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## What is YGGDRASIL

YGGDRASIL is a DMMMO-RPG game. Their are two game modes to choose from when you log into YGGDRASIL, Open World and Sandbox

### Open World

This mode takes the player to the open world of YGGDRASIL

### Sandbox

This mode allows players to create their own maps, games, or anything else only limited by the players imagenation.

## Dungeons

Their are dungeons all over the world of YGGDRASIL.

## Level

In YGGDRASIL, the maximum level a player can reach is 1,000. The game YGGDRASIL has two types of levels, Racial and Class levels. 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. In YGGDRASIL, this wasn't that big of a drawback, since experience points could be regained rather easily unlike in other games. 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.

## Gold Coin Currency

The gold obtained in YGGDRASIL wasn't just used to buy items, it was also used for many other things in the game. One of those things included covering the administration fees for managing a Guild’s base-defense systems. 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.

## Races

There are more than 700 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.

Humanoid Races include humans, elves, dwarves, etc. Humanoid races are weakest in basic status and cannot have a racial level. Instead, they can learn more classes which provide high stats or powerful skills more easily, giving them higher potential. Having familiar appearances and advantages, human races were the most popular in YGGDRASIL.
Demi-Human Races include orcs, ogres, lizardmen, etc. Demi-Human races can have more basic statuses and have a racial level. Demi-Human races are similar to the average between Human races and Heteromorphic races. While the Demi-Human races weren't visually appealing they can still perform better than Humanoid races.
Heteromorphic Races include slimes, vampires, devils, etc. Heteromorphic races own the most powerful basic statuses, which can be strengthened even more by increasing their racial level. High-ranking races also provide special abilities similar to that of a monster's. Besides providing a racial level and special abilities, the Heteromorphic races are able to also gain more ability points than the Humanoid or Demi-Human races. However, they were penalized in other ways as the racial level comes at a cost where it limits the amount of jobs levels players could learn. Thus, Heteromorphic races were very unpopular just for that reason. PKing a Heteromorphic player doesn't give any penalty to the player that did it.

## Classes

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 2,000 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 100. 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. Incidentally, the monsters summoned by those classes can only become stronger the closer the monsters’ karma values were to their masters.

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. According to Touch Me, when in battle, one could instantly sense an opponent’s intentions, thus evading his or her attacks.

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

Skill Points increase with racial and class levels. The growth rate goes in this order: Heteromorphs> Demi-humans> Humans. 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. A fighter’s skill point would raise by two. For the first level of human, their skill point would be three (2+1: Class Level and Race), a goblin four (2+2: Racial Level and Race), a Skeleton Mage six (3+3: Racial Level and Race). In relation to the raising of racial skill points, a Human and Skeleton Mage would have a ratio of 1:3. At Level 100 it would be 100 to 300 (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.

## Guild

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 800 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.

There are three categories to these NPCs being:

* **Spawned NPCs** pop-up automatically from the dungeons. The monsters which automatically spawned under level 30 had maintenance costs depending on their type. It was 0 for the undead, but for living creatures, particularly large creatures, they had maintenance costs which increased proportionally to the size of their bodies. In YGGDRASIL, players could place pop monsters within dungeons by paying the appropriate in-game or real-world currency. However, they would not come back to life after being destroyed, so they were more of a luxury to players.

* **Mercenary NPCs** can be summoned by spending guild finances. In addition, the mercenary system that summoned creatures in exchange for YGGDRASIL currency did not allow for the summoning of Death Knights. One good thing about them was that it could allow a solo player to form a group, however, their AI was not very good, and their combat ability was lower than even a poorly put-together character of the same level. Upon grouping with such NPCs, people who aren't good enough were hindered when running difficult dungeons.

* **Custom NPCs** can be customized freely, with their power level depending on the level of the guild stronghold. The lowest-ranked guild headquarters provides 700 level to be shared between NPCs. This can be increased by upgrading to a higher-ranking dungeon, using cash, etc. Customization tools included not only levels, equipment, and appearance, but AI too. Thus custom NPCs can be made and used as powerful guardians. Of course, a guild is totally free to customize its NPCs just for decoration purposes.

