General Information

This page contains an assortment of information that doesn't belong in any of the other existing pages, but at the same time is too short to justify a page of its own.

## Hunger and Hygiene

Since the body in use is fully virtual, players do not need to shower/bathe, they will never develop body odor nor get dirty, their clothes don't need washing either... Of course, players can still shower and bathe if they want to, if that brings them any comfort... It is unnecessary though, and brings no benefits.

When it comes to eating, the principle is similar but not identical. Players do not need to eat, they can go for years in the game without eating if they prefer, they will never experience hunger (unless they have some weird psychological quirk that tricks them into thinking they are hungry, but that's a personal problem, not something that affects the majority of players). Players can still eat though, be it for pleasure, or for the HP and Stamina replenishment that come from eating! And the best part? No matter how much they eat, players will never get fat, never develop eating disorders, never get diabetes nor high cholesterol, etc.

## Menu Access

Some menus appear as pop-ups, such as party invitations, friend requests, quest menus, purchase orders. The main menu of the player though, is accessed by swiping their index finger at the air, from up to down. Doing so will spawn the menu in front of them, and they can just click on it as if it were a physical construct, or a touch screen. Of course, the log-out option is nowhere to be found.

## Inventory

The inventory can hold infinite amounts of any items, and all kinds of items and equipment... Except weapons. If the player wants to store weapons, they must buy the satchel (for 5 credits, in any store that sells mundane items), a magical bag with infinite space, which exists only to hold weapons in it and for no other reason. As explained here, finding and swapping weapons from there takes time, not ideal to do mid-combat, but players can still hold some weapons on their body!

## Soul Gems

Soul Gems are a special type of item that are always guaranteed to drop from any enemy of any type, though there are different kinds of Soul Gems, and Boss-type enemies drop two kinds of Soul Gems (the one specific to their kind, and a "Boss Soul Gem"). A lot of NPCs believe that Soul Gems contain within them the very souls of the monsters players have slain.

Soul Gems can be sold in any store that sells mundane items, the retail value being 5 credits per Soul Gem, except Boss Soul Gems, which are worth 25 a piece.

Alternatively from selling, Soul Gems can be used for the Work Skills in various ways.

Types of Soul Gems:

* **Deep Savers**: Generally dropped from aquatic beings, it looks like a lazulite.
* **Dragon's Roar**: Dropped not exclusively from dragons, but monsters similar enough to them, such as gargoyles, lizard based ones, the likes. It looks like a dark red sapphire.
* **Jungle Troopers**: Generally dropped from monsters that dwell in jungles or like they should be, especially plant based ones. It looks like a green emerald.
* **Nature's Spirits**: Generally dropped from the more animal like monsters, especially the mammal ones. It looks like an adamite.
* **Metal Empire**: Generally dropped from the more mineral based monsters, especially robotic ones. It looks like an actual diamond.
* **Nightmare Soldiers**: The more demonic looking the being, the more likely it is to drop this kind of Soul Gem. It looks like an amethyst.
* **Wind Guardians**: Beings capable of flight almost always have this kind of Soul Gem. It looks like an oval star sapphire.
* **Dark Area**: Dropped by undead beings, also by incredibly dark monsters (such as those capable of manipulating shadow magic). It looks like a benitoite.
* **Boss**: Boss Soul Gems only drop from Bosses (Mini, Mid, Floor, World) as well as Villains. It looks like an amber.

## Safe-Zone

Also known as Safe-Area, Civilized Area, Populated Settlement. This is a zone where civilian NPCs live in, part of their daily life, whatever it may be. A special magical barrier is cast around every such Safe-Zone, preventing players from fighting inside of it (they will find that their bodies simply do not respond when trying to fight inside of a Safe-Zone). This barrier is automatically disabled when a World Boss is attacking that Safe-Zone. If two players are engaging in a Duel inside of a Safe-Zone, a smaller barrier appears inside of the Safe-Zone barrier, allowing the two players to use their weapons and powers inside of said area, and naturally repelling NPCs and other players from within that smaller barrier. If a dueling player exists the smaller barrier, they will automatically lose the duel and thus become unable to fight again, at least while still inside of a Safe-Zone.

