Rank Reference
(each sequence increase ×2)
0–10 → F
11–20 → E
21–30 → D
31–45 → C
46–60 → B
61–80 → A
81–100 → S
Many of you may have already realized that this system is similar to LOTM, and that is indeed true. I once read the Lord of the Mysteries manhua, but because there was too much dialogue at the beginning, I decided to stop. Even so, I still understand the core concept from various sources—including TikTok. In addition, this system is also inspired by the anime 10-man Inochi.
Basic Sequence System
Basically, everyone can enter Sequence 10.
The requirement is simple: a person must reach the peak in a certain field and genuinely like it. Even if someone becomes the greatest swordsman, if they do not like swordsmanship, they will not be able to obtain a destiny to enter Sequence 10.
Examples:
A farmer who reaches the highest level in farming
A blacksmith, merchant, healer, researcher, and so on
Once that achievement reaches its "maximum," the person automatically enters Sequence 10, and from that point on, they begin to gain supernatural abilities, including magic.
Advancing Sequences & Destiny
To advance to the next sequence, a person must obtain a Destiny from an external source, because fundamentally, every human only has one innate destiny.
Destinies can be obtained through:
Rituals to take another person's destiny (stealing their life achievements)
Blessings
Contracts
A combination of the above
Each Destiny has its own unique power.
Examples:
Farmer Destiny → accelerates plant growth to an absurd degree
Commander Destiny → strengthens leadership and troop morale
Blind Saint Destiny → extraordinary wisdom, but extremely limited physical ability
Stats & the Influence of Destiny
Each time someone advances a sequence, they naturally gain stat increases within the F to C rank range.
However, the chosen Destiny can:
Massively increase certain stats
Reduce or even completely negate the increase of other stats
Example:
Blind Saint Destiny
Wisdom can directly reach Rank S
Agility and Dexterity may not increase at all
In other words, destiny shapes the direction of one's power, and compatibility is required.
Note: I was reminded of a game where there was a trait that increased HP when affected by debuffs, but it was combined with an anti-debuff trait. As a result, the first trait became useless—this also applies to destinies.
Elements & Magic
Every human is born with a natural affinity for one element. This affinity makes them far superior at controlling that element.
However:
Other elements can still be used
The requirement is the use of magic circles
Knowledge of magic circles originated from an Arch Mage, who spread this knowledge from one of their sequences. Since then, multi-element usage became possible, though it is more difficult and far less efficient than one's innate elemental affinity—because it is essentially just an imitation of a destiny.
Freedom in Choosing Destiny
There is no fixed path.
There is no "ideal order."
A person is free to choose any destiny at any sequence.
Examples:
Choosing a Farmer Destiny at Sequence 1 → valid
Choosing a God Destiny at Sequence 9 → valid, but can you actually handle it?
This freedom makes the world more attactive?since this is a game world
Bloodline
Bloodlines play a major role.
Example:
If you are a child of Zeus:
It is easier to obtain Zeus's blessing or destiny
It is much harder to obtain destinies from Zeus's enemies
(they may ignore you, force you into unfair contracts, or kill you)
Additionally:
Certain bloodlines make it easier to advance sequences (faster experience gain).
If one of your ancestors reached Sequence 5, then the maximum experience required to reach Sequence 5 and below will be reduced.
Example:
Bloodline of Sequence 9 and 8
Sequence 9 = 100 EXP required to enter Sequence 10
Sequence 8 = 10 EXP required to enter Sequence 10
This discount effect disappears once you surpass the highest sequence ever reached by your bloodline.
