recursal/Fanatic-Fandom huggingface dataset:
Floors 01-10

### Floor 01 (Artuah)

Floor 1 (Artuah) is the 1st floor in Age of Aincrad. It is a peaceful land, vibrant and warm like autumn. Artuah owes its thriving economy to its rich fields and scenery, as many travel from great distances to behold its magnificent landscape.

The map is split up into six large terrains, the first being ‘Arthwourne’, the biggest city on Artuah. It’s the central point of interest of the first floor. A river is flowing through the center of the always lively town and many people from whole Artuah come by to visit the famous Carnival located nearby.

The next territory is a huge lake in the middle of the floor with a small, mysterious island in the center of it.

The third terrain is a big mountain, atop of it flat surface – with a forest growing on it and danger lurking behind every corner.

The fourth terrain is the forest regions, which are scattered all over the floor, including a massive forest cut in half by a path, at its end a small, isolated encampment. It’s said that the trees in this forest come to life.

Next up are all the cities and encampments spread out around the whole floor, providing a resting spot for travelers on their adventures.

Lastly comes what makes up most of the floors landmass – the rural areas, which is mainly comprised of fields, grassland and hills.

It is said that the size of this floor is about 8000 x 8000 meters.

### Floor 02

Rumored to be a floor looking like a desert, and just as punishable, if you're not careful...

### Floor 03

A frozen tundra, if you're not careful you might find yourself in a snow storm...

### **Floors 04-10**

Nothing is yet known about these floors, check later for more information.
Ursaphant

*This article is a stub. You can help Chronicles of Elyria by expanding it.*

 Pet | No

## Information

**Ursaphants** may be used as mounts or to pull transport vehicles or siege weapons ranging in size from medium to large

Ursaphants are said to kill bees to steal their honey.

## Gallery

* Size relative to Mann
* Ursaphant concept art
* Ursaphant Mount Concept
* First-look at the Ursaphant model
* Updated model 7/31/2016

## References

1. ↑ Caspian, Stretch goal plans and mount concept art, 10 May 2016
2. ↑ *HOLD!* Caspian, *"IRC chat"*, *dd month yyyy*
Mining

Type: Gathering

## Mechanics

Mining is a skill that allows players to gather items such as ores from different mines. The higher the skill level determines how much better the ores are.

## How it works

Right clicking on a designated ore outcrop (indicated via the use of a model) will provide the player with the option to mine, if the player choose to start fishing the game will launch the mining idle animation and the player will slowly start receiving ores (and shards) at a set rate dependent on the mining level and equipment.
Woodcutting

Type: Gathering

## Mechanics

Players will be able to use an axe to cut down trees, and create logs which can be used for construction or fire making.

## How it works

Cutting down trees will grant experience and higher level trees along with rarer trees will grant more experience. Higher woodcutting levels allows access to higher level trees.
OPC Scripts

*This article is a stub. You can help Chronicles of Elyria by expanding it.*

OPC Scripting is a way to script/automate functions for your OPC to do while your offline. Little is known about its current state, or its features. But, we can assume that it can be used to automate general tasks, including a blacksmith to automate his smithing of tools, etc. **(Citation Needed)**

The original concept was to write code in C#/JScript (ECMAScript) using Hooks that the game/engine provided, then to submit the script via either a in-game or website-based utility. Then, the script would be parsed/compiled/debugged, etc, before being able to implement it (or parts of it) as logic in your OPC.

From a technical perspective, the C#/JScript code is compiled in to a .NET assembly on the server and is then loaded into a protected AppDomain where it's ran in isolation and monitored for performance issues. Then, your OPC DLL is sent messages to which it can respond to using methods overridden from a base class.
Detection

Type: Passive

## Mechanics

With the detection skill players are able to see members in the players' guild who are not actually members of their guild, but those who entered using the infiltration skill. By using an AOE (Area of Effect) Detect skill you are giving infiltrators an icon above their head.

## How it works

Depending on the level of the players' detection skill they have a chance of seeing an icon above an infiltrator's head indicating that he/she is infiltrating the player's guild.

The chances of this icon appearing are lowered by their Infiltration skill. Successfully identifying an infiltrator will grant experience, and imprisoning an infiltrator will grant further experience.
Col

**Col** is the main form of currency in AoA (Age of Aincrad). Players have access to sell and purchase items from NPC merchants; trade with other players using it, or buy items through player-made shops. One thing that makes the Col system interesting is that players can also use Col during quests to persuade NPCs into doing things such as letting them through a border, helping them with a task, etc.

When a player receives Col, it adds to their virtual funds, known as a “Col Counter”. This system is incredibly simple, and is best explained like this: Col is essentially an item in the player’s inventory, but does not take up inventory space.