Safe-Zones tend to have stores selling things of use for the players. They also tend to have houses for sale.

## Duels

By using the personal menu, one player can issue a duel challenge to another player. The challenging player picks the type of Duel, but the challenged player can see the type of duel it is while deciding whether or not to accept the Duel. Via the duel, two players can fight under special circumstances, preventing all others from interfering, even allowing fights taking place inside of Safe-Zones. Regardless of what HP and Stamina users had before the Duel, they start the duel at 100% of both, although once the duel is over, reset back to the HP and Stamina they had prior to the duel beginning. When doing Duels inside of a Safe-Zone, players are still incapable of using any ability that might damage/destroy the Safe-Zone. There are 5 Duel Modes:

1. **First Blood**: The duel ends as soon as a player loses 10% HP, with the first to losing that much HP being the loser, and the other the winner. HP does not go below 90% regardless of how hard/strong/powerful the hit(s) is/are.
2. **Timed** **Duel**: The duel ends after a specified amount of seconds passes by, never more than 3 minutes. ((OOC: Predetermined limited amount of posts from each RPer.))
3. **Safe** **Defeat**: The players fight all out, but the duel will end automatically as soon as a player reaches 1% HP. If a player were to take a hit that would have killed him, they will instead default to 1%, thus ending the duel automatically. This kind of duel is the most popular one, because it doesn't end too quickly but also doesn't result in death.
4. **Total Loss**: A fight to the death, and with this being UAO, players who die in this duel, will not respawn nor be alright when the duel ends, they just... Die.
5. **Equalizer**: A fight where gear, stats, abilities and levels don't matter at all, both players are set to having only 1 ATK and 1 SPD, unable to use any ability (even passives and Unique Skills), and though they have access to their normal gear, they will not gain any stats from it in this duel. The amount of HP is decided by the player accepting the challenge, with the minimum being 5HP and the max being 15HP. This is a true test of skill where nothing but combat skill ((CRP)) matters, may the best one win! Ends when someone reaches 1 HP, effectively restoring everyone's stats/etc back to normal.

## Friends and Parties

Players have a Friendlist, which starts empty by default. Players can send friend requests to any player they can see, with the usage of their personal menu. For two players to be Friends, one must send the request and the other must accept it. When two players are friends, they can send text messages and recorded voice messages to each other. These messages cannot be sent nor read while inside of a Floor Boss room/area.

UAO has a party system, as is normal of an MMORPG. Unlike most MMORPGs though, UAO parties don't have many features, just a party chat system, as well as being able to see the status of all party members in the HUD within the player's field of vision (seeing Username, Level, HP, Stamina, Name, Archetype and if affected by a status effect or not). Parties also allow evenly splitting quest rewards, but little more than that. The first member in a party to send a party invite becomes the "party leader", meaning the only one capable of inviting others and kicking out members from the party, but they can also transfer this party leadership to any other party member. Parties have a limit of 5 users. Party members must be on the same Floor, and when if a member is on a different Floor, they will automatically leave the party because of it (or the party is disbanded if all players are on different Floors from one another). To invite someone to join the party, the party leader must be standing within arm's reach from them.

## Marriage

In UAO there is a marriage option in the menu, and by using it, players can send a marriage request to another player (unbound by gender, though it doesn't allow underage players to marry unless with other underage players, and this applies to both avatar and real age, so if a player has an adult body IRL but an underage one in the game, they can only get married to others that also have an adult body IRL but have an underage body in the game, and vice versa). Marriage has no cost and requires no ceremony (though can have one if wanted), it is much like sending a friend request (although with benefits and requirements). Once a player sends a marriage request to someone else and that someone else accepts, the two players must seal the marriage with a kiss on the lips, and a wedding band will magically appear on the ring fingers of both players.

**Benefits**:

* Married players can be assigned to Master Bedrooms within owned residences.
* Married players will generally receive more positive reactions from most NPCs, though not universal.
* If a married player dies, all their credits and everything in their inventory will be automatically transferred into their partner's inventory. If a married player is murdered by a Hellspawn, the murderer's Tier-0 takes priority before the transfer occurs.
* Married players can always text each other no matter the location they are in, and can even enable a tracking option to determine their exact location at any time.
* Married players can transfer items from their inventory into their partner's inventory. Additionally, married players can also send their partner a request to temporarily access their inventory, even from a distance, and if accepted, the married player can use it as their own inventory for that short duration, taking or adding to it what they see fit.

