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As YGGDRASIL's logo faded, your vision soon cleared to see a quite lively city, there were a few...
Starting City - Part 1

Terran Imperium

[French]
Location
Southern France
And so @thePUNisher has some real-life difficulties and they can't really continue this quest. So me as a friend of his entrusted me to continue it for him and I accepted. This is a new thread as I didn't have the ability to threadmark in the previous one and players wouldn't get notifications. As such it was better to create a new one.
Old thread: The Adventures of a Scrub in a Brand New World (Overlord Quest)


As YGGDRASIL's logo faded, your vision soon cleared to see a quite lively city, there were a few players with what looked like high-level gears running around, despite it being barely the second week after the release of the game. There were NPCs everywhere, walking around in predetermined patterns like the guards and others were simply standing. This must be one of the starting cities as there are more than a few thousand players here and obviously because you spawned here. The city itself looks quite huge albeit cold and harsh in both the architecture and general impression. Obviously, you must be in one of the starting cities of the North.

Your contemplation of the environment was interrupted when a random NPC guard approached you. There seems to be one for every new player when you turn around to look. You know that there are a few voiced NPCs in YGGDRASIL, a few as in more than a thousand. It also helped that you couldn't see the guard's face so the immersion isn't broken.


"You're one of the new recruits for the militia? Follow me, we'll see if you got what you need to survive out there and protect Dalsfjoror." All the NPCs, players and the game itself were in Japanese, you didn't go in blind in this however. You understand Japanese, well enough to read and speak. Although, your obvious awful American accent immediately makes you stand out as a foreigner.

A small notification appeared in front of you. It basically gave you basic background information about what's happening. The Jarl Æstrid Toladottir saw that his army couldn't contain the new wave of Draugrs that had been appearing around his cities and villages recently. The Jarl, of course, couldn't simply let that happen and raised a militia from his civilian population which will be barely trained by his soldiers and then sent into the meatgrinder. It was also a convenient solution to decrease the population. Food wasn't growing well enough in this harsh cold land and the fewer mouths to feed, the better.

You dismiss the tab and follow the guard. You don't have much of a choice as it is the tutorial to get into the basics of the game. When the guard stopped beside a dummy, you found yourself in quite a wide-open area as players came and went as they completed the basic tutorial.

"Now, you're a Fighter, right? Punch this dummy as hard as you can." You simply nodded even though you know it was just an NPC.

Roll: 14 + 1(Phy.Atk Modifier)= 15
Good!

You settled into a basic fighting stance, arms raised in front of your face, feets spread slightly apart from each other and with a mental command, you initiated the only attack you're capable of right now. Punching. It was pretty magnificent, as the movement was already predetermined by the game, you feel your body move on its own yet not quite and jabbed two times quickly at the dummy. The speed at which you demolished its head was surprising to you. You don't think anyone in real-life would reach that speed, even with cybernetics.

"Holy shit..." you whispered under your breath. This is awesome. The basic five senses are extremely dulled in the game and so it was quite disorientating at first but you get used to it pretty easily. You jump in joy and nearly landed on your face. You just jumped over 4 meters in height... You aren't quite sure if this is the case for all players or just for fighters or similar classes. Fighters are required to be agile and strong physically so you wouldn't be surprised if that was the case.

"You did well, recruit. You're good enough to punch out the monsters threatening us, go and make Dalsfjoror proud! Join the other militiamen in front of the city. They're clearing out the Draugrs, make sure to kill at least kill 10 of them. Take their head as a proof to the militia leader and you'll get your daily payment." And with this, the guard walked off and dissappeared behind a corner. And accordingly, you received your first quest. You exited the training areas and walk for a bit in the city in the direction of the main gates.

As you walk there, you find an open plaza, a market. There are a few players talking and discussing things around here, NPC and player merchandise was displayed. You could go to the market, buy a few things before going to complete your quest or talk with a few players. You start out with 50 gold coins.

[] Go to the Plaza.
-[] Approach the smith shop.
--[] Buy.

-[] Approach the leather-cloth shop.
--[] Buy.

-[] Approach the Alchemy shop.
--[] Buy.

-[] Approach the player-made shop.
--[] Buy/Bargain.

[] Approach the group of players talking between themselves.
-[] Talk/Ask questions.

[] Ignore the Plaza and go directly to the gates of Dalsfjoror to complete the quest.

Heavy Iron Armor
This type of armor is perfect if you want to defend yourself, although it'll come at the cost of your agility.
It'll absorb 2d6 of the damage and a permanent malus of -3 to Agility rolls if it is is below 15 while wearing this armor.
Cost: 15 Gold

Light Iron Armor
This type of armor is perfect if you don't want to be slowed down while fighting while still keeping a moderately good defense.
It'll absorb d6 of the damage of any attack you take and a permanent malus of -2 to Agility rolls if it is below 10 while wearing this armor.
Cost: 15 Gold

Two-Handed Iron Sword/Axe
This weapon is made for slow players who want to deal as much damage as they can to the enemy. It is pretty heavy, however.
It'll deal an additional 2d6 of damage and a permanent malus of -2 to Agility tolls if it is below 10 while wielding this sword.
Cost: 10 Gold

One-Handed Iron Sword/Axe
This weapon is made for players that don't want to be too slow nor too fast while doing enough damage to the enemy.
It'll deal an additional d6 damage and a permanent malus of -1 to Agility rolls if it is below 5 while wielding this sword.
Cost: 10 Gold

Spiked Bronze Shield
This shield is made for players that are strong enough to carry the weight of a shield in battle. Preferably along with a one-handed weapon.
It'll absorb 3d6 of the damage and a permanent malus of -4 to Agility rolls if it is below 20 while carrying this shield.
Cost: 20 Gold

Leather-Covered Wooden Shield.
This shield doesn't offer much protection but it is enough for players that don't want to be weighted down by a heavy shield.
It'll absorb d6 of the damage and a permanent malus of -1 to Agility rolls if it is below 5 while carrying this shield.
Cost: 5 Gold

Spiked Iron Gauntlets
These gauntlets are one of the best weapons in Melee if a player like to get close and punch out his enemies or in case a player's weapon was disabled or destroyed.
It'll deal an additional 2d6 of the damage and a permanent malus of -1 to Agility rolls if it is below 5 while wearing these gauntlets.
Cost: 20 Gold

Iron Katars:
A set of simply wrought bladed punching tools, these blades are difficult to use but devastating when one strikes with precision. Add d15 to each melee attack.
Cost: 40 Gold.

Brass Knuckle Dusters:
A pair of simple punching tools, these weapons will not add too much extra damage but are lighter and easier to conceal than most other weapons. Add 3d3 damage to melee attacks and get a stat bonus of +5 speed.
Cost: 20 Gold

Leather Armor
This type of armor is light and doesn't constrain the player from doing complicated moves or attacks.
It'll absorb 2d3 of the damage. There is no malus.
Cost: 10 Gold

Leather Clothes
Expensive fancy looking clothes, they don't offer any protection. They may be used by players for roleplaying or when trying to look official in a meeting between players.
Cost: 15 Gold

Studded Leather Gloves:
Serving as a backup weapon when an adventurer finds themselves with a lack of gear, these gloves have metal studs to add d3 damage to each melee strike.
Cost: 10 Gold.

Leather-Covered Wooden Staff
This is a staff that is both useful at melee fights and acting as a foci for the practitioners of magic. Any spell cast with this staff deal an additional 2d6 to damage.
Cost: 15 Gold.

Universal Remedy
This potion will cure you of any illness or disease up to Tier 2, that you got infected by through your adventures.
Cost: 300 Gold per bottle

Minor Healing Potion:
This potion when used will instantly restore 15 of your HP.
Cost: 5 Gold per bottle

Greater Healing Potion:
This potion when used will instantly restore 40 of your HP.
Cost: 20 Gold per bottle.

Potion of Fire Resistance:
Gives immunity to damage from all heat-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 20 Gold per bottle.

Potion of Ice Resistance:
Gives immunity to damage from all cold-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 20 Gold per bottle.

Draught of the Knight:
This potion is most effective when wielding bladed weapons. Your attack speed and damage are nearly tripled for three rounds so long as you are wielding a bladed weapon.
Cost: 4000 Gold per bottle.

Minor Magic Potion:
This potion when used will instantly restore 15 of your MP.
Cost: 5 Gold per bottle

Greater Magic Potion:
This potion when used will instantly restore 40 of your MP.
Cost: 20 Gold per bottle.


Potion of Lesser Dexterity
This potion is mostly for players who attack at range as it'll increase their chances of hitting the target for one round. This potion works for both mages or archers/rangers.
Cost: 5 Gold per bottle.

Potion of Lesser Strength
This potion offers an additional d3 to damage for one round.
Cost: 5 Gold per bottle

Enchanted Heavy Steel Armor
This type of armor is perfect if you want to defend yourself, although it'll come at the cost of your agility.
It'll absorb 2d8 of the damage and a permanent malus of -2 to Agility rolls if it is is below 25 while wearing this armor.
Cost: 80 Gold

Enchanted Light Steel Armor
This type of armor is perfect if you don't want to be slowed down while fighting while still keeping a moderately good defense.
It'll absorb d8 of the damage of any attack you take and a permanent malus of -2 to Agility rolls if it is below 15 while wearing this armor.
Cost: 80 Gold

Enchanted Two-Handed Steel Sword/Axe
This weapon is made for slow players who want to deal as much damage as they can to the enemy. It is pretty heavy, however.
It'll deal an additional 2d8 of damage and a permanent malus of -3 to Agility tolls if it is below 15 while wielding this sword.
Cost: 70 Gold

Enchanted One-Handed Steel Sword/Axe
This weapon is made for players that don't want to be too slow nor too fast while doing enough damage to the enemy.
It'll deal an additional d8 damage and a permanent malus of -2 to Agility rolls if it is below 10 while wielding this sword.
Cost: 70 Gold

Potion of Fire Resistance:
Gives immunity to damage from all heat-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 19.99 Gold per bottle.

