WebNovels

Chapter 0 - IMPORTANT INFO DUMP

Reviewed version of ChatGPT summary of the lore infodump I submitted to it.

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Races & Lore

🔹 Humans

Descendants of the original Transcendent beings birthed by the Sefirot and Qliphoth before their split. Most became adaptable mortal beings through "contamination" with the world. Rarely inherit divine traits.

Potential: Usually [Mortal] to [Ascendant], with rare [Heroic] or [Mythic] individuals born from heroic lineages.

Reproduction: High

Role: Adaptive, diverse, capable of ascending through effort and questing.

Access to [Legendary] Classes: Rare, usually earned through near-impossible quests, special Factions or inherited from Legendary mentors or ancient legacies of heroes.

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🌳 Elvari

Once primordial humans who fled to Yggdrasil and were transformed by its blessing. Proud, immortal children of nature with no need for worship—they are the divine.

Potential: Almost all royals are [Heroic] or [Mythic], all are at least [Ascendant]. Half-elves are weaker unless born from elite human bloodlines.

Reproduction: Very slow

Role: Superior mortals, long-lived elites of society.

Access to [Legendary] Classes: Common among noble/royal lines; some born into them.

Subraces:

Al'Kassar Elvari: Golden hair, silver eyes, pale skin

Ah'Vaialum Elvari: White/silver hair, golden eyes, slightly tanned skin

MC: Half (Ah'Vaialum) Elvar with a unique left green eye, symbolizing the human soul merger.

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😇 Angels

Direct emanations of the Divine Tree Sefirot, born of pure Order through rare celestial events. No reproduction—each is a unique phenomenon or special procedures/rituals.

Potential: Almost always [Heroic] or [Mythic].

Role: Enforcers of order, holy warriors in the eternal war against Devils.

Access to [Legendary] Classes: Innate or granted through divine purpose by the Sefirot.

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😈 Devils

Born from the Qliphoth, the Inverse Tree of Chaos. Can be spawned through spontaneous phenomena like Angels or special procedures/rituals.

Potential: Almost always [Heroic] or [Mythic].

Role: Subverters of order, champions of entropy, manipulators of power. Constantly oppose Angels.

Access to [Legendary] Classes: Either innate or awakened through corruption, blood rites, or divine madness by the Qliphoth.

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🐉 Dragons

Born from the fused corpses of the Dragon Gods of Order and Chaos. Embody primordial power. Do not worship or belong—they are the apex.

Potential: Nearly all are [Heroic] or [Mythic]; only defective ones fall lower.

Role: Sovereign beings; rulers and forces of nature.

Access to [Legendary] Classes: Inherent/awakened through draconic lineage.

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🧛 Vampires

An isolated inherited lineage. The most powerful are humans or elves given the blood of Lilith, the Vampire Ancestor who lives on the Moon. No new [Mythic] Vampires exist unless personally appointed by her.

Potential: Lords are at least [Heroic]; [Mythic] only by Lilith's direct gift.

Role: Night predators, eternal manipulators.

Access to [Legendary] Classes: Rare; only the existing and potential future [Lilith's Chosen], aka. the [Mythic] Dukes appointed by Lilith.

Special cases: The [Mythic] group of Lilith's Chosen are immortal and will reform over time if they die.

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🛡️ Dwarves & ⚙️ Gnomes

Neutral races devoted to craft, creation, and technology. Not divine, but culturally vital. Said to be born of the Earth.

Potential: Mostly [Mortal] to [Ascendant], occasionally [Heroic] engineers or master craftsmen. Can reach higher individual power through special external equipment.

Role: Builders, inventors, alchemists, artificers.

Access to [Legendary] Classes: Rare; usually through artifact-based trial or world-class invention.

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🦍 Orcs, 🐟 Fishmen, 🐾 Beastmen (Tribal Races)

Tribal species. Brutal, numerous, often enslaved or hunted by higher races. Some elite warriors arise through sheer survival or submission to stronger races.