**Requirements**:

* Once a player marries someone, they can never marry again in the game, even if their partner dies after the marriage.
* There is no divorce option, it's until death do you part.
* Must be within the same age group as the one you're marrying, both in terms of avatar and of real age, before being allowed to send the marriage request.
* Once a player sends a marriage request to someone, they must wait for that player to deny the request before they can propose to someone else.
* A player can only propose to the same player three times, because after 3 rejections, the player loses the option to propose to anyone at all.
* Before being allowed to send the marriage request, the proposing player must have kissed that other player on the lips at least 3 times in the past (doesn't have to be on the same hour/day/etc).

## Teleport Gates

Each Floor has one "main" settlement/Safe-Zone. In this main Safe-Zone, usually the very first one of every new Floor, rests a special shrine or pedestal called a "Teleport Gate". Players can use this Teleport Gate to instantly transport themselves over to another Floor, provided the Teleport Gate on that other Floor has been unlocked already. To Teleport, the player simply stands on the Teleport Gate and speaks "Floor X", but with the Floor number instead of X, then they will be engulfed into a large blue orb and are whisked away into the "main" Safe-Zone of the destination Floor, to the other Teleport Gate.

Teleport Gates in locked Floors are locked by default. They only become unlocked when a player travels to that Teleport Gate and activates it, requiring the defeat of the previous Floor Boss first... But just beating the Floor Boss is not enough, if no player in the new Floor approaches the Teleport Gate, it remains locked, keeping behind any player who doesn't move with the frontline.

## Potions

Potions can be bought in shops all across UAO. There are 7 types of Potions:

1. **Burn Heal**: Elixirs that instantly remove the burn status, can either be drank or applied on top of the burnt area.
2. **Antidote**: Elixirs that cure poison, removing that status effect. Need to be drank.
3. **Potion** **of** **Sanity**: Clears up the confusion status, can either be drank or splashed onto the user's face.
4. **Universal** **Elixir**: Clears all status ailments/effects at once, requires drinking. Cannot be used while Paralyzed.
5. **Health** **Potions**: Restores HP based on size but always by % of total HP, has no cooldowns. Small-20%HP. Medium-50%HP. Large-75%HP. Huge-100%HP.
6. **Energy** **Potions**: Restores Stamina based on size, absolute values instead of %, unlike Health Potions. Has no cooldowns. Small-10STM. Medium-25STM. Large-50STM. Huge-75STM.
7. **Vitality** **Potions**: Restores both HP and Stamina, based on size. HP values are % of total HP, while Stamina values are absolute. Has no cooldowns. Vitality potions are also highly caffeinated, not relevant in combat mechanics but it does give that caffeine jolt. Small-10%HP, 5STM. Medium-25%HP, 15STM. Large-50%HP, 30STM. Huge-75%HP, 50STM.

## Leveling Crystals

Leveling Crystals, as the name implies, are long and beautiful crystals that when used, give the player 55XP (the amount needed for a level up). That said though, Leveling Crystals have levels of their own, and can only be used by players that have that exact level (so a [LVL3] Leveling Crystal can only be used by level 3 players, not by level 4 nor level 2 players, etc). Though these are scarcely dropped by monsters, they are sold in any store that sells mundane items, with infinite stock. They seem to get slightly bigger and slightly more beautiful the higher they are in level. The price increases the higher level the crystal is, and mundane stores are always looking to buy these crystals off of players... For half of the price they sell them at. The pricing per level are as follow:

1. 25 Credits.
2. 40 Credits.
3. 60 Credits
4. 100 Credits
5. 120
6. 150
7. 175
8. 200
9. 225

* From 10 to 20, 250 credits each
* From 21 to 50, 300 credits each
* From 51 to 100, 350 credits each
* From 101 to 200, 400 credits each
* From 201 to 500, 450 credits each
* From 501 to 999, 500 credits each
* [LVL1000] Leveling Crystals cost 750 credits.