Potion of Ice Resistance:
Gives immunity to damage from all cold-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 19.99 Gold per bottle.

Ghostly Wooden Staff
This is a staff that is powerful as a foci for the practitioners of magic. Any spell cast with this staff deal an additional 2d8 to damage.
It is made out of Ghost Magical Wood, that can be found in the many Ghostly forests in the area.
Cost: 80 Gold.

As a cool thing you can do is propose and suggest ideas for items that could be added in the 'Player-made Shop', not just the basic idea but also how powerful they are(dice) and other such things. Although I and my Co-GM do reserve the right to tweak some things as to not break game balance.
 
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Quest Mechanics
Quest Mechanics:

In Merry Adventures any action will use a d20 system and it will take the relevant stat, divide its value by 10 and add it to the initial d20. Let's take an example where the PC is attacking a monster. The roll using SV's dice roll unsurprisingly is a 10, the PC's AGI stat, fortunately, is high enough to compensate for that. Let's take 60, divide it by 10 and add the result to the d20 roll.

It'll look like this: d20+6(AGI Modifier)

You could ask... What about odd numbers? Of course, dividing them by 10 will result in a decimal number and that is fine as even decimals are significant in a d20 system. For example 14.6 < 14.8 which could make a major difference in conflicts.

Dodging and attacking in Merry Adventures is very simple. Essentially the attacker will make an opposed agility check against their opponent to see if their attack lands. This is a basic d20 roll + their agility modifier.

Sometimes, you will get a Critical (19 and up) in your rolls which gives additional bonuses to your next action/action or damage.

Damage is a bit more complex. Each attack, spell, or weapon will have its own damage dice. How this modifier manifests depends on the attack. For instance, a shortsword could work with a 2d6. While a more advanced spell could use a 3d8. We will then add the Phys.Atk modifier to that damage roll.

Basic Damage reduction is directly from stat modifiers and then uses armor for the rest. The basic equation is thus: [Phys or Mag Def Modifier+(TotalLevel/3)].

To put this all together let's calculate one attack. For simplicity's sake, let's say the attacker and the defender both have an Agility modifier of five. The attacker rolls higher so it hits. He is using an iron shortsword for a 3d6+2 attack and rolled for max damage. The defender has 10 Physical Defense and a total level 15. So the equation will go as thus: [1+(15/3)]=5.3 damage reduction.

Magical actions are slightly different, as they have a limited magical pool they'll have to take a certain amount from to perform said action. Said action is always successful, there is no way for the casting of let's say a fireball spell to fail. However, depending on the strength of the spell and how powerful the target is, the result varies.

The spell's cost is determined beforehand by the GM. There is going to be a spoiler right under the character sheet listing all of them and their cost as well as their effects.

There are some special abilities or items which will fall under a d100 and use a whole stat as a modifier which we will discover later.

When you level up your job classes, you will get 3 stat points. You will always get 3 stat points for each level up in your base class(Fighter). When you will max out your base class up to 15, which the level cap. You'll unlock the Advanced class, its level cap is 10 and for each level, you will get 4 stat points. When you finally unlock the Epic class, you'll get 5 stat points per level and its level cap is 5.

So in total if you max out an entire class tree, you'll get 110 stat points in total. And since you are a human, you can get another second and third class tree.
An entire class tree is a total of 30 levels. That means if you max out all three of your class trees, it'll be a total of 90. You will ask then: "What about the 10 levels left to reach 100?". The remaining 10 levels are for a special class that you can obtain through the game.
 
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Character Sheet/SLs
Character Sheet


Real Name: Karen Natalia

Username: StormDoom

Wallet: 115.01 US Dollars$

In-Game Currency: 2 737 650 G

Guild: N/A

Residence: N/A

Alignment: Chaotic Good +500 Karma

Total Level: 46 (Your combined Job Levels)

Job level:
Fighter - Level 15
Champion - Level 10
Grandmaster - Level 5

Monk - Level 15
Martial Expert - Level 1


Stats:
HP: 90
MP: 52
PHY ATK.: 80
PHY DEF.: 49
AGILITY: 94
MAG. ATK: 10
MAG. DEF.: 30
RESIST: 31
SPECIAL: 10


Basic Human Traits:
Basic Endurance: All humans start out with 20 in their Physical Defense stat.

Environmental Resistance: All humans are somewhat capable of resisting the elements which made them capable of spreading themselves in all of the Nine Realms.


Job Class Abilities:
"Have you tried hitting things harder and faster?" (Rank 3): You have a permanent +3 to all melee attacks and damage.

"Well Fitted" (Rank 1): Give an additional +1 to damage reduction when wearing light armor or a +2 when wearing heavy armor.

"Cleave" (Rank 1): With whatever weapon they have, a Fighter can hit up to three opponents at once in a battle. It can be used only two times in a battle.

"Projectile Catch" (Rank 2): If a fighter has a free hand or is fighting with their fists, they can make an opposed Agility check to catch an enemy's incoming projectiles, magical or otherwise. You have a +1 to shift the odds to your side more.

"Light Feet" (Rank 1): Your footwork is improved, you can move more easily around in a fight. +3 to Dodge rolls.

"Resilient Body" (Rank 1): As you went on in your journey of improvements and self-introspection to take on a martial path. Your body adapted to accommodate your training. +3 to damage absorption.

"Iron Fist" (Rank 2): As you went on in your journey of improvements and self-introspection to take on a martial path. Your body adapted to accommodate your training. +6 to damage.

"Reinforcement" (Rank 1): The only magical ability available to Fighter-class players. It enhances all of your movements for one turn. +1 to everything.

"Body Over Mind" (Rank 5): Let your instincts guide your movements. You will show true primal strength. You are one with your body. Something primal has awakened inside of you. An Apex Predator that finally shed its skin as a youngling. A being that dominates and rules the environment around it. It cannot be taken with 'Mind Over Body'.
--Immunity to Fear
--Immunity to Diseases
--Immunity to Poisons
--You can induce terror, fear, submission debuffs to any player or mob with a lower level than yours, the lower the level the more effective it is. You can make it a permanent aura around you that will constantly debuff enemies.
--You will receive a major improvement in your physical feats. +16 to all Physical Actions that includes Dodging, Attacking and Damage and Physical Damage Absorption.
--+20 to HP, Phys.Atk, Phys.Def, Agility, Resist.

"Mystical Holy Strikes"(Rank 2): Your instincts guiding your movements are flawless, graceful and elegant while still being brutally efficient with minimal movements. This ability is an AoE attack that can be used three times per fight.+8 to Melee Attacks and Damage. Your fists are coated in Golden Divine Light. Holy Attribute.

"The Way of the Asura" (Rank 6): You went through every hardship imaginable, your pilgrimage reached a point in which you developed your own way to fight. Your martial art has surpassed the Gods, Heaven and beyond. Your martial art has reached the realm of Legends. You can coat your fists and legs with any of the Wu Xing elements(Fire, Water, Earth, Metal, Wood) in addition to the Holy attribute. +30 to Damage, Attack, and Dodge rolls.
--"The Way of the Asura's Defensive Form" (Rank 5): Once this ability reaches the fifth rank, it will merge with the initial parent ability. This ability allows you to be more proficient in dodging your enemies' blows or in blocking them. +24 to Dodging and to Damage Absorption.

"Martial Mind" (Rank 1): This ability raises basic parameters and strengthens one's physical abilities and provide resistance against hindering one's mental capacities and one's sense of reason. +1 to all stats, mental debuff resistance augmented.

"Awe-Inspiring Prowess" (Rank 1): This ability allows you to use one of your two Physical stats or Agility depending on the situation as a modifier when performing social
roles.

"Heavenly Bull's Charge" (Rank 1): Your legs are coated with Golden Divine Light, in a split of a second, you can cross large distances almost instantly to smash into your enemy into high speeds.

"Swift Alertness" (Rank 1): You receive a bonus of +4 to dodging, you also are more likely to notice things at the corner of your vision or things that are hidden more easily.

"Ambition to Reach Heaven" (Rank 2): Primal terror accompanied the first tentative steps into the dark, away from your home and the safe city that nurtured us. Only by conquering and stomping out this fear can you continue to grow. Millions will die so that you may reach your ambition. Your name will one day be on the lips of the Gods themselves. Use a specific ability in a way that lets you ignore multiple laws of physics completely and offer massive bonuses when used on attacks of +10 to Damage, Attack, and Dodge rolls. This ability also offers complete immunity to mental interference unless it is of a 6th tier and higher.

"Beast Taming" (Rank 1): You master the techniques needed to train and handle animals. You gain the following benefits: A reduced upkeep cost and a potential increase in the tamed beast's rank as your bond with it grows.

