1. Core Aura Perception
Every being, monster, or entity emits a user-specific aura, representing the stat the user can gain:
Aura Color Stat Type
đź”´ Red Strength (STR)
🟢 Green Agility (AGI)
🟡 Yellow Vitality (VIT)
🔵 Blue Intelligence (INT)
Rules:
Aura is only visible for higher-ranked targets.
Weaker or equal-ranked entities → no aura → cannot absorb core.
Unabsorbable cores can still be used for crafting equipment or artifacts.
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2. Core Ownership
Non-sentient monsters: final blow claims the core.
Sentient beings: core goes to the highest damage dealer.
Special cases: a sentient being may intervene in monster-vs-monster fights and claim the core.
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3. Rank Stat Gain Table (Direct, Flat Gains)
User Rank → Monster Rank Stat Gain (flat points)
F → F 1
F → E 2
F → D 4
F → C 8
F → B 16
F → A 32
F → S 64
F → SS 128
F → SSS 256
F → EX 512
Flat stat gain only; no multipliers or scaling applied.
Example: F-Rank user kills A-Rank monster → +32 STR flat.
Lower or equal rank → no gain.
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4. Level Advance Storage System
If a monster's level > user level → stat gain is stored in advance-level pool.
Upon reaching the stored level, the stored stat is multiplied by the level number at the time of acquisition.
Example:
1. Lv.1 user kills Lv.2 monster → stores +2 STR → ascends to Lv.2 → 2 × 2 = 4 STR
2. Lv.1 kills Lv.3 monster → stores +3 STR → ascends to Lv.3 → 3 × 3 = 9 STR
3. Lv.2 kills Lv.3 monster → stores +5 STR → ascends to Lv.3 → 5 × 2 = 10 STR
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5. Non-Absorbable Cores
From weaker/equal-ranked targets or no aura → cannot be absorbed.
Can still be used for crafting equipment, weapons, armor, or artifacts.
Provides flat crafting stat points, independent of level multipliers.
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6. Group Combat Support Mechanic
Applies only when participants fight a target above their current level.
Support stat reward = half of the main damage dealer's flat stat gain, scaled by effort contribution.
Example: Lv.1 group fights Lv.2 monster (A-Rank), main damage dealer gains +32 STR, support user contributes 40% → 6 STR awarded.
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7. Destiny Quest System (Level Advancement Requirement)
Purpose: To ascend to the next level, a being must complete a Destiny Quest, representing a life-defining challenge.
Mechanics:
1. Quest Pool: Each being receives 3–10 unique quests to choose from.
2. Difficulty Grades & Success Probability:
Difficulty Success Rate
F 100%
E 80%
D 60%
C 40%
B 20%
A 10%
S 5%
SS 1%
SSS 0.10%
EX 0.01%
3. Eligibility:
Only beings with SS, SSS, or EX stats can see/accept SS, SSS, or EX quests.
4. Rewards: Difficulty determines reward magnitude; may include:
Soul-bound equipment or artifacts that grow with the user
Powerful skills or abilities
Knowledge, wisdom, or secrets of the world
5. Non-Transferable: Rewards cannot be stolen, even by the most powerful plundering powers.
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8. Earth Realm Level Scale (Destructive Power, Range & Influence)
Level Realm Tier Destructive Power Range Influence
Lv.1 Village Can destroy small buildings or terrain 1–2 km Localized, village-scale
Lv.2 Town Can devastate multiple buildings or small areas 5–10 km Multiple villages / small towns
Lv.3 City Can destroy entire urban areas 20–50 km City-wide disruption
Lv.4 Mountain Can annihilate mountains or large geological features 50–200 km Regional terrain impact
Lv.5 Island Can destroy entire islands 500 km Regional domination, affects surrounding areas
Lv.6 Region Can devastate entire regions 1,000–2,000 km Multi-territory influence
Lv.7 Country Can destroy or reshape entire nations 5,000 km National-scale influence
Lv.8 Empire Can obliterate multiple countries 10,000 km Multinational / continental impact
Lv.9 Continent Can destroy or alter a continent 20,000–30,000 km Continental influence; ecosystems & civilizations
Lv.10 Planet Can destroy or reshape the planet Global Planetary influence; mass extinction & global control
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ENERGY TYPES
• Magic Power
• Spirit Power
• Divine Power
• Cosmic Power
• Demonic Power
• Elemental Power
• Life Energy
• Death Energy
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ENERGY ACQUISITION METHODS
• Energy Cultivation
• Heaven & Earth treasures
• Plundering
• Equipments, Artifacts or Relics
