Difficulty Classifications

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**Difficulty Classifications** are a principal part of writing a level. They aid readers in quickly understanding a levels inherit danger on a scale of 0 to 5. These simplified versions also go in-tandem with the Periculum Index to create a both in-depth and simple understanding of a level without needing to even read the article. Just from these alone, you can gain a grasp of what you are up against going into a certain level. As such, it is important to know how you classify certain levels. This will be an in-depth analysis into the various standard and non-standard classifications for levels in the Backrooms.

*What this Article is about:* It is about the Level Difficulty and Classification Rating System (LDCRS) or the Concordian System of measuring Level Danger. A simplified method of categorizing levels.

*What this Article isn't:* This will not be talking about any 'non widespread' classifications, only about properly used classifications that are approved for use when writing articles.

## The Concordian System

### Principal Difficulty Classes

 **Standard Classifications**

 **Non-Standard Classifications**

### Deeper Understanding and Usage.

Note that things said within this segment shouldn't just be taken at face value; levels are far more complex than a set of constants and trends. It is not impossible, in fact more probable, that levels will break these rules, as the most often do all of the time. Rather, this is a what is commonly observed that classifies levels with this system. It has its flaws, that's why the Periculum Index even exists in the first place, but it is not unreliable when it comes to its main source of information: Danger Classification.

####  **Class 1 Difficulty:**

For such a low number, this type of Classification within levels is quite rare, due to how uncommon safer levels are within the Backrooms. You are actually more likely across a Class 4 or 5 level rather than this class in the Backrooms. This is a gentle reminder of how levels in the Backrooms operate on a strict rule; there are no safe levels. No matter where you are in the Backrooms, something will always be out there to find you and kill you, no exceptions. Since all classes run in-tandem with the Periculum Index, this type of class goes on a numbering of 0.5 to 1.4. Within this range, you will find levels with this classification to have properties that have the bare minimum requirement for a level. They are just dangerous enough to count within the Backrooms. They usually only contain one type of danger within them, either and entity-centric or environment-centric danger. And since it is in the name, these levels are the least difficult to traverse and explore by wanderers. Most of the time these areas act as excellent places to settle down for some people, though this varies level to level. Entities are still encounterable, but are often of a lower danger overall, often Safe to Unsafe entities.

*In short: Levels qualify for Class 1 Difficulty after studies have shown that the level contains very little or very few dangerous obstacles, such as lack of entities or environmental hazards (one must be present somewhere within the level) or general ease of exploration and wandering without life threatening or dangerous obstacles. (this coincides with environmental hazards, by the way.)*

####  **Class 2 Difficulty:**

This is where the bread and butter of the Backrooms begins to unfold, as these levels (along with Class 3's) are some of the most common in the Backrooms by numbers. This class shows a lot of similarities as the previous class, the few differences being the substantial increase in either entity-centric or environmental-centric danger (There can be both here) or an increase in level complexity Numbering for these levels is from 1.5 to 2.4 and everything within this range will have more qualities of typical levels. Properties of the level may also increase in severity going up from this class, as they can become more dangerous with the increasing class. On these levels you will most likely encounter far more complex environments of a level as well as entities that occupy that environment. However, this does not mean that you will encounter an entity more commonly in a level with this class, or the next, or the next and so on. Entities are hard to encounter regardless of the higher difficulty. Sure, they are marginally less rare in this class than the last, but it is only a slim difference when compared to the monolithic size of these levels. Smaller levels will have more chances to encounter entities, while in the largest ones, you may never even encounter an entity. The only acceptation to this rule are certain levels that pose large amounts of entities in a large area; however, these are reserved for certain non-standard classifications, and some Class 5 Levels. Overall the difference between this class and the previous is quite insignificant when scrutinized.