"Sharp Perception" (Rank 1): Through your perilous martial training and long hours of meditations. You honed your senses until they became razor sharp. You gain the following benefits: +4 against enemies trying to hide or sneak nearby you. You are more likely to notice traps, dangers, hidden treasures, etc...

"Unyielding Mountain" (Rank 1): There will be no half-measures or compromises when you make your decisions. Your will is dominating and unyielding. You go all the way, or not at all. Once you take a decision, you will stand by it even if the Gods themselves disagree. Such is a Will to defy Heaven. Your place amongst the Gods is assured and irrefutable, none can deny it. Once per battle you may completely ignore a magical attack that would throw you or otherwise overwhelm you by your sheer strength of will.

"Breath Control" (Rank 5): Through self-controlled respiration and meditation, a trained person can produce an inner-energy that boosts their own physical prowess. This ability if taken will unlock a chain. +25 to all Physical and Magical(Ki) Actions and +10 to MP stat.

"Heightened Combat Reflexes" (Rank 1): During a crucial moment, your mind's abilities would go on overdrive as you see everything around in slow-motion. However, if your agility is lower than 40, your body will have trouble catching up with your thoughts. Each increase in rank increase the time this ability can stay activated by one turn but the agility requirement is upped as well.

"Flexible Body" (Rank 1): It is a passive ability making your character able to contort their body to almost impossible angles. It is useful against a variety of traps or to dodge attacks.

"Meditation" (Rank 1): Your character will settle in the ground in a Lotus posture and meditate. You are highly vulnerable in this state but you can recover HP, MP and even nullify some status effects. As your understanding of this ability grows, you can even enter a state of hibernation here you will not move for centuries or even thousands of years and come out of it like it was a good night's sleep. You regenerate 10 HP and MP per turn.

"Splendid Water Fist" (Rank 1): An elegant attack using the element of Water, the movement flow like pure tranquil water as your fist extends and projects jets of high-pressure water. This allows you to attack both at range, far and close since it has melee advantages as well. +5 to Melee Attacks and Damage

"Fiery Thunder Sword" (Rank 1): A brutal technique. Your hands become as sharp as swords, they become coated in the element of Fire. After further improvements, your hands would crackle with high-powered charges of electricity. +5 to Melee Attacks and Damage

"Third Eye" (Rank 1): Through intense focus, a monk can force themselves to reach beyond their current threshold and achieve a momentary glimpse of enlightenment. Through using this ability, one may gain knowledge of the hidden secrets and potential of their foes. It costs 15 MP(Ki) per use.

"Predator's Gaze" (Rank 1): By channeling the ferocious nature of an Apex Predator about to strike through their gaze, the user has a chance to interrupt an enemies spellcasting and even focus their aura to make their debuffs more effective. It costs 10 MP(Ki) per use.


"Enlightened Soul" (Rank 1): You have reached a new stage of enlightenment and existence. The energies inside of you swirl around as they exit the confines of your body and coat it in a protective warm shell. You are completely immune to the magic(Arcane and Spiritual)of the 7th tier and lower. Physical damage needs to reach a certain threshold(50) before it can even register.

Ahkriin's Armor
Middle-Class Item
Armor for Rogue class players. Made out of Mithril, this armor is light and is strong enough that it can protect its wearer very well. 2d10 damage absorption, +2 to stealth rolls, +1 to melee attacks and damage when done stealthily. When the player reaches a total level of 50, this armor could be upgraded into 'Ahkriin's Heritage'. Required AGI stat of 20.

Monk's Wushu Uniform(Equipped)
Middle-Class Item
This outfit offers no protection what so ever but it is one most effective as it offers a +50% EXP gain if a Monk-class Player wears it. It is a high risk, high reward outfit.

Cloak of Shadows(Equipped)
Legacy-Class Item
A cloak that seems to envelop and obscure the body. Once per battle negate an enemy critical. Recharges once a battle is finished. Upgradeable through Data Crystals to negate consecutive/more critical hits per battle.

Mythril Guards(Equipped)
High-Class Item
A powerful guard made out of leather and has hardened Mythril in strategical places to do more damage. It does 3d10 of damage.

Ring of Fortune(Equipped)
Middle-Class Item
Increase Gold drops by 20%! This is the perfect item for grinding for the in-game currency.

Ring of Opportunity(Equipped)
Middle-Class Item
Increase the chances of having a rare drop from Middle-Class and up! 20% for Middle-Class drops and it decreases by 5% the higher you go in the item tier.

Minor Healing Potion(7)
Tier: Low-Class Item
Instantly heal 15 HP.

Corruption of Faith(Scroll)
Tier: 4 Spell.
Scrolls operate as one use-spells, the difference is that they are longer to cast than normal spells, the benefits is that there is no stat requirement for them. This one necessitates negative karma of at least below -50. It inflicts a permanent -100 karma to any targeted player. The targeted players can dodge.

Ring of the Nine Realms
Tier: Top-Class Item
A ring inscribed with Norse runes. This ring allows instantaneous transportation to any of the Nine Realms of YGGDRASIL. Two transportations per day. It can be improved.

Iron-Willed Physical Training Book
10/10 Chapters Completed.

Magical Gem
High-Class Item
A magical amplifier. You do not know the details as it isn't anything your class can use. It cannot be used.

A Sage's Robe
High-Class Item
An outfit for mages and other magical classes. You do not know the details as it isn't anything your class can use. It cannot be worn.

Mana Gauge
High-Class Item
This allows you to determine a monster or enemy player's MP stat. It can be used by any class.

Divine Banquet Table
High-Class Item
A table that is always filled with unperishable divinely delicious food. When eaten, it'll provide a variety of different buffs depending on the dish. The table can be upgraded.

Holy Shroud of The Saint Maiden
High-Class Item
A holy shroud with a crimson color that wards off negative-karma buffs and spells. +5 to Mag.Def against Negative-Karma spells. It can be upgraded.

Orichalcum Ingots
x12

The Raider's Cloak
Tier: Low-Class Item
A tattered dark-blue cloak. It gives you a +1 to melee attacks and damage.

Steel Daggers
Low-Class Item
A pair of daggers, 2d6 of damage.

Spiked Iron Gauntlets
Additional 2d6 damage, -1 to Agility rolls if your AGI is below 5.
Item tier: Low-Class Item

Leather Armor:
Absorb 2d3 of damage dealt to you. No malus.
Item tier: Low-Class Item

Ragged Tissues
x50

3- Demonic Boar
Tier: High-Class Mount
This is truly of one the best mounts, you can find in the game. It stands as tall as 30 meters high. It has no difficulty going through any realm apart from Asgard and Vanaheim. Due to its huge size, it has a low chance of hitting anything individually. -4 to hit rolls for individual targets, no malus for a large number of enemies. It is extremely weak to Holy attacks and extremely resistant to Unholy attacks. 3d20 of damage.

Firebird Mascot
A mascot, basically an immortal creature that'll follow you around in your adventures, if you stop moving, it'll sit on your shoulder. They do not affect your game at all, and they cannot be targeted by NPCs or killed by other players. They will just follow you around.

Servant Maid - Edith
Rogue - Level 10
High Half-Elf
A predetermined NPC that can be bought from the Shop. Her appearance varies in different versions going from blonde to red hair to all possible colors of the rainbow. That includes her eyes too and a variety of different races. You got the albino one which perfectly matches your blood-red eyes.

One day, the great and powerful goddess of a Fighter, StormDoom, came upon an opportunity to bring a Maid into creation. 'Fuck it, let's do it!' is what was going through StormDoom's head. And so she spun upon the sacred Gacha and pulled out a maid named Edith, an outwardly stoic maid who's a complete softie on the inside, and tries (and fails) to be just as cool and awesome as her eternal master, StormDoom-sama.


Username: Nofuku
Total Level: 60

Fighter - Level 15
Warden - Level 10
Sentinel - Level 5

Inquisitor - Level 15
Lord-Inquisitor - Level 10
Marshal - Level 5

A good balance between tanking and damage, she doesn't excel at either but she can do both well enough.


Username: YaoiSensei
Total Level: 48

Rogue - Level 15
Lore Master - Level 10
Great Sage - Level 5

Alchemist - Level 15
Thaumaturgist - Level 3

A debuff, support-focused build, she must not be hit at all or she could even be killed instantly.


Username: Yasukazu
Total Level: 56

Paladin - Level 15
Templar - Level 10
Holy Saint - Level 5

Fire of Musphelheim - Level 15
Fire of Musphelheim - Level 10
Fire of Musphelheim - Level 1


Username: CaptainFredy
Total Level: 30

Fighter - Level 15
Gladiator - Level 10
Warlord - Level 5

Damage-focused build, it can tank hits somewhat decently but not for long.

Username: UnseenEye
Total Level: 40

Cleric - Level 15
Holy Priestess - Level 10
Holy Maiden - Level 5

Sorceress - 10 level

You can post now.
 
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Starting City - Part 2
You decided to go to the Plaza and buy a few things there. You have 50 Gold coins with you, you'll use them sooner or later, why not now? There are only low-class items as you expected with a few middle-class ones here and there. They were too costly for you to afford, however, so you settled with the low-class ones. You still remember the feeling of punching that dummy, it had been awesome.

