Post by Tokusie on Aug 2, 2014 18:17:24 GMT -6
What are Skills?
Skills are the statistics that govern how effective players in Sword Art Online are in their various actions. As players levels up in the game, new options become available to further differentiate them from their peers. These options are Skills, various abilities that can be used actively or passively to help them fill different roles as the game progresses. As players grow in the world of Sword Art Online they are able to dedicate themselves to becoming a Tank, or a Beast Tamer, or any other type of job or role they want to serve in their Sword Art Online experience through the use of Skills.
Level 1 Characters starting off have the ability to "equip" two skills to bring into a thread with them so that they can be raised. Every 10 levels you will be able to equip an extra skill. You gain in skill each time the conditions to raise it are met. This does not mean that other skills can not be used, they just can not be raised in that thread.
Skills range in rank from 0 to 1000. Every 50 points you enter the next skill tier, which confers some kind of overall benefit to further uses of that skill such as more damage with that type of weapon, more healing, or more crafting points to make a certain kind of item.
You may only increase 1 skill per post. If, for example, you have both Blacksmithing and Repair equipped while you are repairing armor, you can't increase them both off of the same use in a single post. However, if the repair takes more than one post, you can increase choose to increase either skill or both limited only by the total number of posts.
Familiar Skills
These Skills do not directly affect a player’s ability to function in combat. They consist of abilities that enhance the effectiveness of a player’s familiar in combat.
Familiar Recovery:
Investing in the Familiar Recovery skill allows a Beast Tamer to have their familiar recover Hp. When activated, the Familiar will receive 1HP/skill Tier. Familiar can take no action this turn.
Familiar Communication:
Investing in the Familiar Communication Skill allows a Beast Tamer’s Familiar to respond to commands better, and deal increased damage in combat.
Familiar deals +1 Damage/Skill tier
Passive Skills
Passive Skills offer various bonuses that either work as a constant effect without needing to make a post action or roll, or fulfill a specialized non-combat roll upon the need to do so.
Picking:
The ability to open locked chests and doors. Raised by use. +1 to loot roll attempts to unlock doors or chests per skill tier.
Searching:
Players investing in the Searching Skill are able to notice players or monsters attempting to conceal their presence with Hide. +1 to loot rolls to search per skill tier.
Tracking:
A modification to the Searching skill which allows tracking monsters. Can also be used to track a player who is registered as a friend by displaying their footprints from a certain time. Unlocked at Searching 250. +1 to loot rolls to searching for special monsters per skill tier.
Listening:
The ability to hear sounds from further away than normal. Higher level of skill grants the ability to hear through locked rooms. Raised by use. +1 in the attack roll to find hidden players per skill tier.
Detection:
A sixth sense, allowing the player to notice enemies and secrets from a distance. Greater mastery allows detection of monsters in «Hiding» status and primitive booby traps, such as snares and pitfalls. Raised by use. Unlocked at Searching 500. +1 loot roll for each skill tier
Hiding:
Players investing in the Hide Skill are capable of concealing their presence from monsters and other players. Raised by sneaking around. +1 in the defense roll to avoid detection by players.
Acrobatics:
Determines a player's jumping height and the ability to perform aerial maneuvers. Bottom level is the natural jumping height for the Player. Raised by performing acrobatic maneuvers, and falling from heights. +1 dodge rolls per skill tier.
Night vision:
Allows players to see normally in low light conditions. Raised by spending time in darkness. +1 to attack rolls to detect other players per skill tier.
X-ray vision:
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 Tier invested in this skill. Max level allows a player to see through secure rooms. Raised by (Does not work on clothes) +1 to attack rolls to detect other players per skill tier.
Sprint:
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. Evasion allows you a free dodge roll every page with your normal defense bonus and your Evasion bonus added together. Raised by training running. Access to Evasion at first skill tier. +1 to Evasion rolls per skill tier.
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 of things they can start a post with, and gain one extra slot per Skill Tier invested in the Extended Weight Limit skill. Raised by carrying your max inventory. +1 inventory slot per skill tier.
Trade Skills
With the exception of Appraisal and all it's associated skills, crafting rolls may be made a certain number of times a day based on the main skill associated with that craft. You may choose to raise the base skill or the specific skill when you perform a crafting action. Actions using either «Sewing» or «Repair» to fix gear also have an associated number of times per day. See the crafting guide for more details.
Appraisal:
Cooking
Combat Skills
Combat Skills directly affect a player’s ability to function in combat. This can be through the use of various types of Equipment which determines how well a character can use specific types of armor or shields, using various abilities that can be used to hold enemy monster’s attention, or even recovering HP and reducing damage through the Parry skill.
