After my words, Ever began to talk about the system's functionality.
"The main functions of the system are focused on simulating abilities from the game that was chosen as the basis. Additionally, the system imitates the abilities of objects that were present in that game," Ever replied.
"So, I'll get something in between?" I asked.
"The system maximizes the approximation of the abilities it provides to the abilities found in the game," she answered.
"If we're talking about the abilities of objects, does that mean I'll receive both active and passive abilities of the objects, or will I have to physically imitate the objects?" I inquired.
"You will receive both active and passive abilities, closely resembling the original abilities of the objects," Ever replied.
"Does that mean you have over 600, or maybe even more abilities?" I asked, recalling the number of abilities in the game.
"At the moment, the system is still generating abilities. The generation will continue as the system level increases," she explained.
"And how many abilities do you currently possess?" I asked.
"At the moment, there are 678 abilities in the system. This includes active and passive abilities from categories 1, 2, and 3, available at level 1," she replied.
"Categories?" I inquired.
"Do you want to learn about the categories?" she asked.
"Yes, please tell me about them," I said.
"Of course. Abilities in the system are divided into 12 categories, where Category 1 is the weakest and Category 12 is the strongest," she explained.
"Tell me more about each category," I requested.
"Are you sure?" Ever asked.
"Yes, I'm sure," I answered.
"The categories of abilities do not indicate the specific power of the abilities but rather reflect the overall complexity of using them. Please note that the descriptions of the categories may change as the system improves," Ever said, after which she monotonously but briefly listed the categories.
Level 1 (Weakest):
Passive abilities (e.g., basic attributes and simple bonuses). Basic auras (small bonuses for allies around the user).
Level 2:
More complex passive abilities (e.g., abilities that enhance the user's attack or defense). Additional auras and buffs (e.g., improved movement speed or resource regeneration for allies).
Level 3:
Active abilities with a small range (e.g., dealing damage or applying debuffs to enemies). Low-cost and easy-to-use active item abilities.
Level 4:
Moderately complex abilities (e.g., abilities that require precise positioning or timing). More complex active item abilities (e.g., abilities with activation and effects on a targeted area).
Level 5:
Complex active abilities (e.g., abilities that require combos or multiple perceptions). More powerful active item abilities with effects on a wide area.
Level 6:
Abilities with a high level of complexity (e.g., abilities that require precise timing and coordination with the team). Powerful active item abilities that have a global impact.
Level 7:
Highly complex and potent abilities (e.g., complex ability combinations or abilities that have a powerful influence on the situation). Extremely powerful active item abilities.
Level 8:
Abilities with extremely high levels of complexity (e.g., complex combos or abilities that alter the rules of the world). Unique active item abilities with special effects.
Level 9:
Abilities with unique mechanics and complexity (e.g., abilities that change the form or abilities of the user). Epic active item abilities capable of turning the tide of events.
Level 10:
Unique and intricate abilities (e.g., abilities that affect the surrounding environment or abilities that alter the outcome of battles). Auras and buffs that have a global impact on the team.
Level 11:
Legendary abilities (e.g., abilities capable of changing the course of events with a single action). Unique active item abilities capable of reversing the situation.
Level 12 (Strongest):
Inherently powerful and unpredictable abilities (e.g., abilities that create new rules of the world or possess immense destructive power). Legendary active item abilities that alter the rules of the world.
"Please be advised that these levels are not specific to any particular game or mechanics; they merely serve as a classification for the abilities possessed by the system," Ever added at the end.
"So, does that mean I currently have access to abilities from categories 1, 2, and 3?" I asked.
"Yes, since the system is at level 1, you can only acquire abilities from categories 1 to 3," Ever replied.
"How many levels are there in the system?" I inquired.
"At present, there are a total of 10 levels, but since the system is constantly improving, there is a chance of increasing the number of levels beyond the existing ones," Ever answered.
"Then, how are the ranks currently distributed? I mean, based on the system's levels," I said.
"At the moment, the categories are distributed across the levels as follows," Ever said, and in her monotone voice, she continued listing the levels and categories.
Level 1: Category of abilities 1 Category of abilities 2 Category of abilities 3
Level 2: Category of abilities 4
Level 3: Category of abilities 5
Level 4: Category of abilities 6
Level 5: Category of abilities 7
Level 6: Category of abilities 8
Level 7: Category of abilities 9
Level 8: Category of abilities 10
Level 9: Category of abilities 11
Level 10: Category of abilities 12
"Each level of the system offers a new category of abilities, and as the user's level grows, these abilities become more powerful and complex with each system level," Ever added.