Financially, a guild base which only popped large living creatures would rack up a ruinous maintenance bill. If a guild base’s innate income was not sufficient to cover those costs, the guild members would have to earn that money themselves. 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.

## Magic

More than 6,000 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. A level 100 spellcaster usually knows around 300 of them (3 x caster level in the Web Novel). Even basic functions such as messages need spells to use, so most of the spellcasters have trouble managing all the spells they desire to have.

There are cash items that could actually increase that number by another 100, making it a grand total of 400 spells within their control. Whereas bonus abilities like "Dark Wisdom" could be inherited from a race such as Overlord, and grant the player of that kind up to 718 spells, which is large twice the amount a player could learn at a max of 300.

Firstly, in order to learn magic, you must first fulfill the necessary prerequisites. For starters, there are selected classes a player must choose, special events they must go to, they must use certain items, and so on, in order to learn magic. If successful, they are able to use the selected magic type of their choice. And for that purpose, there were players who devoted 1/3 of their total magic to the prerequisites. Some players also tended to give up learning as they could not clear the prerequisites.

For those who are attempting to become specialists, there was a problem about what to choose. It was extremely common that the magic that they wanted to learn was not within their field of expertise. It was not rare among players to die repeatedly and recreate one’s classes every once in a while. Also, there was the tricky problem of handling the stats that come along with it.

If the player's magic power or level was high enough, they could potentially deal more damage with a spell, or maybe their range would increase more than other lower level players using the same kind. In this case, let's assume that there was a player who specializes in faith-type classes, and is a user of the "Fireball" spell. Based on the damage and distance capability, their spell would not be as strong as other players who use it with classes which focused on magic power.

To start off, magic is divided into eleven tiers: From Tier 1 to 10 and exceeding passed it is Super-Tier Magic. Super-Tier Magic has miraculous power that is compared to a 10th tier spell but suffers from huge casting and the cooldown time, preventing the frequent use of it. Casting super-tier magic decreases the magic caster's defense while receiving a certain amount of damage cancels the casting.

As consoles are mandatory for the game, they're required to access the players' spells within their arsenal. The hotkeys on the console, ranging through a selection of the numbers 1 to 10 represents the ranking of tier spells a player can choose from, and used in varying numbers. Players could arrange these spells via hotkeys. Momonga memorized them. Each spell has an icon, which players could tap on to begin casting it. The player can tap other hotkeys if one was planning to apply some sort of metamagic enhancements to their spells. It can be said that every spell had its place on the spellcasting console.[13]

When the player starts casting their spell, an arcane eye or a magic sensor would have appeared in front of the caster. Afterward, the player could manipulate the sensor by sending their spell towards the desired area of their choosing to initiate its power or effect once they're ready to finish casting it. The player's right hand held the control stick for the sensor’s movements, whilst their left hand directs the sensor’s field of view. Other than that, there are icons representing buffs and debuffs that could appear in the player's field of vision, so one could see whether or not they were under the effect of an ability.[14]

A player could hotkey up to about 480 spells in total. The ability to skillfully navigate these menus meant fully understanding and memorizing the effects and proper application of each spell. It was considered to be one of the biggest factors in one’s ability as a Magic Caster. Just as warriors were affected by their real-life reflexes, magic-using classes relied heavily on their memory. A magic caster’s strength is measured by the number of spells they know.

MP
--

Once a magic caster is out of MP, they are no longer able to cast spells. No MP recovery potions existed in the game. Instead, magic casters must wait for as long as six hours during the passing of time to completely recover all their MP back from zero. Incidentally, a magic caster's base MP was their level times 10. According to the author Maruyama, MP consumption is fundamentally linked to the casting of lowest to highest tier spells. Assume that a magic caster has about 100 MP in total. He could use 1st tier magic one hundred times. Whereas he could only utilize 10th tier magic not more than ten times at most. For that reason, a 10th tier spell would consumed ten mana points each or every time a magic caster used it.[15] However, if there were either strengthening magic, chantless magic, magic strengthening, or even magic conversion involved in the spell casting, it will just served to further increase the MP cost for such tier spells regardless of their rankings.