Howl: (Hate Skill)
Attracts the attention of NPC monsters and increases a player's Hate status effect. Often used by tanks to lure enemies to the player. Post action, generates an amount of Hate based on skill level from a single target. Raised by taking the most damage in the course of a battle. Generates 3 + skill tier Hate on the enemy.
Fighting Spirit: (Hate Skill)
Passive. Multiplies the hate generated from damage you do based on skill tier. Raised by taking the most damage in the course of a battle. Multiplies all Hate generation by skill tier.
Spiritual Light: (Hate Skill)
Passive. Generates a certain amount of Hate based on skill tier per turn towards all the enemies in the battle. Raised by taking the most damage in the course of a battle. 1 + skill tier Hate generated per turn.
Parry:
(Defensive Skill)
Adds to your defense when taking a parry action according to skill tier. Raised through use. Full post action, you may attempt to parry and counterattack in the same post, parrying mitigates the damage you take, but your weapon takes one damage directly to it's durability. +1 to Parry rolls per skill tier.
Dodge: (Defensive Skill)
Adds to your defense when taking a dodge action according to skill tier. Raised through use. Dodge is a full post action that negates all damage if the roll is successful and does one durability damage to your boots. +1 to Dodge rolls per skill tier.
Block: (Defensive Skill)
Adds to your defense when taking a block action according to skill tier. Raised through use. Full post action, you may block with your shield and counterattack, this allows access to your mitigation, however your Shield takes one damage to its durability. +1 to Block rolls per skill tier.
Battle healing:
Recover a small percentage of HP over time in battle. Can be raised by reaching the red zone (last 1/3) of your HP. +1% life per skill tier per post.
Meditation (WIP)-
«Extra Skill» Increases HP regeneration and decreases the remaining time of negative statuses by entering a mental concentration pose. Obtained in a 6th floor quest.
Emergency Recovery -
Heals you for a certain percentage of your life when you get critically wounded. May only be used once per topic. Raised by reaching the red zone (last 1/3) of your hp. +1% life per skill tier when you reach the red zone of your hp.
Equipment Skills
Investing in a player’s perspective Equipment Skill serves to help mitigate incoming damage through the use of equipped armor *.
Leather Equipment:
The effectiveness with which a player can use Leather Equipment. +2 to defense rolls per skill tier.
Light Metal Equipment:
The effectiveness with which a player can use Light Metal Equipment. +1 to defense rolls per skill tier.
Light Metal Shield:
The effectiveness with which a player can use Light Metal Shields. +1 to damage reduction per skill tier.
Heavy Metal Equipment:
The effectiveness with which a player can use Heavy Metal Equipment. +2 to damage reduction per skill tier, -2 to parry and dodge.
Heavy Metal Shield:
The effectiveness with which a player can use Heavy Shields. +2 to damage reduction per skill tier, -2 to parry and dodge.
Weapon Skills
Weapon skills all add +1 damage and +1 to attack rolls per skill tier for using a weapon of that type. Unless otherwise noted, there are no skill requirements for using a particular weapon.
One Handed Straight Sword:
The effectiveness with which a player can use longsword-like weapons (e.g. short swords (arming swords)).
Unlocked at One Handed Straight Sword skill level of 50. [/ul]
One Hand Curved Sword:
The effectiveness with which a player can use slashing-type weapons (e.g. Scimitars).
A skill obtained through a quest that is unlocked by frequent usage of the One-handed Curved Blade and allows the usage of katanas.
Unlocked at Curved Sword skill level of 250. [/ul]
One Handed Dagger:
The effectiveness with which a player can use dagger weapons in one hand.
Obtained through a quest. One can use a dagger in each hand.
Unlocked at One Handed Dagger skill level of 100.[/ul]
The effectiveness with which a player can use throwing weapons (e.g. Throwing Picks). Unlocked at One Handed Dagger skill level of 150.[/ul]
Rapier:
The effectiveness with which a player can use rapier weapons.
Wild Dance (Claws):
This skill is obtained through a quest. The effectiveness with which a player can use claw weapons.
One Handed Assault Spear:
The effectiveness with which a player can use spear weapons in one hand.
The effectiveness with which a player can use spear weapons with two hands.
Unlocked at One Handed Assault Spear skill level of 100.[/ul]
One Handed War Hammer:
Unlocked at One Handed War Hammer skill level of 100.[/ul]
One Handed Battle Axe:
Unlocked at One Handed Battle Axe skill level of 100.[/ul]
Martial Arts:
An «Extra Skill» unlocked from a quest on the 2nd Floor which allows using Sword Skills with one's hands and feet.
