Compendium of Classes, Professions, Skills, and Abilities

## **Magic System**

**The Infinite World** is a LitRPG world. LitRPG is a growing literary genre that combines traditional storytelling with the mechanics of online role playing games. Characters become more powerful by increasing their **Attributes** (Strength, Dexterity, Agility, Constitution, Intelligence, Wisdom), learning various Skills and Abilities that in turn unlock various Combat Classes and/or Professions.

## Classes

Classes can be further subdivided into Combat Classes (usually referred to simply as Classes) and Professions. Most people **Awaken** and access their status with their first class between the ages of 12-15. As they level and/or learn skills, more class options will be made available. The rare individual is born awakened.

### The Commoner Class

The majority of people awaken to only have one class slot: the Commoner Class, either as a Combat Class or as a Profession. After learning particular skills and levelling up, around 5th level the individual may have a different class type available. For instance, if they had a Commoner Combat class they may get "Warrior" available. If they had a Commoner Profession Class "Blacksmith" may become available. If an individual focuses on skills for which they have no affinity, they will never go beyond Level 15. For this reason, many new Awakened go to the nearest Guild Hall to be accessed by a local Scribe. The Scribe will guide them to a class which is a good fit.

### The Noble Class

Noble Class Holders are often born with three class slots, divided between Combat Classes and Professions. One of the classes immediately has "Noble" as an option, and it is a standard start. However, because often only the heir can get full benefit of a Noble class, some born to Nobility never choose the Noble Class. Others always keep a class slot open in the hopes to one-day fill the slot with "noble".

### Royalty

Those born to Royalty have access to a total of seven class slots, split 4:3 or 3:4, Combat Class:Profession. In the Al'Verran Kingdom, only the Heir can train in the Royal class.

### Class Weakness

Every Class has its own weakness. Warriors tend to be aggressive, Mages tend to be arrogant. These traits are often wracked up to be the impetuousness of youth. The weakness does not need to define the Class Holder. With care, consideration, and awareness, they can combat these issues. Those who are fortunate enough to have multiple class-slots sometimes use their Class choices to even out their inclinations. Others may do so by learning and levelling up a particular Skill. Magic items, common to Guild Halls and other public buildings, have been created to cause a dampening aura, which suppress the urging of Class holders.

## Levels and Sub-Levels

### Levels

When a character gains enough experience (XP), and meets various requirements for their class or profession, they can "Level Up". Combat Class or Profession, whichever is taken first, determines the character's level. When they Level Up, they also often unlock various skills or abilities relevant to that particular Class/Profession. The more XP it costs an individual to open their first level, the more powerful they will be.

### Sub-Levels

For those who can select both a class *and* profession, whichever they choose first will determine their level. The second choice becomes a sub-level. Sub-levels give a set amount of attributes and a skill is never learned from their growth. Skills therefore, need to be learned either manually or via skill stone. It is very difficult to level-up a sub-level without the relevant skills. XP earned through a sub-level can only be channelled to the sub-level. XP learned via levels can be channelled to both levels and sub-levels.

## Combat Class

Combat classes allow an individual to become an Adventurer, join the Military, the Church, or their local Militia. There are varying degree of classes: Basic, Specialised, Advanced, Rare, Legendary. When an individual changes from one degree to another, they can change level. For example, a level 25 Basic Class holder may become a level 1 Specialised class holder. Some Specialised, Advanced, Rare, or Legendary Classes require previous classes in order to level, and may combine together and open up a new class slot for their holder. For instance, someone may combine Warrior and Mage to become a Spell sword. A rare individual may access a Specialised or Advanced class without the usual Skill or Class requirements if they make particular life choices or in other ways hold a great affinity for said Class. This can cause issues for when the individual needs to level up as they do not have the required Skills to advance in the Class, and they still need to acquire those Basic Skills in other ways. On the other hand, an individual who chooses a class for which they have little affinity for may also have difficulty levelling-up, as they will not easily acquire the Skills needed for advancement. It is very difficult to go back after making a wrong choice.

