VIRTUAL LIFE
While TDO has been designed to feel life-like interact with all of the player's senses, not everything is the same in the game as the real world. Here will follow a couple rifferences you might wanna look out for.
THE BODY
Unlike your petty and weak human body, you have no need for nourishment or rest to stay fit even though the game allows you to eat and sleep. Instead, eating and sleeping will recover HP and MP. And yes, this also means you don't have to break RP-taboo by going to the toilet. Also, outside of status effects and special events, your virtual body won't get sick. Hell, you can't even die permanently. Unless there's a bug of some sort involved, which by pure coincidence manifests when players are expelled from the RP. Instead, when you die you can either be revived by other players (if they have the skills or items to do so), or respawn in the nearest town. There are no penalties for death, unless it's in a player versus player situation. More information on this below (see: PVP).
Take note though, that players can still feel pain. Many environmental hazards will sap HP, so running around in a hailstorm or diving into lava is still a bad idea.
MENU
A convenience in VRMMO's is that you have a handy menu that pops up in front of you to take care of almost anything. Like a floating touch screen, menu's pop up everywhere. They can also be controlled by voice. They're pretty nifty and have a multitude of functions, like managing your inventory, organising parties and in-game skype-calls and guilds, or setting the terms for a trade or duel.
INVENTORY
One of the most prominent menu features is the inventory. Rather than carrying a backpack full of items, you have something akin a pocket dimension that is called your inventory. You can select and organise your items by menu.
However, you only have limited space in your inventory. When your inventory fills out, you must store your items at a bank. Banks are ran by NPC's and players alike, although most will ask for a fee for storing your items. Banks require physical space, so unlike the inventory, you can't take items from them whenever you please.
PARTY
Parties, or groups, can be joined, left and organised within a menu. One person creates the party and then invites other players to jon them to work towards a particular goal. It's a lot like forming your own fellowship. Parties are beneficial because they allow you to chat telepathically on a private channel, monitor each other's HP, MP and status, and share the XP gained from killing monsters. Some support skills even require you to be in a party to work.
GUILD
A guild is a more permanent party. Players can also join long-term groups called guilds. Guilds are usually groups of people who are working toward a common goal in a game. A guild may focus on many different things, like clearing dungeons, crafting and trading or try their hand at controlling an area. But guilds can also simply be a group of friends.
Benefits of a guild include a chat channel, which allows you to talk to all your guild members anywhere any time, and the ability to summon guild members near you when not in battle. Most importantly however, is the right to a guild hall.
A guild hall is like collaborative housing for the entire guild. It can include it's own resting area (to recover HP & MP) and guild bank (storing items free of charge). A guild hall can also serve as a base of operations as the guild leader can set permission to enter and leave the building. It can also be fortified to serve as a fortress in battle.
A guild hall costs a large amount of credit to build from scratch, but is cheaper when compared to an individual player's housing (which is a thing). It's also possible to turn conquered dungeons or discovered settlements into guild halls, although this tends to be on the pricey side also.
PVP
PVP stands for player versus player. Like in good old times, disagreements can be solved with a blade between the ribs or a bullet between the eyes. Depending on the area they are in (see: Territory) players can challenge one another to a duel. There's voluntary and involuntary duels, again depending on the area the players find their selves in.
- In a voluntary duel, players can make a wager, betting items, equipment or credit (money) of any amount where the winner takes all. You can also choose to bet nothing and have a friendly spar. All terms are to be discussed before the fight starts.
- In an involuntary duel, the winner chooses to either take 25% of the loser's credit, an item or piece of equipment of the winner's choice. They happen spontaneously and can be joined in at every time.
So basically, a gentleman's disagreement versus plain robbery. It's also possible to have PVP situations with multiple people. In voluntary duels, you get to select the participants when deciding terms, whereas involuntary fights everyone can join in.