Although this is slightly different from Riveria's existing total attributes of more than 11,000, the gap is not as significant as it might appear on the surface.
Considering that Riveria possesses relevant development ability blessings, the practical difference is actually quite small. Her existing foundation already places her at a very high baseline, and the Divine Path System is designed more as an amplifier than a replacement.
Moreover, this comparison is only based on raw numerical doubling.
True combat strength is never a simple case of "one plus one equals two." Especially at higher levels, even a small increase in basic attributes can lead to a disproportionately large rise in actual combat effectiveness. Reaction speed, spell casting stability, mana density, and physical reinforcement all scale in nonlinear ways.
In practice, this means that the higher the strength, the greater the amplification effect of even marginal improvements. As a result, the real-world increase in combat power is significantly higher than what raw data alone would suggest.
For this reason, it is reasonable to estimate that the Divine Path System can at least double overall combat capability, with the potential for even greater gains depending on individual development paths and synergy between attributes and skills.
After attributes came the skill system.
Riveria's original magic repertoire was also displayed within the interface. Each spell was analyzed and assigned a rating based on multiple factors, including raw power, structural complexity, mana consumption, and casting difficulty.
Following the same principle as levels, skills and magic were also categorized into ten tiers.
Each tier corresponded to a specific range of skill points required for acquisition. Users could only learn skills within their current tier, ensuring that progression remained structured and balanced.
Riveria's existing magic, originally obtained through her blessing awakening, had been broken down into nine distinct spells. These spells were distributed across different tiers, ranging from third-tier to eighth-tier classifications.
However, this rating system was not absolute.
It functioned primarily as a reference framework rather than a strict limitation. In actual combat situations, there were many external factors that could significantly alter the final output of a spell.
For example, the use of a high-quality staff capable of amplifying magical output, or simply increasing mana input beyond standard casting levels, could dramatically enhance spell performance.
A simple first-tier spell like Fireball, for instance, could vary wildly in effectiveness depending on the caster.
If used by Noa, even a basic fireball could be amplified to the level of a catastrophic explosion—comparable in destructive scale to a nuclear detonation under extreme conditions.
This clearly demonstrated an important principle:
The system's rating did not define the upper limit of a skill's potential. Instead, it defined the baseline—its lowest guaranteed performance level under standard conditions.
Actual results could far exceed that baseline depending on user capability.
As for skill point acquisition, Noa did not introduce drastic changes compared to the original job transfer system.
Users still received skill points upon initial system activation and additional points upon leveling up. The exact amount depended on individual aptitude and growth efficiency.
However, one significant new feature had been added.
A new method of skill point acquisition through contribution.
By submitting newly developed magic or skills to the system's skill library, users could earn bonus skill points. The reward was calculated based on the submitted skill's rating, and the final return rate was set at five times the skill point cost required to learn that ability.
This fivefold ratio was carefully chosen by Noa after thorough consideration.
It was high enough to motivate widespread contribution and innovation, encouraging users to develop and share new techniques. At the same time, it was not so excessive that it would flood the system with unmanageable skill accumulation.
The goal was balance.
Too many skills would lead to fragmentation, where users accumulated knowledge without mastering anything properly.
And that was precisely what Noa wanted to avoid.
Even if a skill was learned, its true effectiveness still depended on proficiency and practice.
To address this, the system also included a proficiency tracking and display function.
This feature allowed users to visually monitor their mastery level over each skill and spell. Instead of blindly assuming competence after learning something, they could clearly see how well they actually understood and could execute it.
This ensured that users would not fall into the trap of "learning without mastering," a common issue in traditional systems of power acquisition.
In essence, the Divine Path System was not just about giving power.
It was about guiding users toward controlled, measurable, and continuously improvable mastery.
