Dungeons:
In this new world, you will find that dungeons have begun to appear. Dungeons are magically created places that house monsters as well as prizes for completing them. You will be able to enter the dungeons at your will, but be aware that they hold many dangers in their depths.
Some dungeons may have level restrictions for entering. This is merely used to keep individuals safe from the dangers that lie inside. Once you have reached the minimum level requirement, you can enter the dungeon and attempt to complete it.
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Mana:
Mana is a new concept for the people of Earth. It is the energy that is used for magic. Due to your planet's meager mana level, a mana generator was placed in the core of your world to begin to generate mana for your world. This will cause changes to appear in the flora and fauna as well as cause random monster spawns to begin.
As users of the Grand System, you will also have access to this mana and can manipulate it to cast spells. Your bodies have a complex system inlaid in them called a mana network that channels the mana from your core to all parts of your body. Using this network, you can allow the mana to flow to different parts of your body to cast different types of magic.
Practice circulating the mana throughout your channels to increase your use of mana for greater magical powers.
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Forming Parties:
Forming a party with others is an integral part of combat in the new world you find yourself in. There will be monsters that have defenses against certain types of attacks such as magical resistance or physical buffs. While a full party of barbarians could take down most foes, they will find themselves hard-pressed against an opponent that has high defensive capabilities but is weak against magic attacks.
Simply think about extending an invitation to another and a party request will be sent for them to accept or reject. Parties can consist of no more than 8 people at a time. The experience gained from kills while in a party will be divided amongst the party members equally.
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Monster Cores:
When you defeat a monster it will drop a monster core. These items can be saved and exchanged for items from vending machines throughout the world. Monster cores also have a rarity value that makes them more or less valuable depending on the monster killed.
The ranks of monster cores include Common, Uncommon, Rare, Epic, Legendary, Celestial, Demonic, and Artifact. The value of each core in relation to the others can be ascertained in a value equal to a number of cores of the level below it with the exception of Celestial and Demonic which are special categories of cores.
1 Uncommon core = 10 Common cores
1 Rare core = 25 Uncommon cores
1 Epic core = 50 Rare cores
1 Legendary core = 100 Epic cores
1 Artifact core = 5 Legendary cores
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Guilds:
Guilds are a powerful set of allies that can be formed by a group of 10 or more people. The only requirements are that all members agree to join, a base of operations must be claimed, and a name must be chosen to call the guild. Guild ranks will be available as well as more information about how they operate once you have formed a guild.
Guilds will receive bonuses that higher ranking members can give out in battles as well as the option to form raid parties which can consist of multiple standard parties to split experience for defeating much larger and more difficult creatures.
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Crafting:
Objects can be crafted utilizing various parts to create something new. Just as you had made something in the world before mana, so too can you create items now. The difference being that all items will have a rating system, skills will be granted for crafting various types of items, and you are able to imbue the item with mana while it is being crafted to give it new strength and enchantments.
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The basic ranking of crafted items is poor, average, good, well-crafted, excellent, and master craft. These ratings combine with the rarity of the item to give it a value. The higher the skill in crafting the type of item you are attempting to make, the higher the ranking will be.
Another form of crafting is Alchemy. Alchemy is the mixing of ingredients along with the addition of mana to form potions or poisons. These can be used for things such as healing or boosting stats or can be used to cause damage to others.
The rankings for potions are diluted, weak, basic, enhanced, fortified, and perfected. The higher your skill in alchemy, the more likely you are to create a potion with a better rating.
For both crafting and alchemy, you will need instructions on how to create the item you are making. For crafting you will use a blueprint that you either acquire or create yourself. For alchemy, you will use a recipe.
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Storage:
Every user of the Grand System is given a personal storage system that they can access at any time. This is a small dimensional storage for holding items that only the user can access. If you die your items will be expelled from the storage. Storage can be expanded through purchases from vending machines. Users can access their storage by thinking "Storage".
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Congratulations!
You have completed phase 1 of the tutorial. More information will become available as you grow. Feel free to reference any of this information at any time from the help menu. The help area will only provide information you have already been given. It will expand as you gain more knowledge.
"Finally finished?" James asked.
"Yeah. Sorry. Just trying to take it all in. I was really expecting something more like a traditional game tutorial." Tom replied.
"You mean you expected it to ask you to pick up the sword, walk forward, swing the sword, then run? Come on man. Be realistic." Derek added.
"You know what I mean. But you're also right. Now what do we do with this info?" Tom asked.