So you went and picked up gauntlets that are perfect for punching things, you wonder if punching NPCs is different from just a dummy. Probably not but still. And so after equipping your new cool gauntlets, the armor, and storing your potions in the inventory, you set off toward the Gates to accomplish your first quest. You couldn't help but have a big stupid grin on your face all the way up there.

1+ Spiked Iron Gauntlets(Equipped)

1+ Leather Armor(Equipped)

+3 Minor Healing Potion

5 G left


There was already lots of players there, most of them doing last minute checks before leaving through the Gate. All were speaking Japanese, too fast for you to understand, so you just shrug and continue on your way. As you step through the Gate, you are met with a beautiful yet coldly harsh panorama.



You could see a dense forest in the distance. That must be the Ghostly forest that was mentioned in the description of one the items. It looks like a higher level area that you probably aren't ready for yet. Your observation of the environment is yet again interrupted this time not by a friendly NPC but a hostile one. What looked like three petrified dried corpses rose from the ground, they had blue glowing eyes. Seriously, it was terrifying from up-close with how realistic they look. An HP bar appeared above their heads, displaying their HP.

Draugr: 10 HP/0 MP
Draugr: 10 HP/0 MP
Draugr: 10 HP/10 MP




You manage to steel your nerve, this is only a game and they're not real! You raise your fists, settle into the basic fighting stance you know from the video games you play. Two Draugrs moves to swing at you with their swords while one stays behind, it seems to be preparing a spell.

"RRRRRAAAAAAAAAAAAGGGHHHH!!!!"

Enemy
Draugr attack roll: 7+2(Phy Atk Modifier+Weapon)
Draugr attack roll: 11+2(Phy Atk Modifier+Weapon)

You:
Reactionary Dodge roll: 20+1(AGI Modifier)
First fight and you get a critical success...

You manage to easily weave through the ancient rusted swords of the Draugrs, their movements are so slow and sluggish it's almost laughable. You take a moment to assess the situation, there is one Draugr that is preparing a spell, which looks like a floating ice spike. That doesn't look good, the other two Draugrs have yet to recover from their wide and slow attacks. You can strike now against them and eliminate both of them quickly or you can try to get to the mage Draugr before it becomes a problem in the ensuing fight although there is a chance it'll complete the spell anyways.

What do you do?

[] Attack using 'Punch'
-[] One of the two sword-wielding Draugrs
-[] The Mage Draugr

[] Run
-[] Back to the Gate
-[] To the Forest
-[] To the snowy plains

[] Write-in
 
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Starting City - Part 3

You decided to go for the Mage Draugr while the sword-wielding ones are still recovering from their wide attacks. You were surprised by your supernatural speed, as you ran the snow parting before you with your sheer speed, you managed to reach the Draugr before it could cast whatever spell it was preparing.

You took a wild swing toward its chest without the system assistance this time, the hit was strong enough that it went through the ribs as your fist came out the other way. The Draugr quickly crumbled into a pile of bone. You picked up the head as a proof for the quest. You relaxed for a bit, as you rejoiced for your first win. That was an error as the two sword-wielding Draugrs already recovered and they took the opportunity to attack you.

You react instinctively as you weave your virtual body between their swords. Its almost too easy, they are slow and sluggish. You cockily raises a clenched fist and uppercut one of the Draugrs. His head went flying somewhere in the snow. Damn it, now, you'll have to look for it. The last Draugr tries to take the opportunity.

He didn't get to, however as you dodged easily again, these Draugrs were too slow to actually do anything. The Draugr was still recovering from its attack as you took the chance this time to finally finish it off, your attack was a bit too wide, however, as you stumbled on the snow and fell straight on your face, the Draugr wouldn't let this chance pass as he stabbed you directly to the back. You didn't feel any pain, it actually felt like a dull sting that is starting to fade away. You could see in the corner of your vision your HP bar decreasing.

You take 4 damage!

A certain amount of fear spiked in your heart. You forced it down and focused on how great it would feel to kick these guys asses.

HP: 6/10
MP: 10/10


You were getting cocky and a bit too confident, and now you paid the price for it. You wouldn't make the same error again as you quickly got up; steeled your nerve and let the system assist direct your punch. Two quick jabs, one toward the face and another toward the chest. Large parts of the Draugr were turned into slurry chucks of rotted meat and bones. The kill was quick and efficient.

You hummed with satisfaction despite yourself though. That had been... amazing. It had the most exhilarating thing you had ever done or been a part of. A few times there... your brain had been telling you that it was actually life and death. But you had triumphed with ease. Let it not be said that Karen Natalia was a push-over! You mentally patted yourself on the back for those self-defense classes that you had taken. You took the time to pick up the two Draugr's heads for the quest. It wouldn't do if all of this fight was for nothing!

You looked down the road. One way lead back into town and the other lead into a greater challenge. You felt that you were more than up for it, but you had a choice here.

[] Go back to the city and let yourself heal naturally.

[] Try to complete the quest.
-[] Drink a Minor Healing Potion.

Level UP!

Fighter - level 1 ----> Fighter level 2

You have 3 unspent Stat Points!


[] Improve the 'Have you tried hitting things harder?' ability.
[] Unlock new ability, 'Well Fitted'.

'Well Fitted': Give an additional +1 to damage reduction when wearing light armor or a +2 when wearing a heavy armor.
 
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Starting City - Part 4
Your level up was unexpected, that was fast when you just defeated three mob monsters in the starting area. You had the choice between improving your initial class ability or unlocking a new one. You thought about it for a few seconds, you'd prefer to actually defeat the enemy before it can even scratch your armor. Getting hit certainly wasn't pleasant last time even if you didn't feel any actual pain. It could get worse with stronger monsters who'll probably have more effective weapons. Hell no. You just realized the Draugrs dropped nothing, dammit.

'Have you tried hitting thing harder?' It is. You thought about spending the stat points but you just shrug at the thought, you'll do so when you are in a safe area where you can think things through before doing any decision that could affect your overall build in the long-term. You were surprised to see that your entire HP and MP bar refilled itself as you closed the system tabs. That is really convenient if it happens each time you level up. You wouldn't have to use up your precious Minor Healing Potions.

HP: 12/12
MP: 12/12


You took the time to observe the situation, there was a little over one hundred players running around fighting Draugrs. The Draugrs seemed to always be in a group of three, one of them being a mage and the rest sword or ax-wielding ones, it was a fairly basic setup. You could try to approach one of the others players and team up but you'd have to share the Draugrs' heads and any items dropped and you'll probably have to listen to others too. Or you could do it alone, why not? You just beat three Draugrs by yourself! What's even better is that now you came out stronger out of it and you'll certainly have more chances. Or you could just go back to the plaza, no sense in wasting your restored health just yet when you could spend your stat points and improve yourself in relative safety...

What do you do?

[] Approach some random group of Players.
-[] Ask for advice.
-[] Team up.

[] Do it alone.
-[] Write-in combat tactics.
Simple example: Try to sneak up on a lone Draugr group and attack the mage.

[] Nah, let's just go back to the city.
-[] Go to the Plaza.
-[] Go to an inn and disconnect. That is enough playing today.

Character Sheet Updated.
 
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Starting City - Part 5
You grinned at such a question, the answer was obvious. You don't need anyone to help you, you can do it by yourself. You'll build your character by scratch from your own hands and no one else will interfere. You'll make the name 'StormDoom' shine throughout this virtual world. YGGDRASIL's player base is increasing every day, every minute. Thousands of players will keep coming in, you'll just be a face among many but you don't want that, you want to stand out.

You don't admit it but you said to yourself many times that before on previous MMOs but you feel like this is the one. You wouldn't falter because everything ends when you'll give up. This game is too awesome to give up, this level of hyper-realism that goes beyond your wildest imaginations. YGGDRASIL took your expectations, smashed through them and flew even higher than ever and you can tell this is the only beginning and that there is more.

You couldn't help but feel giddy as excitement rose up from your chest, let's get down to business! You try to sneak up on a lonely group of Draugrs, just as you were about to jump on the mage of the group, he sidestepped you and avoided your punch. Well, there goes that excitement and dreams of glory, you sarcastically thought as you stumbled. The Draugrs this time had axes, they didn't waste any time to try and slash you down but as expected from someone like you. You dodged them easily,


The mage, of course, tried to retreat to cast its spell. You wouldn't let it, as you launched yourself after the mage. The damn skeletal bastard sidestepped you again, this one is more nimble than the others, damn it. This is annoying. You're far away enough from the other Draugrs that you had enough time to try and hit it for good this time. The nimble bastard couldn't try the same trick a third time as you hit squarely in the chest. It quickly crumbled.

You turned around just as the ax-wielding Draugrs were trying to take a swing toward you but they are so unskilled that you only needed to let your shoulders drop to dodge. You let the axes sweep past you by a few centimeters, it was risky but it raised your badass factor by a hundred and the Draugrs weren't enough of a threat for it to be an actual threat. They're just too easy! You wanted to try another maneuver, the Draugrs were too slow to actually do anything as you smashed their heads together, the rest of their body quickly crumbled into a pile of bone that would soon dissipate. The skulls themselves seem to be indestructible, as you would expect from a quest item. You noticed that the Draugr finally dropped something, gold coins, and a sword. You really must have taken the shortest straw last time if you didn't get any drop.

