Dice
* Received upon Level Ups or Rank Up (Tier Up)
* Can be used as a form of Hard Currency ranging in different price points
* Receives in different amounts based on current Tier
* +100 Dice in Tier O
* +200 Dice in Tier I
* +400 Dice in Tier II
* +800 Dice in Tier III
* +1600 Dice in Tier IV
* +3200 Dice in Tier V
* +6400 Dice in Tier VI
* +12800 Dice in Tier VII
* +25600 Dice in Tier VIII
* +51200 Dice in Tier IX
* +124000 Dice in Tier X
* Varied in usage based on its colors
* <White/Black Dice> is for Attribute Points (1 Dice gained every 1 level)
* <White/Red Dice> is for Skill Points (1 Dice gained every 5 levels)
* <White/Blue Dice> is for Purity/Corruption Points (1 Dice gained every 10 levels)
* <Black/White Dice> is for True Points (+1 increment in all material & immaterial) (1 Dice gained every 20 levels)
* <Black/Red Dice> is for Fame/Infamy Points
* <Black/Gold Dice is for Achievement Points (can be used for all sorts of miracles in the System Store)
Tiered Items/Equipment
* Are classified to Blank and Alphabetically where Blank is rated as <Normal>
* Tier A-E is considered as <Low-Class> Items (Generally Basic Items and Material)
* Tier F-J is considered as <Medium-Class> Items (Generally Intermediate Items and Materials)
* Tier K-O is considered as <High-Class> Items (Generally Advanced Items and Materials)
* Tier P-T is considered as <Classified-Class> Items (Items and Materials found in various <Ruins> and <Cracks> and Monsters)
* Tier U-W is considered as <Unique-Class> Items (Items and Materials given by Gods or found in <Ancient Locations>and Monsters)
* Tier X is considered as <Artifact-Class> Items (Items and Materials found in cracks inside of the shards known as <Fragmented Era> and Ancient Monsters)
* Tier Y is considered as <Divine-Class> Items (Items and Materials from dead corpses of Eon Beasts)
* Tier Z is considered as <God-Class> Items (Items and Materials from alive Eon Beasts and those weapkns that defeated it)
* Are graded in numbers of 0-10
* Grade 0 is Broken
* Grade 1 is Sub-Standard
* Grade 2 is Standard
* Grade 3 is Fine
* Grade 4 is Refined
* Grade 5 is Excellent
* Grade 6 is Exquisite
* Grade 7 is Superior
* Grade 8 is Perfect
* Grade 9 is True
* Grade 10 is Absolute
* Special Qualities exists to either enhance the wielder and are +1 or -1 upto the numerical of 10
* Modifiers exist to further enhance the item/equipment and examples may vary from both negative and positive
* There are objects that are CURSED and DIVINE that exists may only be used after being bounded by a contract or by vows
* Contracts exists to seal a deal to obtain truth or benefits but with either a cost or not, breaking a contract may lead to catastrophic damage or lost to the contractee
* Bounding with a |Contract| with a contractee may or may not have a limit such as a Temporary Bound which may last to a period of time, Contract Bound which may last until the specified condition, Blood Bound which may last until the Contractee dies, Hereditary Bound which may last until the first Contractee and may be passed to the next of the Bloodline, Soul Bound which may last until the Contractee's soul is destroyed and Eternal Bound which last for eternity and will stay beside the Contractee eevn if his/her soul is destroyed and karma has dissipated
* Vowing is a more cqsual approach to Contracts with breaking may lead to a much more lenient punishment than a Contract's punishment
Currency
* The Planelar Standard Is called Credits [CR]
* Has both Virtual and Physical forms
* Virtual is much more mobile but are worth less than Physical
* Physical Credits is worth TWICE than Virtual Credits
* W,Physical variant is divided and shaped into Small (Triangular) , Normal (Rounded) and Big (Squared)
* Types are the following:
* Pence = 0.01
* Cence = 0.05
* Tence = 0.25
* Copper = 1/5/10
* Silver = 100/500/1.0K
* Gold = 10.0K/50.0K/100.0K
* Platitum = 1.0M/5.0M/10.0M
* Crystal = 100.0M/500.0M/1.0B
Body Archetypes
* There all kinds of races that lived between Planes and Hubs
* Some are endowed with special attributes, body constitutions and unique features
* Can be trained to receive corresponding rewards of said feature
* But the Normal Stat Average is about 10.00 across all attributes
* In total of 1000 AP (Attribute Point) on a single attribute
Attributes
* There are 9 Major Attributes and other hidden sub-attributes and are constituted of decimals of ones and tens and whole numbers of hundreds and thousands
* Strength (ability to handle greater weight and inflict with greater power)
* Agility (ability to move faster and react quicker)
* Intelligence (ability to handle certain types of energy and faster recuperation of the resource)
* Perception (ability to see farther and realize status effects)
* Wisdom (ability to understand deep meanings and absorb certain knowledge and utilizing greater potential)
* Vitality (ability to recover faster from wounds and defend from foreign bodies)
* Constitution (ability to hold and store larger amounts of other resources)
* Willpower (ability to concentrate amidst distractions and defend from it)
