1. Items
Items and armaments in Yggdrasil were classified according to their data size, the greater the data, the higher the grade of the items. Start from the bottom, the classes were: low, medium, high, top, legacy, relic, legendary, and divine.
Homever, the one and only type of item that is able to easily override the effect or powers of any of the mentioned previous class are the world items.
World Items
There were only 200 World Items through the Yggdrasil. Even guild weapons and divine class items couldn't match world items are the most powerful items admired and feared by the players in the game. given their rules-bending power, in addition the slim chance to finding them, basically make them a wild card or joker card of Yggdrasil. In all of YGGDRASIL, there were only 200 World items. Each of them had their own unique ability, and some were powerful enough to destroy the game's balance. Of course, not all of the World Items had such game-breaking abilities. Even so, if a player managed to get hold of a World item, that player's reputation in YGGDRASIL would jump to the highest level. Effects of a World Item can be resisted in only two ways: (1) Owning another World Item. (2) Getting special Job Classes.
While this is just speculation, there was a guild that said even a World Item may possibly drop from level-breaking bosses. In particular, this being the Lords of the Seven Deadly Sins since they're classified under YGGDRASIL as a World Enemy. The guild believed that through defeating each one of them, the World Item would appear from the monsters, finally dropping it. Normally, World Items could not affect holders of other World Items and would be a different matter unless those holders happened to accept that influence. All of which was made possible thanks to a patch created by the developers of the game.
In the New World, it was revealed that many World Items had been scattered about all over the continent. Apart from players, some World Items are owned by its native inhabitants respectively while the rest have no owner to lay claim to. Hence, these ownerless World Items are known to be discovered in various places such as ruins, fallen civilizations, and so on.
-Twenty
Twenty is the name of 20 World Items that are unrivaled in terms of power. All of them could only be used once. If one needs to be used again, one should find the item all over again, regardless of the difficulty of the process.
-Other world items.
Still the same categories as world items but weaker in effect but can be use many time. Not just once.
-World Champion Items
The World Champion was a special class granted only to the victor of the official martial tournament. Only a few had managed to obtain the World Champion class of which there were only nine in YGGDRASIL. As for the prize, the champion was given one piece of special equipment by the administrator. The power of this prized equipment surpassed Divine Class items, rivaling even Guild weapons. Of course, since it was a reward for the winner of the tournament, only the World Champion could equip it. However, under certain situations, one may put it on by casting a spell like "Perfect Warrior,"
-Guild Weapons
YGGDRASIL's weapons — Guild Weapons and a few others aside — possessed a data capacity that was determined by the value of the materials used in their construction and the skill of their maker. This data capacity limited the number of data crystals which could be added to it. Thus, rarer metals are allowed for the creation of a correspondingly more powerful guild weapon. A great Guild weapon can surpassed divine class items.
-Divine Class Items
YGGDRASIL magic items were created from embedding computer data crystals. For instance, player-made items in the game could have their abilities changed by using data crystals.
However, with the performance of computer data crystals dropped by monsters to be random, it was necessary to have several "extremely rare loot" computer data crystals just to be able to create a Divine class item. Not only that, if you wanted these computer data crystals to be embedded into a container—such as a sword-type weapon—it had to be a weapon forged from ultra-rare metal for it to be possible.
As such, even for level 100 players, it was common not to have a single Divine class item. Besides questing for them or making them, another method of obtaining Divine Class Items was through the gacha system, a lottery system that lets players obtain these rare items within a limited time. Other class items below divine class is more easy to make or created because of that, their description is simple. They are weaker than the divine and items above divine items.
Note:
§ According to the game lore of YGGDRASIL, the World Items are made from the remains of fallen leaves from the World Tree.
§ The World Items have the power to over rid Wish Upon a Star's magic.
§ Most of the World Items' abilities are superior versions of Super-Tier Magic.
§ The Great Tomb of Nazarick's interior is protected by having World Items against World Items.
§ In this fanfic, 13month series ignited weapon from TOG will be classified as world items. If someone able to gather all 13 of them, he/she will also get one of the twenty items.
§ Even though your equipment or gear is great, what matters in this game is how you use your weapon and equipment. It's useless if your equipment is good but you can't use it or it's not optimal when using it. It is common for people to only can use one kind of weapon.
