Jefel's Power Progression
Jefel's ascension follows six cultivation paths, each divided into nine levels. By mastering them all, he walks the road from mortality to godhood.
1. Body Strengthening & Core Tempering (Lv. 1–9)
Foundation of physical durability.
Muscles, bones, and core are hardened step by step.
2. Mind Strengthening & Awareness (Lv. 1–9)
Expands perception and mental control.
At higher levels: sense killing intent, hidden auras, spatial distortions.
3. Heart Tempering & Flow (Lv. 1–9)
Refines emotions into willpower.
Advanced stages: wield aura pressure to inspire allies or crush enemies.
4. Spirit Transcendence (Lv. 1–9)
Spirit surpasses the body.
At peak: spirit clones, mental immunity, communion with elemental laws.
5. Soul Stage (Lv. 1–9)
Essence of existence itself.
Advanced stages: soul gains density and weight.
Peak: an indestructible, eternal soul.
6. Gathering Stage (Lv. 1–9)
Unity of all five paths.
Final refinement before transcending mortal limits.
Culminates in ascension to: Mortal → Ascended → Saint → Supreme → Immortal → True Immortal →Holy/Unholy Demi-God → God.
World Structure of Pectro
Currency System
Bronze Coins → Low value.
Silver Coins → Mid value.
Gold Coins → High value.
1,000 Gold = 1 Ingot Shard (used by clans, kingdoms, sects).
Realm & Sector Hierarchy
One World = 5 Continents.
Each Continent = 9 Region Sectors.
One Realm = 9 Worlds.
One Sector = 5 Realms.
Infinite Sectors form the universe of Pectro.
Transportation Ranks (Wealth/Status)
Ranked 1–9 from poorest to most divine:
1. Foot travel
2. Beasts of burden
3. Basic mounts
4. Carriages
5. Tamed beasts
6. War beasts / caravans
7. Low-rank flying ships
8. High-rank celestial beasts / vessels
9. Legendary divine transport (reserved for royals, clans, sects, gods).
Elements & Traits
Elements
Common: Fire, Water, Earth, Wind, Lightning, Ice.
Rare: Space, Time, Chaos, Order, Blood, Shadow, Light, Void.
Natural Affinity vs. Learned Magic
Any Core User may manipulate elements through mana.
Natural Affinity users wield their element instinctively, without cost.
Natural affinity > learned magic. (Ex: A natural Fire Affinity user > ordinary Fire Mage).
Academy System
Each Region Sector hosts one academy (Rank 1–9).
Thus, 5 academies per world, each tied to its continent's sectors.
General Academies → open to all core users.
Affinity Academies → specialized institutions for natural affinity users (e.g., Fire Academy, Shadow Academy).
Clan Academies → run by great clans to train bloodline heirs.
Competitions
Annual: Academy tournaments within each world.
Every 50 years: Realm-wide tournaments.
Every 1,000 years: Inter-Realm Grand Convergence (the most legendary event across sectors).