* Endurance (ability to handle and sustain more damage than usual and recover stamina quicker)
Levels
* There are 13 grades available which are Tier I to Tier X (The last Three (3) are Aboriginal |None| Starter |Tier O| and Transcended |Above Tier X|
* Grades can be identified in the form of |Stars| which can be easily seen before the results for example <High-Class 3 Star>
* Levels is divided into LV 1-10 is |Bottom-Class| LV 11-25 is |Low-Class| LV 26-50 is |Middle-Class| LV 51-75 is |High-Class| LV 76-99 is |Peak-Class| and LV 100 is |Top-Class|
* Tier I is Initiate (where most races are)
* Tier II is Journeyman (common adventurers and Squires)
* Tier III is Veteran (High class Mercs and Knights)
* Tier IV is Supreme (Heroes and Generals)
* Tier V is Legend (Chosens and Kings)
* Tier VI is Saint (Leaders of Institutions and Planelar Lords)
* Tier VII is Divine (Envoys and Planelar Kings)
* Tier VIII is Demi-God (Avatars and Planelar Emperor)
* Tier IX is God (Minor/Major Gods in existence)
* Tier X is Ascended (??? and Former Vanguard 1st Battalion Commander)
Purity
* All beings have a status entailing the purity of their current body condition ranging from -100.00 to +100.00 where 0 is normal and either higher or lower in the spectrum give you benefits accordingly to your body archetype and its corresponding body element
* Having above the normal threshold of body purity shows that you are somewhat purified in one way or another and may give the following benefits:
* +10 |Lighted One| Gives +100 AP in all attributes for participation
* +25 |Tempered Body| Gives 10% increased attributes (Stacks with other increases)
* +50 |Purified Body| Gives 25% increased attributes (Stacks with other increases) etc...
* +75 |Holy Body| Gives 40% increased attributes (Stacks with other increases) etc...
* +100 |Divine Body| Gives 70% increased attributes (Stacks with other increases) etc...
* Over 100 |Ascended Body| Gives (100% + X amount of levels about 100) increase of attributes etc...
* Note: Specified benefits aside, one will get a <Title> corresponding to their given purity state...
* Having below the normal threshold of body purity shows that you are somewhat corrupted in one was or another and may give the following:
* -10 |Blighted One| Gives +200 AP in all attributes + minimal mental/soul damage
* -25 |Shadowed Self| Gives 20% increased attributes + slight mental/soul damage
* -50 |Corrupted Body| Gives 40% increased attributes + minor mental/soul damage
* -75 |Rotting Self| Gives 75% increased attributes + major mental/soul damage
* -100 |Nearing Extinction| Gives 120% increased attributes + death of self
* Over 100 |Dark Matter Body| Gives (200% + 2*amount of levels above 100) + unknown varied mutation + body takeover
* Note: Corruption is deadly among all races, once afflicted report to the nearest medical station and receive cure to prevent spread
* Note: Corruption can be controlled as long as one can resist incoming mental/soul damage
Skills
* Are divided into categories namely <Skills> which are normal skills that can obtained through various means such as <Slash>, <Masteries> which are one's proficiency towards a related activity such as <1H Sword Mastery>, <Personal Skills> which is one's ability that one created for personal use after trial and error for instance is <Lone Knight Art - Germont's Knife>, <Unique Skills> which are skills that is unique to the user but some may be similar but its effects may vary such as <Pyrokinetic> and <Pyrosinetic> which are one entails as |Flame Constitution| and |Flame Attribution|, <Bloodline Skills> which are skills one can get through a bloodline which can both inborn and obtained but for the bloodlines that are obtained beware for incompatibleness but are shown as <Sword Saint Bloodline> |Sword Hail|, <Inherited Skills> which are skills that passed down from either a Master/Disciple relationship or a Family Heritage or Ancient Heritage such as <Heritage - Blitzkrieg>, and lastly are <Miracles> which are skills bestowed upon Gods to the user such <Providence> which is a unique skill given by Gods to a skilled profession.
Attack and Defense
* There various types of attacks and defense according to element ranging from Physical, Magical and Elemental
* Damage/Defense Table:
* Physical (P.Def & P.Att) balanced in nature against all other types of attacks or defense
* Magical (M.Def & M.Att) counteractive in nature and is versatile in many situations
- Fire > Earth > Water > Fire
- Light = Dark
* Elemental(E.Def & E.Att) powerful in many situations but is also weak against many types
- E.Att > P.Def / P.Att > E.Def
- Poison = Charm
- Magical = Elemental
* To avoid confusion, Physical defense and attack are considered anything that is material in nature (kinetic) Magical attack and defense are mostly from spells, runes and formations and with its equipment counterpart are there to enhance certain parameter, Elemental attack and defense are those mostly created by technology to be similar to magic
(More to be added to clear or add confusion accordingly to the story)
More to be added to avoid or add even more confusion to the story!