(This chapter serves as a reference guide for the power levels, classifications, and terminologies used in the story. You can find the rest of it in the story.)
I. The Awakening & Resonance Paths
Every individual undergoes an Awakening once their soul matures, typically between the ages of 16 and 17. Upon awakening, they become Resonators, capable of harnessing Aura.
Resonators choose a "Path" based on their innate Loci(s) and their natural affinities. While there are rare deviations, the five standard paths are:
⚔️ [Warrior's Path] (Physical Resonance)
Focus: Enhances strength, speed, durability, and reflexes.
Mechanic: Aura flows through muscles, bones, and skin like liquid steel, reinforcing the body to superhuman levels.
🔥 [Channeler's Path] (Elemental Resonance)
Focus: Manipulation of natural elements (Fire, Water, Earth, Wind, Lightning, Ice, etc.).
Mechanic: The user's Aura acts as a conduit, converting internal energy into external natural forces.
👁️ [Mystic's Path] (Mental Resonance)
Focus: Sharpens perception, willpower, intuition, and sensory abilities.
Mechanic: Aura refines the mind into a weapon, allowing for telepathy, illusions, or heightened tactical processing.
🛠️ [Artificer's Path] (Constructed Resonance)
Focus: Imbuing objects, creating golems, and enchanting gear.
Mechanic: Aura becomes a craftsman's tool, permanently altering or enhancing the properties of physical matter.
✨ [Specialist's Path] (Innate Resonance)
Focus: Unique, personal abilities that do not fit the standard categories.
Mechanic: Aura bends to an individual's singular, often rare, talent (e.g., Shadow meld, Time dilation, etc.).
II. The 10-Tier Resonator System
The strength of a Resonator is measured in Tiers. (Note: Tiers 3–6 utilize titles specific to the user's chosen Path. E.g., A Warrior at Tier 3 is a "Beginner Warrior," while a Mystic is a "Beginner Mystic".)
Tier 0 — Unawakened: A normal human with a dormant soul.
Tier 1 — Initiate: A newly Awakened Resonator.
Tier 2 — Path Seeker: One who has solidified their foundation and chosen a Path.
Tier 3 — Beginner [Path]: The start of true combat proficiency.
Tier 4 — Adept [Path]: Experienced veterans; the backbone of most guilds/armies.
Tier 5 — Master [Path]: Elite individuals acknowledged as experts in their field.
Tier 6 — Grandmaster [Path]: Pinnacle of standard mortal limits; renowned figures.
Tier 7 — Ascendant: Beings who have begun to transcend mortal limitations.
Tier 8 — Paragon / Supreme: Rulers of the world; living calamities.
Tier 9 — Transcendent: Legends. Myths. Beings that touch the realm of universe.
III. The 10-Tier Monster Ranking System
Monsters and Beasts are classified by the danger they pose to civilization.
Tier 0 — Feral: Wild animals with slight aura mutations. Harmless to Resonators.
Tier 1 — Awakened / Lesser: Weak monsters, suitable for Initiates.
Tier 2 — Dire: Stronger, more aggressive beasts.
Tier 3 — Greater: Monsters that require a team of Initiates or Path Seekers to defeat.
Tier 4 — Alpha: Mostly leaders of packs; possess high intelligence.
Tier 5 — Elder: Ancient beasts that have lived for decades or centuries, or rivals their strength.
Tier 6 — Overlord: Rulers of entire territories or dungeons.
Tier 7 — Mythical: Creatures ascending their limits.
Tier 8 — Primordial: Ancient entities that have existed since the old eras.
Tier 9 — Transcendent: World-ending threats.
⚠️ Modifier Tags: Monsters may possess specific traits that alter their danger level or abilities:
[Corrupt]: Tainted by dark energy or madness.
[Spectral]: Incorporeal or ghost-like; immune to physical damage.
[Aura Beast]: Creatures made of pure energy.
[Elemental Beast]: Creatures fused with a specific element (e.g., Magma Turtle).
IV. The 10-Tier Resonant Relic System
Artifacts, weapons, and tools imbued with power are graded by their complexity and potential.
Tier 0 — Fragment Relics: Broken or barely functional items with trace aura.
Tier 1 — Dormant Relics: Items with potential but currently inactive effects.
Tier 2 — Awakened Relics: Standard magical items used by most Resonators.
Tier 3 — Harmonized Relics: Items that can sync with the user's aura flow.
Tier 4 — Bound Relics: Weapons that bond to a specific owner.
Tier 5 — Legacy Relics: Heirlooms passed down through powerful families; possess history.
Tier 6 — Grand Relics: Treasures capable of altering the tide of a war.
Tier 7 — Myth Relics: Items forged from mythical materials or by legendary smiths.
Tier 8 — Primordial Relics: Ancient artifacts of immense, often uncontrollable power.
Tier 9 — Transcendent Relics: Items that defy the laws of the world.
⚠️ Relic Modifiers: Relics often carry specific natures or conditions:
[Corrupted]: Twisted by the void, anomalies, or tragic history. often carries a curse.
[Forbidden]: Sealed by world laws or restricted due to moral/ethical taboos.
[Living]: Possesses its own will, ego, or memories. Can communicate or reject users.
[Dormant]: A high-tier relic currently in a slumber state, appearing weaker than it is.
