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GGO-RPG Site Guide & Rules

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«Welcome to GGO-RPG!»

This is a text-based roleplay forum based on the popular anime franchise Sword Art Online during the Phantom Bullet Arc in Gun Gale Online,  continuation to the successful SAO-RPG. This guide will cover all of the general rules as well as detailed mechanics like combat, skills, crafting, and more. If you have a question on a specific rule or need any help, just ask a PST (Player Support Team) member for help!

«Table of Contents»

«General Site Rules of GGO-RPG»

«Joining the Site»

  • It is crucial to read the General Site Rules and the Journal Guide before starting out. We highly recommend reading through the entire guide before creating your character.
  • The username that you register with and use to log in will be the username of your character within SBC Glocken. Take care when registering your account to choose a proper username!
  • If you already have an account on SAO-RPG, you can use your credentials there to sign in as opposed to making a new character.
  • A user may have multiple characters, however they must be registered as separate accounts.

«Common Terminology»

  • GGO = Gun Gale Online
  • VRMMORPG = Virtual Reality Massive Multiplayer Online Roleplaying Game (MMO and RPG are often used on their own)
  • IC = In Character (refers to written text)
  • OOC = Out of Character (refers to communication between users)
  • SP = either 'Skill Point' or 'Solo Party’ (depending on context)
  • AP = ‘Ability Point’
  • EXP = 'Experience' or 'Experience Points'
  • DMG, MIT, ACC, etc. = Damage, Mitigation, Accuracy, etc. For more details on stats and their abbreviations, check the Weapons, Items, Stats & Professions.
  • SPP = Shots Per Post
    • PPP = Pellets Per Post
  • PST = ‘Player Support Team’ (GGO-RPG staff)
  • CCT = ‘Content Creation Team’ (GGO-RPG staff)
  • GM = 'Game Master' (GGO-RPG staff)

«GGO-RPG General Rules»

  • All roleplay posts must have a minimum of 125 words of IC text. Battle stats and OOC notes or comments do not count toward this minimum.
    • Posts in the Merchants and Shops sub-section require only 50 words of IC text.
  • Posting twice or more in a row (double posting) is generally disallowed, unless you are in a Solo Party thread. If you missed something in your previous post or you need to correct a mistake, then use the ‘Edit’ function.
  • Spamming is not allowed under any circumstances.
  • Any form of cheating, intentional rule-breaking, or abuse of exploits or loopholes is strictly prohibited, and you will be banned if caught doing so. No exceptions.
  • Keep all posts and journals PG-13. If you are unsure if any content you wish to write would go beyond PG-13, message a staff member for clarification. For any content intended above PG-13, please see the Unrestricted Chat Filter sub-section.
  • Rude behavior or comments toward the staff or fellow players is not tolerated at all, and can result in an immediate ban.

«Discord Link»

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«Locker Room»

Before you can participate in any roleplaying threads, every player must fill out a Journal to create and manage your character. Imagine it to be like a character sheet: it should contain everything from their appearance, to their skills and stats, to their backstory and personality. We’ve provided a basic template, but you may edit the style to your liking. Just be sure to include all the required information when creating your journal.

A quick reminder: this site is PG-13 and follows the logistics of virtual reality, meaning:

  • Overly-sexual characters are not permitted.
  • Certain disabilities/mental illnesses are not permitted.
  • Non-human characters are not permitted.

These are general restrictions that have been put in place to help maintain a consistent virtual reality world experience. If you are unsure about any possible restrictions your character might be imposing on, just message a staff member for clarification!

«Journal Rules»

  • Players cannot be or have any relation to canon SAO characters (Kirito, Asuna, Sinon etc). GGO-RPG is its own universe. 
    • GGO-RPG is set in a separate universe where the events of Sword Art Online, either canonically or the RPG site, occurred and the game was beaten. However, we ask that we keep all references towards the events of SAO and SAO-RPG to a minimum. We want to be able to create our own adventures and memories, separate from SAO and SAO-RPG. Please read our FAQ for more information.
  • Players cannot be “hackers” in a way that allows them to tamper with GGO or the Cardinal system from the World Seed.
  • Characters may not have committed sexual crimes or felonies. Other cases of extreme criminality will be handled on a case by case basis by staff
  • Overly-generic characters are discouraged and sometimes disallowed.
  • New players start out with basic equipment (no enhancements). If you would like to change your style, check out the information on 'vanity' items in the  Weapons, Stats, Items & Professions section.
  • Players must keep a log of all threads, SP gains, and items in your journal. You can keep everything together or break it out into separate sections, but logs must include a link to the thread/post along with the SP, items, etc., earned. Your SP total and items your character has must be able to be verified through these logs.
  • You may not make any posts until your Journal has been reviewers and accepted. No exceptions.
  • Do not spam staff members to review your journal. All it does is annoy us and decreases you chances of having your journal reviewed. Be patient.

«Journal Structure»

  • Appearance: A picture of your character is preferred, but a written description is also acceptable as long as it is highly detailed. If you include a picture, please try to use an anime-styled image to stay consistent with the site and setting.
  • Profile: Basic information about your character: username, real name, age, height, etc.
  • About - History/Personality: Include a descriptive background for your character that is at least 2 paragraphs (5 sentences each). Since this is what brings your character to life, please add as much detail as possible!
    • Who were they before playing Gun Gale Online? How did they grow up? Did they have any major events in their life worth noting? Everyone has some history, which makes them who they are. Add that in!
    • As you adventure, consider revisiting your journal and updating this section. Including synopses of important arcs your character has experienced or relationships you have established is a great way to develop your story!
  • Virtues/Flaws: Include a minimum of three virtues and three flaws for your character. Take a look at their personality, habits, and traits to determine what about them could be considered a “virtue” or a “flaw”.
    • Each virtue/flaw must be described with a minimum of three full sentences.
    • Keep in mind that what some might see as a virtue could also be seen as a flaw. You are allowed to have an identical virtue/flaw, but write them out separately and describe how this trait benefits them as a virtue, and also how it hinders them as a flaw.
  • Skills/Inventory: When creating your journal, you will only have the basic starting armor, 1,000 credits, 5 skill points and ability points to spend as you choose.
    • This will change often over time, so be sure to revisit your journal and edit your inventory whenever you receive new rewards.
    • It may also be helpful to add a “Credits/Transactions” section to your journal to keep track of your income, spending, and available Credits.
  • Friend List/Relationships/Story So Far: These sections are optional, so feel free to remove them from your journal if you will not be using them. You can keep track of other players your character has met and major events that have happened to them.
  • Roleplays: Keep a log of completed roleplay threads--simply link to the thread. It is useful, but optional, to also enter your tracking of SP, AP, items & weapons, and Credits in this section as well.

«Starting Gear»

Upon creating a new character, you get 1000 Credits. This should be enough to get yourself a basic pistol and some ammo, but hey- don’t let me tell you how to spend your precious credits, I’m just writing a guide.

«Journal Template»

Still having trouble writing up a decent journal? No worries! Here is a super handy template that you can use for your Journal entry that’s easy to fill out, which means you get out onto the field quicker!

Profile
Username:
Real name:
Age:
Gender:
Height:

About: History/personality

Virtues:

(Insert Virtue here. Must be 3 sentences minimum.)

(Insert Virtue here. Must be 3 sentences minimum.)

(Insert Virtue here. Must be 3 sentences minimum.)

Flaws:

(Insert Flaw here. Must be 3 sentences minimum.)

(Insert Flaw here. Must be 3 sentences minimum.)

(Insert Flaw here. Must be 3 sentences minimum.)

Profession: (Leave blank until the Earning a Living quest has been completed.)

» Stats (Total): 

» Health: 200 | Level: - | Adventure Points: - | Skill Points: -
» AGI: 0/20 [No enhancements]
» VIT: 0/20 [No enhancements]
» DEX: 0/20 [No enhancements]
» STR: 0/20 [No enhancements]
» LUC: 0/20 [No enhancements]
» SEN: 0/20 [No enhancements]

Skills
Non-combat:
»

Passive:
»

Combat:
»

Weapon skills:
»

Inventory
Weapons/Tools:
»

Roleplays
» [solo/private/open] LinkedTitle
» [solo/private/open] LinkedTitle - in progress
(no "in progress" means its complete; "incomplete" can mean one or the other person stopped replying for a long time)

 

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«Sub-Forums & Threads»

You'll find there are many different sub-forums. Make sure that you're posting your topics in the correct sub-section! If you ever make a mistake or need to move a thread to a different sub-section, just message a staff member for help.