## Shop Stocks

There are many shops throughout the settlements of UAO, each selling their respective merchandise. Things like Potions though, they have a limited stock per settlement, especially Energy Potions (they restore Stamina) and Vitality Potions (they restore HP+STM), which tend to have the lowest stocks and highest prices. Stocks refill every day at the beginning of the day, and again at Noon.

## Deaths

When an enemy(monster, bosses, villain) dies, one of two things will happen: Their bodies will lay on the ground, or their bodies will explode(harmless) into an array of bright and shiny rainbow colored pixel prism particles that float into the air and fade away into nothing. If the player doing the killing caused Overkill damage (meaning enough damage to not only kill the enemy but also enough to take another 5% of their HP), the latter case takes place, otherwise it's the former case. When a body lays on the ground, it will just disappear into discreet and subtle particles of data over time, unless someone keeps attacking the corpse, speeding up the process which otherwise would take a full 5 minutes to take place.

When a player's HP reaches zero, their body dissolves into a massive pool of Human blood that soaks into the ground and disappears. As Kyuma Yamashita explained at the beginning of the game, players who die in the game will die in real life... Well, this is only half true. Once a player dies, they will actually respawn... But not as a player, instead they will respawn as a monster!! ((Which monster is determined by a GM, but it'll be whichever gives you the best chance at encountering other players)). The new monster-player will be warned during the respawn process (which feels very painful) that they will have to survive 3 players as a monster to get a "promotion".

A player respawned as a monster will not be able to access any menus, enter any Safe-Zones, even leave the area they spawned in. They don't even have access to any of their player stats nor Archetype abilities. They will also not be able communicate with other players (although Tier I Brain Eaters can still read the minds of these... But why would a Brain Eater think of reading a monster's mind?). Because this monster-player is indistinguishable from other monsters in the area, passing by players will attack, as they tend to do with monsters in their way. If the monster-player dies in this state, they truly will die in real life as well, no more second chances. That said though, if a monster-player gets engaged by 3 actual players in combat and somehow survives them, the monster-player will despawn and go through the very painful respawn process again, getting "promoted" to Mini-Boss (same case as above, GM decision).

The player-Mini-Boss will be tasked with either surviving 5 players, or killing one player to earn their next promotion, still having the same limitations. If they manage to earn that promotion, they respawn (again, very painful) as a Mid-Boss, tasked with surviving 7 players or killing one player. If the player manages to earn yet another promotion, they will be very painfully respawned as a Floor Boss (whichever is the next one to be fought against).

The player-Floor-Boss is tasked with surviving a Floor Boss raid, meaning they have to wait around in a Floor Boss room/area for players to enter it. If they are lucky, the ones entering will be a small group not followed by a lot more right behind. Either way, the Floor Boss(player) must fight and kill until there are no players left (meaning kill them all unless a Jumper helps them escape) there. Doing so will earn them a choice: Another promotion(to World Boss), or respawning as the player they once were... But with a censorship system that prevents them from telling others the truth over what happened to them (not only will they not be able to write/speak about what happened, as their fingers won't move to type and no sound will come from their mouths when trying to speak of it, but a loud air-horn will play at the same time, seemingly from nowhere, with the cursed player being the one who hears it the loudest).

If the player-Floor-Boss chose promotion, they become a World Boss and have to choose a Safe-Zone. They then have to travel to that Safe-Zone and destroy it, but of course players will be warned and will attempt to stop the World Boss, not knowing it's a player. If the World-Boss(player) destroys the Safe-Zone and manages to escape after that, they will get their final choice... Either respawn as the player they once were, free of any censorship curses and even a level up in the process... Or receive the final promotion... To Villain! As a Villain, the player is free from the tasks of lower monsters and also the tasks of clearing Floors... Instead, their task is to ensure the players of UAO fail. If every non-Villain player in UAO dies, the Villains will be granted freedom by Kyuma Yamashita.

Players who have died once, managed to make it back to being actual players again, and somehow die again, will start the process all over again from the bottom (monster-player).