Potential: Mostly [Mortal]; rare [Ascendant] or [Heroic] champions and shamans.

Role: Shock troops, slave races, wild tribes.

Access to [Legendary] Classes: Almost nonexistent—would require a miracle or unique circumstances.

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Power Brackets & Level System

(Potential is an NPC-only metric)

[Unnamed] = Any Potential:

Lvl. 0–9 — Mundane or juvenile

[Low Tier] = Any Potential:

Lvl. 10–39 — Novice adventurers

[Mid Tier] = Any Potential:

Lvl. 40–69 — Veterans, captains

[High Tier] = [Mortal] Potential Cap:

Lvl. 70–99 — Experts, generals

[Grandmaster] = [Ascendant] Potential Cap: Lvl. 100–129 — Elite individuals

[Epic] = [Heroic] Potential Cap:

Lvl. 130–159 — Heroes and champions

[Legendary] = [Mythic] Potential Cap:

Lvl. 160–189 — Race-defining icons

[Divine] = Unknown requirements:

Lvl. 190–199 — Unique divine beings

[Transcendent] = Unknown requirements: Lvl. 200 — Origin-level anomaly

> After level 100, killing becomes inefficient for XP due to rarity of similar level beings—only quests, trials, or rare kills matter for players.

Potential stat bonuses:

[Mortal] = +0%

[Ascendant] = +(current lvl ÷ 4)%

[Heroic] = +(current lvl ÷ 2)%

[Mythic] = +(current lvl)%

[Divine]/[Transcendent] = ?? (unknown)

Meaning:

Lvl 50 [Mythic] NPC = +50% base stat bonus

Lvl 50 [Heroic] NPC = +25% base stat bonus

The bonus is a flat additive buff, not a stat growth multiplier.

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Player vs NPC Leveling & Mechanics

Players have no Potential, but their power depends on EXP multipliers to level up, equipment, and skill.

Humans/Dwarves/Gnomes: x1.0 EXP required to level up. +0% Flat Race Base Stat Buff.

Half-Elvari/Draconids/Dragonspoken: x1.5 EXP required to level up. +50% Flat Race Base Stat Buff.

Draconid or Dragonspoken Half-Elves: x1.75 EXP required to level up. +75% Flat Race Base Stat Buff.

Elvari/Angels/Devils: x2.0 EXP required to level up. +100% Flat Race Base Stat Buff.

Players level by gaining EXP and skill EXP and they can swap classes freely (with skill EXP refunded but losing the skill itself). No multiclassing or permanent skill retention across classes.

NPCs level via practice and proficiency, not EXP. They don't get EXP refunded when switching skills, but similar archetypes allow easier transition due to shared skill proficiency.

Beyond level 100, NPCs with [Mythic] Potential are stronger statwise than any players at the same level/equipment/class purely due to the fact that the flat Potential stat bonuses outscale the static Racial Bonus of the players.

Players lose 1 personal level and a percentage of skill EXP on death — no cooldown respawns, but EXP loss and temporary debuff effect to encourage caution without punishing retention.

MC is a random dead soul glitch-merged into a just-dead 18-year-old half-Elvar during the consciousness transmission testing, received the player UI from the company 3 years before game launch.

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Stats Overview

Strength: Physical power, melee damage, knockback resistance.

Dexterity: Reaction speed, acceleration, top speed, attack speed, crit chance.

Endurance: Stamina, vitality, physical defense, health regen.

Intelligence: Mana pool, mana regen, skill damage, magical defense.

Players gain four fixed stats that get automatically distributed based on their character and one free stat point on level up.

NPC's levels are determined by

Level = (total personal stats/5).

NPCs don't see level, they can only estimate power and divide it into the level brackets like [Epic] or [Mid Tier].

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Factions & Geography

Light Camp: Angels, Al'Kassar Elvari (West), Lumen Human Faction, Order Dragons.