## Ways to gain Col

* Item selling.
* Item trading.
* Looting monsters and bosses.
* Looting other players' bags (Player killing).
* Reward for quests.
* Stealing from other players (Theft).
* Completing a bounty.
Useful links

**Official Website:**

* Age of Aincrad: Official Forum

**Social Networks:**

* Age of Aincrad: Facebook
* Age of Aincrad: Twitter

**Video/Streaming Networks:**

* Cracked Spoon Interactive: YouTube
* Age of Aincrad: Twitch TV (Currently named: SAO Project)

**ModDB:**

* Age of Aincrad: ModDB

**IndieDB:**

* Age of Aincrad: IndieDB
Trebuchet

*This article is a stub. You can help Chronicles of Elyria by expanding it.*

 Cost | 500 IP/EP

## Information

A trebuchet is an advanced siege weapon which can be transported with one larger mount or two smaller mounts. Trebuchet launch large stones at targets and will most likely be used to destroy the walls and building of large settlements and castles.
Dungeon

Instance with a singular or multiple people traveling through zones/areas to reach a boss. At times there are mini-bosses and numbers of mobs.

Normally high in experience.
Groups/ parties are extremely common.
## Example

* Are you guys ready to go to the dungeon.
* I lost three men in that dungeon.
* I can not find the dungeon's opening.
Death Penalties

There are two kinds of death penalties in *Age of Aincrad* depending on which server-type a player resides in. The current two server types are:

* Hardcore Server
* Casual Server

## Casual server death penalty:

Upon death the player will lose their col, these will be put on the dead body. The player then has to reach the body in order to regain the col that has been lost. The body will be un-loot-able for other players, unless the player cannot reach it within a certain time limit. The Player will not lose his character, but instead will get a skull after his/her name for a certain amount of time to show that he/she has died recently and lost EXP upon death. Besides this, the player will get a debuff for 30 minutes called “just reanimated”.

## Hardcore server death penalty:

For the hardcore server, the player starts with 3 lives, which each time they die, they lose one of. Upon losing a life, the player will get a debuff for 24 hours called “just reanimated”. When the counter hits 0 the next death is permanent and cannot be reversed. The lost character’s name can be reused within 24 hours by the original owner, if not then it is free for anyone to use. Upon death the body will not be available for the original owner to loot again and he will have lost the following:

* All gear the player is wearing
* All items (except quest items as these cannot be regained)
* All col

The player will keep:

* Items bought through micro transactions
Shapeshifting

*This article is a stub. You can help Chronicles of Elyria by expanding it.*

Shapeshifting is the ability to switch one's form (usually to that of a certain or certain animals). Shapeshifting will be a possible talent, and may likely be related to transforming into a werewolf.

## References

1. ↑ Caspian, Design Journal #1 – Introduction to Souls, 5 August 2015
2. ↑ Caspian, October 12th Live Chat Q & A - Ask Questions Here, 12 October 2015
Crystals

Crystals in AoA (Age of Aincrad), are considered to be one of the most convenient type of items and the closest thing to magic in the world of AoA. The most important crystal may be the Teleportation crystal due to it's very important function.

The different crystals have different uses, namely having immediate effect for recovery unlike potions and perform a variety of function outside of healing, like teleportation to corridors and floors and displaying images or replaying voice messages.

## Information

Crystals are very expensive and rare items. Their high cost and rare appearance are reasons to make players think twice before using crystals. Crystals may be used nearly everywhere, but some spots will be crystal-free zones, e.g. Boss Rooms will be spots where you can't use teleport crystals.

## Known Crystals

Due to their different uses, there are a lot of different crystals:

* **Antidote Crystal** - Cures any status effects.
* **Health Crystal** - Completely heals the target/user.
* **Mirage Sphere** - Records mapping data.
* **Teleport Crystal** - Transports the player to a chosen city's Teleport Gate.
* **Corridor Crystal**  - A larger form of teleport crystal that opens a teleport gate to any location that the player has marked.
* **Guild Teleport** - This crystal will teleport the players to their Guild Headquarters.
* **Gatestone Crystal** - This crystal will create a Gateway to another area on different floors.
Housing

While playing AoA (*Age of Aincrad*) you have the option of buying a building. Upon buying a building you will have three options:

* Turn it into a house.
* Turn it into a guild headquarters.
* Turn it into a shop.

## Player Owned Houses/Shops Information

In order for player-owned houses/shops to work in *Age of Aincrad*, the players are given full control of their own building.

Everything from the outside appearance to the houses equipment and interior is decided by the player. The placement of the building is decided by them too.

If you decide to turn a building into a house, you may live there with your partner.
FAQ/General Design

## Q. What are the core design principles?

The 5 Pillars of Design are: dynamic, heroic, skill-based, event-driven, and realistic. These are the major themes guiding the creation of Chronicles of Elyria and stand for:

1. **Dynamic**: If something in the world *can* change - it probably should.
2. **Heroic**: For characters to be heros, they must perform heroicly
3. **Skill-based**: Any action that requires character skill should also require player skill
4. **Event-driven**: There is a constantly evolving story-line that is impacted both directly and indirectly by player choices
5. **Realistic**: Game mechanics should feel natural and realistic - more like a simulation than a game

## Q. I read somewhere this was an RTS, RPG, kingdom management ... thing. What does that look like?

Correct! To the adventurer it's mostly an AARPG. (Action Adventure Role Playing Game) If you purchase land and start building a town it takes on more sim-like elements. Running a county or duchy will feel a lot more like an RTS, and for the Kings, it plays more like a kingdom/resource management game. At each level of play new user experiences become available help make managing your new role easier. And unlike most RTS/Kingdom Management games, in CoE, your units are the other players!

