Post by CARDINAL on Dec 3, 2012 10:13:36 GMT -5
>> the core skills.Contains everything in the Offensive, Defensive, Crafting skills list. Skills which can be acquired simply upon character creation and by naturally leveling up. These skills are the basis of all character types and include the skills to use weapons, the skills to equip certain types of armor, and the skills to craft materials. They can be replaced by another Core Skill through the use of a Skill Reset in the marketplace.
You get 4 Core Skills when starting your character. You are required to have at least 1 Offensive Core Weapon Skill when creating your character. For every 10 points your character has in their Offensive Core Weapon Skill, they will receive a 1% passive damage boost with that weapon type. You are recommended to have at least 1 of the Defensive Armor Core Skills when creating your character, but this is not required. For every 10 points your character has in their Defensive Armor Core skill, their armor will passively grant 1% more protection.
Core+ skills are different from regular core skills in that you cannot choose these skills when starting a character. You must acquire them only by ranking up. Typically these skills are more advanced than regular core skills, therefore are not available from the start.>> the offensive skills.DAGGERS.
For use of small weapons like jambiyas, katars, dirks, tantos, or anything in between. These weapons are very quick, but don't do the most damage. Dagger users are ill-suited for raiding bosses, but if you want a quick attack or even a surprise attack, most dagger users are your player.
ONE-HANDED SWORDS.
For the use of bladed weapons that can be used practically in one or one and a half hands. Some examples of this include katanas, longswords, shortswords, scimitars, wakizashi, and chokutou. This weapon type is generally good for slashing and piercing with more speed then their two handed counterpart.
TWO-HANDED SWORDS.
For the use of bladed weapons that can only be used practically with one and a half to two hands. Some examples of this include katanas, longswords, zweihanders, greatswords and zhanmadao. This weapon type is generally good for slashing and piercing with more power then their one handed counterpart.
ONE-HANDED MACES.
For the use of blunt weapons like blacksmith hammers, maces, and cudgels. Good for weapon breaks and generally very heavy.
TWO-HANDED MACES.
For the use of massive blunt weapons like dire flails, heavy maces, and sledgehammers. Heaviest weapons, thus amazing for weapon breaks.
ONE-HANDED AXES.
For the use of smaller heavy headed bladed weapons like axes, tomahawks, and onos. Slightly faster than a one-handed sword and better at cutting through resistances, though they lack all thrusting ability and their raw damage is a little lower.
TWO-HANDED AXES.
For the use of large heavy headed bladed weapons like heavy axes, dane axes, and war axes. Lower damage than a two-handed sword, but it punches though shields and resistances alike with relative ease.
ONE-HANDED SPEARS.
For the use of long thrusting weapons like shortspears, hastas, and spontoons. Good thrusting but weak cutting.
TWO-HANDED SPEARS.
For the use of long, heavy thrusting weapons like tridents, ranseurs, and lances. Excellent thrusting ability but just as slow as other heavy two-handed weapons.
POLEARMS.
For the use of long hacking weapons like halberds, scythes, and poleaxes. The long reach is a disadvantage at short ranges where the deadly end of the weapon is too far away to be effective.
UNIQUE WEAPONS.
For the use of exotic weaponry such as knuckledusters, hand wrappings, and bo staffs. Unique Weapons is a diverse skill allowing the use of a variety of weapons. The mastery of these weapons rely heavily upon inner strength, vitality, and nimbleness.
CRITICAL HIT.
A skill that allows players to see weak points upon certain monsters as a vector that is overlayed upon the target's body which can be struck for greater damage. Areas where an attack would deal greater damage would appear as clear white spots, while weak points would appear as darker red points. This skill does not always activate especially in the earlier levels, so the higher the level, the more often it activates and the more likely it will activate when fighting a stronger monster.
GRIP FOCUS.
A skill that governs the use of a 1-handed weapon in two hands for extra damage. As long as they do not have anything equipped in Off-Hand, players with this skill are allowed to treat the weapon as if it were 2-handed, allowing for them to use Sword Arts which require the 2-handed equivalent. Naturally, there is also a slight passive boost in the user's grip of 1-handed weapons, making it more difficult for a player to have their weapon knocked away by a strong impact.
GRIP PLUS.