*In short:* *Levels qualify for Class 2 Difficulty when studies have shown a larger than average increase in danger when compared with Class 1 Levels. This danger could be anything from more-than-average level complexion, more-than-average, entity or environmental danger, or far too dangerous properties within the level than should be normal for a Class 1 Level.*

####  **Class 3 Difficulty:**

Still on the topic of fairly common difficulties, this is where the danger with levels begins to really show beyond the finer details. More than likely you will notice these dangers first hand, either by encountering a life-threatening entity, an environmental hazard, or incredibly complex level generation. These levels are the most common in the Backrooms, showing average complexity and danger overall. Their danger towards wanderers is a quite substantial, and when encountering one, you should be very cautious and careful traversing into some specific areas. When reading a level that is Class 3, it is heavily recommended that you read up at least on some of the various dangerous properties of the level it won't help you identify what the dangers look like, but can give you a general idea of what to look out for. Numbering goes 2.5 to 3.4 and everything within that range. These levels show an average level of danger for most levels in the Backrooms, and are noticeable directly as mentioned before. You will more than likely die not by your own volition, more by entities, environmental dangers, or the level itself. Properties past here can reach extreme levels, and it is possible for the stability of the level to even reflect this fact as well, as anomalies in the level may become more numerous past this point.. Essentially, be careful when entering a Class 3 Level and beyond.

*In short:* *Levels qualify for Class 3 Difficulty when studies have shown averages for level complexion, entity hazards or environmental hazards, and generally more appearances of anomalies and dangerous phenomena. A good method used by explorers within the level is the simple question "Would I be willing to live in this level?"*

####  **Class 4 Difficulty:**

Past this point, the danger within these levels becomes far too extreme to be survivable for long periods of time. It is not recommended whatsoever to stay within these types of levels for longer than a few weeks at best, as doing so only increases the chances of you becoming deceased within the level. These levels, as the number should imply, are the second to last in terms of collectivized danger; numbered going from 4.5 to 4.9. Typically these levels, as well as the next tier, are relatively unexplored beyond the starting point within the level, therefore, not much information has been gathered and even some of the most well equipped groups have trouble making there way through these levels. They are few and far between however, which is quite a good thing seeing at how dangerous they are. Complexity within these levels is far above an average level, and generally posses areas that are unnavigable by humans without proper equipment, which doesn't exist in the Backrooms, and entity-centric, and environmental-centric danger starts to more resemble the dilemma with other levels, with only one being the more permeating across the level.

*In short:* *Levels qualify for Class 4 Difficulty when studies have shown a severe amount of complexity, entity-centric or environmental-centric danger, and a stark on average decrease in level stability. Entities or Environmental Hazards on these levels will be numerous however only one of them will be widespread. Generally, it is not a good idea to stand still within these levels, always be on the move.*

####  Class 5 Difficulty:

Representing penultimate danger within a level, Class 5 is the worst of the worst when it comes to all three of main aspects of levels, a jack of all trades when it comes to your endangerment. These levels require extreme luck to be able to safely traverse and survive within, and apart from Class 1 Difficulty and some other non-standard classifications, it is by far the rarest class of them all due to its sheer nightmare inducing danger. Not many people who enter these kinds of levels ever live through them, and those who do either exited almost instantaneously by chance, or where able to exit the level quickly. Numbering for this level only reaches up the 5, as the circumstances required for such a level to have a classification are extreme. Level stability within this class reaches a breaking point, and the chaoticness of the level makes itself very visible in the form of complete destabilization of the level, not to levels that would cause it to completely collapse, but in the words of one Dr. Lutine *"Enough to make your life an absolute hell."* There isn't much else to say about this class otherwise, everything else about these levels should be self-explanatory.

*In short: Class 5 is specified as the highest-ranked difficulty class within the Backrooms, with few levels ever possessing the qualities of such a class. Either entity activity within the level is reported as being exceedingly high or hostile, or the number of environmental dangers within the level make it essentially a giant maze of death traps. Even staying a few minutes within this level can be fatal if not well equipped, to all groups, independent of size or quantity. **LEVELS WITH THIS CLASSIFICATION SHOULD BE LEFT IMMEDIATELY!***

### Secondary Classifications Explanation

For some levels, the standard five classes don't cut it for the level. Sometimes their qualities are so extreme, weird, or unexplainable, that these classes are used to categorize them instead. These classes are only to be used on levels that appropriately fit them, any levels that do not fit the criteria of these secondary classes will be checked thoroughly and have their classes changed accordingly to a more proper one.

####  Class 0 Difficulty

Used expressly for levels that have a lower than average amount of complexity or are completely devoid of either entities or environmental hazards. Running with the Periculum Index, if any of the numbers are zero (excluding difficulty as it always 1 regardless.) then the level is classified as Class 0. This doesn't mean the level is devoid of any kind of danger, but comparatively to other levels, it is far safer. Generally, these levels will be more catered toward a safer level, with the level usually featuring some interesting pieces. Either that, or the level is relatively bland and uninteresting, like a Level 0-esque level. This mundanity can actually make the level undesirable to live in or even enter in the first place, simply because of its mind-numbing properties, an example of such a level is the Aberrant Level Sensory Deprivation.