Neutral Camp: Humans, Ah'Vaialum Elvari (East), Elvari, Half-Elvari, Dragons, Dwarves, Gnomes, Beastmen, Merfolk.

Dark Camp: Devils, Maelstrom Human Faction, Chaos Dragons, Vampires.

Orc & Magic Beast Camp: Considered nuisances if not subservient, often hunted or enslaved, no real unity.

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Lore & Metaplot Highlights

In the beginning, the primal being split into two divine opposites: Sefirot (Order) and Qliphoth (Chaos). Mortals are their flawed descendants.

Some human ancestors fled to Yggdrasil to become Elvari, blessed by nature's power, while others roamed free and adaptable, but lost all bloodline blessings.

Angels and Devils are born from divine or corrupted manifestations of the Sefirot and Qliphoth, locked in eternal conflict.

The Primordial Dragons were beings born from the fused corpses of the Dragon Gods after their final battle: Order God Askelham and Chaos God Usher.

Vampires descend from Lilith's bloodline gift, Lilith's Chosen have had no new members for centuries as she is slumbering in her Moon Palace (that's on the actual Moon); Dwarves and Gnomes craft technology to thrive; Orcs are a plague and other tribal species fight from instinct or for survival.

Players enter this real world through consciousness transmission technology developed by some company, blending virtual UI and real experiences through an avatar. They can play the game for as long as decades and can't logout unless they delete their current avatar/die 3 times.

The MC's soul is from a modern human that died and somehow glitched into the body of a half-Elvar breathing his last breath at 4 years old when the devs were testing the consciousness transmission mechanisms. He ended up with a player UI at age 20, three years before launch.

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Player/NPC Interaction & Immersion

NPCs cannot perceive players as "fake" or "game avatars." The system uses a cognitive blindspot to prevent immersion breaking or meta knowledge from leaking.

Players see this world as real because it is real despite the game-like UI overlay.

Death penalizes players with level and EXP loss and temporary debuffs but no respawn cooldown, encouraging engagement without frustration. Players only have 3 lives per avatar/character, though.

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🌀 Class & Skill System – Clean Summary

📜 Class Scrolls

All classes are learned exclusively via scrolls.

Only NPCs can craft Class Scrolls.

A scroll can only exist once per NPC at a time—it must be consumed or discarded before a new one can be made.

Most classes are pre-existing archetypes; creating a new class is rare, inefficient, and usually not worth the effort.

🧠 Class Creation Rules

NPCs must currently hold the class to create a scroll.

Once a player or NPC discards a class scroll, they lose access to the class's skills forever—only their style or weapon familiarity remains.

Players regain skill EXP when discarding a class scroll.

Multiclassing is not possible. Only one class per player or NPC at a time.

🏷️ Class Tiers

Classes are categorized by Tier, matching the world's power brackets:

[Low Tier]

-Active Skills: 1

-Skill Level Cap: Lvl 10 (bonus effect every 5)

No Unique Mana.

No Scroll Crafting Requirements.

[Mid Tier]

-Active Skills: 2

-Skill Level Cap: Lvl 20 (bonus effect every 5)

No Unique Mana.

No Scroll Crafting Requirements.

[High Tier]

-Active Skills: 3

-Skill Level Cap: Lvl 30 (bonus effect every 5)

No Unique Mana.

No Scroll Crafting Requirements.

[Grandmaster]

-Active Skills: 4

-Skill Level Cap: Lvl 40 (bonus effect every 5)

-Unique Mana Skill: Imbues 1 passive + 1 active

-Scroll Crafting Requirement: All skills Lvl 30 or special materials

[Epic]

-Active Skills: 4

-Skill Level Cap: Lvl 50 (bonus effect every 5)

-Unique Mana Skill: Imbues 2 passives + 2 actives

-Scroll Crafting Requirement: All skills Lvl 30 or special materials

[Legendary]

-Active Skills: 4

-Skill Level Cap: Lvl 60 (bonus effect every 4)

-Unique Mana Skill: Imbues 3 passives + 3 actives

-Scroll Crafting Requirement: All skills Lvl 30 or special materials

Unique Mana Skills fuse class skills into a singular powerful ability that has one collective level, scaling by class tier.

