Hey there!
This is a quick guide to the world I've built so far—mage ranks, weapons, potions, secondary professions, and a bunch of other stuff I could think of at the time.
Keep in mind, this isn't set in stone. Things might change if I spot mistakes, or I'll add more as the story goes on and new info pops up. Think of it as a sneak peek into the rules and mechanics of the world—you'll uncover even more as the story unfolds!
[Mage Ranking system]
Apprentice ➜ Novice ➜ Adept ➜ Advanced ➜ High ➜ Archmage ➜ Grand ➜ Sage ➜ Saint
[Weapon ranking system]
Common ⚪→ Uncommon 🟢→ Rare 🔵→ Epic 🟣→ Legendary🟠 → Mythic🔴 → Divine✨
[Talent Rank Ladder ]
⚫Black → 🟤Bronze → 🔘Silver → 🟡Gold → ⬜White →🟣 Transcendent → 🌑Primordial
[Races]
1. Humans (Versatile and ambitious race)
2. Elves (Graceful, long-lived beings tied to nature and magic)
3. Vampires (Vampires are often ageless, defying time, but cursed with eternal hunger for fresh blood.)
4. The beastmen clans (humanoid race with animalistic features—horns, fur, claws, tails, or snouts, depending on the clan. Most have enhanced physical and sensory abilities.)
5. Succubi and Incubi (Thought to be extinct. Masters of charm, illusion, and manipulation. Instead of blood (like vampires), they feed on emotions, dreams, or life essence, not as a means of survival, but more as a way of life.)
6. Dwarves (Stout, hardy folk known for mining, craftsmanship, and strong warrior traditions.
7. Fae (ethereal beings tied to the spirit world)
8. 🦊✨🌙Kitsune (Kitsune are mystical fox-spirits known for shapeshifting between human and fox forms, with their power growing as they gain more tails.) They live deep in the snowy northern mountains as a single secluded clan. Known for their intelligence and illusion arts, they avoid outsiders and guard their territory with quiet vigilance, valuing tradition, loyalty, and secrecy above all.
9. 🐉Dragons - The Dragon race is one of the more powerful races in the world, known for their immense strength, vast magic reserves, and near-immortal lifespans. They are often described as lustful, prideful, and eccentric beings whose personalities are as intense as their power. Despite their dominance, they rarely appear outside their homeland, choosing instead to remain within their own eastern continent, where their kind rule uncontested and outsiders seldom tread.
📜 Martial Art/ Weapon Art Ranking Ladder
Skills scale by complexity + energy efficiency + conceptual power
Basic – Simple techniques.
Refined – Controlled and reliable.
Advanced – Multi-step or combo skills.
Master – Perfect execution possible.
Grandmaster – Alters the environment or battlefield flow.
Mythic Art – Manipulates laws.
🗝️ Artifact Ranking Ladder
Artifacts scale by utility + rarity + rule-bending properties
Common Relic – Minor passive effect.
Enchanted Relic – Reliable buff or function.
Rare Relic – Conditional powers.
Epic Artifact – Strong active abilities.
Ancient Relic – Linked to lost civilizations.
Legend Artifact – Changes battle outcomes.
Divine Artifact – Alters fate, probability, or laws.
🌟 General Mini-Stage Progression
Early: Unstable mana after breakthrough
Mid: Steady mana, reliable casting, visible aura.
Peak: Full control, maximum efficiency, imposing aura.
🧪 Elixir/Potion Rarity Ladder
1. Common
Basic restorative effects (healing minor wounds, restoring a small amount of mana/stamina).
2. Uncommon
Slightly stronger effects or minor buffs (faster recovery, small stat boosts).
Reliable and safe for general use.
3. Rare
Potent effects, noticeable improvements (healing serious wounds, boosting combat skills).
May have limited duration or small side effects.
4. Epic
Powerful elixirs with significant impact (temporary superhuman strength, speed, or elemental enhancements).
Often expensive or difficult to craft.
5. Legendary
Unique or named elixirs with extraordinary effects (revive from near death, grant rare elemental affinity).
6. Mythic
Extremely rare, almost one-of-a-kind.
Alters physiology or grants semi-permanent abilities.
7. Divine
Crafted by gods or blessed with celestial power.
Effects defy normal limits and may reshape destiny or environment temporarily.
⚒️ Crafter Ranking System
Ordinary Blacksmith → Can craft Common weapons only (no enchantments).
Grade 1 Crafter → Can craft Uncommon weapons or lower.
Grade 2 Crafter → Can craft Rare weapons or lower.
Grade 3 Crafter → Can craft Epic weapons or lower.
Grade 4 Crafter → Can craft Legendary weapons or lower.
Grade 5 Crafter → Can craft Mythic / Primordial weapons (no one exists currently).
Notes:
Higher-grade crafters can craft all lower-tier weapons.
Rare and above weapons usually require special materials in addition to skill.
🍃Alchemist Ranking System
Ordinary Herbalist → Can make Common potions only (basic healing, simple buffs).
Grade 1 Alchemist → Can make Uncommon potions or lower (minor enhancements, elemental boosts).
Grade 2 Alchemist → Can make Rare potions or lower (stronger effects, combat-useful elixirs).
Grade 3 Alchemist → Can make Epic potions or lower (powerful buffs, long-lasting or dangerous effects).
Grade 4 Alchemist → Can make Legendary potions or lower (unique, named elixirs, battle-changing effects).
Grade 5 Alchemist → Can make Mythic / Primordial potions (ancient or world-altering elixirs; essentially unattainable).
Notes:
Higher-grade alchemists can make all lower-tier potions.
Rare and higher potions usually require rare or magical ingredients, not just skill.
Note on Secondary Professions
In this world, mana cultivation is not the only path to power. Many cultivators also pursue a secondary profession—skills that support themselves or others, such as crafting, alchemy, or enchanting.
Purpose: Secondary professions allow a mage to craft weapons, create elixirs, or produce magical tools that enhance their power or provide unique advantages.
Progression: Just like Mages, secondary professions have grades or ranks, determining the quality of items a practitioner can create. Higher-grade crafters can craft rarer, more powerful, or more intricate items.
Interdependence: Mastery in a secondary profession can complement mana cultivation, making a cultivator far more versatile in battle or survival. Conversely, purifying one's body with mana can enhance one's skill in crafting, imbuing items with magical energy, or refining their effects.
Limitations: Even the strongest cultivator may be limited by their profession grade. Legendary weapons, epic potions, or rare artifacts can only be crafted by sufficiently skilled masters.
In short, secondary professions are a path to practical power, a way to turn knowledge and skill into tangible tools that can tip the balance in life-or-death situations.
If there's more information you would like to know, let me know in the comments, or join the Discord to discuss with other readers, or ask me personally for an addition. Hope this helps better your understanding of this nove's world and structure.
