Chapter 1 - CHAPTER 0: GAME SYSTEM SETTINGS

  To assist adventurers in surviving the brutal post-apocalyptic world of Infinite Class, below is the standard reference manual for Item Ranks and the game's core Attribute Stats.

  PART 1: ITEM RANKS

  Items in the game are strictly divided into specific ranks based on their display colors. The higher the rank, the more powerful its accompanying attributes:

    [C] - Common: White

    [UC] - Uncommon: Lime Green

    [R] - Rare: Blue

    [UR] - Ultra Rare: Dark Blue

    [SR] - Super Rare: Dark Red

    [E] - Epic: Bright Red

    [Ex] - Exotic: Red

    [Un] - Unique: Purple

    [L] - Legendary: Gold

    [EX] - EXTRA: RGB (Multicolor Glow)

  The origin of gear and items determines the color of their source tag:

    [Craft]: Brown

    [Drop]: Orange

    [Rewards]: Yellow

    [None]: White (Random)

  Special Gear Lock Rule:

    The game possesses countless different classes. The vast majority of gear (including weapons and divine equipment) comes with strict class-binding conditions. Players who do not belong to the designated class will be completely unable to equip or use them, with one single exception:

      The [Unclassed] Class: Can use any equipment from any profession, including gear from hidden classes. In return, the fatal weakness of the Unclassed is the inability to learn or use any advanced skills from any class branches.

  PART 2: ATTRIBUTE STAT SHEET

  Each attribute point allocated will directly alter the character's combat capability according to the following formulas:

    Attack Damage: Increases by 3 points per point. When the level is greater than 200, increases by an additional 6% per point.

    Magic Damage: Increases by 3 points per point. When the level is greater than 200, increases by an additional 6% per point.

    HP (Health Points): Increases by 3.15 points and an additional 5% per point.

    Mana: Increases by 200 points per point.

    Crit Rate: Increases by 0.2% per point. Maximum cap is 100%.

    Crit DMG: Increases by 20% per point. The base stat is 250%, effects accumulate and have no upper limit.

    Agility: Increases by 2 units per point and adds 1% for each point after reaching level 200.

    Att Speed: Increases by 0.5% per point. The base stat is 5, maximum cap is 200%.

    Piercing: Increases by 6 points per point. Starts at 0%.

    Magic Piercing: Increases by 6 points per point. Starts at 0%.

    Armor: Increases by 6 points per point. Starts at 0%.

    Magic Armor: Increases by 6 points per point. Starts at 0%.

    Effect Resistance: Increases by 0.05% per point. Maximum cap is 80%.

    Cooldown: Cannot be increased directly with attribute points; only increases when using equipment with the Cooldown Reduction attribute. Maximum cap is 75%.

    Lifesteal: Increases by 0.01% per point.

    Magic Lifesteal: Increases by 0.01% per point.

    Auto Regen HP: Increases by 2 points per point.

    Auto Regen Mana: Increases by 10 points per point.

  Core Attribute Stats of Characters:

    Strength: Increases by 1 point per point.

    Stamina: Increases by 1 point per point.

    Intelligence: Increases by 1 point per point.

    Knowledge: Increases by 1 point per point.

    Brave: Increases by 1 point per point.

    Ingenious: Increases by 1 point per point.

    Luck: Permanent attribute, cannot be increased through normal stat allocation.

    Resilience: Special attribute.

  Attribute Point Allocation Rules upon Level Up:

    For NPCs: Attribute points are fixed and distributed automatically based on the system's designated role settings.

    For Normal Players: Upon leveling up, players receive a total of 20 attribute points. Among these, 15 are Free Attribute Points to be allocated at will, and 5 are random points automatically distributed by the system based on the current class.

  PART 3: CLASS SYSTEM

    The world of Infinite Class operates on a massive and strictly hierarchical network of professions.