+3 Draugr Skull

+30 G

+1 Old Rusted Iron Sword
Gives a +1 to all Melee attacks. Approx. price: 7~ 10~ G


Now six down and four more to go! You tried to sneak up again on another Draugr patrol group, either you are really bad at stealth or the Draugrs are learning somehow because the damn mage dodged again! That fucker! You had it for a second there and you could have ended it easily! This would just delay their ultimate demise at your hands! Scratch that, it sounded way too cheesy but it still was true. The Mage couldn't keep dodging every one of her hits and it finally succumbed when it hit true. Seriously if it always take that long to cast your spell just change it for a new one.

You're pretty sure every player right now figured out the trick of targeting the Mage first. If it takes a long time to cast then it must be strong in some way or another, that's something you definitely don't want to happen. The rest of the two Draugrs were done quick work of and a few more drops as expected.

+3 Draugr Skull

+40 G

+1 Spellbook: Frostbolt
A small booklet. Almost certainly a book from which you can learn a spell. Approx. price: 15~ 20~ G

Level Up!

Fighter - Level 2 ---> Fightet - Level 3

New Ability can be unlocked!

6 Unspent Stat Points!


Pretty cool, the book had an old Norse word written on its cover, the system, fortunately, translated it for you... in Japanese. You can read it well enough, it means 'Frostbolt'. You'll have to check it back when you get back to the city. You still had one Draugr Skull to get before you can complete the quest. That's annoying and almost certainly purposefully from the devs since you'll need to attack again an entire patrol group again for just one skull. It isn't worth it.

You thought about it for a few moments until an idea pops up. A malicious grin split your face, you sneak up on some random player, what looked like in Heavy Iron Armor and a big sword, classical knight. While he was busy fighting the other Draugrs, you took the opportunity to pick up one of the dropped Draugr Skulls. You quickly ran away lest you'll be noticed. Well, that was easy.


You returned to the city after a good farming session! You leveled up again too. It's almost too easy. Let's see, you follow the quest marker and soon find yourself in front of an old burly guard NPC. This must be the Militia leader. You silently present your trophies, nine out of ten are totally deserved! That's the important part. The old Militia leader nod, his face was impassive and emotionless, oddly it fits him somehow, the mouth just flapping and not actually moving on how the words should be, but that's just a detail.

"So you actually did it? I expected you to die off somewhere while Draugrs feast on your dead body like the other newbies. Congratulations, here is your pay. 100 Gold. Complaining? Go and kill some more if you want to get more. 10 Gold per Draugr Skull." That's pretty neat, so this guy will always give 10 Gold for a skull? Seems like tedious farming that only crazy people would do rather than move on to a higher level area to earn more. Although, you definitely aren't complaining for that 100 Gold. Who would?

"Before you go, recruit. Come to talk to me later when you're ready. I have a mission fit of someone of your caliber." You could feel a bit of sarcasm there. Damn old bastard.

What do you do?

[] Go to the Plaza.
-[] Approach the smith shop.
--[] Buy.

-[] Approach the leather-cloth shop.
--[] Buy.

-[] Approach the Alchemy shop.
--[] Buy.

-[] Approach the player-made shop.
--[] Buy/Bargain.

[] Approach the group of players talking between themselves.
-[] Talk/Ask questions.

[] Go explore the city for a bit.

[] Talk to the Militia leader and get to the next part of the quest, now.

[] Write-in.

Level Up!

Fighter - Level 2 ---> Fightet - Level 3

New Ability can be unlocked!

6 Unspent Stat Points!


[] Improve the 'Have you tried hitting things harder?' ability.
[] Unlock new ability, 'Well Fitted'.
'Well Fitted': Give an additional +1 to damage reduction when wearing light armor or a +2 when wearing a heavy armor.
[] Unlock new ability, 'Specialized Weapon'.
-[] Choose weapon. 'Fists', 'One-Handed Sword/Axe', 'Two-Handed Sword/Axe', etc...
'Specialized Weapon': Choose one weapon to specialize in. When using this weapon you will have +1s to Damage, Attack, and Dodge rolls. However, your enemy will also be aware that this is your weapon of choice.

You have 185 Gold at your disposal.
Heavy Iron Armor
This type of armor is perfect if you want to defend yourself, although it'll come at the cost of your agility.
It'll absorb 2d6 of the damage and a permanent malus of -3 to Agility rolls if it
is is below 15 while wearing this armor.
Cost: 15 Gold


Light Iron Armor
This type of armor is perfect if you don't want to be slowed down while fighting while still keeping a moderately good defense.
It'll absorb d6 of the damage of any attack you take and a permanent malus of -2 to Agility rolls if it is below 10 while wearing this armor.
Cost: 15 Gold


Two-Handed Iron Sword/Axe
This weapon is made for slow players who want to deal as much damage as they can to the enemy. It is pretty heavy, however.
It'll deal an additional 2d6 of damage and a permanent malus of -2 to Agility tolls if it is below 10 while wielding this sword.
Cost: 10 Gold


One-Handed Iron Sword/Axe
This weapon is made for players that don't want to be too slow nor too fast while doing enough damage to the enemy.
It'll deal an additional d6 damage and a permanent malus of -1 to Agility rolls if it is below 5 while wielding this sword.
Cost: 10 Gold


Leather-Covered Wooden Shield.
This shield doesn't offer much protection but it is enough for players that don't want to be weighted down by a heavy shield.
It'll absorb d6 of the damage and a permanent malus of -1 to Agility rolls if it is below 5 while carrying this shield.
Cost: 5 Gold


Yew Bow:
Does 2d4 damage+ the user's Agility and Phys Atk modifiers at a distance. The Devs apologize to the users for not including such vital equipment.
Cost: 15 Gold


Wood Arrows:
Do standard bow damage.
Cost: 2 Gold per arrow bundle. (15 Arrows)


Brass Knuckle Dusters:
A pair of simple punching tools, these weapons will not add too much extra damage but are lighter and easier to conceal than most other weapons. Add 3d3 damage to melee attacks and get a stat bonus of +5 speed.
Cost: 20 Gold

Leather Armor
This type of armor is light and doesn't constrain the player from doing complicated moves or attacks.
It'll absorb 2d3 of the damage. There is no malus.
Cost: 10 Gold


Leather Clothes
Expensive fancy looking clothes, they don't offer any protection. They may be used by players for roleplaying or when trying to look official in a meeting between players.
Cost: 15 Gold


Studded Leather Gloves:
Serving as a backup weapon when an adventurer finds themselves with a lack of gear, these gloves have metal studs to add d3 damage to each melee strike.
Cost: 10 Gold.


Leather-Covered Wooden Staff
This is a staff that is both useful at melee fights and acting as a foci for the practitioners of magic. Any spell cast with this staff deal an additional 2d6 to damage.
Cost: 15 Gold.

Universal Remedy
This potion will cure you of any illness or disease up to Tier 2, that you got infected by through your adventures.
Cost: 300 Gold per bottle


Minor Healing Potion:
This potion when used will instantly restore 15 of your HP.
Cost: 5 Gold per bottle


Greater Healing Potion:
This potion when used will instantly restore 40 of your HP.
Cost: 20 Gold per bottle.


Potion of Fire Resistance:
Gives immunity to damage from all heat-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 20 Gold per bottle.


Potion of Ice Resistance:
Gives immunity to damage from all cold-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 20 Gold per bottle.


Draught of the Knight:
This potion is most effective when wielding bladed weapons. Your attack speed and damage are nearly tripled for three rounds so long as you are wielding a bladed weapon.
Cost: 4000 Gold per bottle.


Minor Magic Potion:
This potion when used will instantly restore 15 of your MP.
Cost: 5 Gold per bottle


Greater Magic Potion:
This potion when used will instantly restore 40 of your MP.
Cost: 20 Gold per bottle.


Potion of Lesser Dexterity
This potion is mostly for players who attack at range as it'll increase their chances of hitting the target for one round. This potion works for both mages or archers/rangers.
Cost: 5 Gold per bottle.


Potion of Lesser Strength
This potion offers an additional d3 to damage for one round.
Cost: 5 Gold per bottle

Enchanted Heavy Steel Armor
This type of armor is perfect if you want to defend yourself, although it'll come at the cost of your agility.
It'll absorb 2d8 of the damage and a permanent malus of -2 to Agility rolls if it is below 25 while wearing this armor.
Cost: 80 Gold


Enchanted Light Steel Armor
This type of armor is perfect if you don't want to be slowed down while fighting while still keeping a moderately good defense.
It'll absorb d8 of the damage of any attack you take and a permanent malus of -2 to Agility rolls if it is below 15 while wearing this armor.
Cost: 80 Gold


Enchanted Two-Handed Steel Sword/Axe
This weapon is made for slow players who want to deal as much damage as they can to the enemy. It is pretty heavy, however.
It'll deal an additional 2d8 of damage and a permanent malus of -3 to Agility tolls if it is below 15 while wielding this sword.
Cost: 70 Gold


Enchanted One-Handed Steel Sword/Axe
This weapon is made for players that don't want to be too slow nor too fast while doing enough damage to the enemy.
It'll deal an additional d8 damage and a permanent malus of -2 to Agility rolls if it is below 10 while wielding this sword.
Cost: 70 Gold


Potion of Fire Resistance:
Gives immunity to damage from all heat-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 19.99 Gold per bottle.


Potion of Ice Resistance:
Gives immunity to damage from all cold-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 19.99 Gold per bottle.