  • Tutorials: The complete rules, resources, and guide for all different aspects of the game.
  • Locker Room: All new journals are submitted here. You can also find other existing journals here if you would like to read up on other players in Gun Gale Online
  • Evaluations: Crafted items must be submitted for evaluation before they can be used. Check out the  Weapons, Stats, Items & Professions section for more details on evaluation.
  • SBC Glocken: Any and all RPs that take place within the (relatively) safe zone that is SBC Glocken
  • The Wasteland: Anything outside of SBC Glocken takes place here. Be careful, you may find yourself on the receiving end of a monster attack, or a bullet with your name on it.
  • Tournaments: Every so often tournaments run by Staff will be held here. Participants looking to enter the Battle Royale known as the Bullet of Bullets Tournament, or the squad-based tournament known as Squad Jam will want to come here.
  • Merchants and Shops: Player-run shops allow you to purchase equipment and items. Check out the Weapons, Stats, Items & Professions section for more information on shops.
  • Quest: A list of quests that can be completed for additional rewards.
  • Player Request Board: If you need help on a quest, want to recruit squad members, or make a trade, post in the player request board! Threads in this section should still be in character--imagine you are posting a request to a bulletin board.
  • Bounty Board: Got a particular monster that’s keeping you from getting that nice piece of loot? Maybe a player keeps killing you over and over again and you’ve had enough, but you can’t kill them yourself. This is where to go. Post a bounty on a specific player or even a particular mob if you want a higher level player to do the work for you. Upon completion the bounty is paid to the player who did the job. All bounties are overseen by staff.
  • Unrestricted Chat Filter: This is a mature section, recommended for players age 16+. Threads in this section are not eligible for SP or other rewards, but if you are interested in some more mature writing, contact a staff member for access to this section.
  • Squadrons: Looking to join or start a squad? Check out Squads for more information.

«Thread Types»

When creating a new thread, tags should be included in the title to indicate the floor and thread type. For example, [SP] First Steps

  • [SP]: Solo Party. Only the thread creator may post in an SP. This type of thread is the only exception to the “no double posting” rule.
    • If your thread was created as an SP but has only one post, you may change the tag to PP or OP to allow other players to post after you. Once you have made a second post, however, the thread is locked in as an SP.
    • SP’s are the only threads that cannot be invaded by other players.
  • [PP]: Private Party. A select number of players participate in a PP. The creator will typically invite and decide on the players taking part before the thread is created, however participants are free to invite other players afterwards. These threads are often good for role-playing focused threads between individuals. These threads can be invaded by players, but to do so they must immediately initiate combat or stealth with the intent of partaking in combat. If the threat is dealt with, the party may continue the thread. If all previously invited players are killed in battle, the thread ends immediately following the invaders collecting their prey's loot.
  • [OP]: Open Party. Anyone can join and participate in the adventure, for better or worse. This type of thread is recommended for beginners to allow them to meet several other players in the game with little to no planning ahead. However, it also means you are prone to being invaded by other players. Unlike a private party, the thread does not need to end upon the deaths of other players, and invaders do not need to immediately initiate combat and may delay their strike.
    • OPs are also a good way to host an event or throw a party. Don’t be afraid to get creative with an open party thread.
  • [ET]: Event Thread. Special occasions where players can participate in unique events. Event Threads are considered to be [OP] during a “sign up & preparation” period, and when the battle has begun, meaning you can join at any time. If you see an event you would like to participate in, check to see if there is a time-limit to join and be sure to make your first post in time.
    • Please note, if you join an Event Thread after the fight has commenced, you will only get half of your allocated rewards such as SP and Credits, and you will not be eligible for bonus rewards such as weapon and armor drops.

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«Stats, Skills & Perks»

Stats, Skills and Perks make up the real meat of your character. Without them you can’t do much. You can’t go out hunting for materials and monsters, you can’t complete missions, and you don’t have a prayer in a PvP situation. Read on to learn more about your Stats, Skills, and Perks.

«Abilities»

Each ability represents one of the six statistical values needed to be proficient in GGO. All abilities cap once they reach 20. In order to increase your stats, you will need to use Ability Points (AP). The number of AP that you have is determined by the number of SP that you have, which we will cover later.

Agility (AGI)

  • Increases evasive ability.
  • Increases run speed.
  • Every 5 points invested adds a +1 to your Evasion (EVA).
  • Every 10 points lets you move one more additional space per turn. (When maxed out you can move up to 3 spaces per turn.)

Vitality (VIT)

  • Determines the Health of your character.    
  • Upon character creation, you start off with 200 HP.
  • Each point invested adds +40 HP to your character’s overall health.

Dexterity (DEX)

  • Increases your precision when shooting.    
  • Also needed for setting traps.
  • Every 5 points invested adds +1 to your BD rolls.
  • Every 4 points adds to your roll when setting a trap.

Strength (STR)

  • Determines the weapons you are able to use
  • Determines how many consumables you carry at a time, which starts at 3.
  • Also determines how many magazines can be carried.
  • Every 5 points opens up another inventory slot. (5 STR = 4 slots, 10 = 5 slots, 15 = 6 slots... You get the idea.)
  • Every point invested lets you carry 1 extra magazine. Example: With 0 points you can only carry 2 magazines. If you put 1 point in this stat, you can carry 3 magazines. 2 points allows you to carry 4 Magazines and so on and so forth.

Luck (LCK)

  • Determines critical hit rate and one’s ability to use stealth.
  • Every 4 points invested adds +10 to your LD rolls when using stealth.
  • Every 4 points adds +10 to your Massive Damage Threshold LD when attacking.
  • Every 5 points adds +5 to your crate opening LD rolls.
  • Every 10 points adds + 5 to your LD rolls when seeing if you get an enemy player's weapon when you kill them.
  • Every 4 points increases your damage multiplier by 0.4 on a critical hit (BD 19 - 20)
    • Let’s say you have 20 points in Luck. That means you get a (5 x 0.4) = 2x multiplier increase on top of your 2x multiplier from rolling a critical hit. 2 + 2 = 4, which means at 20 points in luck, on a critical hit, your multiplier is at 4x damage.

Sensibility (SEN)

  • Increases your ability to sense concealed players and enemies
  • Increases ability to find treasure.
  • Every 4 points invested adds +10 on your LD roll when you search for a concealed player or enemy.
  • Every 4 points invested adds +10 to your monster loot LD rolls.    
  • Every 4 points invested adds +10 to your material gathering LD rolls.    
  • Every 4 points invested adds +5 to your crate locating LD rolls.
  • Every 4 points invested adds +10 to your dungeon searching LD rolls.        
  • Every 4 points adds +10 to your Massive Damage Threshold LD when defending.

«Stats»

  • HP: Hit Points - The amount of health your character has.
  • DMG: Damage - The base damage your character deals.
  • MIT: Mitigation - Reduces damage done to your character after being hit.
  • ACC: Accuracy - Increases your chance to hit an attack.
  • EVA: Evasion - Decreases your chance of being hit by an attack.

Ok, so I may have lied (I totally didn’t forget about these what are you talking about?) but there are more stats you need to think about. These are the basic and most common stats that you will find. Certain enhancements might give you different stats to keep track of in battle, so check out the Enhancements & Attachments List Resource for more details on all the enhancements available.

«Skills»

Skills are the essence of your character in GGO-RPG! As you level up, the skills your character has will determine how effective they are in different roles and how well they perform different actions. Think carefully about how you want to build your character before you go throwing your exp around everywhere. As your level increases, the number of skills you can learn also increases, which will be detailed later.

All the players of this game start with 5 Skill Points to their names. You should use these on the equipment that you favor as it will add extra damage with future ranks. You will earn SP as you advance through the game, and is needed to earn AP for your stats, and to use Perks

You are ranked in each skill ranked 0 - 5. 5 being a master of your craft, 0 being an unusable skill or very untrained. The number Skill Points need for each rank may vary, but most follow the same ranking system. Here are the aforementioned ranks with their corresponding cost:

  • Rank 0 > Noob - 0 Skill Points total
  • Rank 1 > Beginner - 5 Skill Points total
  • Rank 2 > Intermediate - 13 Skill Points total
  • Rank 3 > Adroit - 23 Skill Points total
  • Rank 4 > Expert - 35 Skill Points total
  • Rank 5 > Master - 50 Skill Points total

As you can see, Mastering a skill won't be a cheap investment. This makes your total cost for a single Master skill 50SP. Other skills have no ranks. To learn those skills, simply spend the amount of SP noted as its cost. Invest wisely. 

For a full list of Skill and Mods, check out the Skills & Mods List Resource.

«Perks»

So, you’ve got skills, hunh? Great, but there’s more to a gunner than just skills and shooting. Here, we have something called Perks. Think of Perks like extra skills that help define your players fighting style more in depth.

Now, you don't start with any Perks, but you can unlock one, at a maximum of five, every ten levels. To level up, you'll need to earn SP. Do the math, that means you can have all five Perks at level 50! Put in the effort and you can be unstoppable, maybe. Just so we're clear, though, choose perks you like, because you can’t change them once you buy them.

For a full list of Perks, check out the Perks List Resource.

