CONTINUING IS AT READER'S RISK
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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 – Supreme – Gray Core
SSS-rank – Ancient – White Core
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
Demonic beings 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!