Cherreads

World of Observer

1. THE SYSTEM FOUNDATION

Basic Structure

When Earth integrated with the System, all humans received:

•A Class (determines abilities and growth path)

•Level System (1-100+, with evolution thresholds)

•Stats (Physical, Mental, Spiritual, Luck)

•Skills (class-specific abilities that level up)

•Status Window (personal interface with the System)

Class Rarity Tiers

•Common (60% of humanity) - Basic classes: Warrior, Mage, Archer, etc.

•Uncommon (25%) - Specialized: Blade Master, Frost Mage, etc.

•Rare (10%) - Hybrid/Advanced: Shadow Dancer, Battle Mage, etc.

•Epic (4%) - Powerful unique variants

•Legendary (0.9%) - Extremely rare, powerful abilities

•Unique (0.1%) - One-of-a-kind classes, unpredictable power

Note: Rarity ≠ Power. A skilled Common class can beat a careless Rare class.

2. STANDARD POWER SYSTEM

Normal Leveling

•Kill monsters → Gain EXP → Level up → Get stronger

•Each level gives stat points to distribute

•Skills level through use

•Class evolution at levels 25, 50, 75, 100

Mana System

•Most combat classes use Mana for skills

•Mana regenerates over time

•Larger mana pool = more skills can be used

•Mana control improves with practice

Stat System Breakdown

•Physical - Strength, endurance, speed, durability

•Mental - Mana capacity, skill damage, mental resistance

•Spiritual - Mana regeneration, perception, "sense" abilities

•Luck - Critical hits, rare drops, "fortunate" encounters

3. SKILL SYSTEM

Skill Ranks

•F, E, D, C, B, A, S, SS, SSS

•Skills can rank up through mastery

•Higher rank = more powerful, but also more mana/energy cost

Skill Types

•Active - Must be triggered (costs mana/energy)

•Passive - Always on (no cost)

•Toggle - Can turn on/off (drains over time)

•Ultimate - Class-defining powerful skill (long cooldown)

4. GATES & TOWERS

Gates(temporary structures)

•Appear randomly worldwide

•Must be cleared within time limit or monsters spill out

•Rank F to SSS

•Contain monsters, bosses, loot

Towers (Permanent Structures)

•100+ floors each

•Each floor = different world/dimension

•Harder floors = better rewards

•Safe zones every 10 floors

•Can't return to previous floors easily

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