*In short: Levels qualify for Class 0 Difficulty when studies have shown an apparent lack in environmental hazards or entities within the level, or an environment that on average has very little danger associated to it, though can still pose threats in ways different to most other levels; most often being mentally.*

####  Class 6 Difficulty

This class, technically, shouldn't exist, as this class is so infeasibly rare in levels, that the methods for it to even qualify for this class are the extreme of the extreme in terms of any for two out of the three index's. Generally however, these classes posses qualities that make the level such an extreme environment that it may as well be inhospitable Out of the three index's, Entity-Count and Chaos Gradient are required (at least one) to have a higher score than five (6), for the level to be classified as a Class 6. Note that both can be six at the same time, but the circumstances for either of these possibilities is so extreme it may as well be zero. Levels that have Entity-Counts above five are often so entity infested that the ratio between entities and humans within the level far surpasses what is within the level. In all reality, while the typical way entity-count is measured, by a ratio of how many entities per each person in the level, the number can be far higher within the level, sometimes up into double digits. However, the number is caped at 6 because of how the Index works, and adding up a relatively normal looking index along with an entity-count reading 26/5 would be ridiculous. For levels that have the Chaos Gradient as above five, they are often so unbelievably unstable that they tip toe on the line of becoming effaced. The types of hazards encounterable in these levels are extreme to the point of being pretty much a part of the levels structure, impossible to not encounter. Beyond that that there isn't much to say about these, they are essentially in very short terms, and here's another quote from Dr. Lutine "Like Class 5's but on steroids".

*In short, Levels qualify for Class 6 Difficulty when the circumstances of the level surpass any normal survivability, requiring its own classification of danger to reflect this.*

####  Class Deadzones (DZ)

Some levels in the Backrooms are hard to survive in, some others require a level of preparation to enter and survive in. No level of preparation could help you last within these levels. An explanation isn't needed for these types as it is fairly self-explanatory; the level in question with this class is practically unsurvivable, though not to the extent of a Class 6 per say. Rather it is unsurvivable in the opposite way that Class 6's are categorized, only in its physical properties rather than external ones like entities or stability -- the level itself is the danger. Thusly, Deadzones are classified only when a levels apparent complexity reaches a number higher than 6. These kinds of levels are inhospitable to humans not in the sense of the dangers lurking within are too dangerous, but the environment is extreme that it is uninhabitable to humans. Examples of such would be: extreme radiation, level complexity that renders exploration impossible, non-standard spaces, et cetera. It would be possible to live in these area for a short period when compared to a Class 6, but the necessary preparation as well as the general nature of the level in question make it less than desirable at best.

*In short, Levels qualify for Deadzone status if the environment of the level is inhospitable for humans though in a sense, still survivable, but far from cozy or habitable by any sense.*

####  Class Non Applicable (N/A)

The levels status is non-applicable. None of the previous mentioned classes could describe the level. This is usually reserved for levels that are theorized to exist but not yet discovered, or levels with properties so extreme they may not event count as levels. One notable example would be the Oxygen Ocean, or more commonly known as the Void; which isn't even a level. This class also applies to things that are also not levels or levels that are now effaced.

*In short, Levels have Class N/A because of their properties not being 'applicable' for any of the previous classes, either because their properties are so extreme, or they aren't levels.*

####  Class Undetermined (UND)

Reserved only for recently discovered levels, Undetermined essentially says to readers 'we're working on it', regularly this will mean the page has little to no available information about the level as the work is being put into reading into the Level. This class is also an alternative to the pending classification though only if it meets the criteria of it being a newly discovered level. Pending classes are reserved for when the level in question is thoroughly and exhaustively explored to the point of it being in the final stages of publishing.

*In short,* *Class Undetermined is for newly discovered levels, though can be used alternatively as a way to say 'we don't know much about this level (yet)'*

####  Class Pending (PEND)

The page in question is pending approval and is under review from staff to make sure it fits the standards of the site as well as showing accurate enough information to be informative on the site. Unlike the previous class, undetermined, an accurate class is waiting and once approved will be added. This class is temporary and once fully reviewed will be removed and given the proper classification. If not sufficient enough, the page will remain pending until the page meets the standards of the site.