Skills are the statistics that govern how effective players in Sword Art Online are in their various actions. As players levels up in the game, new options become available to further differentiate them from their peers. These options are Skills, various abilities that can be used actively or passively to help them fill different roles as the game progresses. As players grow in the world of Sword Art Online they are able to dedicate themselves to becoming a Tank, or a Beast Tamer, or any other type of job or role they want to serve in their Sword Art Online experience through the use of Skills.
Level 1 Characters starting off have the ability to "equip" two skills to bring into a thread with them so that they can be raised. Every 10 levels you will be able to equip an extra skill. You gain in skill each time the conditions to raise it are met. This does not mean that other skills can not be used, they just can not be raised in that thread.
Skills range in rank from 0 to 1000. Every 50 points you enter the next skill tier, which confers some kind of overall benefit to further uses of that skill such as more damage with that type of weapon, more healing, or more crafting points to make a certain kind of item.
You may only increase 1 skill per post. If, for example, you have both Blacksmithing and Repair equipped while you are repairing armor, you can't increase them both off of the same use in a single post. However, if the repair takes more than one post, you can increase choose to increase either skill or both limited only by the total number of posts.
Familiar Skills
These Skills do not directly affect a player’s ability to function in combat. They consist of abilities that enhance the effectiveness of a player’s familiar in combat.
Familiar Recovery:
Investing in the Familiar Recovery skill allows a Beast Tamer to have their familiar recover Hp. When activated, the Familiar will receive 1HP/skill Tier. Familiar can take no action this turn.
Familiar Communication:
Investing in the Familiar Communication Skill allows a Beast Tamer’s Familiar to respond to commands better, and deal increased damage in combat.
Familiar deals +1 Damage/Skill tier
Passive Skills
Passive Skills offer various bonuses that either work as a constant effect without needing to make a post action or roll, or fulfill a specialized non-combat roll upon the need to do so.
Picking:
The ability to open locked chests and doors. Raised by use. +1 to loot roll attempts to unlock doors or chests per skill tier.
Searching:
Players investing in the Searching Skill are able to notice players or monsters attempting to conceal their presence with Hide. +1 to loot rolls to search per skill tier.
Tracking:
A modification to the Searching skill which allows tracking monsters. Can also be used to track a player who is registered as a friend by displaying their footprints from a certain time. Unlocked at Searching 250. +1 to loot rolls to searching for special monsters per skill tier.
Listening:
The ability to hear sounds from further away than normal. Higher level of skill grants the ability to hear through locked rooms. Raised by use. +1 in the attack roll to find hidden players per skill tier.
Detection:
A sixth sense, allowing the player to notice enemies and secrets from a distance. Greater mastery allows detection of monsters in «Hiding» status and primitive booby traps, such as snares and pitfalls. Raised by use. Unlocked at Searching 500. +1 loot roll for each skill tier
Hiding:
Players investing in the Hide Skill are capable of concealing their presence from monsters and other players. Raised by sneaking around. +1 in the defense roll to avoid detection by players.
Acrobatics:
Determines a player's jumping height and the ability to perform aerial maneuvers. Bottom level is the natural jumping height for the Player. Raised by performing acrobatic maneuvers, and falling from heights. +1 dodge rolls per skill tier.
Night vision:
Allows players to see normally in low light conditions. Raised by spending time in darkness. +1 to attack rolls to detect other players per skill tier.
X-ray vision:
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 Tier invested in this skill. Max level allows a player to see through secure rooms. Raised by (Does not work on clothes) +1 to attack rolls to detect other players per skill tier.
Sprint:
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. Evasion allows you a free dodge roll every page with your normal defense bonus and your Evasion bonus added together. Raised by training running. Access to Evasion at first skill tier. +1 to Evasion rolls per skill tier.
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 of things they can start a post with, and gain one extra slot per Skill Tier invested in the Extended Weight Limit skill. Raised by carrying your max inventory. +1 inventory slot per skill tier.
Trade Skills
With the exception of Appraisal and all it's associated skills, crafting rolls may be made a certain number of times a day based on the main skill associated with that craft. You may choose to raise the base skill or the specific skill when you perform a crafting action. Actions using either «Sewing» or «Repair» to fix gear also have an associated number of times per day. See the crafting guide for more details.
Appraisal:
- Gear Appraisal
- Weapons Appraisal
- Purchase Negotiation
- Sales Negotiation
- Repair
- Slashing Weapons
- Stabbing Weapons
- Blunt Weapons
- Heavy Metal Armor
- Light Metal Armor
- Medicine Mixing
- Poisons
- Crystal Creation
- Cloth Armor
- Leather Armor
- Sewing
Cooking
Combat Skills
Combat Skills directly affect a player’s ability to function in combat. This can be through the use of various types of Equipment which determines how well a character can use specific types of armor or shields, using various abilities that can be used to hold enemy monster’s attention, or even recovering HP and reducing damage through the Parry skill.