## Q. What classes are there?

None! Chronicles of Elyria is a fully skill-based system, in which the skills you use determine which skills you're good at. There are, however, schools you can join which will provide certain benefits such as ranks and titles, and will help you develop certain skill sets more quickly.

## Q. What kinds of skills are there?

Skills are broken up into 7 primary trees; **Art**, **Crafting**, **Combat**, **Gathering**, **Guile**, **Lore** and **Survival**. Within these trees are secondary and tertiary skills, such as "Defence" and "Blades" for the Combat skill-tree, and "Cartography" and "Interrogation" for the Lore skill-tree.

## Q. What are the mini-games you mentioned for non-combat skills?

Mini-games relates to the ability to produce something that is better than average through skill challenges, these are an online character only mechanic.

A player, for example, might be required to cut-out a stencil of an axe head, however factors such as level of the crafter skill or more complex a shape being crafted largely determines how large a margin of error or time available to complete the stencil mini-game is available.

*More information is available by clicking the thumbnail on the right.*

## Q. Can I have multiple characters in my account?

Yes, every account has a 'soul pool' and you can choose one of them and inhabit a character using a spark of live. Also you can use another spark of live to inhabit a new character using one of the unused souls from the poll. The other souls would be residing peacefully in the Akashic Records, waiting to be given life.

## References

1. ↑ Caspian, Adventure Intro: From Pre to Alpha, 18 July 2018
2. ↑ Jeromy Walsh, Caspian, Chronicles of Elyria Forums
Creation

Creation is the art of creating weapons, armors, or items in Age of Aincrad. Creation can be done in places made for it and needs a certain skill for every item you may craft.

## Skill types of Creation

Creation skills are as follows:

* Alchemy
* Construction
* Cooking
* Fire making
* Gem Crafting
* Leather Craft
* Repair
* Runic
* Smithing
* Trap Craft
Traps

Player Characters can create traps in Elyria to defend their homes, protect their valuables or defend player made Dungeons.

## Capturing animals

Traps can also be set to capture animals, whether conscious, unconscious or dead. The traps to use, and the means of transport to move them, will heavily depend on the animal and the purpose of the trapping. The purpose for this can be either to bring them home for taming and subsequent breeding, to study them, or to use them for training or challenging people in training grounds or arena's.

## Confirmed Trap Types

Ref.:

* Pit Traps
* Tripwires
* Pressure Plates
* Mechanical Door Traps

## References

1. ↑ Soulbound Studios, Chronicles of Elyria | 9.19.2018 | Flora & Fauna Q&A, 19 September 2018
2. ↑ Caspian, DJ #15: Player-Created Dungeons, 3 December 2015
Potions

**Potions** are another type of item which may be used to heal you besides Food and Crystals.

The potions main objective is to regenerate health and stamina, as there will be no magic; meaning there will be not be any healing spells in AoA (Age of Aincrad).

Potions won't only be used to regenerate health though. They could be even used to poison people, recover your lost stamina, or even to buff players' health / stamina's recovery speed.

## Information about potions

* After drinking a potion, there will be a time limit before the players can drink another one.
* Drinking potions will have it's own animation.
* Potions will take some time to drink.
* Potions can be used in place of a healing Crystal.
Time

*This article is a stub. You can help Chronicles of Elyria by expanding it.*

## Days

Each day will be separated into four parts. Day, Dusk, Night, and Dawn. A full Elyrian day is 2.8 IRL hours (168 minutes) long. 1 Elyrian hour is 7 IRL minutes. 1 Elyrian minute is 7 IRL seconds. 1 Elyrian second is 7/60 IRL seconds.

* Day: 86 minutes
* Dusk: 18 minutes
* Night: 46 minutes
* Dawn: 18 minutes

However it changes slightly throughout the week, like the solstices and equinoxes in our world. There's some days that are longer and some days that are shorter, so the times may vary.

## Weeks

Each week will be five in-game days (14 hours IRL) long. The name of the days are: Auror, Neera, Merida, Qinder, E'en.

## Months

Each month in Elyria consists of two Elyrian weeks (1 day 4 hours IRL). Angelan, Ocei, Monarn, Daemi, Terrarn, and Lunai are the month's names, in order.

## Seasons

A season in Elyria last for an average of 4 real-time days, or 96 hours. Seasons can also vary in length from 2 to 8 real-time days and there will be in-game astrological clues from which players can derive the lengths. Irregular events such as the Longest Night can make seasons go up to 2 IRL weeks.

## Years

A year in Elyria lasts seven real-world days.

