WebNovels

Power Systems

Knights

1. Knight Page

2. Knight Apprentice 

3. Quasi-Knight 

4. Knight 1

5. Knight 2

6. Knight 3

7. Knight 4

8. Knight 5

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Oracle - Wielders of Divine Power and the Law of Time

(Oracles are rare individuals who tap into the divine and manipulate the flow of time itself. However, such power comes at a price. To withstand the strain of the Law of Time, an Oracle must continuously strengthen both body and mind through divine energy.)

Ranks of the Oracle Path:

1. Apprentice – A novice just beginning to sense divine energy and temporal distortions.

2. Guide – One who helps others glimpse fate, with a growing mastery over time threads.

3. Expert – Proficient in channeling divine power and slowing or accelerating time in short bursts.

4. Guru – A spiritual mentor, capable of teaching and manipulating minor time anchors.

5. Scholar – Deeply knowledgeable in temporal theory and divine scripture, unlocking complex techniques.

6. Sage – A master of divine insight, able to perceive alternate timelines and outcomes.

7. Seer – A prophet who can briefly step into past or future moments, at great cost.

8. Visionary – One who sees time as a vast river and bends it to their will, walking the edge of divinity.

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Mage - Masters of Arcane Energy – Bearers of the Mana Heart

(Mages are individuals who awaken and cultivate a Mana Heart, the core of their magical power. Through intense study and training, they expand their control over magic by forming Magic Circles, each representing a new level of mastery and depth of power.)

Ranks of the Mage Path:

1. Magic Circle 1 – The initial awakening of the Mana Heart; basic elemental manipulation becomes possible.

2. Magic Circle 2 – Mana flow becomes more stable, allowing for beginner spellcasting and minor enchantments.

3. Magic Circle 3 – Can construct more complex spells and manipulate mana with precision.

4. Magic Circle 4 – Advanced elemental control and early-stage spell combinations.

5. Magic Circle 5 – Capable of area-wide spells, mana constructs, and sustained casting.

6. Magic Circle 6 – Begins to unlock personal spellcraft, creating unique or signature magic.

7. Magic Circle 7 – Considered master-class; able to distort natural laws with high-tier spells.

8. Archmage – A pinnacle of magical mastery. Their spells bend reality, and their very presence influences ambient mana.

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Vikings - These warriors seek to become Einherjar, legendary god-chosen champions worthy to fight in Ragnarok. Their powers stem from god-blessings, totemic rites, and runic awakenings.

Stages:

1. God-Touched - Initial awakening/blessing

2. Spirit-Bound - Totem bond or minor god-pact

3. Rúnbringer - Rune usage, divine markings

4. Berserker Warden - Controlled rage, battlefield mastery

5. Battle-Seiðr - Blends spiritual magic & martial might

6. Wyrdforged - Inhuman features, god-techniques

7. Einherjar - Demigod-like warrior, divine relics

8. Valhalla-Born - Herald of Ragnarok, god-tier

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Adventurer Rank - The path from humble beginnings to legendary feats.

(Adventurers are ranked based on their skill, experience, and contributions. Rising through the ranks signifies not only power, but reputation, reliability, and survival in a world filled with danger.)

Ranks:

1. Iron – Fresh recruits and novice adventurers. Just starting out, often tasked with errands or minor threats.

2. Bronze – Slightly more experienced; able to handle basic monsters and simple escort or gathering missions.

3. Silver – Reliable and competent. Often part of small parties tackling mid-tier beasts and bandits.

4. Gold – Skilled veterans. Trusted with high-risk missions, dungeon exploration, and local defense.

5. Platinum – Elite adventurers recognized by guilds and nobles. Often lead teams and take on major threats.

6. Diamond – Rare and powerful. Capable of slaying calamity-class creatures or resolving regional crises.

7. Master – Legends in the making. Feared and respected across nations and empires, with unmatched combat or tactical prowess.

8. Grand Master – Living myths. Their deeds are recorded in history books. Often shape the fate of kingdoms or entire empire.

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Barbarian - Savage Strength • Tribal Spirit • Unbreakable Will

(Barbarians draw their power from raw physical might, primal instincts, and ancestral connection. Through battle, they ascend the warrior path, evolving into living weapons and spiritual leaders of their tribes.)

Ranks of the Barbarian Path:

*1-Star Warrior – A fresh blooded fighter, learning to survive by strength and instinct.

*2-Star Warrior – Tougher and more disciplined, able to face larger threats head-on.

*3-Star Warrior – A seasoned warrior whose roars strike fear into lesser foes.

*4-Star Warrior – Possesses refined brutality, using controlled rage in combat.

*5-Star Warrior – A peak warrior, embodying raw power and battle wisdom.

6. Berserker – Enters a violent trance in battle, ignoring pain and breaking limits through rage.

7. Totem Master – Channels ancestral spirits, wielding both brute strength and tribal magic through sacred totems.

8. Barbarian King – A warlord among barbarians. Commands armies, crushes mountains, and carries the wrath of generations.

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Werewolf - From the lowest howl to the voice that commands the moon.

(Werewolves evolve through a mix of physical transformation, spiritual growth, and pack dominance.)

