The Author Reincarnated As An Extra

Chapter : Power System



[!!] Please note that these concepts and terms have possibly already been utilized or explained in some key scenes. On that note, this is your spoiler warning.

The Energies —

⊡ Aether (Energy of Creation) - Aether is the most common energy in the Mortal Realm, utilized by over 97% of Mancers. This energy is inherently harmonious but can also be wielded for destructive purposes. Its defining property is creation, the ability to manifest something from nothing.

⊡ Void (Energy of Destruction) - Void is the rarer energy in the Mortal Realm with less than 3% of Mancers wielding its power. It is disruptive and corruptive by nature, as its power fuels destruction, or corrupts already existing creations.

Voidmancers are typically way more powerful than Aethermancers, as their abilities tend to be far more violent, disruptive, and destructive.

Properties:

⊡ Mark: The symbol that signifies that a child has been chosen to challenge the Gate Trials. The number of Marks signifies their potential.

⊡ Technique: Depending if a Mancer conjures or augments, they'll be given Techniques which are either abstract or physical. For example: Cestrel's [Travelling Thought], which allows her to send information to people far away through her mind, is an abstract Technique, while Elora's [Darkness in Verdancy] which gives her control over plants and vines is a physical Technique.

⊡ Path: The alignment of a Mancer's Soul Core with either Aether or Void. A Path signifies their growth and journey within that energy.

⊡ Path's Threat Level: As it suggests, this is a metric indicating the difficulty of a Mancer's Path. Threat Levels affect the type of beasts one would face, and how difficult challenges will be. Threat Levels are from [1] (easiest) to [15] (hardest).

⊡ Artifacts: Special items and weapons granted to Mancers within the Gates.

⊡ Echo: A physical yet spiritual embodiment of a slain Paragon Beast bound to the Mancer to which it was granted to.

⊡ Discipline: The law that binds a particular Mancer. Disciplines offer great rewards to a Mancer, but restrains them in a particular way of life. This is usually to stop them from abusing their power or to protect them without their own knowledge. For example: Ruth's Discipline, [Silent Seer], gives her the power to see visions and futures, however speaking of any of it gives her the punishment of losing all her vision and running mad with constant dreams of the particular vision she had spoken of.

⊡ Echelons: The ranking of Mancers or Paragon Beasts.

For Mancers, they ascend into salvation, gaining the Primordials blessings as they increase in ranks. There are seven Echelons:

• Shrouded

• Awakened

• Ascendant

• Gilded

• Radiant

• Transcendent

• Celestial

In more common language, the Shrouded Echelon is called Initiate, and the Echelons from Gilded to Transcendent are called Sage.

As for Paragon Beasts, they descend into damnation, losing favor from the Primordials as they fall. There are also seven Echelons:

• Shrouded

• Awakened

• Corrupted

• Gilded

• Shadowed

• Forsaken

• Abyssal

⊡ Grade: The potency of a particular Technique. Physical Techniques can generally increase their Grades, abstract Techniques can not.

⊡ Gate Tokens: Currency inside the Gate Trials used for Technique and Artifact upgrades.

⊡ Disciple: A Mancer chosen by a Primordial to become an embodiment of their power and essence, and represent them in the Mortal Realm.

⊡ Gate Breaks: Unexpected disruptions caused by the creation of the Gate Trials. These are Gates randomly appearing across the Mortal Realm, and they function similarly to traditional dungeons.

⊡ Waves: Also known as Incursion Events. They are yearly invasions of Paragons into the Mortal Realm with the intent of conquering it.

⊡ WaveKnights: Mortals who dedicate their lives to defending the Realm against the Paragons.

Further details will possibly be added later and these terms are elaborated upon as the story progresses. Stay tuned for updates!


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