Ghostly Wooden Staff
This is a staff that is powerful as a foci for the practitioners of magic. Any spell cast with this staff deal an additional 2d8 to damage.
It is made out of Ghost Magical Wood, that can be found in the many Ghostly forests in the area.
Cost: 80 Gold.


Flaming Steel Sword:
A simple Iron object with glowing runes, this weapon is superheated and does 3d4 physical damage and 2d3 fire damage upon hitting. The buyer chooses the weapon commissioned. Also gets a bonus to damage that scales with the wielder's Phys Attack modifier.
Cost: 1000 Gold


Cracking Whip:
A dangerous medium-ranged weapon, that replaces Phys.Atk by Agility instead as a modifier when attacking and it does 2d6 of damage.
Cost: 25 Gold.
 
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Starting City - Part 6
Yes, I rolled for all of those fights, yes it was tedious but that's the price of grinding and I took it all for you. Players! :p
Also, Karen has a god-like luck apparently as she kept blazing through everything and only got hit two times!

Ha, who are you kidding? You're that kind of crazy person that'll grind all day along in a low-level area to maximize your potential when you do get to higher-level areas. You just stated it, after all, you'll let the name 'StormDoom' shine through this virtual world. And for that, you'll need to do lots of efforts! The dreaded grinding being one of them, YGGDRASIL is not even that grind-heavy compared to other games, it's pretty easy to level up and so you'll take full advantage of that.

You quickly go make a slight detour to the plaza to buy a few more Minor Healing potions just in case. After that, you weave past NPCs and players in this bustling city and go back to Dalsfjoror's Snow Fields. Your previous level up was pretty awesome, you took all of your points and smashed them into Agility. You took the 'Specialized Weapon' ability which will make things a lot easier! The cool thing is that its effects always applies, as the chosen weapon is your fists, it's not like you can take them off, can you?

You picked up your usual strategy with the Draugrs, target the mage. Always. Your upgraded stats and abilities showed their usefulness as the poor skeletal bastard got demolished by your uppercut, you were way faster now and a hell of a lot stronger, you were already one-punching the Draugrs, but now? You're annihilating them, you do a lot more damage. You can tell that you're already beyond this starting area but that's the point, isn't it? You extend your hand and the skull that went flying upward fell on the palm of your hand.

Damn, that must have looked badass. You hoped someone saw that. Your confidence soaring, you turn around to see that the two Draugrs left are trying to attack you from behind. That's a good try, you admit but a futile one. Your smirk soon was replaced by a nasty scowl, however when you got a little bit too confident again and they both actually managed to hit you. Damn, the fuckers.

You took 4 Damage!

HP: 10/14
MP: 14/14


That was uncalled for to attack from behind! You are fully aware of the irony and hypocrisy of that sentence coming out of you of all people. You did your usual technique to finish up the both of them at the same time. You wait until they're close enough and then you smash both of their heads together. Its so satisfying to do that, really. Better than just normally punching them or letting the system control your movements.

And so you continue like this for a few more times, the fights gradually got easier and you managed to grind 18 Draugr Skulls. Well, that was quite an experience. You managed to level up, again. However, you have a gut feeling that trying to grind for any longer here will bring no immediate benefits as it'll take more time to level up than what is reasonable. You took another hit but it was quite light, you're down to 8 HP, however.

You took 4 Damage!

HP: 08/14
MP: 14/14


You return back to the city again, the militia leader didn't speak this time as you handed over your 18 skulls, that's 180 Gold more! Pretty cool, and totally deserved. Now, you have the option to go back shopping for a bit in the Plaza, go to the militia leader and get to the next part of the quest storyline.

Level Up!

Fighter - Level 3 ---> Fightet - Level 4

New Ability can be unlocked!

3 Unspent Stat Points!


[] Improve the 'Have you tried hitting things harder?' ability.
[] Improve the 'Specialized Weapon(Fists)' ability.
[] Unlock new ability, 'Well Fitted'.
'Well Fitted': Give an additional +1 to damage reduction when wearing light armor or a +2 when wearing a heavy armor.
[] Unlock new ability, 'Specialized Weapon'.
-[] Choose weapon.

[] Go to the Plaza.
-[] Approach the smith shop.
--[] Buy.

-[] Approach the leather-cloth shop.
--[] Buy.

-[] Approach the Alchemy shop.
--[] Buy.

-[] Approach the player-made shop.
--[] Buy/Bargain.

[] Approach the group of players talking between themselves.
-[] Talk/Ask questions.

[] Go explore the city for a bit.

[] Talk to the Militia leader and get to the next part of the quest, now.

[] Write-in.


No change to the shops this time. You've got 330 G at your disposal.
Heavy Iron Armor
This type of armor is perfect if you want to defend yourself, although it'll come at the cost of your agility.
It'll absorb 2d6 of the damage and a permanent malus of -3 to Agility rolls if it
is is below 15 while wearing this armor.
Cost: 15 Gold


Light Iron Armor
This type of armor is perfect if you don't want to be slowed down while fighting while still keeping a moderately good defense.
It'll absorb d6 of the damage of any attack you take and a permanent malus of -2 to Agility rolls if it is below 10 while wearing this armor.
Cost: 15 Gold


Two-Handed Iron Sword/Axe
This weapon is made for slow players who want to deal as much damage as they can to the enemy. It is pretty heavy, however.
It'll deal an additional 2d6 of damage and a permanent malus of -2 to Agility tolls if it is below 10 while wielding this sword.
Cost: 10 Gold


One-Handed Iron Sword/Axe
This weapon is made for players that don't want to be too slow nor too fast while doing enough damage to the enemy.
It'll deal an additional d6 damage and a permanent malus of -1 to Agility rolls if it is below 5 while wielding this sword.
Cost: 10 Gold


Leather-Covered Wooden Shield.
This shield doesn't offer much protection but it is enough for players that don't want to be weighted down by a heavy shield.
It'll absorb d6 of the damage and a permanent malus of -1 to Agility rolls if it is below 5 while carrying this shield.
Cost: 5 Gold


Yew Bow:
Does 2d4 damage+ the user's Agility and Phys Atk modifiers at a distance. The Devs apologize to the users for not including such vital equipment.
Cost: 15 Gold


Wood Arrows:
Do standard bow damage.
Cost: 2 Gold per arrow bundle. (15 Arrows)


Brass Knuckle Dusters:
A pair of simple punching tools, these weapons will not add too much extra damage but are lighter and easier to conceal than most other weapons. Add 3d3 damage to melee attacks and get a stat bonus of +1 Agility.
Cost: 20 Gold

Leather Armor
This type of armor is light and doesn't constrain the player from doing complicated moves or attacks.
It'll absorb 2d3 of the damage. There is no malus.
Cost: 10 Gold


Leather Clothes
Expensive fancy looking clothes, they don't offer any protection. They may be used by players for roleplaying or when trying to look official in a meeting between players.
Cost: 15 Gold


Studded Leather Gloves:
Serving as a backup weapon when an adventurer finds themselves with a lack of gear, these gloves have metal studs to add d3 damage to each melee strike.
Cost: 10 Gold.


Leather-Covered Wooden Staff
This is a staff that is both useful at melee fights and acting as a foci for the practitioners of magic. Any spell cast with this staff deal an additional 2d6 to damage.
Cost: 15 Gold.

Universal Remedy
This potion will cure you of any illness or disease up to Tier 2, that you got infected by through your adventures.
Cost: 300 Gold per bottle


Minor Healing Potion:
This potion when used will instantly restore 15 of your HP.
Cost: 5 Gold per bottle


Greater Healing Potion:
This potion when used will instantly restore 40 of your HP.
Cost: 20 Gold per bottle.


Potion of Fire Resistance:
Gives immunity to damage from all heat-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 20 Gold per bottle.


Potion of Ice Resistance:
Gives immunity to damage from all cold-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 20 Gold per bottle.


Draught of the Knight:
This potion is most effective when wielding bladed weapons. Your attack speed and damage are nearly tripled for three rounds so long as you are wielding a bladed weapon.
Cost: 4000 Gold per bottle.


Minor Magic Potion:
This potion when used will instantly restore 15 of your MP.
Cost: 5 Gold per bottle


Greater Magic Potion:
This potion when used will instantly restore 40 of your MP.
Cost: 20 Gold per bottle.


Potion of Lesser Dexterity
This potion is mostly for players who attack at range as it'll increase their chances of hitting the target for one round. This potion works for both mages or archers/rangers.
Cost: 5 Gold per bottle.


Potion of Lesser Strength
This potion offers an additional d3 to damage for one round.
Cost: 5 Gold per bottle

Enchanted Heavy Steel Armor
This type of armor is perfect if you want to defend yourself, although it'll come at the cost of your agility.
It'll absorb 2d8 of the damage and a permanent malus of -2 to Agility rolls if it is below 25 while wearing this armor.
Cost: 80 Gold


Enchanted Light Steel Armor
This type of armor is perfect if you don't want to be slowed down while fighting while still keeping a moderately good defense.
It'll absorb d8 of the damage of any attack you take and a permanent malus of -2 to Agility rolls if it is below 15 while wearing this armor.
Cost: 80 Gold


Enchanted Two-Handed Steel Sword/Axe
This weapon is made for slow players who want to deal as much damage as they can to the enemy. It is pretty heavy, however.
It'll deal an additional 2d8 of damage and a permanent malus of -3 to Agility tolls if it is below 15 while wielding this sword.
Cost: 70 Gold


Enchanted One-Handed Steel Sword/Axe
This weapon is made for players that don't want to be too slow nor too fast while doing enough damage to the enemy.
It'll deal an additional d8 damage and a permanent malus of -2 to Agility rolls if it is below 10 while wielding this sword.
Cost: 70 Gold


Potion of Fire Resistance:
Gives immunity to damage from all heat-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 19.99 Gold per bottle.