«Earning Skill Points, Ability Points & Thread Rewards»

A thread can be marked as 'Complete' and closed for rewards when it has at least 24 roleplay posts (1 full page) and does not have unresolved combat. A 'Thread Summary' should be included at the end of the thread, either at the end of the last roleplay post, or in a post of its own. Contact a member of PST to review and lock your thread, then rewards can be recorded in your journal.

Complete threads rewards 1 Skill Point per completed page of roleplay (1 SP per 24 posts), but each participant in a thread must have at least 3 posts for each eligible SP. This means that a player who has only made 5 posts in a thread that was completed with 64 posts only receives 1 SP. Another player in that same thread made 10 posts, so they are eligible for the full 3 SP.

In addition to post count, completing a quest or clearing a sub-dungeon in a thread usually awards bonus SP, Credits, and other items. Any quest rewards should be added to the normal page count SP. Check out Quests & Dungeons for more information on these additional rewards.

On top of SP, completed threads award 400 credits per completed page. This should be split between participants at the discretion of the thread creator.

As we know, SP is gained through the completion of threads, quests, dungeons and events. The amount of SP you have determines your current level. Your level also dictates how my AP you have for stats and how many slots you have to use for both skills and perks. Simply put, you want to earn more SP to get stronger.

You can refer to the tables below on our leveling system:

  Hide contents

Level

SP Requirement

Total AP

Other Rewards

1

5

5

2 Skill Slots (Total)

2

6

6

 

3

7

7

 

4

9

8

 

5

11

9

3 Skill Slots (Total)

6

13

10

 

7

15

11

 

8

17

12

 

9

19

13

 

10

22

15

1 Perk Slot (Total)
4 Skill Slots (Total)

Level

SP Requirement

Total AP

Other Rewards

11

25

16

 

12

28

17

 

13

31

18

 

14

34

19

 

15

37

20

5 Skill Slots (Total)

16

40

21

 

17

43

22

 

18

46

23

 

19

49

24

 

20

53

26

2 Perk Slot (Total)
6 Skill Slots (Total)

Level

SP Requirement

Total AP

Other Rewards

21

57

27

 

22

61

28

 

23

65

29

 

24

69

30

 

25

73

31

7 Skill Slots (Total)

26

77

32

 

27

81

33

 

28

85

34

 

29

89

35

 

30

94

37

3 Perk Slot (Total)
8 Skill Slots (Total)

Level

SP Requirement

Total AP

Other Rewards

31

99

38

 

32

104

39

 

33

109

40

 

34

114

41

 

35

119

42

9 Skill Slots (Total)

36

124

43

 

37

129

44

 

38

134

45

 

39

139

46

 

40

145

48

4 Perk Slot (Total)
10 Skill Slots (Total)

Level

SP Requirement

Total AP

Other Rewards

41

151

49

 

42

157

50

 

43

163

51

 

44

169

52

 

45

175

53

11 Skill Slots (Total)

46

181

54

 

47

187

55

 

48

193

56

 

49

199

57

 

50

206

60

5 Perk Slot (Total)
12 Skill Slots (Total)

«Spending Skill Points & Ability Points»

As you accumulate skill points and ability, you can invest them into skills to improve your character or into specific stats the help build the character you want. Use your journal to keep track of your total SP & AP, skills you currently have, and unspent SP & AP that you have available. Whenever you have enough SP for your next skill, adjust the numbers in your journal and you’ve acquired a new skill! Keep in mind that there is a limit to the number of skills you can have in total, depending on your level. Refer to the table above.

«Refunding Skill Points»

You can remove unwanted skills from your character for a one-time Credit cost. All the Skill Points you invested into your skill will be refunded to your character, and can be reallocated freely. In order to refund a skill, players must post in the Skill Refund Evaluation topic using the template provided in that topic. When the transaction has been confirmed by a PST member, they will quote and approve the refund, and your points will be free to be redistributed.

Abuse or exploitation of the system in ways it was not intended to be used will not be tolerated, and may result in both the Credits and SP being permanently deducted from your account.

Rules on Skill/Mod Refunding:

  • Players may only apply to refund a total of 50 SP once every 30 days (This can be split between multiple skills/mods)
  • For each point of SP you want refunded, you must pay 10,000 Credits. Example below:
  Hide contents
  • Example: Player A has Rank 5 Pistol. Using the Skill Refunding System, they must drop the skill completely from R5 -> Unskilled, and a refunded 50 SP. As such, they must pay 500,000 Credits.
  • A skill can only be dropped as a whole. Example below: 
  Hide contents
  • Example: Player A has Rank 5 Pistol. Using the Skill Refunding System, they must drop the skill completely from R5 -> Unskilled. If Player X still wants to use a lower Rank of the skill, they must re-invest SP into the Pistol skill afterwards.
  • To remove a skill in which you have invested in any mods, these mods must also be removed. Example below.
  Hide contents
  • Example: Player A has Rank 5 Pistol with the Pistol Dual Wielding mod. If Player A wants to drop the Pistol Skill, the Dual Wielding mod must also be removed.
  • SP refunded with this method may not be re-invested into a Unique/Locked Skill.

Rules on Ability Point Refunding:

  • Players may only apply to refund a total of 20 AP once every 120 days (This can be split between multiple stats)
  • For each point of AP you want refunded, you must pay 50,000 Credits. Example below:
  Hide contents

Example: Player A has 20 Points in STR. Using the Ability Point Refunding System, they must drop the stat completely from 20/20 -> 0/20, and a refunded 50 AP to distribute to other stats. As such, they must pay 1,000,000 Credits.

  • A stat can only be dropped as a whole. Example below:
  Hide contents

Example: Player A has 20 Points in STR. Using the Ability Point Refunding System, they must drop the stat completely from 20/20 -> 0/20. If Player A still wants to have points in the stat, they must re-invest AP into the STR stat afterwards.

  • When you drop a stat, you lose all bonuses you acquired until you reinvest points. Example below:
  Hide contents

Example: Player A has 20 Points in STR. They immediately are not able to use any weapons that have an STR requirement over 1, can only carry 3 items and 2 magazines.

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«Weapons, Items, Stats & Professions»

Items are acquired by killing monsters, crafting, quest and event rewards, and more. Permanent items are pieces of equipment your character would wear like armor, weapons, and accessories. Consumable items provide temporary bonuses and typically disappear after they are used. Both permanent equipment and consumable items have different ranks of quality:

  • <<Standard>> [0 Enhancement Slots, Cannot Give Unique Name]
  • <<Specialised>> [1 Enhancement Slots, Cannot Give Unique Name]
  • <<Rare>>  [2 Enhancement Slots, Cannot Give Unique Name]
  • <<Exotic>> [3 Enhancement Slots, Can Give Unique Name]
  • <<Unique>> [4 Enhancement Slots, Can Give Unique Name, only given in special events and boss fights, can only have 1 <<Unique>> weapon and 1 <<Unique>> armor piece equipped at any time, cannot lose or sell <<Unique>> weapons or items unless explicitly stated]

An 'Enhancement Slot' is like an empty socket for stat bonuses and effects (called Enhancements) to be applied. Check out the Enhancements & Attachments List Resource for a complete list of all the enhancements that items can have. There is no limit to the number of consumable items you can benefit from at once. Items may not stack with themselves to exceed an enhancement's cap (more on this below).

You can also hold up to 3 “battle-ready” items when you start, gaining the ability to carry more as you increase your STR stat, not including what you already have equipped such as armor and weapons. Identical consumables can stack; for example, if you have 2 identical consumables (share the same rarity, and enhancements) you can carry both in a single “stack”, taking up only one battle-ready slot. Identical consumables can stack up to five in a single slot.

<<Standard>> Items:

<<Standard>> items have no effect on combat mechanics, and within reason there is no limit to how many <<Standard>> items you have equipped. For example, you can’t wear two helmets, but you can wear a helmet, cloak, chestplate, pants, and boots all at the same time. <<Standard>> items can be thought of as 'vanity' items.

<<Standard>> items can be either equipment like weapons or clothing, or consumables like potions and food. Generally, players may roleplay creating/obtaining <<Standard>>items at any time, and the only rules around these items are the limits of their effectiveness. For example, a consumable that dyes your avatar's hair color or weapon a certain colour, or a piece of clothing like a headband are both fine. A consumable that makes a player act erratically or an outfit that is "invisible" and makes your avatar appear naked would not be permitted. Be sure to have an understanding of the general site rules, and check out the FAQ for some explanation on what is generally disallowed in the GGO-RPG universe.

«Enhancement Caps»

Every enhancement has a cap, or limit to their effectiveness. For many enhancements, a consumable’s cap is the same as a permanent item's, meaning that a piece of equipment and a consumable with the same quality and enhancements will provide the same stats--the consumable item is just temporary.

Multiple pieces of permanent equipment cannot be combined to exceed a single enhancement's cap. Multiple consumables with the same enhancement cannot be combined at all. For example, if you used a both a <<Rare>> and <<Specialized>> damage potion, you would only receive the benefit from the highest quality item, in this case the <<Rare>>. Wearing a piece of permanent equipment and using a consumable with the same enhancement will stack.

