Simplified FTE Difficulty Chart

== Difficulty Submission ==
* ADD YOUR DIFFICULTY
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==Class Negative - Automatic==
===Difficulty Count===
*Difficulties: 3
*Rating Range: -100.00 ➦ -10.00
* Instant Win (-100.00)
**Completely instantaneous whatsoever.
*Unlosable (-50.00)
**Doesn't required any input and completely unlosable.
* Automatic (-10.00)
**Contains mostly automated gameplay, utilizing conveyors and walls to keep the player safe. Can be both unfailable and failable, but still very easy.
==Class 0 - Elementary==
===Difficulty Count===
*Difficulties: 6
*Rating Range: -9.00 ➦ -1.50
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* Joyful (-9.00) 
**Very basic input and starightforward usage of control and movement
* Primitive (-7.50)
**Replaced Press a Key, Jumpless and Cakewalk
**Utilizes very primitive movement, mostly just "jumping" minor amounts and pressing keys. Still very simplistic and easy to overcome.
*Movement (-6.00)
**Replaced Lovely and Piece o' Cake
**Slightly more advanced movement and controlling along with more client objects to overcome, still pretty simple to sight-read.
*Tutorial (-4.50)
**Replaced Pleasant and TooEasy
**Teaches you everything that will be new gimmicks once you go anything beyond.
*Magnificent (-3.00)
**Replaced Peaceful
**Actual proper gameplay with simplistic obstacles and very easy completable if you met one. But this difficulty can be failable if you being careless.
*Painless (-1.50)
**Replaced Effortlessless
**Required more advanced movement and gameplay with a medicore amount of client objects, which is also act as a barrier between the easier zone and official JToH difficulty chart.
==Class 1 - Normal==
===Difficulty Count===
*Difficulties: 9
*Rating Range: 0 ➦ 8
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* Effortless (0)
**The first Jukes Towers of Hell difficulty. Very simple to surpass and poses relatively little threat to the player.
* Easy (1)
* Medium (2)
* Hard (3)
* Difficult (4)
* Challenging (5)
* Intense (6)
* Remorseless (7)
* Relentless (8)
**The final non-soul crushing difficulty, and acting as a transition/barrier to get the player ready for the mentally taxing soul crushing difficulties.
==Class 2 | Soul Crushing==
===Difficulty Count===
*Difficulties: 6
*Rating Range: 9 ➦ 15
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* Insane (9)
**The first soul crushing difficulty, and the first difficulty without towers required in the main progression. Acts as a sort of introduction to the soul crushing difficulties.
* Extreme (10)
* Terrifying (11)
* Catastrophic (12)
**The final canon Jukes Towers of Hell difficulty. Holds the end of canon, bestowing the mythical Tower of Cruel Punishment.
* Horrific (13)
* Unreal (14)
* Anguish (15)
**The human limit, and the first difficulty above the Pit of Misery.
==Class 3 - Impossibility==
===Difficulty Count===
*Difficulties: 9
*Rating Range: 16 ➦ 25
* nil (16)
**The first supposed “humanly impossible” difficulty. A major step up from Anguish, although singular floors via raw skill is still a possible feat.
*Nightmare (17)
**This difficulty is half impossible and pretty much borderline unbeatable.
* WHY (18)
**The final Jukes Towers of Hell difficulty, and an even larger step up from nil.
*Unbeatable (19)
**Replaces No, DEATH and Nullifying.
**The end of possible jump verification. It is now improbable to create a TAS capable of beating entire towers of this difficulty.
*Dimension (20)
**Replaces HELL, TARTARUS and Unimaginable.
**At this point, TASes of singular floors are getting more and more improbable. Gaps are only getting larger and larger, as ranges continue to take up space, and things reach the absolute.
*Mythical (21)
**Replaces Omega, Aleph-Null and Immeasurable.
**It is borderline impossible to even TAS singular jumps at this point
*Malicious (22)
**The first difficulty regarded as unachievable via Tool Assisted Speedrun.Your only hopes now are using exploits and modifying external stats.
*Ascension (23)
**Replaces Galactic and Apocalyptic.
**Mind-numbingly tough to surpass, requires extreme external modification of stats.
*Precise (24)
**REPLACES MONSTROUS, ULTIMATE AND SYSTEM ERROR.
**Borderline impossible to complete within ROBLOX’s physics engine, nearing the limit of what is capable within ROBLOX
==Class 4 - Extremity== 
*Supreme (25)
**The limit of what is capable within ROBLOX’s engine, and the final difficulty capable of being theoretically completed by a human. The final *canon* difficulty within the Difficulty Chart.
* RoorXD (50) 
**These type of difficulty required a impossibly amount of precision, along with relying roblox physics to actually complete. This may or may not be possible because of multiple changes of roblox physics, which can be affect how hard it is, so it is currently in a limbo state of impossibility between Supreme and MegaDeath
*Jesus Ballin (75)
**This difficulty is an another type of the previous difficulty, RoorXD. Unlike the previous one, this difficulty is not possible at all where all jumps are unverified legitimately even with any system movement change.
*Infinity (100) 
**Complete unverified, but way harsher and harder as using boosts item is useless when trying this difficulty. There is no possible way to do this legitimately.
*Void (150)
**Completely nonexistent, as every obstacles is physically impossible to verified in any means.
*MegaDeath (200) 
**Completely impossible whatsoever, there is absolutely no loophole around it.
*
==Class 5 - Absolute==
*Pinnacle (500) 
**Replaced Class 11 to 14
**The final possible comprehension difficulty. And the beginning of unbuildable for any non-fictional sandbox game.
*Vigorous (1000) 
**Replaced Class 15 to 22
**Complete and absolute theoretically impossible. This difficulty is complete inutilis compare to the previous difficulty
==Class 6 - Beyond==
*TooHard (1000+) 
**Replaced anything beyond class 22
**Represents anything harder than Vigorous. Any googology obstacles, fictional or not surpassed the 1 septrillion studs limit will consider as a TooHard difficulty.
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Category:Difficulties
Category:Lists