## References

1. ↑ Snipehunter, CoE Discord tag "Elyrian Celestial Mechanics", 10 November 2017
2. ↑ 2.0 2.1 2.2 2.3 Serpentius, CoE Discord tag ##3.26.2018#Time in Elyria#, 26 March 2018
3. ↑ 3.0 3.1 Soulbound Studios, Plenty of eye candy..., 24 July 2016
4. ↑ Caspian, Down the rabbit hole..., 8 August 2016
Age of Aincrad: Content Page

Here is a list of the content and gathered information about Age of Aincrad.

## Game summary

Age of Aincrad*(アインクラッドの時代) is a fan-made project dedicated to produce a stable massively multiplayer online game based on the popular anime 'Sword Art Online' released in 2012.*

The game features a floor system, in which the players must clear one floor to progress to the next. Within each floor lies a few large cities, along with countless towns/villages, monsters, armors, weapons, and new quests to explore. Each floor is massive, and can only be cleared by defeating the floor boss, which can prove to be tremendously difficult to find. It is up to the players to find and defeat the floor boss, unlocking the next floor for all the inhabitants of Aincrad.

Use COL, which is an in-game currency to purchase armor, weapons and cosmetics, and enhance your performance in combat by learning skills and new techniques to outnumber your opponents. This will prove your strength and worth in combat against deadly monsters, demonic creatures and fearsome player-killers.

Use experience (EXP) to level up and increase your stats, allowing the player to being more skillful in their trade.

Be anyone, anywhere. You may be a merchant, thriving to develop and enhance your in-world Player Store. A fighter on the frontlines, dedicated to reach the top floors. A bounty hunter, determined to rid of all players causing harm in Aincrad. Do what you like. Be who you like.

There is nothing that can stop you on your journey to become your own unique inhabitant of Aincrad.

## Features and mechanics

* Banks
* Bounty Hunting
* Death Penalties
* Floors
* Guilds
* Honor system
* Housing
* Marriage
* Non-Player Characters (NPC's)
* Player Cursors
	+ Player Professions
* Player vs Player (PVP)
* Quests
* Skills
	+ Actives
	+ Crafting
	+ Gathering
	+ Passives
	+ Utilities
* Towns
* Trade system
* Villages

## Monsters

* General info on monsters
* Normal monsters
* Special monsters
* Floor Boss monsters

## Items and equipment

* In-Game Currency
* Potions
* Crystals
* Food
* Weapons
* Shields
* Armors
* Cloaks

## Miscellaneous

* Community Guild list
* Concept Art
* Pay model
* Item shop
* Oculus Rift
* Useful links
Hunting

Type: Gathering

## Mechanics

Hunting will be the skill that allows players to track down rare NPCs; these 'Rare' NPCs will have slightly better loot than normal NPCs, and will give out more experience. However, they will be tougher than regular NPCs.

Rare NPCs will have a different Icon above their head so they are identifiable. The player also has a small chance of hunting a Mini Boss.

## How it works

Killing a rare NPC will give a large chunk of exp towards this skill. A higher skill allows hunting of higher levelled NPCs.
Skills

Here is a list of all 40 available skills that are featured in Age of Aincrad.

At the beginning of the game players can chose 11 out of 40 available skills. One of the skills has to be a combat skill; the others can be in any other category. Choose carefully because your decision will be permanent (cannot be changed afterwards). However, players will be able to add a few more skills throughout the course of the game.

Most skills are trained through use, but some raise passively.
Skills in the game are divided into 5 categories:

* Passive (Skills which you will not need to use manually; like Appraisal).
* Creation (Skills used to create weapons, armors, and other items; like Leather Craft).
* Gathering (Skills used to gather materials for crafting; like Mining or Herblore).
* Utility (Skills used to help the player, or give him certain advantages; like Riding or Sneaking).
* Disarm (Skills used to disarm traps; like Trap Craft).

## List of all skills

* Alchemy
* Analysis
* Appraisal
* Archaeology
* Bartering
* Beast Taming
* Clairvoyance
* Construction
* Cooking
* Detection
* Feather Fall
* Fire making
* First Aid
* Fishing
* Gambler
* Gem Crafting
* Herblore
* Hunting
* Identification
* Infiltration
* Inspection
* Leather Craft
* Lock Picking
* Mapping
* Meditation
* Mining
* Mount Taming
* Night Vision
* Repair
* Riding
* Runic
* Rush
* Salvage
* Scavenging
* Skinning
* Smithing
* Sneak
* Switch
* Thievery
* Trap Craft
* Woodcutting
Pledge Packages

Pledge packages are pre-launch bundles that provide, along with access to the game, benefits and bonuses to players. Pledges come with access to alphas and betas, unique or expensive items, handbooks and guides to the game, access to exclusive chatrooms, and as they get more costly, land and political power.