«Crafting»

Players may take up a profession in order to craft items with enhancements. There are a few different ones to choose from, and they all have different strengths:

  • Gunsmith: Can craft new guns, both live-fire and optical weapons.
  • Weapons Technician: Can craft gun accessories, such as barrels, optics, magazines, etc.
  • Armorsmith: Can craft player armor and accessories, as well as melee weapons.
  • Ammunition Reloading: Can craft ammunition for both physical and energy guns, as well as grenades and specialty ammunition.
  • Techsmith: Can craft Consumables and Weapon Modification Kits
  • Mechanic: Can craft and repair vehicles
  • Appraiser: Sells items and identifies item drops.

After taking the 'Learning a Craft' quest, players may create a thread in The Black Market section. Crafting may only take place in shop threads. Generally, each player should have their own shop, but it is possible to collaborate with other players to share a crafting space. Feel free to be creative, but please message a staff member to go over the details of any out-of-the-ordinary shop set-ups.

Crafting days commence everyday at 12:00 pm AEST (Australian Eastern Standard Time) Please check online for time converters to see when a new crafting day begins for you. Any crafting attempts that have not been attempted do not carry over to the next day.

Material Rarities

Sometime during your adventures, you will find various crafting materials at different rarities. As a standard, you need 1 crafting material of any rarity to attempt to craft an item, check your profession to see if this number changes. However, the type of material used will affect your LD roll when rolling to craft. In the event where you will be using multiple materials of the same rarity, the bonus does not stack, it is just a flat bonus. When crafting you may not use materials of a different rarity in a single craft, and as such their bonuses would not stack.

  • <<Standard>> Crafting Material [No LD Bonus, minimum requirement for crafting]
  • <<Specialised>> Crafting Material [+10 LD Bonus]
  • <<Rare>> Crafting Material [+20 LD Bonus]
  • <<Exotic>> Crafting Material [+30 LD Bonus]

Material Conversion

Alright, I won’t lie, it’s going to be a challenge to get higher quality materials, which will make it harder to get higher rarity items and weapons. But not all is lost! You won’t have to drown in your pool of unused low-rarity crafting materials, when you are able to convert them into higher quality materials. Look below for conversion rates and costs. As an additional cost, for each crafting material you use to convert, it will cost you an extra 500 credits. For example, you have 60 <<Specialised>> Crafting Materials. In order to convert it to 2 <<Rare>> Crafting Materials, you must pay 30,000 Credits. You would perform these Material Conversions in your Evaluation thread in the Evaluations section.

  • 50 <<Standard>> Crafting Materials → 1 <<Specialised>> Crafting Material 
  • 30 <<Specialised>> Crafting Materials → 1 <<Rare>> Crafting Material
  • 20 <<Rare>> Crafting Materials → 1 <<Exotic>> Crafting Material

«Evaluating»

When you craft or identify an enhanced item, it must be submitted for evaluation. Each player should have their own thread in the Evaluations section that they will use throughout their time on the site. When submitting an item for evaluation, use the following template:

  Hide contents

Name: 
Your Profession: 

Your Rank: 
Roll ID: 
Roll Result: 

Item Type: 
Quality: 
Enhancements: 
Description: 
Post Link:

We recommend saving this template or including a blank one in your evaluation topic for easier access. When you have posted an item for evaluation, it must then be approved. PST members regularly check evaluations and will quote your submitted item(s) in the same topic when they have been reviewed. For maximum visibility, we recommend messaging PST members either on-site, or on the Discord. But do not spam staff.

Some stats increase as you put AP into various stats, such as HP when you put AP into VIT. Other stats increase with skills, equipment, and consumable items. When building your character, keep in mind all of the different options available to you.

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«Combat, Actions & Dice Roller»

Combat, crafting, and several other mechanics in GGO-RPG use a dice system, similar to SAO-RPG and many other tabletop roleplaying games.

«Types of Dice»

When using the Dice Roller, four different types of dice are always rolled:

  • BD (Battle Die): 1-20
  • TD (Technical Die): 1-12
  • LD (Luck Die): 1-100
  • MD (Mob Die): 1-20

Depending on the type of action you took, you'll be looking at the result of one or more of these dice.

«Types of Actions»

Most activities that use the Dice Roller (such as attacking and material searching) as well as other mechanics (such as using items and trading) take a 'post action' to perform. Players may only use one post action in a roleplay post, meaning that a battle between your character and a monster will most likely take multiple posts to complete. Before we get into the details of combat, let's take a look at what requires a post action and what doesn't:

In-Combat Post Actions

  • Attacking
  • Reloading
  • Using Certain Skills
  • Using/Detecting Stealth
  • Using Enhanced Consumables
  • Equipping/Unequipping Items
  • Swapping Between Weapons
  • Trading
  • Running Away (From Combat)

Out of Combat Post Actions

  • Using/Detecting Stealth
  • Non-Combat Material Gathering
  • Looking for Treasure Chests
  • Opening a Treasure Chest
  • Searching for Sub-Dungeons & Labyrinths
  • Preparing for Combat (using multiple items, swapping equipment/mods, etc)

Certain actions like trading require a post action in combat, but not out of combat. For example, you can't trade with another player and attack a monster at the same time. You would have to make the trade in one post, then wait until your next post to perform an attack.

Switching:
<Switch> is a mechanic that allows two players in the same party to swap hate values on an opponent. In order to initiate a Switch, a player must first land a successful attack. In the same post they can verbally call out to another player for a Switch. If the switching player agrees and makes a successful follow-up attack, the Switch can be completed and the two players swap hate values. A player who switched in must wait one round before initiating another switch.

Stealth:
Using stealth and detecting stealth both require a post action with a die roll. Most NPCs and monsters have a base Stealth Detection rating, so as long as your Stealth check beats that base number, you succeed in staying out of sight. All players have a base stealth rating of 50. Certain skills, and putting AP into SEN and LUC can affect your roll. Dim light or certain objects can also add bonuses to concealment, which may be used in certain quests, events, and locations. If you are attempting to stay hidden, you will need to make a stealth roll for each post until you choose to leave stealth or are discovered. A tie in stealth and detection results in the creature in stealth being discovered.

Visibility:
Actions performed in low light or darkness suffer a -10 penalty to the roll. The only thing that benefits from low-visibility conditions is stealth, which grants a +10 LD bonus. Some areas or quests have specific rules regarding visibility or other environmental effects. Be sure to check the area or quest descriptions for these details.

When out of combat: 
There is no limit to trading, swapping equipment, the amount of consumables that can be used with a single post action. For example, when preparing for a battle you can use three consumables in a single post to get the benefits of all three consumables as long as you can stack each effect. During combat, however, using a single consumable takes a post action.

Signal Flares are the only type of consumable that does not require a post action in combat. You may not use more than one flare in a single post, but you can use a flare and perform another post action (like attacking) at the same time while in combat.

«Dice Roller»

http://www.cydel.net/ggo/dice.php

When using the roller, make sure you fill in every field. Link the post you are using, put your name. If you are rolling for a mob, still input your username. In the roll purpose, please put the name of the gun and the thread you are in. If it has a unique name please still put the gun it is to make our lives easier.

«Combat Basics»

To cover the basics, we're going to go over the flow of combat. When you're first starting out, learning combat might take a little practice. Feel free to ask staff or other members for help! The Beginner Quests are also a great way to gradually get used to different mechanics.

First, you need to know your own stats. As a general rule, your first post in a thread must include your current player stats (Level, Equipment, Skills, Battle-Ready Inventory, etc). This information is locked in after making your first post in a thread and should not be edited. Think of this as your 'Loadout' for the duration of the thread. Look below for a good template on how to do your loadout!

Spoiler

<<Loadout>>

Stats

HP: - | Level: - | Ability Points: - | Skill Points: -
» AGI: -/20
» VIT: -/20 
» DEX: -/20 
» LUC: -/20 
» SEN: -/20 
» STR: -/20

» DMG: -
» ACC: -
» EVA: -
» MIT: -

Equipment

<<Rarity>> << Item Name>> [Item Name] <<Any other information such as ammunition, magazines, damage, SPP etc.>>

Skills

-

Perks

-

Next, you'll need something to fight against. Sometimes the monsters you will be fighting are pre-designed (quest objectives, events, floor bosses). For the rest of your adventures, you've got to make up the monsters yourself! Check the details down below to get an idea of what stats your monster needs to have.

What happens in combat is largely determined by using the Battle dice or BD for short. A player is generally allowed to initiate one combat action per post. Combat actions include attacking, reloading your weapon, changing equipment, or using consumables. Firing a shot is generally the most common action players will perform in combat. 

