How to: Overlord YGGDRSAIL Fanon

## Introduction

Hi there! I am RETRACTED and this page will serve as an introduction to the ways of the Overlord YGGDRASIL Fanon. This is all basic information, and I encourage you to look more into related articles on the areas that you might want to learn more about.

## Levelling\*:･ﾟ✧\*:･ﾟ✧

Like any type of game, levelling is needed in order to progress in power, learn more abilities and open new routes for one's adventure, a grand measure of experience if you will. In YGGDRSAIL, a player character is only able to go up to level 100, after which they will be unable to progress further or gain any more experience points (EXP). A player's level in a game is very important in the way they interact with the world around them, from things to interacting with certain NPC's, items and equipment, to access areas that only certain levels are permitted to enter. Naturally, the higher you go, the more experience you will need to jump from level to level. However, the more levels you increase by, the less amount of experience you will be earning from monster drops, looting and raiding.

## Guilds?

Guilds in the world of Overlord YGGDRASIL Fanon are a way for members to band together under a distinct and collective banner, one that they may compile their efforts into to strengthen their standing in the fanon’s world. Every guild contains like-minded members, who have goals that they see can be fulfilled alongside others or by others. There is a variety of reasons for guilds to come together, whether it be to gain mass amounts of power to destroy, to band together to protect, to run economical businesses and earn immeasurable amounts of gold, or to help others explore the lands that is Overlord YGGDRASIL Fanon. In order to create or even join a guild, however, there are some things that one would need before being able to fly above their head, a banner of their own.

Like many functions, the creation of a guild requires money and time, time being the level that a player must be before applying to create a guild. This is done to ensure that Overlord YGGDRASIL Fanon is not overpopulated with guilds, and promote and encourage activity from them when made. The first type of guild that players can make is known as a **Wandering Guild**, guilds that have no headquarters and are commonly composed of members who move around together, setting up temporary camps around the world before making home in one of the dungeons scattered across YGGDRASIL. As of 28/12/2020, the player character creating a wandering guild must:

* Be at a minimum of level 15, and have completed at least 3 roleplays.
* Pay a total of 20,000 gold or 2000 platinum coins. All group members can contribute to this, but in the end, it must be the potential guild master forking over the amount.
* And have at least three character members by the time of the guild’s creation, (but at least TWO actual users).

Wandering guilds may be ideal for early players, as it creates a sense of belonging and unison in the earlier stages of the game. It also grants guild benefits and boosts but not to the extent that an established and based guild may be able to acquire. Wandering guilds are also unable to create NPC’s and while are valid for the fanon’s guild ranking system, may often be found at the bottom of the leaderboards due to how restricted they may be. These sorts of guilds are somewhat ideal for ‘Player Hunting Guilds’, dedicated PvP teams that go around YGGDRASIL attacking other user players, or ‘Explorer Guilds’ who are more focused on exploring the lands that YGGDRASIL has to offer. In the future, the guild’s ‘Guild Power’ (the total levels of every single member in the guild) will become important for future endeavours involving the organisation, as well as their placement on the Guild Index. While the freedom to move around is great and limitless, a guild that wishes to gain more power and control over a region may opt to look for dungeons (which we can discuss later on!).

A guild is able to locate and conquer a dungeon, which includes clearing the entire area and defeating the boss. In order to make bosses a recognisable threat, we ask that if able to, someone not involved with the guild or a trustworthy user should take control of the boss with the sole intent of destroying anyone attempting to clear the dungeon. This is to make the fight more risky as a boss fight should be, and be more challenging even if the player/s are a higher level than the dungeon boss themselves. Guilds that successfully clear a dungeon are able to apply to the admin team to take that dungeon as the guild’s headquarters, however, this does mean again some more prerequisites must be fulfilled in order to do so successfully.

* The total guild power must be at least 50.
* Another payment of 20,000 gold or 2000 platinum coins. All group members can contribute to this, but in the end, it must be the guild master forking over the amount.
* Have at least five character members in the guild (controlled by at least THREE actual users!)