* The Kickstarter campaign packages were available during the Kickstarter and then on the initial version of the online store, through 12/27/2016.
* The current packages have been available since the launch of v2 of the store (December 2016).
* Effective November 8, 2017, package prices will increase ($5 to $50 more, depending on package).
* Effective November 30, 2017, the top three packages (Monarch, Courtier, and Royal) will be retired.
* After launch, only variations of the first three "Adventuring" packages (Elyrian, Pioneer, Founder) will remain.

Pledges can be upgraded at any time through the store, with the player paying the difference in price between the old and new packages. Players who purchased Kickstarter packages but subsequently upgrade to a v2 package will still receive all Kickstarter-only rewards.

**NOTE:** Package level is not the same as forum Tier. Tier level is determined by Total Influence.

**NOTE 2**: If you have a Bloodline package or higher, you can reserve your surname at ChroniclesOfElyria.com.

## See Also

* A la carte Items
* Influence
* Exposition Points
Infiltration

Type: Passive

## Mechanics

With a high enough infiltration skill, players can infiltrate a guild, and act as a guild member.

## How it works

Players do not immediately gain experience while infiltrating, they slowly gain experience over time whilst staying in a guild’s HQ, and gain more experience the higher the guild's level.

Successfully leaving without getting discovered grants the players experience they gained from infiltrating and bonus experience depending on how long they had managed to stay infiltrated.

The players also lower the chances of guild members from detecting them with a higher Infiltration skill, but should they be discovered they will forfeit the bonus experience if they don't manage escape successfully. The players will lose all the possible experience they had earned previously if the players are imprisoned.
Archaeology

Type: Gathering

## Mechanics

Archaeology allows players to search indicated areas for corpses or relics, and then proceed to a mini-game to retrieve gems.

## How it works

Using a slider with a green zone, a blue zone, a orange zone, a red zone, and a completion bar. The player has to stop the slider as close to green as possible to add to the completion bar.

Green adds the most to the completion bar while red adds the least. The closer to the centre, the greater the completion rate, and vice versa. After 3 attempts, the players receive a gem with a condition based on how greatly or poorly they filled the completion bar.
Floor Boss monsters

**Floor bosses** will be the strongest type of opponents in AoA (Age of Aincrad). They have massive amounts of health and damage, and need very big groups of players to be taken down. They guard the way to unlock a higher floor.

## General information about floor Bosses

* You need to be in a party in order to kill a boss, since it is physically impossible to solo a boss.
* Before every boss fight a cutscene will be played.
* Every player who comes to a floor that has been cleared will still have a chance to fight the floor boss (look below).
* Floor bosses won't respawn, but they can be killed by one player at least once - after the player kills the boss he can't fight the boss again.
* Once Floor bosses have been cleared once; they are optional to progress to the next floor.
* When in a boss room players won't be able to do PvP or PK other players.
* A special reward is given to the player who dealt the most damage, and the player who received the most damage at the end of the boss fight.

**Note:** The final boss will **NOT** be a developer of the game.
Riding

Type: Utility

## Mechanics

The riding skill allows players to have an animal tamed, and with mount training the tamed animal can carry the players.

## How it works

The distance covered using a mount determines the experience the players will gain. Higher Riding levels allows players to ride higher level mounts and ride slightly faster.
Fire making

Type: Creation

## Mechanics

Creating safe spots that provide healing and buffs that players can use to their advantage to be safe and cook.

## How it works

The fire making skill uses a mechanic that allows for a player to make a fire at dungeons. The fires are made by using a fuel and an ignition source. By doing so the player will get the chance to cook on the fire, add fuel to it to make it last longer and even get buffs from it. The buffs are depended on the level the player has in the fire making skill and the fuel that is being used. The fire will create a small zone that wards off monsters and pulls some species towards it. The monsters that are pulled to the fire will stay outside a certain range, making the player have to think about how much they need the healing and protection form certain species while they pull other monsters towards it. When the player decides to cook on the fire the player can make different foods having a slight penalty to quality and success chance. The higher the level of the items that are used to create the fire and the higher the level of the player the speed of healing in the nearby area is increased as well.
Non-Player Characters (NPC's)

NPC's (Non-Playable Characters) are any game characters controlled by the computer through artificial intelligence. An NPCs behaviour is usually scripted and automatic, triggered by certain actions or even by dialogue with the player.

## Roles of NPCs

* NPCs serve as vendors, for example by selling items.
* NPCs give out quests to the player.
* NPCs provide information about the game world and lore.
* NPCs are usually looped and when scripted do the same things every now and then.
* NPCs are usually friendly towards the players, although they may be not if there are quests that tell players to attack a certain NPC which has a fight back script.
Identification

Type: Passive

## Mechanics

With the Identification skill the players have the option to identify an enemy’s stats safely.

## Examples

♦Level

♦Max HP

## How it works

The players will be granted experience for successfully identifying different aspects of a mob. A higher level of Identification allows the player to identify the aspects of higher level mobs.
Switch

Type: Utility

## Mechanics

With the switch ability the player will have the option to ask an ally in the same party to “Switch” with them when in direct combat. This means the player must be the one currently attempting to grab the enemy’s’ attention.