To fire a shot, you must first know the result of your BD roll. The BD roll can be obtained from the perma-roller. Once you have your BD result, you can begin to write the roleplay to describe your character’s action. It’s important to get your BD result before writing the action, otherwise the description may not match the result. Don't forget that when using the perma-roller you want to link the roll to the post and not the thread.

Once you've got yourself and your enemy, you can start rolling the dice! When determining whether an attack was successful or not, refer to the chart below

Spoiler

BD Roll

Result

1 - 2

Critical Miss (Always Miss)

3 - 10

Miss (Can still hit with ACC bonus)

11 - 14

Grazing Hit (½ Damage)

15 - 18

Hit (Normal Damage)

19 - 20

Critical Hit (x2 Damage)

Natural rolls of 1 and 2 result in a Critical Fail and automatically miss. Natural rolls of 19 and 20 are Critical Successes and automatically hit. They also apply a bonus x2 to base damage, respectively.

Dice modifiers are very important. The Accuracy enhancement, for example, gives you a bonus to the BD when attacking. A bit of ACC can turn that 8 you rolled into a successful attack! On the same roll that you used to attack, the MD result is usually used to determine the monster's attack against you. Monster attacks use the same chart as above to determine a success or failure.

Once you know whether your attack was successful or not (and if you got hit in return or not), you can calculate damage. Modifiers are important here as well! Your skills and equipment can contribute to your damage output.

It’s all well and good if you get a high enough BD to hit your target, but you could potentially deal more damage than you thought depending on the roll of your TD. Take a look at your weapon’s Shots Per Post value, or SPP. If  is 1, then you can ignore your TD value and calculate damage as normal. However, your SPP could be 2, 3, 4, 6 or 12 as well. If your SPP is one of these values, then you’ll need to check your TD, which determines how many shots hit the target.

Be aware of your weapon’s firing mode! Some weapons will have one or more firing modes, between Single Fire, Three Round Burst, or Full Auto. If your weapon is Single Fire, then you roll the BD for each individual shot, regardless of your SPP. If your weapon is Three Round Burst, then you roll the BD once and you assume the SPP is 3, and roll using that table. If your weapon is Full Auto, then you roll the BD once and then you check your TD, making sure to roll on the correct SPP table. Look at the tables below for your SPP and TD.

Shots Per Post: 2

Spoiler

TD Roll

Shots landed

1 - 6

1

7 - 12

2

Shots Per Post: 3

Spoiler

TD Roll

Shots landed

1 - 4

1

5 - 8

2

9 - 12

3

Shots Per Post: 4

Spoiler

TD Roll

Shots landed

1 - 3

1

4 - 6

2

7 - 9

3

10 - 12

4

Shots Per Post: 6

Spoiler

TD Roll

Shots landed

1 - 2

1

3 - 4

2

5 - 6

3

7 - 8

4

9 - 10

5

11 - 12

6

Shots Per Post: 12

Spoiler

TD Roll

Shots landed

1

1

2

2

3

3

4

4

5

5

6

6

7

7

8

8

9

9

10

10

11

11

12

12

Example for semi-auto attacks below:

Spoiler

Example: Player A has a Makarov PM, a semi-auto weapon with base damage at 24 and SPP of 3. On a particular roll Player A rolls a BD of 19, 20 and 4. This means that 2 of his 3 shots that he fires hit their target, and the two attacks that hit are critical hits. Damage would be calculated as such: (24 [Makarov Damage] * 2 [Shots landed]) * 2 [Critical Hit] = 96 damage.

Example for full auto attacks below:

Spoiler

Example: Player A has an AS Val, a full auto weapon with base damage at 19 and SPP of 3. On a particular roll Player A rolls a BD of 14 and a TD of 12. This means that all 3 of his shots that he fires hit their target, all three attacks are glancing hits. The AS Val also has an integrated suppressor, which can also reduce the damage. Damage would be calculated as such: (19 [AS Val Damage] * 3 [Shots landed]) * 0.5 [Glancing Hit] ) * 0.9 [Suppressor]) = 25 ballistic damage.

If you are running low on ammo in your magazine, and you find yourself with a number of bullets where you are unable to use up all bullets in one TD roll, then you'll need to roll twice.  Example below

Spoiler

Example: Player A has an AS Val, with a magazine capacity of 20 rounds and SPP of 3. After 6 rounds, Player A has fired 18 rounds, and on round 7 has 2 rounds left. On round 7, Player A rolls their TD as if the SPP was 2, but only for that round before they reload. After reloading, Player A assumes that the AS Val's SPP is 3 as normal.

Be aware of your weapon’s firing mode! Some weapons will have one or more firing modes, between Single Fire, Three Round Burst, or Full Auto. For Full Auto weapons, you fire your weapon as normal the first time. However, for each consecutive round of posting after, if your action is to continue firing, you will incur a -1 BD that will stack, for a maximum of -5 BD. The only way to get rid of the penalty is to stop firing for one round of posting.

Shotguns use the TD a little bit differently. First you make your roll to see if you hit with your BD as normal. If you do hit, look at your TD, and that is the number of pellets that hit the enemy, or PPP. The number of pellets that can hit is dependent on your range compared to your opponent. Look at the tables below for your PPP and TD at each range.

Close Range

Spoiler

TD Roll

Shots landed

1

1

2

2

3

3

4

4

5

5

6

6

7

7

8

8

9

9

10

10

11

11

12

12

Medium Range

Spoiler

TD Roll

Shots landed

1 - 2

1

3 - 4

2

5 - 6

3

7 - 8

4

9 - 10

5

11 - 12

6

Long Range

Spoiler

TD Roll

Shots landed

1 - 4

1

5 - 8

2

9 - 12

3

If your target is still standing after an attack and you want to keep on fighting, a new dice roll must be made! From here you would simply repeat the process until you've defeated your target. If the target had the minimum stats to drop loot, you get to roll for rewards once the monster is defeated!

Damage in Combat (Basics)

Each gun has a set amount of damage attached to it based off of the type of weapon it is. Damage dealt can be improved through Perks and other means though. If you suffer damage from a monster or another player, that damage is subtracted from your current health. Just as damage can be increased, it can also be reduced through similar means. But despite how much damage is dealt or mitigated, a successful hit will always do a minimum of 1 damage. You can never become immune to taking damage.

There are three main types of damage that you should be aware of. Optical Damage is usually dealt by optical weapons and is favored when hunting mobs as opposed to players. Ballistic Damage is usually dealt by live weapons such as pistols shotguns and snipers. Explosive Damage is usually dealt by explosives such a small grenades, mines and launchers. Different armor types or skills can help in mitigating these different damage types.

Mitigation is applied onto the total damage after base damage and all other modifiers have been calculated.

Spoiler

Example: Player A has a Makarov PM, with base damage at 24 and SPP of 3. Player A is fighting against a mob with 100 HP and 10 MIT. All three shots are regular hits, and deals a total of 72 damage before Mitigation. After Mitigation is applied, the total damage comes down to 62 damage, and the mob now has 38 HP remaining.

Massive Damage Threshold

A person who is able to do damage greater than 1/2 the opposing player or enemy's HP in a single attack after mitigation can immediately drop the target to 1 HP. However, the final outcome is also decided by a LD battle similar to stealth. The player who has declared the attack must post their LD + LCK bonus. The idea here being that a player who is more lucky is more likely to make a headshot. The attacked player then must roll the LD to see if they survive the shot. They take their LD + SEN bonus (the idea being a more sensible player can avoid a deadly shot) and if they lose then they go down to 1 HP. If they win, they take normal damage. After the LD battle has concluded, the player who was shot at then takes their turn as normal. For any attacks or other roll based actions, players should make a separate roll of the one used for the LD battle.        
            
Additional Note: If a player is brought down to 1 HP or would die anyway, the Massive Damage Threshold won’t take effect. The MDT also only activates once per target.

Killing and Looting other Players

In the event where you manage to kill an enemy player, there is chance that you will be able to acquire his or her weapon! In order for you to get your opponent's weapon, you need to check the result of both your BD and your LD.

Here is how looting players works. On the same roll where you kill an enemy player (You need to get a high enough BD and deal enough damage to reduce their health to 0 and kill them), you must check your LD. Your LD must be greater than or equal to 95. The only way your roll can be effected is through boosting your Luck (LUC) stat high enough. No other enhancements, attachments, skills or perks can influence this roll. If you do manage to loot their weapon, you only loot the weapon they had equipped when they died. 

Spoiler

Example: Player A has an AS Val, and a PM Makarov. Player A has their PM Makarov in their hand and equipped when they are killed by Player B. Player B is successful in killing Player A and looting their weapon. Player A loses their PM Makarov, but not their AS Val.

Aside from potentially looting another player's equipped weapon, you will also get a number of credits from them upon killing them, according to their level. The number of credits you get from them is (Player Level * 1000). If they have less than the required amount of credits then you simply get however much they have.

Spoiler

Example: Player A is at level 20 and has 14,000 Credits. Player A is then killed by Player B. Since Player A does not have the required 20,000 Credits, Player B instead gets 14,000 Credits and Player A is left with 0 Credits.