Once approved by the admin team, the guild then owns the dungeon and is able to customize it through the provided ways given. They gain access to a plethora of functions such as: NPC Creation, Dungeon Traps, Throne Rooms, Storage Dimensions, Prisons, and many more! But with much more stuff to play with, means that a guild has to pay much more money in order to use these functions. Guild bases earn a specific amount of innate income that builds up with guild power, however, if functions soak up amounts that exceed the guild’s innate income, then players will have to pay as well through their own pocket in order to continue using. Otherwise they may have to relinquish that function before getting enough money to pay back and resume using the ability once again. With dungeons, a guild may only be able to own ONE dungeon entirely, meaning that if they wished to move to another dungeon they would have to give up ownership of that dungeon and so return it to an abandoned state for another guild to try and claim naturally. Once a guild relinquishes a dungeon, all functions, NPC’s, and other things directly linked to that dungeon are removed from the game.

This is basic information on how guilds work in Overlord YGGDRSAIL Fanon, as there will be more information located on the Guild pages, and other similar articles. However, if you are still unsure, PLEASE ask an admin and they will be more than happy to help!

## MAGHIC! AND MP!

There are 6,000 different spells that exist in YGGDRASIL. But there is an endless amount in  Overlord YGGDRASIL Fanon. HOWEVER, that does NOT mean you can run around the world of YGGDRASIL with every single spell in that small noggin of yours! There is a limited amount of spells a player can have, with each spell costing a certain amount of Mana Points (MP) to cast. Some spells are even required for basic functions, so make sure that you can manage the spells that your heart desires to have (for that character in particular).

So how do you learn magic?

Don’t worry mate, it’s simple!

There are several ways to learn magic, certain prerequisites that a player must have in order to learn a specific magic type. This can range from selecting a particular player class, racial abilities, unlocked through Skill Points, attending and succeeding in a special event (set up by event coordinators and admins), the use of certain items and more. Once the prerequisites for a magic have been fulfilled, you will have unlocked that magic for your character, although do keep in mind, some classes are incapable of yielding some magic types. So make sure you know what you want and how to get it before finding out you can’t even use it!

When magic is unlocked, so is the ability to use one’s own MP. A user’s base MP is x10 their character level (A level 2 player has 20 base MP), and once a character has drained all their MP, they must wait 3 minutes and 36 seconds x their player level in order to fully replenish their MP meter (a level 100 player must wait 6 hours). Some items that can be purchased or looted from the many dungeons of YGGDRASIL can help a user either decrease the amount of MP needed to cast a spell (to the minimum of 1 MP) or allow a user to cast a spell for free (like magic spell scrolls). Not to worry! Knowing how much MP to use a spell is just as easy as knowing what tier that spell belongs under, as each tier spell costs the same amount as the tier level they are labelled.

Be careful and watch where your MP goes! Strengthening magics, conversion magics and chantless magics used in order to empower subsequent spells whilst may be good to magnify the effect of abilities, only serve to drain you faster of your MP. When fully drained of MP, a magic caster is reduced to a weakened state where they are incapable of using certain abilities, any magic strengthening effects are immediately deactivated, and require a large cooldown before being able to use magic again, even if they regain a large amount of MP overtime.

Spells can be affected by certain class abilities, racial abilities, magic items, and so on, whether it be negative or positive. Things like level and magic power can also affect how a spell performs, such as performing a second tier spell at level 10 can increase the power and/or range of that spell, which may or may not cost an extra MP or two (please ask admin for advice!). At the same time, a spell may not perform just as well as a normal use when applied by magic users from a conflicting class: a healing based class will perform an attack spell less effectively than a normal magic class. This effect does not apply to magic scrolls that are used, as they are based purely on the level and tier of the scroll, and will behave in the same way as if casted by a base tiered magic caster.

## PvM

Here we go, now we can discuss Player vs. Monster combat (PvM)