[@Thecrash20]My character's name is more or less taken from a runescape god. Some players like funny names that's not my shtick in real life, or in roleplaying. I can't speak for the others. In other words Chad likely took his username from some sort of past player character, or NPC from another game. [@Spanner] I'll leave a quote below on what the wiki says on levels. [quote]In YGGDRASIL, the maximum level cap for a player can reach is 100. A player dying incurred two kinds of losses. The first was the loss of XP and a consequent loss of levels, though that depended on the way in which they were resurrected. This was not a big drawback in YGGDRASIL, because experience points could be regained easily, unlike in other games. Even if one’s levels went down for a while, the loss could be quickly recovered. In addition however, the death of a player character with level lower than 5 will only just revert them back to level 1 at the very least. The second kind of loss on the other hand, is the random dropping of an equipped item. In other words, whenever a player character dies, it loses 5 levels and randomly drops one's equipment they had on. One could lose one or more pieces of equipment if a dungeon expedition happens to be very difficult. Because of that, people sometimes geared themselves up with second-rate items, the kind they would not mind losing. However, players could not clear the dungeon in one go with second-rate stuff, so they had to use their best equipment. The developers designed the game so that the most valuable gear would be dropped first, which meant that the chances of an important item which was key to the player’s strategy being dropped would greatly increased. Nevertheless, this penalty can be reduced by using certain revival skills or cash items. When a player revives by skill, it can select the location he or she desires. Optionally, there were four different methods of resurrection to choose from in exchange for experience points. The first type was on-site resurrection. The second type was resurrection at the entrance of a dungeon. The third type was resurrecting at a nearby safe town. Finally, the fourth type was resurrection at a specified location, such as a guild. On the other hand, NPCs belonging to players or guilds can revive instantly by paying the right amount of gold and fee depending on its level. In contrast to players, as monsters went up in level, they gained all sorts of special abilities. At this level, they could greatly decrease any damage done to them. While for NPCs created by players that die, they can be resurrected without losing any levels. However, it comes with the cost of using YGGDRASIL gold coins varied from different amounts, depending on the level of that NPC in particular. In regards to leveling up as a player through killing others, the amount of experience points gained was reduced in accordance to the level difference between both parties, to a minimum of one point.[/quote] You lose a max of five levels per death and my character is the tank of the parties he's been a part of. More over one could presume the levels got much harder to get just like any other MMO. It takes literally days, or weeks worth of grinding in my experience to get a few levels in some areas in MMO's the farther it goes. Assuming your character, and the others has very few deaths there would be less set backs. All in all this is our gm [@IceHeart]'s call here. I have no say in the character count simply put [u]I[/u] don't like the lack of level diversity.