## PVP

Otherwise known as Player vs. Player. This was most likely also a term that shares a origin with player-killers, or player-killer-killers.[18] Counter attack and counter defense magics lying wildly back at one another were the standard in PKing.[19]

According to Momonga, the most crucial thing in PVP is to deceive one's enemy, such as in his battle against Shalltear Bloodfallen. For instance, pretending that one player is vulnerable to holy-elemental attacks when they're largely immune to them after swapping out their gear, while also hiding the fact that they're weak against fire-elemental attacks.

Due to the rule of victory going to the one who won two matches out of three, losing the first battle was not a problem for some like Momonga.[20] When it comes down to how things were when players PKed each other in YGGDRASIL, the victor could take at least some of the defeatist's weapons and gear for their own.

PVP is the usual tactic used by a group of human players in order to hunt down heteromorphic players. Doing so will also be label as PKing which is player killing. There exist the contents of "PKing for Dummies" in which Momonga has spoken of before. Furthermore, there is also no penalty for PKing heteromorphic species existing in the game.

According to Punitto Moe, “Squashing” was what they named their PK method that involved attacking a player group that had just begun delving into a dungeon from behind. Once their opponents were forced deeper into the dungeon, they would have to deal with the dungeons’ monsters as well as the PKs attacking them from behind. This was a kind of pincer movement.

Furthermore, Momonga stated during his battle with Gazef Stronoff that having a weapon which is capable of killing someone is the absolute minimum condition for a solo PVP duel. In other scenarios, there was also a type of No-Loot PVP or the latter that he knows exists in YGGDRASIL.[21]

Some players would prepare a set of identical looking gear, equipped with completely different data crystals. In PVP matches, small tricks like that improved the players' chances of victory against their opponent. Although backup gear was typically weaker than one’s main panoply, being able to surprise a foe had effects beyond mere data values.

There is a limited cooldown period to players casting the number of spells from Super-Tier Magic. In addition, this cooldown period could not be eliminated by any skill or cash item. Thus, when PVPing, the party that cast a super-tier spell early was often considered an idiot. After all, defeat was likely the outcome any player will face when they expended their own trump card without properly understanding one’s foe. There were very few PVP battles where the victors were the first to cast super-tier spells.

Strong fighters in PVP matches have the tendency to be very popular with spectators. The voices of the supporters would slowly turn toward the challenger if they did well. In other words, if a player fought well against their opponent, more and more people would start to support that person.

## Items

Items are classified accordingly to the following rank system:

* Low → Middle → High → Top → Legacy → Relic → Legendary → Divine
* **Artifacts** are not related to specific ranks, it just means they are items with fixed data. Therefore, artifacts with a low rank can also exist.

Items drop as a data crystal from monsters, and players can produce items freely in the capacity of crystals, including options to customize their appearance and name. As a result, these data crystals could be slotted into almost any sort of item (apart from certain expendable items), in order to create just about any item a player could think of. In addition, there were certain artifacts which could not be created by players and had fixed stats. For example, Horn of the Goblin General.

Clearing a dungeon often yielded a variety of items, from rare data crystals to artifacts. In order to make, for example, a data crystal into weapons and armor, it is through inserting a data crystal into an item skin. While magic items in YGGDRASIL were made by infusing an item skin with a data crystal, it was actually quite difficult to coordinate their appearance for players. After a certain update by the game's developers, players were given several ways to change their equipment's appearance without changing their gear that had stat boosts in it.

Players could design their equipment as they liked. Additionally, this included their powers as well. Player-made items in YGGDRASIL could also have their abilities be changed up by using data crystals. Yet the same way may even be applied to the equipment used by NPCs like Narberal that had a quick-change crystal embedded in it and used for battle. That way, they would be able to directly swap out their gear for a set of predetermined equipment without having to waste time changing.

YGGDRASIL's equipment was classified by how much data each item possessed. Items with more data were ranked higher. However, abilities could not be stacked randomly; the capacity of an item for data was determined by the item's construction and the material. In contrast, special effects took up a smaller amount of data capacity, so it was not uncommon for them to be imbued in an item to use up the leftover capacity. For that reason, not all data crystals dropped by monsters were equal. If one wanted to make a divine-class item, one would need several data crystals which were classified as "high-rare drops."