## How it works

Using switch will give the ally the player asked to switch with a message of acceptance, which when accepted will taunt the enemy into attacking the player accepting the switch. Using switch successfully will grant experience with a higher level giving a lower cool down on the ability.
Rush

Type: Utility

## Mechanics

Rush gives players a boost of speed for a short period of time, allowing the players to quickly dash to a signalled position.

## How it works

While in combat, using rush skills to engage, or disengage battles will grant more experience than simply leaving combat. Levelling this skill will allow the player to rush faster and for a longer duration.
Wiki Content

Here is a list of the content and gathered information about Age of Aincrad.

## Features and mechanics

* Banks
* Bounty Hunting
* Death Penalties
* Floors
* Guilds
* Honor system
* Housing
* Marriage
* Non-Player Characters (NPC's)
* Player Cursors
* Player Roles
	+ Player Professions
* Player vs Player (PVP)
* Quests
* Skills
	+ Actives
	+ Crafting
	+ Gathering
	+ Passives
	+ Utilities
* Towns
* Trade system
* Villages

## Monsters

* General info on monsters
* Normal monsters
* Special monsters
* Floor Boss monsters

## Items and equipment

* In-Game Currency
* Potions
* Crystals
* Food
* Weapons
* Shields
* Armors
* Cloaks

## Miscelleanous

* Community Guild list
* Concept Art
* Pay model
* Item shop
* Oculus Rift
* Useful links
Oculus Rift

The **Oculus Rift** is an upcoming high field of view (FOV) virtual reality head-mounted display (VR-HMD). It is being developed by Oculus VR. It will feature wireless gaming and a 1080p high definition (HD) display.

## Current status of integration

The Oculus Rift is integrated and working with the game, as it is still in development. Since the Oculus Rift is implemented it will not give any advantage to players who don't have it. As Oculus Rift is not needed to play the game, it might not even be an advantage but more of a disadvantage. Its primary use is for immersing the player in the game world even more, and experiencing the game closer to what a real VRMMORPG game might feel like.

## Developer comment

"Right now, we have integrated Oculus Rift with the game, but with the lack of funds to afford development kits we can't build the game around it. It may be something we add towards the end of open beta."
Trap Craft

Type: Creation

## Mechanics

Trap craft is a skill that is used to disarm traps found in dungeons; players can right click on said traps, and try to disarm them.

## How it works

This skill applies to players who can identify a trap before tiggering it. They will have three attempts at disarming the trap before they set it off. However, there are some traps that aren't able to be disarmed; such as broken floors.

If a player successfully disables a trap they will receive experience for disarming the trap, and the trap will be disabled for the next 15 minutes. After that 15 minutes is up the trap will become active again.
Player Stores

While playing Age of Aincrad, players have the ability to purchase a shop and sell whatever they please within it. A shop is not restricted to selling items, but can also be used to sell services, such as that of **Bounty Hunting.** These shops exist in the world space and are *not* phased, allowing a shop to truly exist in the world.

Player Stores come in two different forms:

* **Worldspace Building:**

This type of player store is typically located within a large trading city, but can also be found in small towns/villages as well. There are a limited number of these per floor, so players looking to acquire a player store should either try to trade with a shop owner, wait until one is sold, or wait until the player base progresses to the next floor. If the shop is large enough, it can double as a home, allowing the player to receive the benefits of owning a house.

These shops are highly customizable. The shop owner can add other players to the **Staff List**, allowing their friends to help them run their shop. Shop owners should be weary, however, as skipping property tax can result in the loss of a shop.

* **Market Stall:**

A Market Stall is a small, portable shop that allows players to sell goods/services without the commitment brought on by owning a building. These can be placed only in the market area of certain cities, and come in three different tiers. Each tier offers a small benefit over the tier below it. These stalls are craftable by players.
Leather Craft

Type: Creation

## Mechanics

Giving the player the ability to craft different armor and clothes.

## How it works

A player is able to use the leather crafting skill by collecting the materials needed to craft the item the player wants to make and using the plans for the item on these materials. In order for it to work the player must first gather the materials. This is done either in the wild as drops, using a skinning skill or bought/rewarded form NPC’s. After obtaining these materials the player has to prepare them, this is done by tanning the leather using a focus bar minigame. After this is done the player has to cut the leather into the correct shape by using a minigame similar to the one in the previous step. Finally the player has to sow the leather into the correct shape to get the armor, again using a similar bar styled minigame. The better the result of those games, the better the stats on the item.
First Aid

Type: Utility

## Mechanics

When low in health, the first aid skill grants a percentage of the players' HP (Health Points) back, but it diminishes over time.

## How it works

Using first aid during combat grants more experience than using it out of combat. A higher level of First Aid will increase the granted HP (Health Points) given, and decreases the rate at which it diminishes.
Runic

Type: Creation

## Mechanics

Runic is the skill that allows players to add runics into a sword; low level swords will only have one slot whereas higher level swords will have more runic slots.