Unique Mana Skill Level is the same ad their lowest level separate Active Skill, the UMS level also determines the level of all the skills it encompasses. This means players only have to level up to 4 skills no matter what.

Skills get bonus effects every 5 skill levels except in [Legendary] Classes where it occurs for every 4.

💡 Design Notes

Skill caps are based on class tier—not personal level.

Scroll creation for Grandmaster+ classes requires high skill levels or rare materials.

Scroll-crafting NPCs are rare at high levels due to the high cost and limited existence of scrolls.

Dragonspoken can only get their Dragonlord's class directly from them through Bloodspeech or Heartspeech.

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For personal levels, the EXP required per level starts at 2,500 EXP during the Unnamed (Lv1–9) bracket and doubles every major bracket (every 30 levels). So from Lv10–39 it's 5,000 per level, then 10,000 from Lv40–69, 20,000 from Lv70–99, and so on—up to 160,000 per level in the final Legendary bracket (Lv160–189). This keeps EXP gain relatively flat per action while still making higher levels take longer to reach without requiring exponential growth per level.

For skills, EXP is based on class tier, not character level. Non-Legendary classes (Low through Epic) start at 100 EXP per level, and the required EXP doubles every 5 levels, matching their bonus skill effect intervals, for a total of about 511,500 EXP to reach level 50. Legendary class skills start at 50 EXP per level and double every 4 levels, aligning with their more frequent bonus intervals, making them far steeper to max out—capping at 6,553,400 EXP for level 60. For Legendary Classes, Skill Level 50 needs only ~2-3 times more EXP than Non-Legendary (with quite a few more bonus effects). They actually need the same amount of EXP to reach skill level 20.

A singular (1) Skill EXP is earned through the successful use of a skill, this applies for every race.

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Equipment Ranks and Requirements:

Equipment rank and level requirement align with personal level brackets.

This means [Low-Tier] gear requires level 10 to be used and [Epic] gear requires level 130.

[Growth] equipment is the only way to offset this, as the gear can automatically apply a lower rarity setup if necessary. This means a Legendary [Growth] gear can be used by a level 10, but he can only access the Low-Tier settings of the Legendary equipment.

Dwarves can make exclusive [Soulforged] and Gnomes can make [Artificed] equipment for themselves. These have no level restrictions as they're self-made with special methods.

NPCs can use gear based on their Potential bracket. Meaning a Level 10 with [Mythic] Potential can use [Legendary] gear.

Skill number per Equipment Rank:

[Low/Mid/High-Tier] = 0 skills

[Grandmaster] = 1 skills

[Epic] = 2 skills

[Legendary] = 3 skills

[Soulforged/Artificed] = 1-4 skills

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Draconid & Dragonspoken Tiers and Classes

Draconid:

-Sub-Draconid: Juvenile Dragon heart infusion.

-Bloodforged: Bloodbath infusion with the blood of an [Epic] level Dragon.

-Bloodborn: Bloodbath infusion with the blood of a [Legendary] level Dragon.

-Heartforged: Heart infusion with the heart of an [Epic] level Dragon.

-Heartborn: Heart infusion with the heart of a [Legendary] level Dragon.

All infusions carry a high risk. Only subsequent same or lower level infusions carry no risk. Subsequent higher level infusions to increase in tier are even riskier than directly going for a higher level infusion as a non-Draconid.

Automatically inherit:

[Dragonforged] Epic class from the blood infusion or

[Dragonborn] Legendary class from the heart infusion.

Failure means death for NPCs and players, but players respawn. So there's a long debuff post-failure that slightly weakens the aspirant Draconid and makes following infusion attempts harshly less likely to succeed. Players also can't the same dragon's material twice.