Monster Combat

Once you begin the game, a good way to start earning Credits is by fighting small monsters and animals in the fields. All monsters have the potential to drop loot of varying quality as long as they meet the loot standards

As a simple mob, you the player are allowed to “play” as the monster. It is assumed that whoever “spawns” the mob plays as it. For example, if you are alone, you will always play as the monster. If with other players, whoever spawns it, plays as it. If your friend decides to spawn a mutant, they will play as said mutant. While playing a mob you must use the Mob Dice (MD) in place of the Battle Dice to resolve their attacks. Unless stated otherwise, mobs use the same table as Players to hit there target. Mobs can be spawned as close or far away as you want them to be, but they will move closer each turn until they are within range to attack. EX: A melee based mob will move once every turn until it occupies the same space as you to attack, or at least die trying. As such, please label your mobs according to what range they can attack from.

Monsters do critical hits on MD rolls of 20, multiplying their regular damage by 2

These are the stats needed to qualify for loot:

Loot Minimum Monster Stats

  • Health: Highest Player Level * 50 (Minimum 50 HP)
  • Damage: Highest VIT Stat * 25 (Minimum 25)
  • Damage Type: Ballistic or Explosive
  • Mitigation: Highest Player Level (Minimum 1 MIT)
  • ALL Range Bonuses +/-0

If you look at Health, Damage and Mitigation, it says Highest Player Level or Highest VIT Stat. When taking these numbers, especially when you are in a party, you take the highest value across all players. Example below:

Spoiler

Example: Player A is at level 5 and has a VIT score of 1. Player A is at level 3 and has a VIT score of 4. Both are in a party fighting a mob with the required stats to drop loot. As such, its Health would be 250 (5 * 50), its Damage would be 100 (4 * 25), and its Mitigation would be 5.

Mob Damage & Extra Abilities
Mob damage has no maximum, but it does have to deal at least 1 Damage on a successful hit regardless of mitigation. Players can scale up mob damage and health. If they think they can handle it. Or even if they don't.

Extra Abilities:
Some Bounty Bosses have Stun and Incendiary abilities, while others may have extra bonuses or penalties at different ranges. If you wish to make a mob with any of these rounds or buffs to challenge yourself, you are more than welcome to, as long as the buffs/nerfs/abilities make sense in regards to the mob summoned. However, if you are in a party please inform the other players before doing so in order to avoid metagaming and to keep it fair for all players!

Hate
Hate works similar to SAO-RPG. Grazing hits generate 1 hate, normal hits generate 2, and critical hits generate 3. Monsters will attack whoever has the most hate. Only four will target a single person at one time. Monsters will always shift to the person with the highest hate even if they weren't previously targeting them. Hate resets if a new battle starts.

«Fighting and Turns»

When fighting alone, make a single roll and reference both the BD and MD for one 'round' of combat: the BD result is for your character, whereas the MD result is for the monster.

Fighting in a Party:

Normal parties can have up to 4 players. Each player will make their own combat roll, and one player is typically in charge of using the MD result of their roll to determine the monster's attacks. This should generally be the last player that attacks, so a full round of combat with three people would look something like this:

[Player 1's Attack]
[Player 2's Attack]
[Player 3's Attack + Monster's Attack]
Players are permitted to post in any order they like so long as each participant gets an action each round. For example, using the above players, their next round of combat could look something like this:

[Player 3's Attack]
[Player 1's Attack]
[Player 2's Attack + Monster's Attack]
Players may pass their own turns; as long as their stats continue to be tracked, this is fine. Communicate with your party members and fellow writers! If you're unable to post for an extended period of time, just let your teammates know and you can decide on the best thing to do together.

Forming Multiple Parties:

If you have more than four players in one combat, then multiple parties must be formed. Parties can be split up in any way as long as a single party does not exceed four members (i.e. two groups of three / one group of four and one group of two). In combat with multiple parties, the enemy must have a turn in between each group. Example below:

Spoiler

«Group 1's Turn»
[Player 1]
[Player 2]
[Player 3]

«Enemies' Turn»

«Group 2's Turn»
[Player 4]
[Player 5]
[Player 6]

«Enemies' Turn»

The group of players that are currently attacking is known as the 'active party'. The last player in the active party should use the MD of their own attack for the enemy (or make a roll for the enemies' turn if they did not attack). In the example above, that would be Player 3 for the enemies' first turn, and then Player 6 for the second turn to wrap up the first whole round of combat.

Fighting Multiple Enemies:

Players may spawn anywhere between 1-4 monsters when running a custom combat. When facing multiple enemies, be sure to keep track of each target's stats and hate. If each creature is simply a copy of the same monster (a pack of 4 wolves) they should be numbered when noting damage and dice rolls (Wolf #1, Wolf #2, etc). When attacking multiple enemies and when rolling for multiple enemies' attacks, each target should be given and receive a separate roll. For example, if one player is fighting a group of four monsters and fires a bullet at each enemy, they would roll four times: the BD/MD results would apply to each mob as they are specified in the Roll Purpose (Wolf #2). If that player uses a single-target attack, they would still make four rolls, but only one would be designated as them attacking the specific monster ("Wolf #3 attacking", and "AK-47 on Wolf #4", for example).

PvP Battles

Player versus player, or PvP, is also a form of combat in GGO. Similar to the combat with mobs, players fight with turns back and forth. Also, note your opponent’s armor, if any. It will be important to calculating damage for hits.

IMPORTANT: PvP in GGO-RPG is NOT Consensual. All threads that take place outside of Glocken, certain bounties, dungeons and quests are fair game for others to invade. If you kill a player in a PvP encounter, you obtain Credits based on their level and a chance to gain their equipped weapon if you roll a high enough on the LD with your kill shot.

If a player is involved in a PVP situation and stops posting either because they do not want to die or they have become busy with IRL issues, have no fear, the battle doesn't simply end. They will have 48 hours to post; that is basically two days. If a post is not made in 48 hours, then they can be skipped and it will move to the next person's turn in the rotation. This is to prevent topics from stalling out.    

In the rare event that a player willingly gives up in a PVP scenario or they are skipped twice in a row for inactivity, no one has to continue to fire and waste ammunition. A player may 'execute' their surrendered enemy with a quick headshot or through the use of a melee weapon. This action requires no roll, but must be declared in the post.

When joining a thread with the intention of combat, you must enter from the opposite side of the battlefield (Either 3 or -3) and may NOT shoot or attack on your first post in the thread. You have two choices: 

  • Stand in the open and basically act as a human-sized target by making your presence known. This leaves you open to possibly being attacked if the other players think you're hostile.
  • Use stealth.

Stealth Rules: You may sneak and give the enemy either a chance to Spot you or Run if you enter a thread looking for a fight. When sneaking into a thread, you must roll your LD. On your opponent’s next post, they too roll the LD. The Escape Value needed to run is a natural roll of 90 or higher. If they get that, they have found you and are allowed to escape without fighting. The Escape Value may be lowered with each agility stat point they have above you. Or they can simply spot you by rolling a higher LD than yours. The chances of spotting someone increases with Sensibility while the chances of remaining stealthed increase with points invested into Luck.

If unspotted until their next turn, the player in hiding may move one space closer. This process continues until the hiding player is either found by the opposing party or moves within enough spaces to be able to attack. Stealth does not grant an instant hit, it requires a BD roll. If they fire without a suppressor on their weapon, their position is given away and the battle officially starts. However, if a weapon with a suppressor is fired then the player in hiding will simply suffer -5 to their Sneaking Roll for each attack attempt while in stealth but can remain hidden until the other party finds them.

Stealth can be used in battle as well as long as the opponent hasn’t attacked you for at least one turn. Same rules as above would apply.

You may also use stealth outside of battle to hide from potential invaders. If  someone does invade they'll roll to spot you instead of rolling to hide. ONLY IN THIS CASE MAY AN INVADER ATTACK ON THEIR FIRST TURN IF THEY FIND YOU!

Duration of a Round

A round is completed when all parties have made some action during combat. After everyone has posted, it moves to the next round.

Spoiler

There is Party A, Party B and a Boss. Combat goes as follows:

«Party A's Turn» [Round 1 Start]
[Player 1]
[Player 2]
[Player 3]
[Player 4]
[Player 5]
[Player 6]

«Boss' Turn»

«Party B's Turn»
[Player 7]
[Player 8]
[Player 9]
[Player 10]
[Player 11]
[Player 12]

«Boss' Turn» [Round 1 End]

After the boss' second turn, the first round ends and the second round starts, starting with Party A

Throwables

Throwables are consumables that can be used in combat, such as grenades and flares. Crafting throwables is done by Techsmiths, and works the same as other consumables in regards to crafting, the higher the rarity of the consumable, the greater the effects. Alongside the effects, each throwable has a range and radius value. The range of a throwable determines how far you can throw your throwable, while the radius determines how many players you can potentially affect.

