0 System Information

There are some light spoilers ahead.

System information:

The system is an artificial construct, created by a Tier 10 entity. It has no emotions, no real body, and it does not communicate, however, it does have a deep connection to the Library.

With the help of multiple system upgrades, it can give the user an overview of his capacities, and give him small bonuses, while at the same time, it gives him the means to grow.

Its only task and purpose are to help newly integrated worlds, by randomly selecting a thousand individuals and allowing them a chance to grow. The randomly selected users can choose their own journeys, as they aren't limited by anything, except their own wills.

As nothing in the world is free, after their 'Welcome Bonus' the users of the system are required to visit other worlds to collect World Points to unlock the full potential of the system. You can think of the system as a base game and the upgrades as expansion packs.

After leaving the library, the users retain their skills, abilities, and the system they built, but lose their ability to access the system shop and upgrade shop.

Library:

An infinite size room, with two floors. The first floor contains bookshelves, filled with books. Each of those books is a single world. Worlds, even after getting destroyed, still show up as books, as time manipulation is a thing easily done there. On each intersection of the rows, a pedestal and a golden book stand. That book is called Index, it's an artificial soul construct, that has a connection to the Library, and the System and can easily read through quintillions of data at an unimaginable speed. His job is to allow filter through the infinite doomed worlds and find one suitable for the needs of the users.

The second floor of the library always leads to the world's regional hallway. It contains, shops, restaurants, apartments, gyms, crafting rooms, and a bunch of other services, some free to use, while others requiring WP as payment.

The time spent in the library is only limited by WP, as a "Welcome Bonus" the new users gain 10 years of free time inside of it, but those 10 years can be extended with WP costing 10.000 for each additional month.

If the time is up, the users will be ejected from a world and deposited back into their original world.

Librarians:

Old Library System users that didn't want to return to their original worlds, and were offered jobs in the Library. Their jobs are to guide the new users and answer questions, but they won't provide answers to unasked questions or provide information they deem unnecessary. They tend to let the user find these things out by themselves, even if that causes the end of a doomed world or the death of a user.

The Librarians have an additional task that's not known to the users, they keep an eye on the users, and prepare reports about the people they are in charge of. Even to them, who gets these reports is not known.

Earth Tier Up:

As a world gets integrated, mana will be available for all to use, monsters will evolve from mundane creatures and they will start spawning on the planet without an end. As the mana increases in the atmosphere, in a few weeks the rating of the world will go from tier 1 to tier 2, and after a few months straight into tier 3. A world after integration is a fresh world with all of its untouched resources ready for taking. The population can also be considered a resource.

Void:

The Void is a place between worlds, housing tremendously powerful creatures, that live only to consume worlds. These creatures are kept at bay by each world's law, but sometimes creatures more powerful than the world's laws get through the defenses.

System Upgrade Shop:

The system is ever-changing, modular, and powerful. When its user enters a world with a specific upgrade, the library system scans the world's system for anything that itself doesn't have, and if finds something new it copies it over to itself. For example, if the system didn't have a stat element, going to any world that has some kind of stat display, will allow the system to copy it over to itself and generate a purchasable upgrade for any of its users. If a user discovers a new system element, if he chooses so, he can gain it for free.

The upgrade shop consists of multiple tabs, I have an excel spreadsheet with all the systems I've thought up, some were already implemented, some are planned to be and some might never be implemented. For example, there was a training system that I had plans on implementing at the start, but that system and its idea slowly became unnecessary. Anything bought in this shop requires payment in World Points. The cost of an upgrade can range anywhere from 100, all the way to millions of WP.

Worlds / Quests:

When the library system came to Earth, it scanned all of its inhabitants, their technology, history, and everything else. Gaining knowledge about the fictional worlds of Earth, then locating them in the multiverse and allowing its users access to them.

As the Multiverse is infinite, variations of said worlds are also infinite. The Library system then using its temporal abilities, reads through the future of a world and only allows access to those that it deems doomed.

The doomed world will for one reason or another always cease to exist, even if a user goes inside of it to save the day, those worlds will only have a limited future.

Most worlds have what I call World Laws, they influence how physics or even magic works, while at the same time affecting the emotions and behaviors of its residents. For example, worlds with a lot of violence tend to have people who cope with loss more easily, or worlds with harems have people who easily accept being someone's number two, three, or number N, while worlds with martial arts (looking at you Chinese novels), tend to have the easy anger able individuals and young master stereotypes.