Runic slots need to be crafted from raw materials found from NPC shops, NPC drops, and harvesting a type of material. As the runic skill increases so will the power of the runics the player can make.

## How it works

Players must first gather the materials needed to create said runics. From there they will take them to a runic forge, the player will have to play a mini-game using the mouse keys, and they must keep the pointer in the green zone of the focus bar while the runic is created.

The longer they keep it in the green zone the higher chance they have to get a slightly better runic than the one they originally planned to create. Experience will also receive a slight bonus which will be determined by how well the played did in the mini-game.
Bartering

Type: Passive

## Mechanics

The player uses this skill to haggle the price of an item at a Vendor or Shop, to get a better deal or a lower price on the item. When buying an Item, the player has a UI option or a Conversation option “Barter”, which when used will result in the player using the skill.

## How it works

Haggling for an item can have two results. A successful barter will result in a lower price for the item and the player receives XP points, while failing a barter will result in a temporal price increase on an item and the player is not able to barter with the vendor for a certain time period. With a streak of failed barter attempts the vendor might not sell to the player for a certain time period.
Shields

**Shield** are one-handed equippable defensive items, which can be used with one-handed damage equippable items to raise the amount of armour the player has and the amount of damage he/she is able to take.

## Information on shields

* There may be some skills which will allow the players to wield two shields in both hands simultaneously, raising the players' defence even more.
* Shields will be probably used mostly by tanks, as they are going for the highest attainable defence possible.
* Shield users will play a major role in every boss fight, as without their help most players could be stomped by high damage dealing opponents.
Mount Taming

Type: Active

## Mechanics

Taming allows a player to tame certain animals such as:

Horses, Pigs, Sheep, Cow, etc...

A player would tame animals for riding or gathering certain items. This skill cannot be used on wild beasts.

## How it works

When the player walks up to a tameable animal there will be an option to tame it. The player will stand there for five seconds, and a message will pop up saying whether the player has tamed the animal or not.

The higher the level for taming defines the higher the chance the player has of taming it. Also, tameable animals will have different difficulty levels for taming.
Damage Types

**Damage Types** are the different types of damage given or taken. (f.e Elemental Damage)

## Elemental Damage

In Age of Aincrad, elemental damage is a type of damage which affects the enemy in various ways depending on the element used. The damage effects pertain to the characteristics of the element itself. The player can deal elemental damage by enchanting his/her weapon with an enchantment which gives a bonus in the given element. Once enchanted, the weapon deals elemental damage to enemies based on what it was enchanted with.

Mobs are not affined to a particular element, and all elemental damage affects them equally. (So someone with a fire-based enchantment won’t have it easier against someone with a water-based enchantment)

**Aquis** is the elemental representation of water. Weapons enchanted with Aquis slow down the enemy movement and attack speed. Being in combat with an Aquis user for a longer amount of time results in starting to receive a small amount of drowning “DoT” (Damage over Time) which becomes stronger as time passes.

**Ignis** is the elemental representation of fire. Weapons enchanted with Ignis have higher accuracy, damage and deal a high amount of burning DoT which gradually gets stronger as time passes.

**Avia** is the elemental representation of air. Weapons enchanted with Avia have a much higher attack speed and also consecutively knock the enemy back.

**Terros** is the elemental representation of earth. Weapons enchanted with Terros deal higher damage and also damage armor durability much faster.

**Nox** is the elemental representation of darkness. Weapons enchanted with Nox gradually diminish enemy sight (which a chance to completely darken the enemy screen for a short period of time if the fight drags out) and gradually slow enemy attack speed (becomes slower and slower as you fight).

**Vis/Vys** is the elemental representation of light. Weapons enchanted with Vis blind the enemy, making their attacks a lot less accurate and has a chance to completely blind the enemy if the fight drags out.

## Crowd Control/Mesmerisation:

Crowd Controls are negative status effects which directly affect the players movement or abilities. The player can receive these effects from various sources like combat and consumption.

**Damaging Status Effects:**

**Poison:** DoT damage received from being attacked by a poisoned weapon or consuming poison.

**Burn:** DoT damage received from being attacked by a Ignis enchanted weapon or touching a fire source which can damage the player.

**Drown:** DoT damage received from being attacked by an Aquis weapon or staying under water for too long.

**Movement effecting Status Effects:**

**Paralyze:** The player is unable to move.

**Knockback:** The player is knocked backwards.

**Slow:** The movement speed of the player is slowed down.

**Dizziness:** The players screen starts waving/swirling.

**Blindness:** The players screen whites out.

**Sleep:** The players screen darkens till a pitch black.
Thievery

Type: Gathering

## Mechanics

Thieving lets the player pickpocket nearby NPCs for a low possibility of success, which increases as the skill is levelled.

## How it works

When the player walks nearby an NPC, there will be an option to pickpocket them in the right click menu. The probability of a successful pickpocket attempt is increased by level and successful pickpocket attempts will also grant the user a small amount of experience.

The animation has to look fairly obvious or make noise. The target must also stay still for the entire duration.
Cloaks

**Cloaks** are in-game equippable items which will be used for various styles and customization purposes, and may increase some of the characters statistics.

