Examples include Kirito’s Dark Repulsar and Asuna’s Lambent Light. Items of Rare Quality provide a +2 bonus to be determined by the crafter, to be approved by the GM team. (This +2 bonus can be split into two +1 bonuses)
Perfect Item: The best of the best, described by some as ‘demonic swords’ and usually obtained only through either the highest echelons of crafting or Floor Boss last hit bonus drops. An example would be Kirito’s Elucidator. These super rare Perfect quality items provide a +3 bonus to be determined by the crafter, to be approved by the GM team. (This +3 bonus can be split into multiple bonuses, however more powerful bonuses can limit equipment to only two bonuses).
If a player wishes to improve the quality of his or her item, that individual may choose to enhance the weapon. Enhancing a piece of equipment means bumping it’s quality up one tier. Such as making an Uncommon Item become a Rare Item. This Enhancement Process is dependent upon harvesting an especially rare crafting component known as ‘The Essence of Steel.’ This material can only be obtained by defeating a re-spawning fieldboss on the 4th floor. This Fieldboss, called Snowbeast, is a dangerous foe. After a player has accepted the <> quest, which can be found in the Quests forum, he or she is encouraged to form a party. This enemy is far beyond the abilities of most players to successfully solo, and can easily be considered to on the level of a Floor Boss. Only the player who accepts the quest and rouses the Snowbeast from its slumber will receive the dropped Essence. This Essence can then be infused into a piece of equipment, increasing it’s quality by 1.