### List of Known Combat Classes in Alphabetical Order

Beside each is a letter B: Basic, or starting class. S: Specialised A: Advanced R;Rare L:Legendary. In the Al'Verran Kingdom, some basic classes are outlawed or are permitted. This is noted as well.

* Archer
* Assassin (S)
* Bandit (Can be given by world to a profession holder if they are violent enough)
* Bladedancer
* Commoner
* Charm Specialist (S)
* Defender (S)
* Dominating Tyrant (R)
* Dragoon
* Dualist (S)
* Earth Warden (S)
* Flame Elementalist (S)
* Healer (Basic classes, one of five available in Al'Verran kingdom)
* Hero
* Mage (Basic class, one of five available in Al'Verran kingdom)
* Mage Apprentice
* Noble
* Royal
* Rogue
* Scout
	+ Forward Scout
* Shadow Hunter
* Survivalist
* Summoner (Basic class, banned in Al'Verran by King's Will)
* Swordsman (Specialised)
* Sword Master
* Thief
* Pyromancer
* Warrior (Basic class, One of Five available in Al'Verran Kingdom)
* Vaunted Spirit Summoner

## Professions

Profession holders are the workers of the world. While they may access similar spells and abilities as class holders, if they do not have a class to uphold their ability it is less powerful.

### List of Known Professions in Alphabetical Order

* Blacksmith
* Carpenter
* Commoner
* Diviner
* Farmer
* Merchant
* Scholar
* Scribe
* Secretary
* Seer
* Tailor
	+ Master Tailor
* Team Leader
* Woodsman

## Skills

Skills can be learned with hard work, and are generally Class-based. They include attack and movement techniques that define a particular type of Combat Class or Profession. Some Skills are granted to a Class holder when they Level Up. The more affinity an individual has for their class, the more Skills they will be given when they Level, and the easier they will be able to meet the criteria to Level-Up again.

### Skill Stones

A Skill holder may lose a level in their particular Skill in order to put their Skill into a Beast Core to make a Skill Stone. This Skill Stone can then be used by an individual with affinity for the Skill by wrapping their Mana around the Stone, absorbing the Skill and crumbling the Stone. Those without affinity will wrap the Mana around the Stone to no effect.

### Skill Points

Sometimes when completing a **Trial** an individual is granted a Skill Point. These points can be spent to access the Skill Tree. Skills accessible to the user will appear black in their status. Skills that will become available one day will appear grey. While skill points can be used on common skills, they are often horded so an individual can access a rare skill they may never otherwise have access to. The cost for Skills can range from 1-50 Skill Points.

### Beast Cores

When Beasts are killed, if an Adventurer has the harvesting skill, they can take a Beast Core from the remains. While usually these Beast Cores are used to become Skill stones or Spell Stones, the odd Beast Core is already imbued with the highest level Skill the creature had. Although it may be acquired with slightly more resistance, an Adventurer may learn a Beast's Skill in this manner. Beasts, on the other hand, can *always* learn from a Beast Core. Whether the Beast learns that particular Skill depends on their choice. For instance, a Beast may not want to learn a skill that requires a body part they do not have.

### Draw back of Skills

Some skills also affect the user. For instance, an individual with a highly levelled Enraging Aura may yell at allies with little to no cause. These need to be levelled wisely, not levelling beyond the control of the user, and balanced through the levelling of opposing skills. Some skills may be used in order to combat the draw back of an individual's class inclinations.

Skills can also be overcome by an opponent who is at a higher level. This is disorienting for the user who had their skill disrupted.