## Information about cloaks

* Cloaks can be used to cover armour.
* Cloaks can come in many different colours (for example custom Guild Colours).
* Cloaks can be dropped, crafted, and traded between players and NPCs.
Gathering

**Gathering** is the art of collection plants, ores, and ingredients in *Age of Aincrad*, but not only that - stealing from other people is a type of gathering too. Gathering can be done everywhere you can find something to gather from, for example ore veins, or even lakes with fish.

## Skill types of Gathering

Gathering skills are as follows:

* Archaeology
* Fishing
* Herblore
* Hunting
* Mapping
* Mining
* Thievery
* Woodcutting
WTT

WTT is very similar to WTS and WTB and is known as Want to Trade.

For example:

* Player A has something they no longer need and mystery Player B wants it.
* Player A would type in chat "WTT [\*item name here\*] PM me offers" (or "WTT [\*item name here\*] for [\*item name here\*]) and it would be broadcast to all in the area.
* Player B sees this and might have what player A would be interested in.

Then the two would trade.
Important information

**Important information** is the section in which we put information about news from the game, things very important regarding the Age of Aincrad development and an regularly updated FAQ page(frequently asked questions).

Currently, this section consists of:

* FAQ
* Game keys
* Pay model
* Release date
* Useful links
Clairvoyance

Type: Passive

## Mechanics

Clairvoyance gives the player the ability to see butterflies which indicate hidden rooms, loot, and other things.

## How it works

Experience will be awarded to the players upon entering the room depending on the contents of the room. Deadlier rooms give more experience.

Higher levels of clairvoyance give a higher chance to spawn butterflies around hidden areas.
Construction

Type: Creation

## Mechanics

Construction allows the player to create furniture and buildings.

## How it works

Construction requires a large amount of wood and a recipe; players can buy a recipe from NPCs, or receive them as a drop.

These recipes will have the amount and type of wood required. Occasionally other items are required as well with the level necessary for crafting the final product.
Passives

**Passives** are skills which you are not needed to use manually in *Age of Aincrad*. Those skills are used automatically when certain conditions are met.

## Skill types of Passives

Passive skills are as follows:

* Analysis
* Appraisal
* Bartering
* Clairvoyance
* Detection
* Feather Fall
* Gambler
* Identification
* Infiltration
* Night Vision
* Salvage
* Scavenging
* Skinning
Guilds

**Guilds** in *Age of Aincrad* are certain groups of players who join together to create a team and fight under one name.

## Guild mechanics

In order to create a guild you will need the signatures of three people (The player creating the guild doesn't count as one of the three). You will also need to pay a small amount of Col to register your guild officially.

If this is not paid, your guild will not show up on the high scores nor will they be able to access any guild bonuses such as the guild bank. The small amount can be paid at any time after they have gathered the signatures.

## Guild Bonuses

* Ability to make a guild crest (Free first time round, but costs if you want to change).
* Ability to buy a building and form a guild HQ.
* Access to create a guild bank (First set of bank slots are free, and it will cost exponentially more to increase the overall space your guild has).
* Ability to make guild uniforms that can have stats from other items transferred onto.
* Ability to buy guild crystals that can be used for quick teleportation to another guild member.
* *Guild perks (depending on your guild levels) – This is still in development and may be removed.*
Crafting

Crafting is the art of creating weapons, armors, or items in Age of Aincrad. Crafting can be done in places made for it and needs a certain skill for every item you may craft.

## Skill types of Crafting

Crafting skills are as follows:

* Alchemy
* Construction
* Cooking
* Fire making
* Gem Crafting
* Leather Craft
* Repair
* Runic
* Smithing
* Trap Craft
Tunneling

*This article is a stub. You can help Chronicles of Elyria by expanding it.*

Tunneling is the ability to dig into the ground and create underground areas and structures. Tunneling in Chronicles of Elyria is a Stretch Goal, set at $1,750,000, that was recently given some spotlight in the Developer Journal: Growing Up and Going Out. The Journal read that they would implement tunneling if they reached the corresponding funding goal and they would have to work on many technical aspects of the game, such as: "Falling through the world", "Performance impact", "Land ownership", "The physics of caves", "Griefing", and "All that dirt.". The technical aspects of tunneling are still being worked out.

## References

1. ↑ Vye, Growing Up and Going Out, 16 November 2016
Maretplace System

# Marketplace System

The marketplace system in Age of Aincrad takes on the role of an Auction House in a generic MMORPG, but provides far more interaction between players.

In major cities, the player can visit a **Sales Board**, which allows them to browse all items registered by shop owners, regardless of floor or location. When a player stumbles upon an item they wish to acquire, the location of the shop with said item will be marked on the players map. Along with this, the shop owner will receive a notification, telling them that their shop is being located. When the buyer arrives at the sellers shop, it is up to them to negotiate a fair price for the item.

Placing an item on the Sales Board requires a small amount of COL.