Potion of Ice Resistance:
Gives immunity to damage from all cold-related damage for one round and offer d6 absorption of fire damage for two more rounds.
Cost: 19.99 Gold per bottle.


Ghostly Wooden Staff
This is a staff that is powerful as a foci for the practitioners of magic. Any spell cast with this staff deal an additional 2d8 to damage.
It is made out of Ghost Magical Wood, that can be found in the many Ghostly forests in the area.
Cost: 80 Gold.


Flaming Steel Sword:
A simple Iron object with glowing runes, this weapon is superheated and does 3d4 physical damage and 2d3 fire damage upon hitting. The buyer chooses the weapon commissioned. Also gets a bonus to damage that scales with the wielder's Phys Attack modifier.
Cost: 1000 Gold


Cracking Whip:
A dangerous medium-ranged weapon, that replaces Phys.Atk by Agility instead as a modifier when attacking and it does 2d6 of damage.
Cost: 25 Gold.
 
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The Ancient Tomb and the Ghostly Forests - Part 1
Things were going well. You already leveled up your Fighter class up to level 4! You packed up a lot of damage in your fists, now. You were slightly tempted in taking 'Specialized Weapon' again for your legs, which will give you another permanent bonus but right now, there is a major problem that you noticed while you were grinding. You are too squishy for a Fighter, sure. Agility build is pretty cool but when you'll move on to higher-level areas, one hit and you'll be gone.

So you took 'Well Fitted' this time. You should avoid to try and branch out too much which would limit your potential and build up but for now its pretty fine, there is no major loss and it is actually needed. You went back to the shop and bought a Heavy Iron Armor, for female avatars, it is pretty fit and doesn't hold up your movements all that much compared to the male one which looks bulky. The appearance might not matter, however, which is more likely. You doubt the Devs would go into that level of hyper-realism. As usual for the stat points, you smashed all of them in Agility, always.

+1 Heavy Iron Armor(Equipped)

-15 G


You go back to the Militia Leader NPC, an old burly old man in iron armor. As you approached him, he automatically turned to you and started speaking.

"You're back. That means you're ready. Good. Some of our scouts further North in the mountains discovered a Tomb from which Draugrs are pouring out. It seems the old souls of warriors cannot find the rest they deserve in Valhalla. You'll go and put them back to the place they're supposed to be in. I sent a few other recruits like you there. Exterminate the source of this Draugr invasion." Huh, pretty interesting. A tomb? It's so painfully obvious, its a dungeon. Probably an easy one since its part of the main quest storyline for this area, just as you were about to go. The Militia Leader spoke once more.

"An advice, recruit. There is nothing in life more important than struggle. Struggle is the means by which the weak are removed and the strong gain power. This fundamental rule will guide and shape your future. Either you will be one of the few to survive this process and grasp power or you will die as a weakling. Dalsfjoror has no use for weaklings. We must ever strive forward. Go and make Dalsfjoror's proud of your success and do not bring shame to the city that saw your birth." And with those words, the Militia Leader locked itself back into its usual position. Those words were a bit harsh but its something that rings true for you. If you want to stand at the top of YGGDRASIL, you'll have to work for it. Is this a way for the Devs to make the Players invest more in the game? It's certainly a good way to do that. You can see this becoming a famous line on the Internet in a few months. You continue on your merry way toward where the quest marker is when suddenly you are met by such a notification...

[Warning! The System cannot guarantee your safety once you leave the Dalsfjoror Starting Area. All PvP actions are allowed beyond this area without intervention from the Dalsfjoror's Guard. Do you wish to proceed?]
[Yes] [No]

This is it, you're moving toward experiencing the true game, all of this before was only the tutorial. You mentally press 'Yes', nothing really changed as far as you can see. Your character was locked, as in it couldn't move while the notification was still in front of you. Probably to avoid people running off and attacking others while they're still technically protected if they didn't press 'Yes' on the notification. That seems a bit far-fetched, though. You take a look around you for a few moments. Player-density here is much lower, as you don't see much of them apart from the usual Player leaving the starting area.
[Premium Shop Unlocked! You can access this shop at any time and any place apart from dungeons or while fighting.]

You can see to the south of the city, the Ghostly Forest, between them, is the area in which the newbies grind in. To the North of the city, you can see the snowy mountains standing tall and there is the faint form a structure at its base which you can't see well because of the fog in the area, slightly to the North-East there seems to be a second Ghostly forest. You'll have to walk all the way there at the base of the mountains? Damn. You wish, you had a mount. You'll have to see that Premium shop from which you can buy things with real currency. You can spare spending 50 dollars on this game if it means maxing out your character.

You put such thoughts in the back of your mind and started walking toward it. You can see a few Draugrs patrol groups around but the area is big enough that you can walk around them and avoid getting in any unnecessary combat. You want to get there as fast as possible. Half-way there, you hear voices. Since you left the surroundings of Dalsfjoror, you've rarely seen any players, in those few rare occasion, you could see them in the distance either fighting between themselves or against mobs.

You sneak around for a bit and see three players sitting around a campfire as they seem to be talking to each other. They're talking in Japanese and fast so you're barely understanding what they are saying. They're camping in the edge of the second forest for some reason. You know that undead mobs get stronger in the night, which is currently approaching in-game right now, but not strong enough to be a threat to a three-player party and make them wait it out. They may have other reasons...

You could see a Fighter in steel armor, the brunette. Damn, you wish you could have something similar. There was a Rogue, of the vampire race. They too get stronger in the night and finally a Paladin, the red-head. You don't recognize the armor but it looks pretty expansive. Probably a premium player to get something so high-tier looking from the start or a high-level player helping out newbies for some reason or another.

The Fighter and the Rogue had voices matching their avatar but the Paladin had a male voice actually. Which really took you off-guard and sounds weird, but you'll have to get used to it. Nothing is stopping other players from creating a character of the opposite sex. It's pretty cool, you perhaps should have taken a tall burly Viking rather than your current avatar. What is done is done now, you don't really have the will to go back and create another character and drop all the time you invested in this one.

Dammit, you're getting off-track. What should you do?

[] Approach them
-[] Friendly
--[] Ask questions.
-[] Neutral.
--[] Ask questions.
-[] Hostily.
--[] Demand answers.

[] Attack them
-[] Wait for the opportunity first.
-[] Do it now.
-[] Wait until they start moving and prepare to ambush them.

[] Ignore them and continue on your merry way toward adventure!

[] Buy Premium Membership in YGGDRASIL for
-[] 1 Month
-[] 3 Month
-[] 6 Month
-[] 12 Month

You currently have 50 USD, you can afford to spend on YGGDRASIL.​
DURATION PRICE
1 MONTH $14.99 / MONTH
3 MONTHS $12.99 / MONTH $38.97 billed every 3 months
6 MONTHS $11.99 / MONTH $71.94 billed every 6 months
12 MONTHS $9.99 / MONTH $119.88 billed every 12 months
 
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The Ancient Tomb and the Ghostly Forests - Part 2
Dialogues:
Normal - Japanese
Italic - English


Seriously, attacking a three-player party would be stupid and they look nice enough, and so you get out of your hiding spot. The vampire rogue must be really bad at her job for not detecting you earlier. You stay a bit cautious, no need to get yourself killed so early in the game!

"Heya, fellas! Can I ask you a few questions?" that seemed like a good start or so you would think. All three of them jumped at the ready as they each unsheathed their weapons. They seemed a bit wary of you. The way their body moved could tell you that even if you couldn't see any expression on their faces. No shit, Sherlock. The paladin in ironically black armor is the one to step forward.

"Who are you?" Did you scare them that much? Did they seriously expect that no one would notice the rising smoke in the sky in the middle of the night, on the edge of a forest? Or perhaps this is an ambush to draw in careless newbies like you? It certainly worked. Heh. You actually approach them more which make them more nervous. They're a bit like cats, you think or at least that's the impression you have of them. They suddenly jump at their feet at your sudden appearance and showing their metaphorical teeth as you approach them. Not that far off of a comparison, you'll say. Anyway, If they turn hostile, you'll have to be close to punch them. Staying at a 'safe' distance if things go awry wouldn't really help you since you're a pure-melee fighter. You wonder if punching a player feels different from punching an NPC. Probably not.

"I'm a new player, just started out today actually. 'StormDoom' and the one who's going to be the best player in this game so you better pay attention to that username in the future." You reply cheekily. It's not arrogance or overconfidence when you are sure that'll be true. Right? You set out for your objective to be the one who'll stand at the top of this game. It sounds like a cheesy thing to say for a video-game but who cares? You certainly don't. It's definitely better as an objective than hoping for your pay to be raised at your job. No way that would actually happen in a thousand year.

"I don't know about Japanese people but in my country, its pretty impolite to ask for someone's name without presenting, themselves first... If it wasn't clear, I'm asking for your names." You just outed yourself as a foreigner but it didn't really matter all that much. Your heavy western accent while speaking Japanese say it all. They still seemed a bit wary, and so are you but they finally sheathed back their weapons.