*In short, Levels with Class Pending are currently under review by site moderators and staff.*

## Tertiary Classifications

The odd-balls of odd ball classifications, these are some of the most situational of all classes, reserved for specific instances of levels. However, unlike secondary classes, these ones are usable by any writer on the site as long as the prerequisites for the classes are met, if not, the class will revert to a more appropriate class at the discretion of staff.

The following list is about all of the currently applicable tertiary classes, as more are added to the site, more will be added here.

* **Environmental Classes** (1 - 5, their danger consists of the environment of the level rather than other tangible threats like entities.)

## Footnotes

1. ↑ Not to say they can't both be present and still be a Class 1 Difficulty, but it really pushes the definition of this class if both are in and it still counts as a Class 1 Level. More than not, if it has both, it is guaranteed a Class 2.
2. ↑ This can be for naught however, as level properties do not have to match the difficulty of the level. They must match the difficulty in terms of their severity; but properties such as scarcity of food and water, lack of natural resources all together and so on—aren't unheard of within these levels.
3. ↑ Essentially meaning how hard it is to navigate and traverse the level.
4. ↑ This will also depend on the theme of the level. Levels like Level 0 are more likely to posses bizarre and complex architecture than say a hotel, or a beach.
5. ↑ This is found in the Infobox under the "Hazards/Anomalies" section, which both contains possible environmental hazards, and regular anomalies. (What separates the two is the type of danger from each. You are more likely to die by accident due to Environmental hazard, or by chance. And you are more likely to die by Regular Anomalies if you are not cautious with them, or on purpose.) Though sometimes they aren't particularly harmful— Regular Anomalies.
6. ↑ And more information should be included in the article itself. (Only if the writer knows what they're doing. Which they should. I'm looking at you Carsten. By the way, great job rewriting Level 3)
7. ↑ Suicide, Dehydration, Starvation, Bleeding, Infection, Broken body parts, et cetera. Essentially any method that can only be caused by either your own incompetence or by simply being unlucky, your own volition.
8. ↑ This only accounts for if the Chaos Gradient of the level is particularly high, usually higher than 2-3 (Destabilized)
9. ↑ Class 4 levels go to this range, because for a level to classify itself as the final tier (Class 5) it must fit all the criteria for doing so (Full 5/5's on the Periculum index).
10. ↑ This will vary between levels however, as some levels may be far more easier to navigate despite their high complexity. Depends on the theme of the level, a tight nit cavern is far harder to navigate than a larger more spacious level.
11. ↑ This will also apply similarly to Class 5
12. ↑ Who have previously been in various expeditions into Class 5 and 4 Levels as well as being a key factor in discovering many dangerous levels.
13. ↑ Basically, you should only use these in special cases. (Enigmatics, Aberrants, Unknowns, et cetera,)
14. ↑ One is always present however.
15. ↑ This is however circumvented if the number is at or higher than 2. (For Example: If the Periculum Index number is the following: "Diff = 1, Ent = 0, Chaos = 3" then then it would be Class 2 instead of Class 0, cause the number is bigger than 1)
16. ↑ **OOC (OUT OF CHARACTER NOTE):** *This means that this class is used at the behest of moderators only. Do not use this for your own page unless permitted to do so.*
17. ↑ The only applicable ones for this are Entity-Count and Chaos Gradient. Complexity doesn't match for this, and would instead be for Deadzones (Which are coming up soon)
18. ↑ Unlike its counterpart, Deadzones, this type is completly unsurvivable for long periods of time alone and with a small group. With a more heavily armed team you could survive. Deadzones are survivable only if you are properly prepared beforehand, because it is the level itself that is inhospitable rather than things the level inherits, such as Hazards or entities.
19. ↑ Here's an example: If the Entity-Count is approximately 3/5, for every one person inside of that level, there are guaranteed 3 entities within the level out of a possible 5 per person.
20. ↑ Effacement is caused by Type D Bloodmoon Events that have a powerful enough effect to completely erase levels. (Note that they are incredibly rare, only observed once out of the number of rumored and proven Effaced levels.)
21. ↑ Also it should be mentioned that the same rule with Class 5 levels applies here, that all of the other index's must be five as well for the level to count. It must be a Class 5 first before it can be a Class 6.
22. ↑ Such as tight nit corridors, impossible geometry, or in general spaces not particularly suited to humans.