### List of Skills in Alphabetical Order

* Acorbatics
* Animal Care
* Appraisal: *Individual can assess type of Skills Stones, and identify magical objects if they are at a level equal to or lower than the level. Rare.*
* Archery
	+ Basic Archery
	+ Advanced Archery
* Armour Crafting
* Arrow's Flight: *Unique to Survivalists, the first to learn this skill gave up their names for the knowledge so that they had the power to combat Elvin Rangers. Allows user to follow the path of an arrow headed to them, and arrive at the spot where the archer shot at them, allowing them to kill said archer. If mistimed will result in the death of the user.*
* Block
* Bloodletting
* Calming Presence
* Camouflage
* Climb
* Create Trap
* Chop
* Clever Hands
* Climb
* Cooking
* Create Arrow
* Dash: *Uses Stamina. Individual can speed up their movement for short bursts. Can increase Constitution and Agility when used.*
* Disarm: *Remove weapon from an opponent.*
* Disarm Trap
* Detect Trap
* Dodge
* Enhanced Jump
* Enraging Aura: *Those targeted are enraged and attack user without caution and often forgetting to use skills*
* Evaluation: *Scribe's specific Identify, that allows user to determine subject's affinity with Skills, Classes, and Magic*
* Flash Strike
* Free Diving: *Advanced Swim Skill, reduces weight of armour and allows user to easily dive to the bottom of deep bodies of water.*
* Harden
* Harvesting
* Heavy Armour: *User can move nimbly in heavy armour. At higher levels the weight of the armour is barely felt.*
* Herbalism: *User knows the basic uses of various plants, and how to harvest them. When combined with the Herbalism Profession, user can create powerful potions, lotions, and other mixtures.*
* Group Tactics
* Identify
* Leadership: *Allows user to create a party and share the XP among members. Party members can keep track of each other through the skill. Leader can also monitor the HP of party members. User cannot join party of Leaders with a lower Leadership Level than them.*
* Light Armour
* Long Slash
* Long Sword
	+ Basic Long Sword
	+ Advanced Long Sword
* Mana Control
* Mana Manipulation
* Military Fencing
* Mining: *User can mine Trials for ore. The higher levels, the better quality ore and more likely a gem will be given. Best results when user also has the Mining Profession.*
* Moonlight Banishes Shadows: *Currently unique to Trent.*
* Night Sight
* Ocean Meets the Shore: *Advanced dual-sword fighting technique, created by the Al'rashian Sword Ghost while he was alive. Requires Three Step Skill to master.*
* Parry
* Paralysing Howl
* Polish
* Riding
* Sewing
* Shadow Lunge
* Shape
* Sharpen
* Shield
	+ Basic Shield
	+ Advanced Shield

* Shield Bash
* Slash
* Silent Casting: *User can cast spells and charms without saying rhyme or trigger word aloud.*
* Slight-of-Hand
* Small Blades
	+ Basic Small Blades
* Spear
	+ Spear
	+ Basic Spear
* Stealth
* Steady Footing
* Tremour
* Three Steps: *Al'rashian fighting method. All young Al'Rashian warriors learn this specialised fighting skill.*
* Throwing
* Thrust
* Triple Slash
* Triple Shot: *Archer manifests 3 arrows and shoots simultaneously.*
* Tracking
* Tree Running
* Weapons Crafting
* Unarmed Combat

## Abilities

More powerful and versatile than Skills, while some Abilities can be associated with a Class and granted to them upon Levelling Up, a few others can only be found or earned in Trials. You still need an affinity for an ability in order to learn it. Some can mimic spells, but require less training and Mana or Stamina to use. Others are unique.

### List of Abilities in Alphabetical Order

* Earth Manipulation
* Far Sight
* Fire Manipulation
* Heart of the Inferno
* Map: *always shows the user's location, and* *automatically records where an individual has been and stores it. With the Scribe Skill, an individual can draw a perfect map. When an individual sees a true map, the information is automatically added to their internal map. However, a false map will not be added.*
* Storage: *Costs Mana to use. Items are stored in their own dimension, accessible only by the user (and a few gods, bonds, powerful spirits). The Mana cost per use goes down, and the amount of slots available in storage goes up as it levels. Like items are able to use the same storage slot, enchanted items take their own slot. With the correct Skills, Storage may unlock Armoury, Stable, and Greenhouse.*
* Truth-sensing: *The user can tell when another is being dishonest. However, the user also becomes a terrible lair.*
* Regeneration
	+ Minor Regeneration: *Heals broken bones, bruises, cuts, scrapes, but does so slowly and feels like a million ants crawling around inside*
	+ Major Regeneration: *Quickly heals broken bones, bruises, cuts, scrapes. However, it cuts the user's Strength attribute in half and doubles the point requirements to increase it.*