"Nofuku here. What the hell do you want? That's a pretty confident statement, there. I wonder if you can back it up." Nofuku, the fighter in steel armor raised a skeptic eyebrow at you. Did she buy that expression for these kinds of situations? Eh, a waste of money. You should be the suspicious one, here! She started off rude when you were friendly. She had a pretty cool ornate steel shield, though. Damn, she must be in full-steel equipment. Lucky. You'll get something like that soon enough. No, you'll get an even better Steel armor! That's a promise there, Nofuku.


"Hai. YaoiSensei, nice to meet you. StormDoom-san." The vampiress was a lot more polite, while she made her character show a slight smile. Are all of these people here, Premium Players? You wouldn't waste money to make your character 'smile'. Chat emoticons are free and with that money, you're wasting on cosmetics, you could spend it on actually useful items or Gold packs in the game. You stop internally complaining at them. They must be well-off enough that it probably doesn't matter to them. Still, you go back a bit. Who the hell would call themselves 'YaoiSensei'? Ah, who are you kidding? This is Japan.

"Ah. A pleasure StormDoom-san. I'm Yasukazu. You just took us off guard and YGGDRASIL is a dangerous game to play, you need to always watch your back. You can come and sit down with us." You did, although they left an entire side for you as they grouped themselves in the other. Why are they avoiding you that much? Well, you're a stranger but come on. You clear your throat for a bit to clear the atmosphere. You don't like awkward silences, that's the worst thing to ever exist. Why does it exist? You break the ice immediately. You just remembered why the hell you approached them here in the first place. You smirk. They can't see it but they must definitely hear it.

"To answer your question, Nofuku-chan," you ignore the undignified annoyed grunt from the mentioned person. "You seemed like you're experienced players, any advice I should take in a PvP area? Apart from the starting cities, PvP is allowed everywhere, so I thought that I should be prepared." they seemed a bit bewildered at your question.

"Really? Is that your question?" asked you Nofuku-chan. It seems like you and Nofuku don't mix well, water and oil. She's too salty at your awesomeness, of course. Still, you nod at her question. Yasu-something picks up from there. "It's pretty simple. Don't wander alone. When you are alone, you're vulnerable to other players who patrol around in groups looking for solo-players to kill. I'm level 25, Nofuku-san here is level 23, so we don't have to worry as much especially in the area around here. YaoiSensei-san just created a new character so she's only level 3 right now. We're here to help her level up. We met each other on TSS and we stuck together from game to game since then." TSS, Tactical-Strategy Simulator. Not your kind of game to be honest. Its pretty old now, too. Its been 20 years since it released, you can't believe its still getting updates nowadays. YaoiSensei-chan, this time is the one to speak. She has kind of a cutesy soft voice but with that kind of username? You can only imagine her as a fanatic BL fan. She can only blame herself for that.

"Anyway, StormDoom-san. You can join us temporarily if you want to and if you find yourself liking our group, you could perhaps permanently join us!" YaoiSensei-chan looked positively happy at the idea, Yasu-bud seemed pretty neutral while Nofuku wasn't quite accepting of that.

"Why the hell would we want to add a complete stranger to our party? And a gaijin at that! She could backstab us at any moment." Nofuku-chan is a tiny bit overestimating you. Not that you would normally mind but in this type of situation, you definitely do. You're only level 4 while she is level 23. How the hell would you beat her? That's suicide. Yasu-bud seems to think the same.

"Even if she did, we're far ahead of her. It'll do more harm than anything for her to backstab us. I'm okay with StormDoom-san joining us if she so wished to." Thanks for the help there, Yasu-bud but you aren't quite sure about that yet on whenever or not, you'll actually join. Certainly, there are benefits to it. Nofuku-chan just shrugged with a grunt. Are you sure she's Japanese? You heard they were the polite-gentle sort. You're sure you'll get along with her soon enough. Hopefully.

You look at the fire and act like you're thinking about it for a few moments while you're actually making a mental command to buy a Premium Membership. A 12-month contract. You mentally sign it and there you go. The Premium Shop and the dreadfully known Gacha is now available to you. Yay.

[] Join them.

[] Don't join them.

[] Buy something from the Premium Shop.
-[] What?

For simplicity's sake. 100 Yen is 1 USD.
Horse
The standard mount in all of YGGDRASIL, its a sturdy creature that can go through most areas but a pretty low speed compared to other mounts. Do not make it approach lethal areas, horses are not resistant to anything more than the basic elements! It has no weakness, however.
Cost: 1000 G

DireWolf
A mount that comes in a variety of brown and black colors of your own choosing! It is great for going through plains, forests! It is advised to take it when wandering the temperate areas of Midgard or the other realms. It is resistant to physical attacks and is weak to weak to magical attacks.
Cost: 2 USD

Winter Direwolf
A mount, wolf-like in appearance with snow-white fur. It is great to go through snowy, harsh biomes. It is advised to take it for Helheim and other such areas in the Nine Realms. It is resistant to cold attacks and is weak to fire attacks.
Cost: 2 USD

HellHound
A mount with volcanic magma-like skin. It is great for going through hot, warm areas. It can easily swim in magma and go is immune to volcanic temperatures. It is advice for wandering Muspelheim, especially. It is resistant to fire attacks and weak to holy attacks.
Cost: 2 USD

Hydra
A mount with blue-clear skin, it can come in different shades depending on your preferences. It is advised to take it for wandering around wide areas of water. It is not recommended to use it for underwater-diving however. It is resistant to magical attacks and weak to fire attacks.
Cost: 5 USD

Skeletal Undead Warhorse
A skeletal horse, it is immune to mental-debuffs and mental attacks and is generally capable of going through any realm without any difficulty. It is weak to all attacks, however.
Cost: 12 USD

Pegasus
A snow-white horse with wings. It is capable of flight, it can go through any realm, it is resistant to Holy attacks, Magical attacks, and physical ones. It is however weak to Unholy attacks, fire attacks, cold attacks.
Cost: 12 USD

Hyppogryph
A mount that comes in a variety of brown and black colors of your own choosing! It is great for going through any realm. It is resistant to physical attacks, magical attacks but it is weak to fire and cold attacks.
Cost: 12 USD

Drake
A mount that can have a variety of colors of your own choosing, no limits! It is great for going through any realm. It is resistant to physical attacks, fire attacks, and cold attacks. It is weak against magical attacks and unholy attacks, however.
Cost: 12 USD

Primeval Curse(Spellbook)
Tier 9 Spell.
Inflict a -20 HP/MP debuff for 3 seconds. You must have a Mag. Atk stat of at least 70, and a total level requirement of 50. There is no karma requirement.
Cost: 25 USD/2.5 Billion Gold.

Heavenly Battle Dress/Armor
Legendary-Class Armor
Absorb 3d20 of damage inflicted on you. It completely nullifies all Holy attacks against you. It gives you a +5 to melee attacks and a +10 to damage. You must have a positive Karma between 400 and 500. Wearing this with a karma when you have a karma between 400 and 0 will gradually inflict damage on you until you remove it, its effects still apply, however. If you have a Karma of below 0, you will be immediately killed upon wearing it. You must have an agility of above 60 to be capable of wearing it without being completely immobilized by its sheer weight. Minimum required a total level of 50.
Cost: 25 USD/2.5 Billion Gold

Blank NPC
A blank NPC you can buy, modify its appearance and race to your whims. It will follow you around and level up as you do but at a much slower rate. You can buy EXP packs to boost them up to level 100. EXP packs can only be used by NPCs.
Cost: 5 USD/500 Million Gold

Sword of Rebellion
Legendary-Class Item
A Demonic Sword, it deals 3d20 of damage. It deals unholy attacks to enemies. It can launch a magical AoE blast of 2d20 of damage. It gives a +10 to melee attacks, a +15 to damage. You must have a negative Karma between -400 and -500. Wearing this while having a karma between -400 and 0 will gradually inflict damage on you until you remove it, its effects still apply, however. If you have a Karma of 0 and above, you will be immediately killed upon wielding it. You must have an agility of above 30 to be capable of wearing it without being completely immobilized by its sheer weight, a minimum of Phy. Atk and Def of 60 and a minimum Mag. Atk stat of 30. Minimum required a total level of 50.
Cost: 25 USD/2.5 Billion Gold.

RuneStones Ring
Divine-Class
Magic effective hit and damage rolls have a +15 both. There is no Karma requirement. A required Mag. Atk and Mag. Def stat of at least 60 and a minimum required a total level of 55.
Cost: 25 USD/2.5 Billion Gold.

Wrathful Fist of God
Legendary-Class Item
A neutral-karma weapon, it deals 3d20 of damage. It deals unholy attacks to enemies. It can deal an AoE ground-punch of 2d20 of damage. It gives a +10 to melee attacks, a +15 to damage. You must have an agility of above 60 to be capable of wearing it without being completely immobilized by its sheer weight. Minimum required a total level of 50.

Take your chance and spin the wheel for only 100 Yen(1 USD)! 1000 Yen(10 USD) for a 10-Pull spin!

You can propose plenty of things for the Premium shop, as I have my limits for coming up with items and mounts. :p You can go wild on this one, as OP as you want really. Although, as usual, I may tweak a few things to fit game balance.
 
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