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Chapter 1 - Auxiliary Chapter: Innovate system

While the original Innovate Clear allows the user to create a pseudo-world within a separate dimension to mimic the power of God, the MC's reincarnation has fundamentally altered its logic. It no longer functions as a blank canvas. Instead, it acts as a Dimensional Anchor, absorbing and merging existing worlds from the MC's memories into a centralized "Hub World."

The Soul Form

When the host enters the dimension of the Innovate System, he does not possess a physical body.

Appearance: A pure white orb of light wrapped in ethereal, flickering flames.

Sensory Constraints: In this state, the host is pure spirit. He possesses Sight and Hearing, but lacks the physical receptors for Taste, Touch, or Smell.

II. Level 1: The Foundation

Upon awakening the system, the host is granted the following starting abilities and tokens:

Common Skill Creation: Can create one "Common" tier skill every 24 hours.

Common Item Creation: Can create one "Common" tier item every 24 hours.

Unique Skill Token (x1): A one-time use token to craft a Unique Skill. (Limited to Rank A).

Special Item Token (x1): A one-time use token to craft a Special Item. (Limited to Rank A).

The First World Selection: The host may define the "nature" of his starting world. The system will scan the host's memories to find a world that fits the description and pull it into the dimension.

The Loophole: The System ranks creations based on the host's verbal description and perceived intent, not the item's hidden potential.

Example: Requesting an "All-Purpose Farming Tool" results in an A-Rank item. However, because the tool contains the Holy Spear Gryme, its true combat output is Rank SS.

III. The Ranking System

Power levels for all items, skills, and entities are measured on the following scale:

F → E → D → C → B → A → AA → AAA → S → SS → SSS → EX → EX+ → EX++ → EX+++

IV. Growth & Innovation Points

The system does not level up through traditional combat alone. It levels through Innovation.

Innovation Percentage & Creation Points (CP)

Earning CP: The host earns 1 CP for every 100% Innovation reached.

Generating Innovation: This is gained through agriculture, crafting, and—most importantly—how the host's creations affect the lives of others (e.g., building a home for a displaced person or a tool that solves a community's problem).

Leveling Up: 10 CP are required to level up. Alternatively, CP can be spent in the System Store.

The System Store:

The store at level 1 offers items and skills comparable to "Starter Kits" found in other worlds (Reincarnation-tier gear). The store's inventory is relative to the host's current level of development.

Scaling Difficulty

Levels 1-9: 100% Innovation = 1 CP.

Level 10+: The requirement increases by 1000%. The host must now reach 2000% Innovation for a single CP.

LV. The Progression Path

Lv. 10 Difficulty Spike: Innovation requirements increase by 1000% per CP

.Lv. 20 World Link / Object Export: A new world is linked via a Quest. If the quest succeeds, the worlds merge and time-flow stabilizes. If it fails, the world is expelled. The host can now bring non-biological objects into the outside world.

Lv. 30 Biological Export: The host can now bring living beings (plants, animals, etc.) from the dimension into the outside world.

Lv. 40 The Rule of Five: The host can maintain up to 5 items and 5 biological beings in the outside world simultaneously.

Lv. 50 Balance Breaker: Unlocks the Innovate Clear: The host can create any item/skill instantly. Power is limited only by the host's Magic and Vitality. Creations begin to become permanent from Lv.50 to Lv. 100

Lv. 100 Juggernaut Drive: The host can exert the laws of the Innovate System onto the Real World, allowing for the direct alteration of reality and creation itself.

The Innovate System is not just a pocket dimension; it is a part of the host's soul. Any enhancements to his strength, magic power, or speed gained within the dimension are permanently applied to his physical body in the outside world.

 

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