Howl: (Hate Skill)
Attracts the attention of NPC monsters and increases a player's Hate status effect. Often used by tanks to lure enemies to the player. Post action, generates an amount of Hate based on skill level from a single target. Raised by taking the most damage in the course of a battle. Generates 3 + skill tier Hate on the enemy.
Fighting Spirit: (Hate Skill)
Passive. Multiplies the hate generated from damage you do based on skill tier. Raised by taking the most damage in the course of a battle. Multiplies all Hate generation by skill tier.
Spiritual Light: (Hate Skill)
Passive. Generates a certain amount of Hate based on skill tier per turn towards all the enemies in the battle. Raised by taking the most damage in the course of a battle. 1 + skill tier Hate generated per turn.
Parry:
(Defensive Skill)
Adds to your defense when taking a parry action according to skill tier. Raised through use. Full post action, you may attempt to parry and counterattack in the same post, parrying mitigates the damage you take, but your weapon takes one damage directly to it's durability. +1 to Parry rolls per skill tier.
Dodge: (Defensive Skill)
Adds to your defense when taking a dodge action according to skill tier. Raised through use. Dodge is a full post action that negates all damage if the roll is successful and does one durability damage to your boots. +1 to Dodge rolls per skill tier.
Block: (Defensive Skill)
Adds to your defense when taking a block action according to skill tier. Raised through use. Full post action, you may block with your shield and counterattack, this allows access to your mitigation, however your Shield takes one damage to its durability. +1 to Block rolls per skill tier.
Battle healing:
Recover a small percentage of HP over time in battle. Can be raised by reaching the red zone (last 1/3) of your HP. +1% life per skill tier per post.
Meditation (WIP)-
«Extra Skill» Increases HP regeneration and decreases the remaining time of negative statuses by entering a mental concentration pose. Obtained in a 6th floor quest.
Emergency Recovery -
Heals you for a certain percentage of your life when you get critically wounded. May only be used once per topic. Raised by reaching the red zone (last 1/3) of your hp. +1% life per skill tier when you reach the red zone of your hp.
Equipment Skills
Investing in a player’s perspective Equipment Skill serves to help mitigate incoming damage through the use of equipped armor *.
Leather Equipment:
The effectiveness with which a player can use Leather Equipment. +2 to defense rolls per skill tier.
Light Metal Equipment:
The effectiveness with which a player can use Light Metal Equipment. +1 to defense rolls per skill tier.
Light Metal Shield:
The effectiveness with which a player can use Light Metal Shields. +1 to damage reduction per skill tier.
Heavy Metal Equipment:
The effectiveness with which a player can use Heavy Metal Equipment. +2 to damage reduction per skill tier, -2 to parry and dodge.
Heavy Metal Shield:
The effectiveness with which a player can use Heavy Shields. +2 to damage reduction per skill tier, -2 to parry and dodge.
Weapon Skills
Weapon skills all add +1 damage and +1 to attack rolls per skill tier for using a weapon of that type. Unless otherwise noted, there are no skill requirements for using a particular weapon.
One Handed Straight Sword:
The effectiveness with which a player can use longsword-like weapons (e.g. short swords (arming swords)).
Unlocked at One Handed Straight Sword skill level of 50. [/ul]
One Hand Curved Sword:
The effectiveness with which a player can use slashing-type weapons (e.g. Scimitars).
A skill obtained through a quest that is unlocked by frequent usage of the One-handed Curved Blade and allows the usage of katanas.
Unlocked at Curved Sword skill level of 250. [/ul]
One Handed Dagger:
The effectiveness with which a player can use dagger weapons in one hand.
Obtained through a quest. One can use a dagger in each hand.
Unlocked at One Handed Dagger skill level of 100.[/ul]
The effectiveness with which a player can use throwing weapons (e.g. Throwing Picks). Unlocked at One Handed Dagger skill level of 150.[/ul]
Rapier:
The effectiveness with which a player can use rapier weapons.
Wild Dance (Claws):
This skill is obtained through a quest. The effectiveness with which a player can use claw weapons.
One Handed Assault Spear:
The effectiveness with which a player can use spear weapons in one hand.
The effectiveness with which a player can use spear weapons with two hands.
Unlocked at One Handed Assault Spear skill level of 100.[/ul]
One Handed War Hammer:
Unlocked at One Handed War Hammer skill level of 100.[/ul]
One Handed Battle Axe:
Unlocked at One Handed Battle Axe skill level of 100.[/ul]
Martial Arts:
An «Extra Skill» unlocked from a quest on the 2nd Floor which allows using Sword Skills with one's hands and feet.