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Affinity
A mage's elemental alignment. It defines the type of energy they use—not how they use it.
Affinity Levels:
Singular – One element
Dual – Two elements
Triple – Three elements
Quadruple – Four elements
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Talent
The natural way a mage interacts with their Affinity. It's not a spell, but a unique, personal method for using magic.
Each Talent is one-of-a-kind.
Cannot be copied unless it's a rare, copy-based Talent.
Talents evolve over time into Gifts.
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Archetypes
Categories that define how a Talent works in combat.
Every Talent belongs to one:
Augmentors – Boost physical traits (e.g., lightning legs that increase speed but can't shoot lightning).
Manipulators – Shape or bend forces and elements (e.g., golem-making, string users, spirit-based magic).
Enchanters – Cast magic outwardly and at scale (e.g., fireballs or flame chains).
Some mages may mix traits from multiple archetypes.
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Gifts
Advanced forms of a Talent, developed through mastery and insight.
Represent a mage's magical identity. Gifts are unique to the mages.
Mages don't need Gifts to use magic, but they deepen their skill.
A mage can develop up to four Gifts (takes time and effort).
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Ranks & Core Progression
Represents a mage's overall development, mana quality, and combat ability.
Rank – Title – Core Color
E-rank – Awakened – Black Core
D-rank – Hunter – Red Core
C-rank – Master – Orange Core
B-rank – King – Yellow Core
A-rank – Saint – Gold Core
S-rank – Emperor – Blue Core
SS-rank – ??? – ???
SSS-rank – ??? – ???
Core Functions:
Stores and refines mana
Affects output, casting speed, efficiency, and pressure resistance
Evolves with advancement
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Mana Pool
Your total mana, held in your core
Resets every 24 hours (due to natural circulation)
Grows with rank and refinement
Varies by individuals
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Class Roles
Roles depend on Archetype, Talent, and personal combat style.
Arbiter – Leads from the front; strong presence.
Tank – High defense; physical powerhouse.
Wave Controller – Long-range, high-damage spells.
Healer – Support with restoration or divine magic.
Scout – Fast, stealthy, and information-driven.
Hybrids exist, but teams usually stick to defined roles for synergy.
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Drifters
Lower forms of Demons, which came from other dimensions, immune to tech and made of unstable mana.
Their strength are based on Sequences(from nine to one)
Ranked by Core Count:
Sequence Nine = One Core (below E-Rank level)
Sequence One = Nine Cores (above SSS-Rank level)
Only magic can kill them
Drop Cores and Vestiges when slain
Demonic Humans: People who make pacts with Drifters for forbidden power (unstable, dangerous)
Highest Drifter seen: Sequence 3 from an uncleared gate.
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Dungeons & Demon Realms
Dungeons are unstable dimensions linked to Demon Realms.
Must be cleared by mages, there are also different types of dungeons according to color.
Tier 9 (weakest) to Tier 1 (strongest)
Boss Tier = Drifter Sequence (e.g., Tier 9 = Sequence Nine boss)
Clearing rewards:
Core experience
Vestiges
Mana resources
Some dungeons are stable (long-term), others collapse when cleared. Unattended stable dungeons may break.
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Vestiges
Magic relics from defeated Drifters.
Mages can only use vestiges that are at most 2 grades above their rank(though some can bypass this but with a cost and a loss in power of the attack)
Example: D-Rank can't use Mythic
Grades:
Spirit (E-Rank / Sequence 9 equivalent)
Divine
Ancient
Mythic
Titan
Cosmic
Empyrean
Transcendent
??? (Singularities/Unknown)
Only 7 Titan, 3 Cosmic, and 0 from higher grades are known to exist.
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Note: Not all terms are written here to avoid spoilers! Like mana beasts, demons and their ranks, the demonic cult and the seven factions that represents the seven deadly sins, the Espada, constellation, celestials and celestial code, outer gods, angels and the primordial ones.