2. World Enemy
World Enemy is a special title associated with the strongest boss monsters in the DMMO-RPG, YGGDRASIL. World Enemy was described to be an immensely powerful, boss monster hidden deep in the game. There were thirty-two of these extraordinary monsters in total, and one could infer the dev team's love of dragons from the number of draconic entities among them. On the other hand, you will obtaining a World Item after defeating one of the World Enemies such as the Lords of the Seven Deadly.
Know World Enemy:
§ Five Rainbow Buddhas
§ Eight Ancient Dragons
§ Lords of the Seven Deadly Sins
§ Devourer of the Nine Worlds 'Apophis' (a World eater with appearance a big dark snake that eat the worlds)
§ Ten Archangels of the Sephira
§ Celestial Lord of the Sixth Heaven
§ Tiamat (reference FGO)
§
Strength
Even if thirty levels 100 players work together, fully prepared and forewarned of the battle ahead, enter combat with any one of these World Enemies, the outcome of the match would still be in doubt. If one of these monsters had appeared before them, it would be a threat to the world. World Enemies' attacks could bypass the racial resistances of heteromorphic monsters or players to a certain degree.
By YGGDRASIL standard, despite a legion, composed of six parties of six players each (36 players in total), they would still not have much of a chance against these unimaginably powerful creatures.
While World Enemies are level-breaking monsters, even the weakest one is estimated to be at least level 100, but most of them are higher. They were the first type of monsters confirmed to have a cap that is beyond level 100. World Enemies are immune to the abilities of World Items and as such, only players pure skills can beat them.
Notes:
§ to the developers, among the World Enemies in the game, "World Eater" is the incredibly powerful last boss of the main campaign storyline.
§ While the maximum size of a raid was five parties of six people each, or 30 people in total, fighting a World Enemy is not restricted to the game rule. However, apart from that and guild battles, people who were over the limit would be subjected to friendly fire.
§ So when your guild fighting other guild, the rule of the game that said maximum party is 36 people in total is gone and you can fight with as many members you have, in the original Overlord, Nazarick once fight against 1500 enemy who invade their guild base.
§ If the party succeed in defeating a world enemy, they will get a huge reward like a world items, Crystal data, Ultra-rare Material, Items, stock level for customs NPC, ETC.
3. Non-Playable Character
Non-Playable Character or NPC for short is a generic term that refers to entities in DMMO-RPG that are not controlled and playable by players.
Background
In YGGDRASIL, NPCs exist within the game to provide support to the players and aid them in battle. To do so, however, some of these NPCs required financial means like the mercenary system that existed in Guild Bases. Their purpose was to deliver quests, act as support characters, etc. On the other hand, players who're usually in a guild, controlling different dungeons, and cities can also customize and regulate their NPCs to certain positions over an area specifically designated for them only. In particular, the Custom NPCs are created with different races, backstories, appearances, AIs, armaments, and classes. It's likewise to how players usually create their character, but these NPCs instead, serve a role in the field they are most fitted to be at.
Moreover, NPCs were programmed with limited artificial intelligence to interact with players. Within the game, these artificial intelligence can only move accordingly to their program. In other words, they were the same as moving mannequins, only acting on pre-programmed action. They were nothing more than a collection of electronic data, and the closest they could come to real emotion was a very skilled set of inflexible AI routines. Because of the way NPCs were set up, guild masters were given the privilege to speak with NPCs and have them carry out tasks through specific commands. In YGGDRASIL, the player had to to specially enter commands on a keyboard, leaving the NPCs to understand their intentions and execute its orders. Noted that NPCs could not be engaged in combat as long as they do not consider the player's action to be a clear sign of hostility.
Strangely in the New World, NPCs have undergone a miraculous change. Unlike how they had been when they were merely data, the NPCs now had minds and the capacity for independent thought. Now possessing free-will, they are able to freely walk and act beyond the limits of their original programming, engaging in different ways with a player and inhabitants of the New World.
Interestingly as shown by the example of the NPCs of Nazarick, particularly the custom-made NPCs, they have gained the personalities of their creators. They're able to adopt the creators' manners and beliefs, which were not covered by their character details, as well as in the interpersonal relationships with other NPCs.
Reasonably so, NPCs who are created by players were also able to be infused with knowledge upon their creation, but that was all they ever had. Because the NPCs did not know the players in real life, mishaps may sometimes occurred; like say, making a mistake about their revered masters' jobs and things they say. This would include as well as the misunderstanding their creator's way of life, words taken out of context literally, etc their knowledge is affected by their character settings, but they could ignore any contradictions in their backstories.