Ranks:

1. Kappa – A fledgling werewolf learning to control transformation and primal urges.

2. Iota – Begins to harmonize body and beast; gains minor regenerative abilities.

3. Zeta – A disciplined hunter, capable of short bursts of supernatural speed and strength.

4. Epsilon – A reliable pack member. Gains partial control over hybrid forms and heightened senses.

5. Delta – A front-line warrior of the pack. Known for endurance, combat instinct, and loyalty.

6. Gamma – An elite werewolf trusted by leaders. Possesses advanced transformation control and battle prowess.

7. Beta – The second-in-command. Commands respect, leads hunts, and carries authority within the pack.

8. Alpha – The dominant leader. Charismatic, cunning, and powerful enough to assert control over an entire pack.

9. Ultima – A mythical existence. Transcends the Alpha. Said to possess a perfect union of man, beast, and spirit—an apex predator even other Alphas bow to.

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Vampires - From newborn shadows to the timeless lords of blood.

(Vampires measure status not only through strength, but through lineage, age, and the depth of their control over the blood arts.)

Ranks:

1. Fledgling – A newly turned vampire, still tethered to human impulses. Weak, unstable, and often bound to a sire.

2. Neonate – A young vampire beginning to understand their powers. Gains minor control over thirst and simple abilities.

3. Ancillae – A rising vampire, no longer watched closely by elders. Trusted with minor duties and blood-bound tasks.

4. Pureblood – Born of ancient vampiric lineage or elevated by ritual. Superior to common turned vampires in power and talent.

5. Vampire Lord – Rules over territories or clans. Possesses advanced blood magic, influence, and martial prowess.

6. Elder – Centuries old, their power thickens with age. Masters of blood rituals, manipulation, and nightmarish abilities.

7. High Elder – Nearly mythic. Can dominate lesser vampires with a glance. Rarely seen, often plotting from the shadows.

8. Sovereign – Ruler of vast domains or entire covens. Their will is law among vampirekind, and their word can start wars.

9. Methuselah – Ancient beyond reckoning. Vampires so old their humanity is nearly gone. Whispers say they predate kingdoms and drink the blood of time itself.

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Cultivation Path: The Martial Dao

*Body Tempering Realm

(Goal: Strengthen flesh, bones, and meridians to withstand Qi flow.

Training includes breathing techniques, body-hardening forms, and pain endurance. Qi cannot yet be manipulated; the body must first become the vessel.)

Four Minor Stages:

Skin & Muscle Hardening - (Knight Page Level)

Bone & Tendon Fortification - (Knight Apprentice Level)

Organ Reinforcement - (Early Quasi Knight Level)

Meridian Conditioning - (Peak Quasi Knight Level)

*Qi Awakening Realm (Knight One Stage Level)

(Goal: Awaken and circulate Qi through meridians.

The dantian (core energy center) is formed. Practitioners begin to sense natural Qi and internal energy. Cultivation manuals become usable.)

Four Minor Stages:

- Qi Sensing 

- Qi Gathering 

- Qi Circulation

- Qi Control 

*Meridian Opening Realm (Knight Two Stage Level)

(Goal: Unblock and strengthen meridians to increase Qi flow.

Requires mental control, intense breathing cycles, and internal refinement.)

Four Minor Stages:

- Major Meridian Unblocking 

- Minor Vessel Expansion 

- Full Body Integration 

- Meridian Reinforcement 

*Core Formation Realm (Knight Three Stage Level)

(Goal: Condense all cultivated Qi into a solid golden core.

The Golden Core represents stabilized internal energy and identity. Qi now has spiritual attributes (e.g., Sword Qi, Flame Qi). Spiritual techniques and martial arts become drastically stronger.)

Four Minor Stages:

- Qi Compression 

- Core Shaping 

- Core Solidification 

- Core Stabilization 

*Soul Refinement Realm (Knight Four Stage Level)

(Goal: Strengthen the soul and mind. Break through mortal perception.

Can now sense intent, spiritual pressure, or weak points. Cultivators start developing aura presence or domain techniques. Dreams become lucid. Inner demons appear.)

Four Minor Stages:

- Soul Sense 

- Mental Fortitude 

- Spirit Extension 

- Will Projection 

*Heaven Defying Realm (Knight Five Stage Level)

(Goal: Transcend mortal limits. Cultivator walks their own path.

Laws of the world begin bending around them (e.g., gravity, heat, time perception). Power comes from Dao comprehension: enlightenment of a personal martial truth. Aura pressure alone can flatten buildings.)

Four Minor Stages:

- Dao Sensing 

- Dao Integration 

- World Influence 

- Dao Root Establishment

*Immortal Ascension Realm

(Goal: Break the cycle of life and death. Touch the immortal plane.

Body and soul merge into a true spirit vessel. Control over natural elements, spirit beasts, or even time-space anomalies. Almost god-like. Legends are born here.)

Four Minor Stages:

- Tribulation Preparation

- Spirit-Body Fusion 

- Tribulation Confrontation 

- Immortal Embryo Formation 

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Future Additions:

Ki arts

Runes

Witches

Ability Holders

The Primordial Beasts (Kaiju Monsters)

Dragons

Giants

Angels

Demigods

Titans

Gods

Olympian Gods

10,000 Demon Races

88 Demon Lords

Creatures of the Abyss

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