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