Quests are generated from the needs and wants of people. If people find a character annoying, a quest to Kill him is going to be created. The system is not good or bad, even if some world quests do make it seem evil.

Even in different versions of the same world, normal quests can only be completed once. So no going into a world to kill a person, then exiting it and redoing the quest in another variation of the same world.

Uncompleted quests are displayed such as this one.

[Library | Description: Lorem ipsum. | Reward: 1,000 WP]

Depending on the difference in tiers between the user and the world, completing a quest can earn rewards lower or higher than the actual reward. To calculate this you use 2^(Tier_Difference).

For example, let's say the world is tier 4, while the user is at tier 1. Completing the previous quest will look like this, and provide him with 8,000 WP.

[Quest: [Library] Completed 1,000 WP (x8) Received]

While, if the world was at tier 1, and the user was at tier 4. Completing the previous quest will look like this, and provide him with only 125 WP.

[Quest: [Library] Completed 1,000 WP (/8) Received]

Some Quests can be repeated. They have a marking next to their quest names displaying a letter R as in repeatable and the number of times the same quest can be repeated, in this case, 20 times.

[Slay 1 (R*20) | Description: Lorem ipsum. | Reward: 10 WP]

These quests however tend to have low rewards and hard requirements.

Status Information:

Experience: After doing an action, be it killing a monster or specific tasks for a specific class, the characters gain experience points. Those get distributed to the global level and at the same time to the class levels. If a character gains 10.000 experience, it basically doubles inside of the system, as 10,000 goes into the global level, and 10,000 is spread evenly between his equipped classes. The characters can only gain experience if the enemy is higher global level than them, or a maximum of 20 levels lower.

Global levels: These levels don't provide any benefits by themselves, but in combination with the race systems it can provide some pretty good bonuses.

Classes: Classes are what provide, spells, affinities, abilities, and percentile boost to specific areas of expertise or skills, while at the same time providing stats to the characters. Classes can have 15, 25, 50, or 100 max levels. When a class reaches its max level it can be switched out to something new. When switching a class, anything that's not percentile-based stays with the character as a bonus, but all the percentile bases boost disappear until the class is reequipped or equipped as a subclass. Classes get unlocked with a few things. Some classes require you to max out other classes beforehand. For example, maxing out Mage unlocks Red Mage. While other classes require you to PERFORM a certain task. Having a skill for example engineering doesn't straight up unlock the class until you use that skill with something that would count as engineering.

Sub-Classes: Are a system upgrade, unlocked later on. Maxed-out classes can be equipped as sub-classes, and they provide half of their original percentile-based benefits. They cannot be leveled up anymore, but still provide some pretty good boosts.

Titles: Titles are the world or others acknowledging you after you performed a specific task, or achieved something big. They can range from Master Blacksmith to a blessing from a divine entity, all the way to something mundane and stupid like the Loudest Fart Ever.

Race: The race system is basically shapeshifting. It requires DNA from any type of creature, be it intelligent or otherwise, to create a race card. Those cards can be switched out at any point. Races can provide skills, based on the original race of the creature, and some bonuses to stats based on global levels. If used on a non-sentient creature, however, it could be detrimental to the character's cognitive functions, for example halving their intelligence stats or similar things. Many Library users got stuck as super-powered insects after they missed the notification about their intelligence and wisdom dropping below 1.

WP: World Points, only used for paying for stuff in the Library, or buying System upgrades. They can only be gained by trading or by finishing world quests.

UC: Universal currency. After buying the Coin Purse inventory upgrade, any currency from any world placed into the inventory gets converted into UC. That currency can be easily converted back into money in other worlds without any additional costs. The Exchange rates however warry depending on the world. One dollar on Earth could only be world half in another world.

Tier: There are Ten tiers in total. They do not increase the power of the characters or provide bonuses to them at all. They are however the representation of their actual power. For a creature to reach tier 1, the only prerequisite is to have access to one of the many universal energy types, be it mana, chakra, spiritual energy, nen, or any other. Tier two's prerequisites are that the character reaches a total of 1,000 stat points without any race or bosting skill bonuses. Tier three has a stat point and new energy type prerequisite. Gods that have access to divinity can still be classified to tier 4 depending on their other stats and how much they can affect with their power. However, that classification can grow all the way to Tier 8 depending on specific criteria. Tier 9 are entities that can affect, create and mold concepts, create universes and alternate realities on a whim. Tier 10 can create Multiverses, with all of their laws, concepts, and souls with a snap of their fingers. The Library and the System were created by a Tier 10 entity. The System can be considered as a Tier 9 entity, even if it's an artificial one.