The radius of a throwable can be 1, 3 or 5. A throwable with a radius of 1 means its effects only affect those in the position the throwable lands in. A throwable with a radius of 3 means its effects affect those in the position and the two positions adjacent to the position the throwable lands in. A throwable with a radius of 5 means its effects affect those in the position and the two positions adjacent to the position the throwable lands in. Examples below:

Spoiler

Radius: 1

Position: -3

Position: -2

Position: -1

Position: 0

Position: 1

Position: 2

Position: 3

 

 

 

Affected Area

Throwable

 

 

 

Radius: 3

Position: -3

Position: -2

Position: -1

Position: 0

Position: 1

Position: 2

Position: 3

 

 

Affected Area

Affected Area

Throwable

Affected Area

 

 

Radius: 5

Position: -3

Position: -2

Position: -1

Position: 0

Position: 1

Position: 2

Position: 3

 

Affected Area

Affected Area

Affected Area

Throwable

Affected Area

Affected Area

 

The range of a throwable can be 1, 2 or 3. A throwable with a range of 1 means you can only throw your throwable either on your own position or either position adjacent to yours. A throwable with a range of 2 means you can throw your throwable to any of the two positions adjacent to you. A throwable with a range of 3 means you can throw your throwable to any of the three positions adjacent to you. Examples below:

Spoiler

Range: 1

Position: -3

Position: -2

Position: -1

Position: 0

Position: 1

Position: 2

Position: 3

 

 

Throwable Range

Throwable Range

Player

Throwable Range

 

 

Range: 2

Position: -3

Position: -2

Position: -1

Position: 0

Position: 1

Position: 2

Position: 3

 

Throwable Range

Throwable Range

Throwable Range

Player

Throwable Range

Throwable Range

 

Range: 3

Position: -3

Position: -2

Position: -1

Position: 0

Position: 1

Position: 2

Position: 3

Throwable Range

Throwable Range

Throwable Range

Throwable Range

Player

Throwable Range

Throwable Range

Throwable Range

«Range»

Long Range: It is considered Long Range when you attack a target that is at least 4 spaces between yourself and the target. Long Range weapons may only attack once every two turns. Example: You’re a sniper standing at position 3. You can attack people anywhere on the field, but it is a Long Range fight if your target is standing at -2 or further.

Position: -3

Position: -2

Position: -1

Position: 0

Position: 1

Position: 2

Position: 3

Target

Target

 

 

 

 

You

Medium Range: Medium Range is established when there are at most 3 spaces between yourself and the enemy. Example: You’re standing at position 2 and attack targets standing at -2 or -1.

Position: -3

Position: -2

Position: -1

Position: 0

Position: 1

Position: 2

Position: 3

 

Target

Target

 

 

You

 

Short Range: Short Range is when there is at most only one space between yourself and the opponent. Example: You’re standing at position 1 and attack targets at -1 or on n adjacent space.

Position: -3

Position: -2

Position: -1

Position: -0

Position: 1

Position: 2

Position: 3

 

 

Target

Target

You

 

 

Melee Range: It is considered to be melee range when you and your target occupy the same space. You cannot use your gun in this range. Example: You’re standing at position 0 and your opponent is also at position 0

Position: -3

Position: -2

Position: -1

Position: 0

Position:1

Position: 2

Position: 3

 

 

 

Target

You

 

 

 

How does this affect you, you might ask? Well at the beginning of any combat participants MUST state where they are starting at in relation to each other and the battlefield. The general rule is that one person will start at -3 and the other at 3 unless if stealth was used. (P.S. - Range applies in both directions of the field in case that wasn't obvious. So if you're standing at 1 and have a shotgun you can hit people standing at 2 and 3 also because that'd be considered Short Range in relation to your current position. Another example would be if you were standing at 3 and your enemy was also on 3 you could engage in melee.)

Movement

Movement does not consume a full post action. Once you are within enough spaces required to use your gun, you may attack. If you move within range of your opponent at the start of your turn, you may attack in the same turn. Or you may already be within range, attack, and then decide to move at the end of your turn. That’s fine too. But you may only move ONCE per turn and only to ONE adjacent space unless you have a perk that lets you cross more.

«Retreating»

Retreating, or running away, or fleeing, whatever term you use I won’t judge you (that much) Sometimes a fight may take a turn for the worse. In most cases, you can try to run away from normal monsters in order to end combat. You won't be able to get any rewards from the monster if it dies, but it could be a smart choice to run away if it would save your life!

Attempting to run away is a post action that requires a die roll. Simply note that you are running away in the Roll Purpose of the Dice Roller and use the LD result. Use the chart below to determine your success:

LD Roll

Result

1 - 60

Fail

61 - 90

Partial Success

91 - 100

Success

 
  • Fail: You were not able to get away, and the mob continues to attack you. Use the MD result from the Running Away roll as the monster's attack for that round.
  • Partial Success: You did not escape combat, but the monster fails to attack you. Nothing else happens.
  • Success: You escape from combat. Monsters will not follow you.

General LD bonuses from skills and items do not apply to the Running Away roll, but you do get bonuses to the roll for different circumstances:

  • Opponent is at or below 50% HP: +10
  • You do not have the highest hate against the opponent: +20
  • You previously did not fully succeed at running away from the opponent: +10

For groups of 2-4 opponents, think of them as a single target when applying these bonuses. For example, if the remaining HP of four enemies combined is equal to or lower than the total HP of them combined, you would get the +10 bonus. If one opponent is low health, but not enough to bring the combined total to 50%, you would not get a bonus. Targets in a group that have already died would still factor in, considered to be at 0 HP and have 0 hate against all players.

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«Looting and Crates»

Most loot is obtained by killing monsters. As described in the Combat Tutorial, players are in control of spawning the monsters they fight outside of special events, bosses, etc. Player-controlled monsters must be created within the following stat guidelines:

Loot Minimum Monster Stats

  • Health: Highest Player Level * 50 (Minimum 50 HP)
  • Damage: Highest VIT Stat * 25 (Minimum 25)
  • Damage Type: Ballistic or Explosive
  • Mitigation: Highest Player Level (Minimum 1 MIT)
  • ALL Range Bonuses +/-0

In order for a monster to drop loot when slain, they must meet the Loot Minimum Parameters. The player who deals the killing blow on a monster should use the table below to determine the loot that drops. In the same post that a monster is slain, that player rolls another die with the Roll Purpose "Loot Roll", "Loot from <target>", etc. When facing multiple enemies, each target must receive a separate LD roll.

Loot Table

All loot-standard monsters drop (HP * 15) Credits in addition to the following items based on the roll

LD 1 → 40

TD 1 → 12

Nothing

LD 41 → 60

TD 1 → 4

1 <<Standard>> Crafting Material

TD 5 → 12

(HP) Bonus Credits

2 <<Standard>> Crafting Material

LD 61 → 70

TD 1 → 4

2 <<Specialised>> Crafting Materials

TD 5 → 8

1 <<Specialised>> Crafting Materials

<<Specialised>> <<Unidentified>> Weapon

TD 9 → 12

1 <<Specialised>> Crafting Materials

<<Specialised>> <<Unidentified>> Armor

LD 71 → 80

TD 1 → 4

(HP * 2) Bonus Credits

2 <<Specialised>> Crafting Materials

TD 5 → 8

2 <<Specialised>> Crafting Materials

<<Specialised>> <<Unidentified>> Consumable

TD 9 → 12

(HP * 2) Bonus Credits

<<Specialised>> <<Unidentified>> Consumable

LD 81 → 90

TD 1 → 4

3 <<Rare>> Crafting Materials

TD 5 → 8

2 <<Rare>> Crafting Materials

<<Rare>> <<Unidentified>> Weapon

TD 9 → 12

2 <<Rare>> Crafting Materials

<<Rare>> <<Unidentified>> Armor

LD 91 → 95

TD 1 → 4

(HP * 3) Bonus Credits

3 <<Rare>> Crafting Materials

TD 5 → 8

3 <<Rare>> Crafting Materials

<<Rare>> <<Unidentified>> Consumable

TD 9 → 12

(HP * 3) Bonus Credits

<<Rare>> <<Unidentified>> Consumable

LD 96 → 100

TD 1 → 4

4 <<Exotic>> Crafting Materials

TD 5 → 8

3 <<Exotic>> Crafting Materials

<<Exotic>> <<Unidentified>> Weapon

TD 9 → 12

3 <<Exotic>> Crafting Materials

<<Exotic>> <<Unidentified>> Armor

LD >100

TD 1 → 4

(HP * 5) Bonus Credits

4 <<Exotic>> Crafting Materials

TD 5 → 8

4 <<Exotic>> Crafting Materials

<<Exotic>> <<Unidentified>> Consumable

TD 9 → 11

(HP * 7) Bonus Credits

<<Exotic>> <<Unidentified>> Consumable

TD 12

Map of Hard Dungeon

<<Unidentified>> Items

When a player receives a weapon, armor, or consumable from a monster drop or a treasure chest, those items become an <<Unidentified>> <<(Rarity) (Item type)>>. For example, an <<Unidentified>> <<Rare Weapon>>

Unidentified items cannot be equipped or used until they have been successfully identified by an Appraiser, who is able to identify the item’s type, and any enhancements or accessories. For more information on the identification process, check out the Appraiser Guide.

