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Glossary

Glossary: Essence, Power Ranks, and the World of Valeria

Essence

The mystical energy gifted to humanity by the Origins. All supernatural power—whether magical or physical—comes from cultivating Essence.

Essence Ascension

The process of growing stronger by mastering Essence. It is divided into 8 Ranks, each with 10 sublevels, called Flames.

Essence Ranks (Weakest to Strongest)

• Flicker

Early-stage awakening. Superhuman speed and small-scale destruction.

Feats: Street level to small building level.

• Kindle

More refined control and destructive power.

Feats: Building to multi-city block level.

• Ignis

The first truly dangerous combatants.

Feats: Small town to mountain level.

• Blaze

Massive destructive force. Rare and respected.

Feats: Island to multi-continent level.

• Pyre

Transcendent warriors. Power approaching celestial bodies.

Feats: Moon to small star level.

• Radiant

Powerful enough to reshape the world.

Feats: Large star to galaxy level.

• Eclipse

Nearly godlike in power.

Feats: Universal level.

• Origin

The pinnacle of Essence mastery.

Feats: Low multiverse to low complex multiverse level.

Flames

Each rank contains 10 sublevels called Flames. For example, "Ignis 5th Flame" is halfway through the third rank. Every Flame climbed increases one's physical, magical, and spiritual power.

Essence Affinities

The elemental or mystical type of Essence a person can wield. Examples include:

• Fire

• Ice

• Lightning

• Earth

• Wind

• Kinetic

• Metal

• Sound

• Shadow

• Storm

• Light

• Void

Some individuals can possess dual or hybrid affinities.

Essence Paths (Classes)

• Elemental Arcanist – Masters of elemental magic. Long-range, destructive spellcasters.

• Warbrand – Physically enhanced fighters. Focused on martial arts and weapon mastery.

• Voidwright – Illusionists and manipulators of shadow and space.

• Sentinel – Defenders and supporters. Specialize in shields, healing, and protective magics.

• Mystic Shaper – Crafters of summoned beings, constructs, enchantments, and curses.

• War Mage – Hybrid warriors who use martial techniques combined with elemental magic.

Affinities: Fire, Lightning, Earth, Ice, Kinetic, Storm, Metal, Sound.

Cast through incantations or vivid mental imagery; relies heavily on willpower.

• Rune-Blade – Weapon users who inscribe and activate powerful magical runes during combat.

More Paths may exist, especially among ancient texts, lost tribes, or in the Hollow Skies.

Guild Ranks (Lowest to Highest)

• Copper

• Bronze

• Iron

• Gold

• Silver

• Platinum

• Diamond

• Amethyst

• Obsidian

Higher ranks allow access to stronger missions, rarer relics, and greater political influence.

Varnok

Monstrous enemies that nearly wiped out humanity over 200 years ago. Immune to normal weapons. Humanity only survived due to the arrival of the Origins, who introduced Essence and taught people to fight back.

Though the Varnok were driven away after ten years of war, their threat still lingers in forbidden zones and deep ruins.

🟥 Varnok Classification System

The Varnok are classified by Threat Level, based on destructive potential, intelligence, and Essence resilience. There are seven core ranks, each with unique traits:

Rank 1: Dregspawn

• Description: Lowest-tier Varnok. Weak, often travel in swarms.

• Height: 3–5 feet

• Threat Level: Minimal (Flicker-tier adventurers can handle them solo)

• Abilities: Basic physical attacks, minor poison or acid traits

• Notable Trait: Die easily but often overwhelm through numbers.

Rank 2: Mawbeasts

• Description: Ferocious quadrupeds or bipedal hulks with bone armor.

• Height: 6–9 feet

• Threat Level: Low-Moderate

• Abilities: Enhanced speed and strength, limited elemental traits

• Weakness: Low intelligence

Rank 3: Shriekers

• Description: Winged or long-limbed creatures capable of ranged attacks.

• Height: Varies (humanoid to monstrous)

• Threat Level: Moderate

• Abilities: Sonic wails, corrosive bile, blinding speed bursts

• Danger: Their screams disrupt Essence control.

Rank 4: Varnok Stalkers

• Description: Stealth-based killers with dark, leathery skin and glowing sigils.

• Height: ~7 feet

• Threat Level: High

• Abilities: Invisibility, phasing through walls, silent kills

• Target Preference: Essence-sensitive individuals (mages and casters)

Rank 5: Packlords

• Description: Commanders of lesser Varnok, semi-intelligent.

• Height: 10–12 feet

• Threat Level: Very High

• Abilities: Aura suppression, minor regeneration, elemental affinities

• Special Trait: Can coordinate Varnok like military units.

Rank 6: Abyssborn

• Description: High-level threats only confronted by Pyre-rank adventurers and above.

• Height: 15–20+ feet or larger

• Threat Level: Catastrophic

• Abilities: Reality-anchored forms, energy nullification fields, biological mutation attacks

• Note: Can spawn lesser Varnok mid-battle.

Rank 7: Cataclysm Varnok

• Description: Apex-tier monsters, remnants of the first invasion wave.

• Height: Indescribable — often massive or shifting

• Threat Level: Near-Extinction Level

• Abilities: Unknown. The last known Cataclysm Varnok required multiple Origin-rank adventurers to kill.

• Encounters: Suppressed by divine relics or containment zones.

Origins

Mysterious, possibly divine beings who taught humans how to wield Essence. Few know their true nature, and they vanished after the war. Their teachings form the basis of modern magic and combat.

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