Archive I: About Lord Dominion's System (ANALYZE)

Command #3: ANALYZE.

ANALYZE is the first-ever tool Lord Dominion had created when he first took his first step on Dead Gardens. It's a useful tool then, and it's undoubtedly a useful tool even now. What it does is straightforward enough: it analyzes anything Lord Dominion points at when he uttered: "ANALYZE."

The results of such an analysis are broken into three categories: Name, Classification, and Status.

Let's use this narra, a native tree in Dead Gardens, as an example.

|Name: Narra

|Classification: (1) Natural Resource, (2) Alive [VS], (3) Raw Material, (5) Seraphim

|Status:

|STR: 8

|VIT: 12

|DEX: 10

Let's break down this analysis result.

Name is a sub-classification that identifies the analyzed subject's title in Dead Gardens. Different locations and cultures have different names for everything. To avoid confusion (and being bombarded with a fuckton of different names for the same thing), Lord Dominion decided to use the most popular term people use to identify the analyzed subject or the one our sovereign god favors the most.

Classification talks about the most necessary and bare minimum details Lord Dominion needs on the subject he's analyzing. Our sovereign god's logic on choosing which detail he would include as sub-classification depends on its usefulness in crafting and battle.

Let's quickly discuss the five sub-classifications Lord Dominion discussed in the last few chapters.

(1) is the main-classification. It talks about the group wherein the analyzed subject belongs to according to Lord Dominion's will. The basic ones you need to know for now is "Natural Resources," "Animals," and "Entities." Certain curiosities scattered about Dead Gardens cannot be classified in any of those three basic main-classifications. During such times, Lord Dominion must create an impromptu main-classification made for that subject and anything similar to it.

(2) talks about the analyzed subject's life. Are they dead or alive? Are they non-living things? It's a reasonably easy sub-classification to understand.

The thing is, classifying things is easier when they're dead. Just say "Dead," and we're done! But when they're still alive and working, that's when things get a bit tricky. How long does the subject have left to last? Will the subject die soon? How healthy is the subject? Those are important and complex ideas that we need to understand first in crafting and in battle. That's what those handy little ticks beside the (2) sub-classification do. They're the subject's durability.

Durability ranges from Very Weak, Weak, Medium, Strong, Very Strong. It would be easier to understand how this affects things in action, so let's view our narra right here and how it changes based on its durability.

When the analyzed subject has a Very Strong durability, it shows it's prime stats.

|Name: Narra

|Classification: (1) Natural Resource, (2) Alive [VS], (3) Raw Material, (5) Seraphim

|Status:

|STR: 8

|VIT: 12

|DEX: 10

When the analyzed subject has a Strong durability, divide its prime stats into 2.

|Name: Narra

|Classification: (1) Natural Resource, (2) Alive [S], (3) Raw Material, (5) Seraphim

|Status:

|STR: 4

|VIT: 6

|DEX: 5

When the analyzed subject has a Medium durability, divide its prime stats into 3.

|Name: Narra

|Classification: (1) Natural Resource, (2) Alive [M], (3) Raw Material, (5) Seraphim

|Status:

|STR: 2

|VIT: 4

|DEX: 3

When the analyzed subject has a Weak durability, divide its prime stats into 4.

|Name: Narra

|Classification: (1) Natural Resource, (2) Alive [W], (3) Raw Material, (5) Seraphim

|Status:

|STR: 2

|VIT: 3

|DEX: 2

When the analyzed subject has a Very Weak durability, divide its prime stats into 5.

|Name: Narra

|Classification: (1) Natural Resource, (2) Alive [VW], (3) Raw Material, (5) Seraphim

|Status:

|STR: 1

|VIT: 2

|DEX: 2

When the analyzed subject's durability gets lower than Very Weak, it will either die or shatter. If the division process gives a decimal, the System will not show the decimal numbers. If you have a problem with this, please report directly to Lord Dominion.

(3) talks about an object's use and purpose in crafting and in battle. That's why our sovereign god identifies a fork as a weapon, a blanket as armor, entities as meat, and trees as raw material. What would their purpose be if an enemy were to attack? What role do they fill in the CREATE command? These are the questions one needed to answer to understand Lord Dominion's logic in this sub-classification.

(4) talks about an object's rarity. How scarcely can one find the analyzed subject in the world, particularly in Dead Gardens? If the analyzed subject's main-classification is "Entity," then this sub-classification will show their race instead. Lord Dominion doesn't concern himself with the different races of animals; all he needs to know is the rate at which they appear. Thus, this sub-classification will still show animals' rarity rather than their race.

Rarity ranges from Common, Uncommon, Rare, Legendary, Mystical, and Unbreakable. If an object has a higher rarity, it means its price and stats would increase.

Lord Dominion's System will not show the analyzed subject's rarity if it's Common. That's what happened in our narra:

|Name: Narra

|Classification: (1) Natural Resource, (2) Alive [VS], (3) Raw Material, (5) Seraphim

|Status:

|STR: 8

|VIT: 12

|DEX: 10

Races, on the other hand, is a whole 'nother monster. We will talk about different races separately on another day.

The rarity of raw material increases the final product's rarity as well. For example, if the raw materials used have a Legendary rarity, the final product would be Legendary. However, in the case of prices and stats, skills can also affect the final product. An unskilled blacksmith might mess the material up and lower the quality of a product even if the rarity didn't change. Luckily for us all, Lord Dominion's System is perfect, so imperfections like this would NEVER occur.

Things can get a bit complicated when the raw materials used are of different rarity. In this case, the System will value the majority.

For example, in a weapon that requires three raw materials, if two raw materials are Common, while the last one is Uncommon, the final product will be Common.

If the final product requires two materials, the System will follow the higher rarity.

For example, a Wooden Bow with an Unbreakable string and a Common wood will still be considered an Unbreakable Wooden Bow, but its price and stats will be lower.

In the case of weapons and armors, the higher the rarity, the better their stats will be. However, not even Lord Dominion could understand what equation he should use to determine how rarity affects the increase and decrease of stats based on rarity.

Next, let's talk about the gods and how they affect status points.