Noted that NPCs created by a player will take their creator's command first as top priority before all others. So no matter what other does from now on, if conflicting commands are given [by the other and the specific NPC's creator], the creator's orders will always take priority. But how they go about this depends on the specific NPCs and their relationship/experience with other players.[6]
in both the context of YGGDRASIL and the New World, as long as the NPCs don't consider any player's actions to be a clear sign of hostility, the NPCs will not be able to enter combat status or engaged with the said person. In a way, it gives players the chance to exploit this mechanic while the NPC is left defenseless in the meantime until they are attacked. For instance, the players was able to make enough preparations in the form of buffs, casting super-tier magic, as well as sorting the specific items he need to use readily from his inventory before engaging the NPC in combat. Likewise to YGGDRASIL, NPCs that were transported to the New World are unable to go beyond their specialized level as it will stay the same by pre-program. However, NPCs can still obtained enough battle experience to learn from and adapt to instead despite not being able to level up. Unlike players, Custom NPCs could also be resurrected without losing any levels, but can cost an unknown amount of YGGDRASIL gold to have such action be carry out by the guild master.
Types of NPCs
Spawned NPCs
Spawned NPCs are entities that are produced by the guild base. In other words, they pop-up automatically from the dungeons. With a maximum level of 30, they have enough power to protect the stronghold. POPs don't need gold to summon but have maintenance costs depending on their type. It is zero for undead, but living creatures, in particular large creatures, had maintenance costs increasing proportionally to the size of their bodies and could rack up a ruinous maintenance bill for the guild. Nevertheless, they could spawn continuously at no cost after a fixed period of time is over. In contrast to Custom NPCs, Spawn NPCs have no player-made character settings and it isn't possible to change their appearances and AI programming.
Mercenary NPCs
Mercenary NPCs are entities that players could buy out through use of YGGDRASIL gold. It could also be summoned by spending guild finances. According to Maruyama, he stated that some players hire them to make a team. They are vastly inferior to players in terms of AI or equipment. Before heading to unknown areas like a dungeon, players tend to hire NPC Mercenaries from towns.
Custom NPCs
If a Guild possessed a castle-grade guild base, the owning guild would be allowed 700 levels to be distributed between any number of NPCs they wanted. Because the highest level in YGGDRASIL was 100, by those stipulations, a guild could make 5 level 100 NPCs and 4 level 50 NPCs, or any combination thereof. They can be customized freely, with their power level depending on the overall limit of NPC data provided by dungeons or other means like in-game cash. When designing an original NPC, one could used customization tools for AI, levels, weaponry and other equipment. This includes clothing and appearances too. As a result, one could create NPCs that were far stronger than the automatic spawns and place them in key locations. They are particularly made and then used as powerful guardians to safeguard the Guild Base. Of course, that doesn't mean every NPC had to be designed for battle anyways. A guild is totally free to customize its NPCs just for decoration purposes.
Trivia
§ Upon arriving in the New World, it seems that the NPCs of Nazarick are prime examples of taking on their creators' nature. More so, remembering the words of what their creators said in the past is important to them.
§ According to Momonga, the NPCs should have Item Boxes like players for storing equipment.[
§ In one of Maruyama's tweets, he stated that it is usually not possible to make NPCs without a guild base. Though administration-request-type World Items are an exception to this.
§ From one of Maruyama's tweets, he stated that the Guild's restriction over Custom NPC level cap can change by either spending real money in-game, using a World Item, or the Guild Master taking up a special quest, etc.
§ During the days of YGGDRASIL, intruders who stepped foot into the Great Tomb of Nazarick during the raid were partly comprised of Mercenary NPCs.
4. List of Tier Magic
Each of the four categories of magic consisted of spells that are divided up to ten tiers, with an additional super-tier which surpassed all the others on top of it. In YGGDRASIL, the total number of spells available was well over 6000. Additionally, each seven levels in Magic Caster Classes allows the user to rise to a new tier, ranging from the order of 1st tier to 10th tier.
§ 1st Tier (Level 1-7): The most common level of magic. Many practical magic are included in this tier. Anyone can use 1st-tier magic by training.
§ 2nd Tier (Level 8-14): These are spells for those who have talent, numbering 1 in 5,000 to 1 in 10,000. It is the common goal of normal magic casters. Those who achieve this tier can earn a good income and reputation.