«Out-of-Combat Gathering»

Players can also attempt to gather materials without fighting monsters. The following guidelines apply to gathering:

  • You must be out of combat. Posts where monsters are spawned or killed cannot also be used for gathering.
  • The fiction must allow for searching, foraging, or otherwise gathering of items. You may not attempt to search for materials without your character taking action to do so in your post.
  • Players may not search for materials in safe zones/settlements, player shops, etc.

When rolling the dice to search for materials, refer to your LD result. Skills like Vulture as well as +LD equipment and consumables can all affect your gathering attempt.

  • [1-74] = No materials found
  • [75+] = Found materials!

On a successful gathering attempt, you gain (1) <<Standard>> crafting material. Be aware of skills like Collector and Scavenger which can affect the results of your gathering attempt.

«Crates»

Occasionally during your adventures you just might find what we call a crate, or loot crate, whichever. Aside from all of the sweet loot contained within, finding a crate is sure to provide players with a sense of pride and accomplishment for finding and unlocking these loot crates (no microtransactions required, take notes EA!)

Every 20 posts in a thread, players are able to search for a crate. Searching for a crate must follow certain guidelines:

  • The fiction must allow for a crate to be found. For example, you would not be able to search for a treasure chest while your character is in a settlement, player shop, house, etc.
  • Players may not search for a crate while in combat.
  • Players may not search for a crate and a sub-dungeon within 10 posts of each other. For example, if you search for a sub-dungeon on post 20, the earliest you can search for a crate is on post 31.
  • Searching for a crate is a post action.

To search for a crate, roll the dice and use the LD result. Skills like Vulture as well as +LD equipment and consumables can all affect your searching attempt.

  • [1-94] = Nothing found...
  • [95+] = Found a crate!

After finding the chest, another post action must be used to open it. Make another roll and use the LD result. 

  • [1-40] = Oops, looks like the crate was rigged with a trap, and you messing with it trying to unlock it set if off! The player who tried to open the crate suffers explosive damage equal to (Player Level * 50) The crate is also destroyed, and no loot is dropped. Good job, by the way.
  • [41-60] = (Player Level * 50) Credits, 2 <<Specialised>> Crafting Materials, 2 <<Specialised>> <<Unidentified>> Consumables
  • [61-70] = (Player Level * 75) Credits, 3 <<Rare>> Crafting Materials, 2 <<Specialised>> <<Unidentified>> Consumables
  • [71-80] = (Player Level * 100) Credits, 5 <<Rare>> Crafting Materials, <<Rare>> <<Unidentified>> Weapon, 2 <<Rare>> <<Unidentified>> Consumables
  • [81-90] = (Player Level * 150) Credits, 8 <<Exotic>> Crafting Materials, <<Exotic>> <<Unidentified>> Armor, 2 <<Rare>> <<Unidentified>> Consumables
  • [91-95] = (Player Level * 200) Credits, 10 <<Exotic>> Crafting Materials, 2 <<Exotic>> <<Unidentified>> Weapons, <<Exotic>> <<Unidentified>> Consumable
  • [96+] = (Player Level * 250) Credits, 12 <<Exotic>> Crafting Materials, <<Exotic>> <<Unidentified>> Weapon, <<Exotic>> <<Unidentified>> Armor, 2 <<Exotic>><<Unidentified>> Consumables

Keep in mind that items obtained through treasure chests are always <<Unidentified>> and must be identified by an Appraiser.

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«Dungeons»

Hidden throughout the world of GGO, behind false walls and secret entrances, under hidden pit traps, and guarded by hordes of monsters, there exists a surplus of secret dungeons untouched by the general masses. Although their clearing is not strictly necessary to a character’s progression, they aren't without their own challenges and rewards. These dungeons require a good deal of persistence, a keen eye, and a bit of luck to be uncovered.

«Finding a Dungeon»

  • Players may search for a dungeon once every 20 posts.
  • Players may not search for a dungeon while in combat.
  • Players may not search for a dungeon and a treasure chest within 10 posts of each other. 
    • For example, if you search for a treasure chest on post 20, the earliest you can search for a dungeon is on post 31.
  • Searching for a dungeon is a post action.
  • Only one dungeon can be found per thread.

When rolling to search for a dungeon, consult the table below to determine what kind of dungeon you've found:

LD Roll

Result

LD < 70

No Dungeon Found

LD 71 - 85

Regular Dungeon

LD 86 - 95

Hard Dungeon

LD >95

Infernal Dungeon

«Dungeon Difficulties and Rewards»

Sub-dungeons themselves are free to be designed at the discretion of the participants, but the monsters, bosses, and rewards inside must all adhere to the the guide's requirements listed below:

Regular Dungeons

Can be fled from by using signal flares.
Players must defeat the following mobs:

(4) Standard

  • HP: (Highest Player Level * 100)
  • DMG: (Highest VIT Stat * 21)
  • MIT: (Highest Player Level)
  • ACC: 0
  • EVA: 0

(1) Elite

  • HP: (Highest Player Level * 120)
  • DMG: (Highest VIT Stat * 22)
  • MIT: (Highest Player Level)
  • ACC: 1
  • EVA: 1

Rewards

Player Level

Loot

Level 1 - 20

1 SP
(Player Level * 200) Credits
3 <<Specialised>> Crafting Materials

Level 21 - 40

(Player Level * 100) Credits
1 <<Specialised>> Crafting Materials

Level 41+

(Player Level * 50) Credits

Hard Dungeons

Can be fled from by using Signal Flares.
Signal Flares may not be used while in combat.
Players must defeat the following mobs:

(6) Standard:

  • HP: (Highest Player Level * 150)
  • DMG: (Highest VIT Stat * 25)
  • MIT: (Highest Player Level)
  • ACC: 0
  • EVA: 0

(2) Elite:

  • HP: (Highest Player Level * 160)
  • DMG: (Highest VIT Stat * 26)
  • MIT: (Highest Player Level)
  • ACC: 1
  • EVA: 1

(1) Mini-boss:

  • HP: (Highest Player Level * 180)
  • DMG: (Highest VIT Stat * 28)
    • Critical (MD 20): Deals (Highest VIT Stat * 24) DMG to the target with the highest hate. Also deals (Highest VIT Stat * 12) DMG to every other player.
  • MIT: (Highest Player Level * 2)
  • ACC: 2
  • EVA: 2

Rewards

Player Level

Loot

Level 1 - 20

2 SP
(Player Level * 350) Credits
6 <<Rare>> Crafting Materials

Level 21 - 40

1 SP

(Player Level * 170) Credits
3 <<Rare>> Crafting Materials

Level 41+

(Player Level * 80) Credits

1 <<Rare>> Crafting Materials

Infernal Dungeons

Cannot be fled from by using Signal Flares.
Signal Flares may not be used while in combat.
Players must defeat the following mobs:

(8) Standard:

  • HP: (Highest Player Level * 200)
  • DMG: (Highest VIT Stat * 30)
  • MIT: (Highest Player Level * 2)
  • ACC: 0
  • EVA: 0

(3) Elite:

  • HP: (Highest Player Level * 220)
  • DMG: (Highest VIT Stat * 30)
  • MIT: (Highest Player Level * 2)
  • ACC: 1
  • EVA: 1

(1) Mini-boss:

  • HP: (Highest Player Level * 230)
  • DMG: (Highest VIT Stat * 30)
    • Critical (MD 20): Deals (Highest VIT Stat * 25) DMG to the target with the highest hate. Also deals (Highest VIT Stat * 12) DMG to every other player.
  • MIT: (Highest Player Level * 3)
  • ACC: 2
  • EVA: 2

(1) Boss:

  • HP: (Highest Player Level * 250)
  • DMG: (Highest VIT Stat * 35)
    • Critical (MD 20): Deals (Highest VIT Stat * 30) DMG and stuns the target with the highest hate. Also deals (Highest VIT Stat * 15) DMG and stuns every other player. Players cannot be affected by critical stuns more than one turn in a row.
  • MIT: (Highest Player Level * 3)
  • ACC: 3
  • EVA: 3

Rewards

Player Level

Loot

Level 1 - 20

3 SP
(Player Level * 500) Credits
10 <<Exotic>> Crafting Materials

Level 21 - 40

1 SP

(Player Level * 250) Credits
5 <<Exotic>> Crafting Materials

Level 41+

(Player Level * 120) Credits

2 <<Exotic>> Crafting Materials

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