Cherreads

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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!

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