§ 3rd Tier (Level 15-21): Only the brightest achieve this tier. 3rd tier magic casters are quite rare and they were considered to be most likely a platinum-rank Adventurer at the very least.
§ 4th Tier (Level 22-28): The highest tier that Fluder Paradyne's most skilled acolytes have managed to reach under his guidance.
§ 5th Tier (Level 29-35): A tier that very few have reached, among them the Thirteen Heroes, who are considered the pinnacle of mankind.
§ 6th Tier (Level 36-42): The highest tier magic for very few and capable inhabitants of the New World that can so far achieve in reaching. It is said there are currently four humanoid magic casters who could cast 6th tier spells in the entire continent, including Fluder Paradyne himself
§ 7th Tier (Level 43-49): Spells that only exist in legends. Although humans are unable to use it, the Slane Theocracy's magic casters can via large-scale magic rites or ceremonies. However, these are very dangerous to perform and usually end up with disastrous consequences. It seems the Thirteen Heroes are capable of using 7th tier spells, and a few individuals outside the group are rumored to use one.
§ 8th Tier (Level 50-56): In the New World, these spells are considered to be within the Mythical Realm. Night Liches have the capacity of learning the 8th tier.[8] Only in the Web Novel, there is a way to gain access to using the 8th tier and that is by conducting a large ritual. In the center of such a ritual is a human who can use the 5th tier and could improve it. It is also necessary for a large number of those present with that person at the center of it all to use the 3rd tier. Even with this, it can only be improved up to two tiers, and it is believed that there is some form of device involved. Normally, a country like the Theocracy is needed to support this.
§ 9th Tier (Level 57-63): The only record for now is when Ainz Ooal Gown 9th tier magic named True Death was used to kill Gazef Stronoff.
§ 10th Tier (Level 64-70): The existence of 10th-Tier magic was proven exist.
§ 11th Tier (Level 71-100): it is the unofficial rank of Super-Tier Magic or otherwise known as magic of the gods. By YGGDRASIL standard, it is simply called Super-Tier Magic, but in the New World, there are few individuals who refer it as such to be of the 11th tier. It is labeled as the highest form of magic above all other tiers.
§
5. Super-Tier Magic
While magic only goes up to the 10th-Tier, Super-Tier Magic is said to go beyond that limit. Super-Tier Magic acts more like a special ability rather than an actual spell. Magic casters can unleash it without consuming any of their MP. The number of super-tier spells a player could learn is one for each level after level 70. When it is first learned, it can only be used one time a day. However, it can be used increasingly once more for every additional ten levels gained. Thus, the average player who has managed to finally reach level 100 in YGGDRASIL is able to use Super-Tier Magic at least four times a day and will have about thirty super-tier spells in their arsenal. Each super-tier spell also needed a certain amount of casting time before it could be put into effect.
For that reason, Super-Tier Magic cannot be activated consecutively every time. First, it has an activation period and a certain amount of damage done to the magic caster will interrupt the casting. Various means of interruption include teleportation ambushes, bombardment from atop a magic carpet, or extremely long-range sniping. Second, it is possible to use cash items to remove that casting time, but with a penalty that prevents the repeated casting of super-tier spells. Magic casters who were preparing a super-tier spell could also suffer from their defenses being lowered. The basics of casting super-tier spells included protecting the caster with several friends.
Once any member of a team cast a super-tier spell, every member would be penalized by being unable to cast such spells for a certain period of time — in other words, a cooldown period. This restriction was put in place to prevent guild wars in YGGDRASIL from being decided by who could vomit out the most super-tier spells.
Note:
Whenever Tier Magic is cast, magic circles often appear.
· Zahard for now has 30 super tier shinsu, many for battle, some for restoration, one for creation of all things, some for other things. Can be note that zahard super tier shinsu effect in the game will be different in the new world. Much stronger.
· Zahard skills is different from magic so there is no tier for his skills. But if we put it, then he can make a big bang (a big shinsu ball, not big bang of universe) that strong compared to 10th tier magic.
· Not all magic can be put to tier magic, because the different of their magic system. In some world, there is no tier magic system. In some other world, they will classify magic by ranking E TO SSS magic. So the magic system is depending on how they work in each different world.
· In some different world, these tiers magic explanation could be different. For example, in the different world, most people can perform magic into 5 tier and six above is more and more rare but in the new world of overlord only a handful of people can do it. So these explanation is not always right.
References :
all of the reference I got is from Wikia of overlord.