Quests simply put are the only way of receiving missions in SAO RPG. Quests come in many different forms, from simple Standard Quests to omni-important Story Quests. Each quest grants the user some reward; whether it be information, or simple loot. Users are allowed to create their own quests and place them on the «Quest Board» located in the «Coded Message». Some quests are not accessible due to level however just because a quest is accessible for your level does not mean it is not dangerous. Take care when accepting higher level quests, especially when given by other players. Quest Topics should be noted the quest types tag and Title Color.
Story Quests tell the story of SAO from the very beginning of logging into the game to the very end when the final boss is cleared on floor 100. All players follow the same general storyline though it does branch off at some points based on user choice. Because this is an MMORPG the story is told in chapters that are updated every time we patch the game (beyond updating floor levels). Story Quests will mainly give Level EXP and Cor though some will also grant items upon completion. Story Quests use the [Story] tag as well as the color Blue
These quests mainly pop up during certain times of the year, namely important holidays and floor clearings. They are generally timed and only available for the week of the event. As such completing the quest after the deadline does not grant you the event's prize. Some event quests may grant Rare and Super Rare Items, and Equipment. Some event Quests may also grant «Unique Skills», as well as Extra Skill Slots. Event Quests will use the [Event] Tag as well as the color Red
These quests often randomly just pop up and are only available for a short time. These can appear based on whim and are generally given by «GM»'s. Limited Quests do have a time limit which is often set by the person who gives it. Limited Quests may grant Rare and Super Rare Items, and Equipment. Limited Quests use the [Limited] Tag as well as the color Orange
Hidden Quests are those that are generally given when an event is triggered by the user. This can range from talking to a certain NPC to Finding a Secret Room in a dungeon. Hidden Quests will always given Rare Items and Equipment. Users have a 2% chance upon speaking to an NPC to trigger a Hidden Quest. Hidden Quests use the [Secret ] tag as well as the color Grey
These are your normal everyday quests. Completing these do not generally affect gameplay at all. Some standard quests may help you complete other quests however. Standard Quests will sometimes give Level EXP or Cor depending on the quest giver and the nature of the quest. Some standard quests are even classified as repeat quests. Repeat quests will often grant the user some common item and little to no EXP or Cor. Standard Quests use the [Quest] Tag as well as the color Green
. Repeat Quests use the [Repeat] Tag as well as the color Cyan
Dungeons and Travel Areas are the only areas in the game were players can successfully gather level EXP and Cor without using quests. Dungeons are only located within the level tower and specially designated areas within cities. All dungeons contain monsters that are 5-10 levels higher than the surrounding travel area monsters. Dungeons also contain the boss room which is needed to clear the level. Dungeons can be mapped out with floor plans for each level of the dungeon. The Boss room can only be located near the top. Each Floor Dungeon has a different floor plan.
Travel Areas are the lands surrounding and leading to towns, they do not receive the safety bonus and spawn monsters within them. Each travel area has it's own set monster mobs as well as spawn rate. Users MUST travel through the travel areas to get to another city on the same floor. Transporters are for floor travels only. Different Travel areas have different layouts so it's good to get a map of the area as soon as possible.
«Room Traps» are sometimes triggered by rooms within a dungeon that have treasure chests in them. Room Traps will always spawn a large mob of monsters but some will also have a more deadly trap placed on it as well called a «Crystal Nullification» trap. Other traps include «Skill Nullification», and «Unbreakable Gates».
- «Crystal Nullification» traps mean that no crystal based items will work in the room. This includes «Rejuvenation Crystals», «Corridor Crystals», and «Transport Crystals». This trap has a 1% chance of appearing.
- «Skill Nullification» traps mean that no skills are allowed to be used during the duration of the trap. This includes «Sword Skills». This trap has a 5% chance of appearing.
- The «Unbreakable Gates» trap is the most common of all traps. In fact it happens 100% of the time and consists of the door closing behind the current occupants preventing them from contacting anyone, including those located in the hallway. This trap is lifted upon clearing the room.
Boss rooms are the final locations of a dungeon. Always placed at the top floor of the dungeon, the boss room can only be accessed once it's discovered. It's recommended that a party of at least four attempt to tackle the boss at any given level as the boss is always 15-20 levels above the surrounding travel area monster's level. Clearing the boss is necessary to unlock the next floor level. Once the boss has been defeated he will not reappear.
#Event and Travel Area Bosses
Occasionally events and even Travel Area's will have bosses within them. These special bosses often follow a singular theme but have increased power in proportion of the surrounding area. Event Bosses will never spawn in dungeons.
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