A skill that governs the use of a 2-handed weapon in one hand for versatility, allowing them to hold a shield in Off-Hand. Players with this skill are allowed to treat the weapon as if it were 1-handed, allowing for them to use Sword Arts which require the 1-handed equivalent. Naturally, there is also a slight passive boost in the user's grip of 2-handed weapons, making it more difficult for a player to have their weapon knocked away by a strong impact.>> the defensive skills.LEATHER EQUIPMENT
For the use of pliable or molded leather armor. Generally offers a good range of movement with medium protection. Has the potential to offer amazing protection, depending on the strength of material used. Leather Equipment offers 0.8 x the protection that Light Metal Equipment of the same level offers. Also governs the ability to wear cloth garments.
LIGHT METAL EQUIPMENT
For the use of light metal armor, it is heavier than leather armor and lighter than heavy armor. It uses chain mail and lighter/weaker metals. The rest of the equipment can be made up of non-metal gear such as cloth. Some metal gear is specifically light metal only. Light Metal Equipment is the standard for protection in SAO. Also governs the ability to wear cloth garments.
HEAVY METAL EQUIPMENT
For the use of heavy metal armor, you are given heavy and more durable pieces of metals. It uses platemails instead of chain mail and is a bit harder to move in. Using lots of metal armor slows movement, but increases defenses. Heavy Metal Equipment offers 1.2 x the protection that Light Metal Equipment of the same level provides. Also governs the ability to wear cloth garments.
SHIELD EQUIPMENT
For using all kinds of offhand shields. They offer the ability to easily block and deflect powerful blows at the cost of lowering your weapon speed.
GUARDIAN.
A passive skill that activates whenever you perform a switch to fight a monster that is attacking an ally. By putting yourself in harm's way to protect an ally, your defense obtains a passive increase. The higher the skill level the higher the defense increase, great for tanks. Take care while using it however; while you are sturdier, you are not invincible.
NATURAL SHIELD.
The improved ability to passively defend against ranged attacks such as thrown weapons. Possessing this skill reduces the damage of enemy ranged attacks, although even at mastery, it is merely a small amount. Still, any defense is better than no defense if you didn't see the strike coming. By ranking this skill, there is an increased chance that any ranged attack striking your body will be deflected and deal far less damage than expected.
PARRYING
While the ability to parry enemy attacks doesn't require the use of this skill, the skill unlocks an action treated as an E-Rank Sword Art. This action can be used to block against enemy attacks more easily, but it is most effective for its ability to forcefully cancel an opponent's Sword Art if done right. Depending on the skill rank of this skill compared to the rank of an opponent's Sword Art, you may be able to deflect the blow and send the opponent staggering into a powerful recoil.>> the support skills.ALCHEMY
For crafting of various items from materials, typically potions, crystals, and other fancy trinkets that almost push the limit of SAO's no magic system. The variety is great, though the process is easy. More detailed gear crafting information can be found in the bazaar.
CARPENTRY
For crafting items made of wood, be it early level equipment, furniture, tools, or simply the ability to eventually build your own house. Crafted items can be sold in the marketplace.
COOKING
For making delicious food out of various collected ingredients. In general, this skill can be used to make tasty food of your own, without any real benefits other than satisfying your stomach. However, there are a few recipes that produce special food items, some of which have a variety of effects.
HARVESTING
Allows you to start up a farm, where you can then plant seeds and after a while, start to harvest crops that can then be sold to the NPC market or other players, for a somewhat decent level of income. Naturally, you can also keep your crops in case you want to simply eat them yourself.
ARMORSMITHING
For forging light metal and heavy metal equipment. Forged items can be sold in the marketplace.
WEAPONSMITHING
For forging the many unique weapons. Forged items can be sold in the marketplace.
TAILORING
For crafting garments and leather equipment. Crafted items can be sold in the marketplace.>> the core+ skills.ARMS BLAST.
A skill that is very effective when fighting against an opponent whose strong point lies in their equipment's strength and durability, such as a monster with a thick protective shell or a duelist with powerful armor. Obtaining this skill grants the user an action that is treated as an E-Rank Sword Art. If the weapon should make contact with an enemy's equipment, it will cause durability damage, seen as noticeable cracks. If used often enough at the same point, even a tough piece of armor can lose its might over time. A higher skill rank in this skill denotes the ability to dent stronger defenses. If this skill is used against a player, the damaged equipment will regenerate after the duel.
ARTS SHIELD.
Sword Arts, which traditionally used to control the body to perform offensive techniques beyond what one can physically do, can be performed defensively given the right mindset. By taking this skill, a player will be able to create Defensive Sword Arts. More details to be released as players become close enough to taking this skill.