    Class Ranking Rules:

      Main Class: The starting milestone for every player entering the game. Provides basic stats and the simplest introductory skill sets.

      Advanced Class: A direct upgrade from the Main Class after completing the Class Change quest. The amount of bonus stats begins to show a clear divergence.

      Special Class: Rare professions that can only be unlocked by achieving specific milestones, possessing unique titles, or completing harsh challenges within the post-apocalyptic world.

      Hidden Class: Professions that are not displayed on the system's public selection board. Players can only activate them by finding hidden items, interacting with specific NPCs, or completing high-difficulty hidden questlines.

      Unique Class: True to its name, only one instance of each Unique Class exists across the entire server. The owner wields exclusive, uncopyable authority.

  Setup and Evolution Rules:

    Quantity Restriction: Each character can possess a maximum of one Main Class and two Sub-Classes. The Main Class determines the random attribute growth when leveling up, while the Sub-Classes provide utility skills or secondary stats.

    Evolution Mechanism: Upon meeting the requirements for level, title, skill mastery, and completing specific Class Ascension challenge dungeons, a class can evolve to a higher tier, unlocking new attribute caps.

      The [Unclassed] Exception: Not restricted by any class, capable of wearing equipment from all factions, including hidden classes. In return, a normal Unclassed player is completely locked out from learning mid-to-high tier skills from any profession branch.

  PART 4: SKILL SYSTEM

  The skill system in the game applies the exact same rarity standard as items (from Common [C] to EXTRA [EX]), which directly dictates the raw power of the abilities.

  Skill Classifications:

    Active Skills: Requires the consumption of Mana or stamina to activate directly, dealing damage, applying crowd control, or creating status effects on targets.

    Passive Skills: Permanently maintain their effects without activation, directly boosting attribute stats or providing special mechanics to the character.

    Aura Skills: Continuously active skills that reserve or consume a fixed amount of maximum Mana to provide buff or debuff effects to all allies or enemies within a specific radius around the user.

    Ultimate Skills: Abilities with destructive power that consume massive amounts of resources and usually come with very long cooldowns.

    Life Skills: Supplementary skills used for survival, crafting, forging, gathering, or specialized interaction unique to each profession.

    Racial Skills: Inherent innate abilities based on the character's (or monster's, boss's) race, which cannot be learned through conventional methods.

  Learning, Restriction, and Upgrade Rules:

    Skill Slot Limit: Each player has a maximum of 10 active skill slots that can be equipped simultaneously for use in combat. Passive skills and life skills do not consume active slots but are limited by soul endurance (equivalent to level and Intelligence stats).

    Learning Methods: Players learn skills through Skill Books found in dungeons, dropped by monsters, or taught by NPCs.

    Upgrade Mechanism: Skills are leveled up by accumulating Skill Mastery (through continuous usage in combat) combined with the consumption of Skill Points (SP) gained from leveling up or completing quests. Upon reaching max level, a skill can break through its current rank if the corresponding item is provided.

    Cooldown Mechanism: The cooldown of each skill is fixed and can only be reduced through the Cooldown Reduction (CDR) attribute on equipment (capped at 75%). Free attribute points cannot be used to directly reduce skill cooldowns.

  PART 5: CURRENCY SYSTEM

  In the post-apocalyptic world of Infinite Class, the currency is split into two separate systems corresponding to the real and virtual worlds:

    Earth Currency (Real World Currency): The fiat currency of the real world, used to trade on official auction platforms, purchase cosmetics (skins) that do not heavily impact stats, or conduct out-of-game transactions between wealthy syndicates.

    Ether Crystal (In-Game Currency): The only currency unit recognized by the game system, existing as energy crystal fragments obtained from defeating monsters, completing post-apocalyptic quests, or harvesting from forbidden zones. Ether Crystals are used to trade with NPCs, upgrade skills, repair equipment, and purchase survival items directly in the game. Topping up real-world money cannot directly generate Ether Crystals within the game.