No worries if you can't keep track of some of the specifics to 'Final System'! Here is an all encompassed guide that you can refer back to - it will be constantly updated as new information is revealed in the series. Warning: If you are not caught up to the latest chapter this may contain slight spoilers.
-Kenji
The End Game:
In order to win the game of Final System you must be the last surviving player.
Ranking systems are in place as special bonuses are given to the top 10 players on the leaderboard which is updated at the end of every day. It is also a good way to see which players you should probably avoid until you are at sufficient strength.
As players dwindle down, certain rule changes are put into effect(revealed much later in the story) to make it easier for the last surviving players to find each other.
When there is only one player left standing, they will be given the opportunity to claim the prized Final System for their own and wield unheard of powers at their fingertips.
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The Rules
Final System is a game that has no time limit. It's only over when one player is left standing and earns the Final System. As long as more than one player exists then the game continues.
1. You cannot have more than 3 systems at one time. If you receive a 4th, you must choose one to get rid of to make room. While you can have a max of 3, the more systems you carry the greater the energy strain.
2. You are allowed to travel anywhere within the world. While there is no tracking system, there are abilities that allow players to do so.
3. There is a ranking system that updates daily. At the end of each week, the top ranked players receive special bonuses. Players can view the leaderboard via their HUD. It also allows players to see who they may want to avoid based on their own ranking. Ranking is based on experience points gained and the overall level/power of their systems.
4. Team ups are permitted, but in the end only 1 player can win.
5. When a player defeats another player, they are randomly presented with one of that player's equipped systems. If they choose to take it(swapping out if necessary), they will receive the system with available skill points based on the level the previous player had it at(i.e, level 5 system new player gets 5 free skill points to use). If they refuse, they will receive bonus experience points instead.
6. If a player receives a system from a boss character within the world OR they receive a system from loot hidden around the world, these systems will start at level 1 as they are generally more powerful.
7. Players are allowed to use any resources within the world(such as in the cities) and live out whatever life they please. They are not forced to level up systems or to fight. HOWEVER, if a player does not level up anything within a certain time frame, their general area will be presented to nearby players. These are known as stagnant players. This will continue until at least 1 player engages them(even if they level up).
8. Players do not have visible health or energy bars - they will receive warnings when their health or energy is in danger of running out. Rest will recover both.
9. When a player dies, their body is evaporated into energy and a random system is left behind for the winner.
10. Non-players that reside in the world are allowed to freely interact with the players.
11. Within Final System, you don't age any further as a player but you still need to eat/drink/sleep regularly or your body will give out on you and make your systems harder to use.
12. You must choose an invocation for your system to allow you to switch between them or to use a system utilizing manifestation.
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System Guide:
Each system is broken down into 3 different types: Offense, Defense, Support.
Each system path has upwards of 7 abilities. Not all abilities are attacks - some are passive. Systems are ranked C-B-A-S based on power/complexity/skill. All starting systems are C Ranked. Each system will have 1-2 skill trees they can choose from - once one skill tree is fully completed, a bonus path is unlocked.
How EXP points are determined:
Levels 1-10: 500 exp to gain skill point
Levels 11-50: 1000 exp to gain skill point
Levels 51+: 1500 exp to gain skill point
Defeat a higher ranked player(based on system level) = Earn 300exp
Defeat a lower ranked player(based on system level) = Earn 150exp
Defeat an in game creature/animal = 50-200 exp
Decline a system = Earn 150exp
Perform a simple task part of a larger one(mainly for support style systems such as chopping vegetables for a meal with a cooking system) = 25exp
Complete something(such as cook a full meal or construct something) = 50exp
**Note: To prevent a player from making continuous meals to level up constantly, there is a cap to the number of each meal you can make a day. This also drains energy.**
Defeat a boss character = Varies based on boss level
Defeat a non-game related enemy = Varies but yields much higher exp than anything else.
**Players base stats can be increased through training, physical exercise, and battles. (I.e, strength, agility, defense, speed, etc.). This does NOT contribute to experience but will make the player themselves stronger with their new enhanced bodies in this world.**
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Bosses:
In-game bosses have a ranking of C/B/A/S. These rankings are based on required skill, level, and complexity.
For example: A 'C rank' boss is meant for system levels 1-15, while an A rank boss is meant for those that are near or exceeded system level 30 or higher. There are low and high ends to each rank(so a high C rank boss could almost equal that of a low B rank, so players in the low early levels may want to avoid high C rank bosses)
S ranked bosses are very rare and can only be taken on by multiple players in order to succeed.
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Accessories:
Players may purchase or find different articles of clothing or accessories that may provide a certain boost to one of their own attributes as long as they are wearing it.
Not all accessories/clothing are intertwined with special stat boosts.
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Currency:
The world of Final System works on a barter/trade system. Players can trade valuables for wares from shop keepers. Gold coins or bars are accepted everywhere but can be hard to come by. There is no other form of currency outside of that.
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Non-player Enemies:
Echoes - Spectral versions of a character of sizable power. They still hold some form of attachment or strong emotion that has allowed their power to linger within this world.
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Status Effects:
- Paralyzed: Unable to physically move for a specified amount of time.
-Darkness: Inflicts blindness and blocks any ocular abilities.
-Drained: Strength and energy are reduced by upwards of 50%. The longer a player is in this state the more it affects them. Worst case they could die over an extended period of time. This effect can be compounded with others depending on the ability.
-Phantasm: Hijacks the users mind and makes them see hallucinations that feel very real. Can induce strong emotional reactions and, depending on the strength of the user, can lead to mental breakdowns. Also has the chance to disable certain ocular abilities.
-Overshield: Adds a shield to the user equaled to a certain percentage of that person's max health.
-Overpower: Adds an attack boost to the user equaled to a certain percentage of that person's max attack.
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Terms:
Elder Tree - Tree of divine power whose origin is unknown. It's petals grant children their destined system.
Age of Wisdom - The age determined to be the time that a child can receive their system from the Elder Tree. That age is 13 years old.
Day of Abandonment - Day that the Elder Tree died. Called such because people believe the Gods have abandoned them.
System Plague - Disease that inhabits those who do not receive a system after the Age of Wisdom(13). Causes veins to glow a golden color and they are usually dead within 1-2 years.
The Guide: Shadowy figure that makes the offer to potential players and then gives them their first system upon being reborn in the new world.
Final System - It is a source of unlimited power that is the prize at the end of the death battle that is also called Final System. It is rumored to be a system above any in all creation.
The Shrine - Where all new players go to receive their starter system before beginning the game.
HUD - Heads Up Display. This is how players can manage their systems, check information, as well as view the world map. It is a hologram that is manifested by the player waving their hand.
Skill Tree - The list of abilities that each system has. You must unlock a certain number of previous skills before unlocking a skill from the next branch. It is composed of active and passive abilities.
Invocation - The phrase used to manifest/activate an ability. It is also used to switch between multiple systems.
Bonus Abilities - Abilities that may be granted when acquiring a new system. The criteria for receiving these are currently unknown.
Seal of Trust - A seal placed on someone before entering an area where certain rules are established(such as cities, castles, etc). Breaking the rules will trigger the negative impact of the seal.
Bonded Beasts - Creatures within the world that can be bonded by players as companions if they are defeated. Can only be bonded by the player that defeats the beast. They have a few of their abilities that can be unlocked based on how good/bad their relationship is with the player.