Health: I don't use it as a displayed value, but it's calculated from STR*VIT*10. While the base Health regeneration is 10% of total Health per minute.

Stamina: It's calculated from DEX*VIT. While the base Stamina regeneration is 10% of total Stamina per minute. This stat provides the characters with base energy to move around. Even if filled, they can still be mentally tired.

Mana: It's calculated from INT*WIS. While the base Mana regeneration is 10% of the total Mana per minute. Mana is used for most skills and spellcasts. Emptying it to zero can cause some headaches. As mana travels through the body of the caster, depending on how much of it is used at the same time, it can cause heavy strain on the user, resulting in internal bleeding, headaches, or even death. However this can be prevented with specific skills.

STR: The strength of the character. One point in strength equals 17.5 Kg of total weight that can be lifted with some strain.

VIT: The vitality of the character. Increases health pool and regeneration, allowing the character to take more damage. However, health or vitality does not prevent fatal injuries, someone with 1 VIT and 1,000 VIT can always be killed with a well-placed attack to the brain, or sometimes even the heart. These one-hit kills can be prevented with specific skills or defensive enchantments.

DEX: The dexterity of the character. This stat affects how nimble the character's fingers are, and their reaction time. Reaction time calculation is equal to (2/DEX)*1000 in milliseconds.

AGI: The agility of the character. Affects how well muscles are utilized. It still requires the user to have adequate strength and vitality to survive moving at high speeds. Maximum speed in meters per second is calculated by 100/(150/AGI).

PER: The perception of the character. Allows the user to notice the smallest of details and look far away into the distance. The total distance that a character can see is PER*0.5 in KM.

INT: The intelligence of the character. Intelligence mostly focuses on mental capacity and how well the information is retained and used.

WIS: The wisdom of the character. Increases thinking speed and the ability to make connections.

CHAR: The charisma of the character. Increases how appealing you look to other entities. Used in taming and charm-based skills and abilities.

LUCK: The luck of the character. Technically a reality-altering stat, that is hard to increase. If something has a 1% chance of happening, at 100 stats in luck, the chances increase by an additional 1%. Capped at 50%. Magical skills that affect these stats, count toward the max cap, so a character can never have more than a 50% increased chance of something good happening. This stat can go into negative.

P.RES: The Physical Resistance of the character. Each one-hundred-point increases resistance by 1%. Capped at 95%. Magical skills that affect these stats, count toward the max cap, so a character can never have more than 95% resistance. This stat can go into negative.

M.RES: The Magical Resistance of the character. Each one-hundred-point increases resistance by 1%. Capped at 95%. Magical skills that affect these stats, count toward the max cap, so a character can never have more than 95% resistance. An exception to this is magical immunity towards certain affinities. This stat can go into negative.

SKILLS: Are gained by completing specific tasks, acquiring specific knowledge, or being granted by different worlds, titles, or races.

If gained as a racial skill, the ability integrates into the system and stays there even if the race is not equipped.

If world laws don't allow it, some skills might not be usable in another world. There is a system that can prevent that though.

I've been asked a few times if a skill has a 100% increase in speed, doesn't that mean that it will happen in an instant, and the answer is no it won't. For example, let's look at the reading skill.

[Reading LVL:1/100] -> Increases the speed of reading by 5%/LVL.

The skill at level 100 should increase the users reading speed by 500%. If his reading speed was 250 words per minute, after the skills 500% boost the new reading speed would be 1,500 words per minute.

A similar thing happens with the Gun Mastery skill.

[Gun Mastery LVL:1/100] -> Increases accuracy with guns by 0.5%/LVL.

This doesn't mean every other shot will be a guaranteed hit, it only means that the skill will apply a correction to his accuracy and boost his base by 50%. So let's say his base is 20 hits from 100 shots, with the skill at maximum level, that will increase to 30 hits from 100 shots.

The math is x + (x*y%) for these kinds of skills.

MAGIC: There are multitudes of different types of magical systems, and learning one doesn't always mean the characters can easily understand or use another one. Similar to how skills might get blocked, magic also gets scrutinized by world laws, and if deemed too different, it cannot be used in the world. Worlds without mana do not allow the casting of spells. There is a system that can prevent all of that though.