Greekrooms Classification System

The **Greekrooms Classification System** (**GCS**), formerly known as the **England-Bray Naming System**, is the system used to name, classify, and organize levels and entities.

## Description

### Level Numbers

The primary goal of the GCS (and the reason it was created in the first place) is to provide a way to easily organize and classify the levels of the Greekrooms. It does so through the following system:

* All levels start with "Alpha Level"
* **Normal Levels** (levels which are “noticeably different” from other Levels) are to be given a simple numerical designation (0, 1, 2, etc.) proceeding in a certain order.
* **Sub-Levels** (levels which are similar to another Normal Level) are to be given a decimal designation (0.1, 0.2, 0.3, etc.), with the number before the decimal place being the number attached to the Normal Level the Sub-Level resembles.
* **Anomalous Levels** (levels which are significantly different from the majority of other Greekrooms levels in one significant way) are to be given a name representative of the level, which often includes a symbol (such as Level >CMD, Level !, Level ?, etc.)

Almost all levels have a nickname attached to their number, which describes the level. For example, Alpha Level 0’s is “Lost Era of a Broken Time”, Alpha Level 4’s is “The Mansion”, etc.

The numerical designations for Normal Levels normally follow a simple pattern. If one Normal Level has the number *n* attached to it, the Normal Level which is most easily accessed or is the most popular level for wanderers to access from Level *n* is given the number *n + 1*. For example, from Alpha Level 0, the most easily accessed level is Alpha Level 1, which is the gateway for most people to Level 2, and so on. The same process applies to Negative Levels (Normal Levels with a negative number), only *n + 1* is replaced by *n - 1*. New levels will be given the next *n* number in a row.

The Sub-Level system involves a substantially different designation system. If a certain Normal Level (or Anomalous Level) is given the designation of *n*, then the first Sub-Level for Level *n* will have the designation Level *n.1*. The next Sub-Level for Level *n* which is discovered will be designated Level *n.2*, and so on. If Level *n.9* has been discovered and labeled and another Sub-Level for Level *n* is discovered, it will be called Level *n.01*, followed by Level *n.02*, and so on.

Originally, it was decided to designate Sub-Levels of Sub-Levels (also known as Sub-Sub-Levels) as Level *n.x.1*, but that system of notation was discarded because such a Sub-Sub-Level would essentially be the same as a Sub-Level of the parent Sub-Level’s Normal Level, and there would be no way to distinguish a Sub-Sub-Level from a normal Sub-Level.

### Entity Numbers

A similar system applies to entities, which are also classified under the GCS, although it is much simpler. An entity which is the next discovered after entity *n* receives the designation *n + 1*, or occupies the next available slot. There are no exceptions, it is very simple.

### Level/Entity Classes

Along with organizing the levels and entities within the database, the GCS also includes ways to determine how easy a level is to survive in or how dangerous an entity is. These are known as Survival Difficulty classes (for levels) or entity classes (for entities).

As of this writing, there are six main Survival Difficulty classes (ranging from 0 to 5) and eight main entity classes (ranging from 0 to 7), with the basic rule being that the higher the number, the more dangerous the level or entity is. In addition, several other “special” or “esoteric” classes exist, such as Class Ψ or Psi (which means that a level/entity is extremely hazardous for one’s mental health), or Class Variable (which means that a level/entity could be safe one moment and deadly the next).

1. ↑ Of course dumbass.