"Why don't we form a party first? You in Derek?" James asked.
"Sure," Derek replied.
Thinking about extending an invitation, Tom reached out to Derek and James and was rewarded with a prompt.
Party Formed:
James Sanders and Derek Calloway have joined your party. You can see their health information on the left side of your view.
Sure enough. On the left side of his vision were two smaller red bars showing James' and Derek's health. While staring at his view, he noticed another blinking notification on the right side of his vision. Mentally selecting it, a new pop-up appeared.
Class Selection:
For reaching level 5 you are offered the choice of class. You can choose from the list of the following classes. Bonus! For being the first person on Earth to reach level 5 you will be given an additional bonus skill. You can select from 3 randomly chosen skills once your class has been chosen. Choose wisely as this class cannot be changed.
Classes:
* Warrior - Warrior is the most basic fighting class. Good with close combat and physical attacks, they have a weaker affinity for spellcasting.
* Ranger - A ranger is skilled with ranged weapons. Typically a backline fighter, Rangers have bonus affinities for using projectile weapons.
* Cleric - The Cleric is the class with the greatest affinity for healing magics. Someone that everyone wants on their team, clerics also have offensive magic gifted from the god of their choice.
* Paladin - The Paladin is a holy warrior, gifted with magic from their chosen patron god, and they are typically frontline fighters and have an increased affinity for heavy armor.
* Spellblade - A well-rounded fighter that has affinities with close-up combat as well as magic usage, these fighters can be a force to be reckoned with. While not quite as strong as warriors and not as magically adept as wizards, spellswords combine the best of both worlds to offer more options when in combat.
* Wizard - The strongest of the magic casters, wizards can learn more spells than any other class and are focused almost entirely on offensive spells. This typically comes at the cost of not being as strong as other classes.
* Barbarian - The Barbarian is the most brutal of the physical classes. They have almost no affinity for magic, instead choosing to focus on all-out berserker rage attacks against their enemy. They need little armor as they can ignore some damage as they strike at their foes.
* Rogue - The Rogue is a master of stealth and can move quietly at any time. They thrive at the backstab and have magical affinities with secret magics allowing them to cloak themselves and deal damage with smaller weapons making them ideal assassins.
* Druid - A Druid is a magically inclined fighter that specializes in earth and nature magics. They also have the ability to bond with animals and change into a beast form in battle.
* Bard - The Bard is a support class that is gifted with musical abilities that allow them to cast spells that buff their allies as well as cast debuffs on enemies. They also can learn more spells than physical classes and tend to be more agile than most other classes.
* Warlock - A Warlock is similar to a wizard in that they are fundamentally a magic-based class, but their power comes from their patron god and the pact that they make. Able to summon creatures to fight for them in battle, Warlocks can be ferocious opponents but must follow the will and whims of their patron.
"Well, they offer a fairly good selection of classes. Not as many as I have seen some games have, but it's not just a basic list either." Tom commented.
"Really? What do we have to choose from?" James asked.
Reading through the list of options and their descriptions out loud, Tom shared the information he had with his friends.
"What are you going to choose?" James asked Tom.
"I'm not really sure. It looks like it's a permanent choice so I have to think about it. Do any of them stick out to either of you? If we are going to be a party then maybe we can pick things that work well together." Tom offered.
"Cleric," Derek offered right away. "I want to be able to help when people need it. I was a medic when I was in the military. So I think that will suit me well."
"Right on! The healer is already taken care of. I'm probably going to be a Ranger. I don't mind being in the back and using some kind of ranged weapon. I wonder if guns count?" James said.
Derek and Tom had a chuckle at this thought. Then Tom stopped and thought about it. How cool would it be to get guns and use them against monsters? It would be much more effective than a bow and arrow would be.
"Actually, that's not a bad idea," Tom said.
He brought up his storage and noticed he had twenty-four items stacked in one sot of his inventory. They looked like a grey-colored coin in the image of the icon. They had the face of a goblin embossed on the side of the coin. So they automatically went into the inventory. This was great news.
"Don't we have a vending machine here in the building?" Tom asked.
"Sure, it's on the third floor in the break room," Derek replied. "Wait! Are you thinking of going to try it? That's just a snack machine."
"I think we need to go look at it," Tom replied and stood up to head toward the stairs, Derek and James following behind after staring at each other for a moment.
Climbing the stairs two at a time in his excitement, Tom raced from the first floor where their desks were to the third where the large breakroom was located.