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For example, Jungle Books not only features living symbols but an entire world of creatures and characters outside of the reels. Innovation is a key component of everything Yggdrasil does.
After doing so, one could begin to read it like a book in a similar manner as the real world. There were people in the game who put official legal works whose copyright had expired into books, and sold them cheaply in the game's market.
There were walkthrough sites and news sites, but those sites only hosted a compilation of publicly known information or very untrustworthy rumors.
Thus, any information one uncovered would be very valuable. There was no merit in publishing this valuable information for any stranger to view free of charge.
The same could also be said with classes such as Eclipse that possessed a secret trump card. There are endless discoveries special classes, items, etc.
For example, using the shout command or a GM call would put the player in touch with a GM almost immediately, and shows how effective the functions were.
The other leaves however, were said to have been either eaten, or shed and transformed into World Items. There were nine huge Guild Bases of level 3,, one for each world.
If a weak guild were to control it, they would immediately be embroiled in complex guild wars, and holding on to the base would be very difficult.
Each of them was ridiculously huge, and there were many places within them which were difficult to explore. For instance, there were gigantic swamps, verdant expanses of rainforest, scorching deserts and the like.
Players needed special equipment to delve into the dungeons there, as have a proper strategy and the determination to their life away for the trip.
This was because these hard-to-find dungeons contained monsters which dropped valuable data crystals. In any world, be it either Niflheim, Helheim or Muspelheim — things became more dangerous the further one went from the center of the world.
In addition to wandering monsters, the very terrain itself became a hazard. Some dungeons could only be found under certain conditions.
For example, the entrance to a dungeon amidst a field of flowers in the depths of a forest could only be seen under the light of the full moon.
Additionally, there was also the Frozen City in Niflheim, which could only be entered during a blizzard.
Clearing the dungeon under certain conditions would reward a World Item such as the Throne of Kings. Tabula Smaragdina stated that dungeons existed with an even higher difficulty than the Great Tomb of Nazarick.
In particular, he seems to know that one of those unnamed dungeons needs man parties a legion and allows two guilds to cooperate in invading them.
Dungeons ranged from different types such as a simultaneous attack dungeon like Nazarick. However, since the Background was overlaid with the soft sounds such as the movements of monsters, there were many who disliked it since it became difficult to hear important minute sounds.
Therefore very few players listened to the music regarding it as nothing more than a soundtrack that one listened to in isolated borderlands. It was more common to purchase items with music data and listen to that instead.
Monsters are different, however, since they not only have Racial and Class levels, but Monster Levels too. This is added to Class Levels if they have any.
Additionally, when a player died, two things occurred. The first was the loss of experience points and a consequent loss of levels, enough to set you back 5 levels, though that depended on the way they were resurrected.
Characters below level 5 would disappear immediately upon dying, however, the death of a player character with a level lower than 5 will just revert them back to level 1.
Secondly, one would drop a randomly equipped item. In other words, when a player character dies, they lose 5 levels and drop a random piece of equipment they had equipped.
Players could lose one or more pieces of equipment if a dungeon expedition happened to be very difficult. Because of that, players sometimes geared themselves up with second-rate items, the kind they would not mind losing.
However, players could not clear the dungeon in one go with second-rate stuff, so they had to use their best equipment. Nevertheless, this penalty can reduce a bit of experience loss by using certain revival skills or cash items.
As monsters went up in level, they gained all sorts of special abilities. At this level, they could greatly decrease any damage done to them.
As a player would level up in a party, the number of experience points gained was reduced in accordance with the level difference between both parties, to a minimum of one point.
If a player's level goes down, the skills they've acquired at that level will also vanish and can no longer be used.
Though the loss of even a single level is considered to be a harsh punishment in a game where each level required a lot of experience points, losing levels was a very lax prospect in YGGDRASIL.
In fact, the company behind YGGDRASIL wanted its players to explore previously undiscovered regions and find new things, rather than hunkering down in the familiar territory just because they were afraid of losing levels.
As level difference increases, the amount of experience points earned from killing monsters decreases during the course of leveling up every time.
When a player uses a revival skill, he or she can choose the location they desire. Afterward, there were four optional methods of resurrection to choose from in exchange for experience points.
The first type was an on-site resurrection. The second type was a resurrection at the entrance of a dungeon. The third type was resurrecting at a nearby safe town.
Finally, the fourth type was a resurrection at a specified location, such as a guild base where the player is situated in and is a member of.
However, if your character or NPC were to get affected by a World Item like Longinus, it will be impossible to revive the individual without help from the resurrection power of other World Items.
There are even items such as one of Ainz's rings that allow him to lower the cost of resurrection. On the other hand, NPCs belonging to players or guilds can revive instantly by paying the right amount of gold fee depending on their amount of levels in particular.
Their revival doesn't come with the loss of levels, but gold coins instead. As long as the guild paid the requisite fees to resurrect them, they would be revived back to life without any ill effects.
In addition, it also provided the costs for automatically summoning servants of level 30 or higher, as well as a required medium to launch certain spells.
Gold was used to pay the manufacturing costs of items, and even the revival of dead NPCs too, in which the price for doing so can vary depending on their level.
For example, say a player has killed a dragon. Gold, data crystals and experience points will still continue to drop by these dragons as per normal DMMO-RPGs, but by modding the game, it only makes the visuals of them being dropped by monsters different.
While the dropping of gold and experience points does not change, crystals containing data are the ones that dropped instead.
Gold coins were always in a stack and they had no weight to it. Defeated monsters often tend to drop money very easily. This was because there were many crafting classes in the game.
Most of them made scrolls, wands, and staves, which were frequently used by magic casters, in which they could use as well.
If less money dropped, magic item production would be very difficult, and magic-using classes would have to think twice about going into intense combat on adventures.
This went against the design philosophy of having players explore the world. Therefore, the game was actually much more generous than its contemporaries with dropped money.
There are more than races, including racial classes that need certain levels of low-rank racial class to learn.
In the game, demihuman and heteromorphic races unlocked racial skills when they reached certain levels. Some items can change races permanently.
In the game, humans and demi-humans, who had limited lifespan, would grow and age normally. In contrast to them, heteromorphic races with unlimited lifespan would stop growing after a certain stage.
The class system is considered to be the key elements of character customization. Although 15 is the highest level reachable in a single class, there were some high-rank classes that seemed to have lower level limits.
Therefore, it is actually possible for a player to own at least 7 or more classes by the time they hit the overall level cap of There are plenty of phones available!
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