When comparing a sword made of clear crystal and a sword comprised wholly of iron, the amount of data needed for the exterior is completely different. The amount of data is determined by the resources of the item, such as minerals. It was quite common to require weapons made of special materials or with the appropriate elements to bypass monsters' abilities. The Smith was also a key part of the equation. In YGGDRASIL, humanoids called Dwarves had bonuses to craftsman-type classes to craft these weapons.

In YGGDRASIL, trading in magic items was usually done in the form of data crystals. However, there were people who sold second-hand items in order to make even stronger ones. It was at this point that a problem arose — the names of magic items made by other people might include forbidden language, or it might insult someone. Sometimes, the GMs would ask the players in question to rename the items. Most players named their equipment in reference to legends and mythologies, in order to make them an easier profit to sell. There were also cash items which could rename them as it wasn't expensive.

Besides that, it is possible for YGGDRASIL weapons to break apart from damage. However, they cannot be broken by attacks from weapons with lower data capacity than it. Artifacts are superior in that respect since they are indestructible. Even weak artifact equipment is capable of being unbreakable.

More so, one could not equip multiple magic items to the same item slot. While one could wear many magical items around their neck, only the powers from the item that had been last put on would be usable. Even in the New World, the principle still applied and is in effect as always.

There are also World Items, whose power overrides the limit of other items. Many of them can ignore or even change the game system of YGGDRASIL.

## Monsters

There were very few monsters in YGGDRASIL with attacks that were vastly different from what their appearance suggested. However, there were many enemies whose moves could not be predicted and are a special case. Most monsters were generated by the same rules used for generating player characters. Even the magic they used was the same. The values derived from their basic stats such as health were also of a similar nature.

There were spellcasting monsters in YGGDRASIL. While the numbers of spells they could use varied greatly according to their level and species, they could use about eight kinds of magic.

When monsters attacked, they would target the one they wanted to hit the most. This could be expressed as a numeric value, called "hate." Causing more damage, healing HP, buffing, debuffing or using taunting-type skills would increase hate. When a player was hit by a monster, it would resolve the matter and that monster's "hate" of the player would decrease. Because hate values fluctuated often during a battle, tanks had to pay close attention to monster's "hate" values, or the backliners would take a hit.

Dungeons have bosses with different abilities, appearances, and boss rooms. Boss battles typically took place in a separate map, and there were some boss battles which allowed players to retreat from the fight. Regardless, altering the terrain was a common tactic performed by raid bosses. Normal parties would take roughly between 10 to 15 minutes to defeat a boss.

Among the most powerful monsters in YGGDRASIL are called a "World Enemy."

There were at least about 32 level-breaking bosses in YGGDRASIL and some of them are listed below:

* Eight Dragons
* Lords of the Seven Deadly Sins
* Ten Archangels of the Sephira
* Celestial Lord of the Sixth Heavens
* Five Rainbow Buddhas
* Devourer of the Nine Worlds

In YGGDRASIL, there were two major patterns of raid bosses. The main problem with designing boss encounters was that the players had the same skills and spells that monsters did, but during raid boss encounters, there would be 30 players facing a single monster. Even if with enhanced stats, one monster would still be obliterated by the sheer weight of a parties numbers, which meant that there was no challenge at all.

As such, two main types of boss encounters appeared to address the issue. The first was the boss would come with minions, or the boss arena would constantly spawn monsters. In this approach, the boss wasn't usually that strong. In some cases, it would only have several times the health of a player character.

The other method was to send out a single boss, generated with different data from the player characters. This sort of boss typically had abilities which would give parties a lot of trouble when encountering them for the first time, and it could use those abilities continuously. Judging by the look of the boss, it was highly likely that it fell into the latter category.

Apart from that, it was commonplace for YGGDRASIL players to forget the need to pick up magic items from slain monsters who drop it after being slain in combat.

In YGGDRASIL, one could determine the strength of an enemy by the color of their names. Beyond that, one could only rely on information from one’s friends and walkthrough sites.