Dragonspoken:

-Bloodwhispered: Gifted bloodspeech essence by an [Epic] level Dragon.

-Bloodspoken: Gifted bloodspeech essence by a [Legendary] level Dragon.

-Heartwhispered: Gifted heartspeech essence by an [Epic] level Dragon.

-Heartspoken: Gifted heartspeech essence by a [Legendary] level Dragon.

Automatically inherit:

Dragonlord's [Epic] class through bloodspeech or

Dragonlord's [Legendary] class through heartspeech.

Reminder: Dragons themselves always have unique innate [Legendary] Classes even though they might have either [Heroic] or [Mythic] Potential.

The Dragonspoken contract is voluntary by both sides and enslaves the Dragonspoken is question to their Dragonlord. Dragons are proud, they don't seek servants, the servants come to them.

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Legendary Classes of Playable Races:

Angels: Innate Epic [Angel] class with the Sefirot giving unique Legendary classes in different ways, like trials and rituals.

Devils: Innate Epic [Devil] class with the Qliphoth giving unique Legendary classes in different ways, like trials and rituals.

Elvari: No innate classes. Exclusive Legendary classes owned by the Al'Kassar and Ah'Vaialum that require royal bloodline.

Humans: No innate classes. Two Legendary classes owned by both the Lumen and Maelstrom Factions with some long lines of inherited classes through mentorship or through the Mage Council.

Dwarfs/Gnomes: No innate or Legendary classes. They use Legendary equipment and gear unique to their race to reach the same level as other Legendary classes.

Half-Elvari: No innate classes. Can choose both human and Elvar classes.

Classes of Notable NPC-only Races:

Dragons: Innate Legendary classes that are unique.

Vampires: [Lilith's Chosen] is the only Legendary class for Dukes, those were chosen by Lilith. Non-Duke Vampires inherit the Epic [Duke's Chosen] class if chosen by a Duke and so on.

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MC's Class with no Level Milestone Bonuses

(Min Lvl-Max Lvl) or (Static) numbers

Class: Legendary [Yggdrasil Elvar Hunter]

Basic Skills:

[Dawnmist Piercer]

Fires a critical shot that ignores 20-80% of both physical and magical defenses while dealing 200-320% damage.

Cooldown: 8 seconds

[Uprooting Slashes]

A sequence of 4 slashes realized with 200-320% movement and attack speed, each dealing 120-180%, 140-200%, 160-220% and 180-240% respectively. Can be launched as energy arcs.

Cooldown: 10 seconds

[Dewfield Flicker]

Does a spatial blink within a 200-320cm radius that grants 220-400% movement speed and for 2 seconds after use.

Cooldown: 6 seconds

[Twin Rend]

A critical sequence of two slashes that deal 220-400% each and deal 10-40% true damage. Can be launched as energy arcs.

Cooldown: 10 seconds

Unique Mana: [Yggdrasil Ambrosia Mana]

Level 0 (Lowest Basic Level)

[Yggdrasil's Shelter]

Grants 220-400% HP and Stamina regeneration.

[Elvar Ambrosia]

Grants 220-400% Mana regeneration.

[Bark of Yggdrasil]

Grants 200-320% Physical and Magical Defense.

[Yggdrasil's Breeze]

Grants 160-220% movement and attack speed.

[Divine Tree's Shield]

Protective Mana aura that grants damage immunity to one instance of damage.

Cooldown: 11 seconds

[Ambrosia Cup]

Cleanses all debuffs and over time effects.

Cooldown: 15 seconds

[Divine Helm's Guidance]

The next three arrows maintain initial velocity and home in on the target with a sure-hit effect while phasing through any non-target objects.

Cooldown: 12 seconds

[Swift Switching]

Shuffles owned or unclaimed weapons within a 200cm radius as the user wishes.

Cooldown: 2 seconds

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