isco
Ainz / Ooal / Gown
 
 
"Today is the last day Yggdrasil's servers will run. Why not stay until the end?"

- Ainz Ooal Gown
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dEvOtIoN iS oNe HeLl oF a DrUg
Overlord First Half Chapter 1: Prologue Part 1
 DMMORPG (Dive Massively Multiplayer Online Role Playing Game) [Yggdrasil].

 In 2126, it was released by a local Japanese producer and is a sensory-based MMO.

 By using a sensory-based dedicated console, you could link up your five senses and play a game in which you feel as if you are in reality.

 This system was born in 2079.

 The first aim was the military, and then it was developmented for the field of medicine, but the cost was high. It was then simplified after 10 years and now every home has it.

 Although techniques created by net shops and tourist sites were used to lower the development costs, it still took 15 years before the first DMMORPG was born.

 One of the reasons why the DMMORPG, Yggdrasil was better than any other was because of the amount of data.

 The choice of characters diverged from the basic Humanoid races of Humans, Elves and Dwarfs. You can also be a Goblin or an Orc which both are part of the Demi-human race that boasts better abilities than the Humanoid races although their appearance are unsightly. Lastly, races that posses a variety of monstrous abilities but suffered from penalties in other aspects, the Heteromorphic races. In total, there were 420 of such races.

 In addition, the number of classes, both basic and advance, can be summed to about 880. Naturally, the basic classes made of half of those, it was that large of a quantity.

 And if you satisfied the basic conditions, you could have a taste of multiple ones. The classes could only go up to level 15 and the maximum limit was level 100. No matter what race you were, you could choose more than 7 of them and pile it up.

 If you wanted, you could have 100 classes. However, you’ll be weak.

 Basically it was such a large amount of data that it was impossible to create two identical characters unless it was intentional.

 It was at a level where you could still make it more elaborate. By using the creator tools sold separately, you could customize the appearance of weapons and armour, your own appearance, and the settings of your own dwelling.

 For example, say you have killed a dragon. Money and experience drop as per normal DMMOs. However, this is different. The dropping of money and experience does not change. However, in place of items, crystals containing data are dropped.

 It was this type of data.

 Length: +1, Weight: 40, Physical Damage increased by 5%, Special Effect: Additional Damage/Fire+10, Special Effect: [Martial Arts] Rush+1,

 Although there are actually more details in the data, you already have the general picture.

 You could tinker with this data by using the creator tools and make original items. You could also buy appearances within the MMO.

 By doing this, you could make an unlimited variety of original items.

 Also, if you were a Necromancer, you could turn the corpse of a Dragon into an undead monster. Alternatively, if you were a berserking warrior, you could bathe in the corpse’s blood and gain a bonus. Classes that could turn Dragon Bones into Golems existed, as well as those that could turn it to medicine.

 If this was a normal DMMO, the body would disappear immediately after death, so this would provide many advantages to the players.

 For example, you could make a Golem out of Dragon Bones due to the data. By playing around with this data with the creator tools, you could create your own Golem. In addition, you could add your own AI to use for gate keeping and for transportation.

 It kickstarted the creator souls of the Japanese, resulting in the following.

 You could distribute your own data on 2channel or the official homepage. From there emerged people called God’s Craftsmen. They could do things such as a partnership with the illustrator and make a present of a special appearance.

 Some used AI to strengthen their creations, others created cat AIs as cute pets.

 [Yggdrasil] had changed the way that DMMOs had been up til now, from focusing on battles to explorations.

 As expected, 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.

 So the goal was not only to destroy monsters, but also to search for resources and to explore for new discoveries. Players enjoyed calling themselves adventurers to do such things.

 Those players seeking unknown knowledge and unseen lands had a large map waiting for them.

 Asgard, Alfheim, Vanaheim, Nidavellir, Midgard, Jotunheim, Niflheim, Helheim, Muspelheim. There were 9 worlds, each with their own particular traits, each were 2 to 3 times the size of Tokyo.

 It was common not to meet other players at the frontier for a week.

 A DMMO that promised unlimited enjoyment.

 The creators made a famous remark, [A DMMO where strength is not everything] which perfectly embodied the game.

 With such explosive popularity behind it, it had reached a level of acclaim where Yggdrasil and DMMOs were considered as one and the same in Japan.

 However, that was from a time long past.

 The Great Underground Tomb of Nazarick.

 It was a large tomb with 8 floors, an infamous dungeon.

 Once, there was a union of 6 Guilds with players and NPCs totaling up to 1500 people. It was the first time in the server that such a large group of people aimed to get to the lowest floor. Then, they were all wiped out. It was a place where such a legend was born.

 However, the level of monsters were not particularly high.

 According to the rules, at best the monsters were at level 30. The level cap in [Yggdrasil] was 100, and since a third of the 1500 people were at that level, they should not have been much of an enemy. On the contrary, they should have been able to tear through them like paper.

 However, the characteristics of the undead that appear there—-can heal by negative damage, and get damaged by positive energy. They are also unaffected by instant death attacks and mental attacks as well—-It is a strategy that takes advantage of it.

 The negative damage spread across the floors—- by about 1 point—- and reduces the area effects on positive energy while still allowing recovery magic.

 In addition, there was a transportation trap system that could divide a party. That wasn’t the only trap as there were many other types strung up all over the place. Traps that blinded people and ones that poisoned the air, all for the sake of blocking the path of the adventurers.

 Also, coupled with the typical undead of zombies and skeletons, original monsters could be used and is one of the major factors of the crushing defeat.

 While having the appearance of a bloated zombie, the Plague Bomber detonated itself and dealt negative damage and healed nearby undead.

 The Ghost could pass through walls and had a specialisation in hit and run tactics to touch you with their weakening touch and deal damage.

 The Screaming Banshee had the ability to instantly kill anyone who heard it or deal mental damage.

 The Deathborn Totem had the appearance of tens of skeletons merged together and could attack multiple times.

 There were tens of other undead races that waited elsewhere, all were capable of sending chills down your spine.

 Of course all the enemies were comprised solely of undead, but it still was not easy to cope with them.

 Elementals, Demons, and Devils appeared more suddenly frequently than Summons. Summoned monsters could be specifically chosen to be disadvantageous to the opponent. In a nutshell, you could choose those with fatal special abilities-

sry steam isn't allowing me to put more texts (T ^ T)
you can read the rest here
https://frostfire10.wordpress.com/2015/10/27/overlord-first-half-chapter-1-p
isco 14 Dec, 2023 @ 11:16pm 
:DSTghost: C'est bon. Tout le monde fait des erreurs. Il vous suffit de faire un effort pour ne plus refaire la même erreur.
isco 14 Dec, 2023 @ 11:15pm 
:DSTghost:
isco 14 Dec, 2023 @ 11:15pm 
:DSTghost:
isco 14 Dec, 2023 @ 11:15pm 
:DSTghost:
isco 14 Dec, 2023 @ 11:15pm 
:DSTghost:
isco 14 Dec, 2023 @ 11:15pm 
:DSTghost: