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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. In YGGDRASIL, using spells like [Resurrection] or [Raise Dead] would mitigate a player's level loss if they were to die.
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.
The gold obtained in YGGDRASIL wasn't just used to buy items, it was also used for many other things in the game. 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.
Through using separately sold creator-tools, players could even customize the appearance of YGGDRASIL's gold and experience points in place of its original setting.
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. Races of YGGDRASIL can be roughly categorized into three taxa.
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. Counting the advanced classes as well as the based classes, there were more than 2, classes in YGGDRASIL that players could choose from.
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 If one ignores efficiency, it is also possible to get a hundred level 1 class.
There are also some 'optimized' class builds discovered by players. In other words, it was a system where it was impossible to have completely identical characters unless you intentionally made them alike.
Additionally, experimenting with different classes was only possible by dying and losing levels. Even if it was easier to gain levels in this game, it was still a time-consuming process for most players.
In fact, some powerful classes were unlocked by PKing heteromorphs and made it beneficial among players. In normal games, most people would spread the news of a newly-discovered class on walkthrough sites to share with others.
However, games like YGGDRASIL put a very high premium on information. Depending on the skills and abilities they possessed, players can pick up different pieces of additional information upon exploring a new area.
For example, a class like the alchemists and herbalists, with their herbalogical skills, would be able to learn about the various herbs that they could harvest in the area.
Whereas if there was someone who is level 90 with a rogue class job, or a character over level 80 with full specialization as a rogue, it was near impossible to open a locked box.
In a way, a high-level thief would be able to steal items from the box. Just because a rogue could, It did not mean said rogue could just immobilize their opponents and rob them dry.
The limit would have been one or two items per player. There were also some classes in particular, which had the penalty of not being able to summon monsters whose karma values were far too different from their own.
However, the fact that Ainz did not have such classes was why he is still somehow capable of summoning angels by using a super-tier spell.
The warrior classes were limited by one's real-world reflexes, that restriction only came into play during duels between top-class warriors.
For that reason, warriors need to have a good body in real life to perform well in-game. It was not a deciding factor during normal play.
Not only that, there were classes with actual stories behind them. For instance, Cursed Knights had the backstory of being corrupted Cleric-knights who had been cursed for unknown reasons that aren't clear yet.
Particularly, very strong classes like Cursed Knights are bound to have weak points and penalties as their drawbacks to make the game more balanced.
Skill Points increase with racial and class levels. For a random skill point, a human Human Race would be one, a goblin Demi-human would be two, and a Skeleton Mage Heteromorph would be three.
This is the case of comparing their best stats, and it should be fine to think of as the general case. Within the first level, a human has no racial level and would go to their class.
In relation to the raising of racial skill points, a Human and Skeleton Mage would have a ratio of At Level it would be to This is a rough estimate.
Since it works this way, heteromorphs are considered strong. Unfortunately, after taking a new racial class, the rate of skill point increase would favor the most invested, and so the skill points would also increase.
In addition to that, heteromorphs have penalties. They cannot have certain classes, cannot enter certain cities, are fine to PK, have penalties depending on race, and cannot equip certain equipment.
Even if they take only one level, the penalty activates. However, the final Racial Class of the heteromorphs have very high skill points.
Due to their high skill points, strong skills will become immensely stronger. Meanwhile, jobs that have difficult requirements would have a higher rate of skill point increase.
For example, in some cases, humans would only be able to have that class. Rather than increasing Racial Class, characters that take various classes would be stronger.
This is to consider skills as better than skill points. There is a theory that if one wants to make a strong character, they should not raise their Racial level.
That is why humans are popular in YGGDRASIL and not heteromorphs. A guild could conquer a dungeon and use the place as their headquarters upon being granted ownership rights.
However, guilds could only own one dungeon at a time. If a guild wanted to claim another dungeon, they would need to relinquish ownership their current one.
There were just under guilds created within the game, with a guild's ranking system consisting among them all. In addition, discovering a dungeon could affect the world ranking of a guild.
YGGDRASIL has a clan system which differs from a guild system, although the latter has both. Guilds are also granted NPCs, so they can set them up to protect their base.
Financially, a guild base which only popped large living creatures would rack up a ruinous maintenance bill. In addition, trap activation and monster summoning were expensive.
Being attacked by an enemy guild could incur incalculable expenses for the defenders, and might even force them into bankruptcy.
More than 6, different spells exist in YGGDRASIL. While magic in YGGDRASIL had a ridiculously large number of spells, they could not be changed nor made by the creator tools, and it was impossible to use all of them.
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