Lore

*Most Information taken from Quanzhi fashi wiki

Skip if you are already very familiar with all the lore

Basic information about canon plot. Mo Fan is a student in China who wakes up one day to find his world suddenly turned magical. A large part of the globe is overrun by powerful monsters and magicians are abundant. Instead of going to a normal high school like he was previously he is now going to a magic highschool. Many geographical features will likely be places where many monsters reside. Basically a modern magic novel with elements of cultivation mixed inside. Very interesting concept and for those who haven't read it I recommend you give the original a try.

Lore is quite long and boring, so it might just be be best to just enjoy the novel since there are a few explanations inside.

Danger levels of areas

Green, this region is no different from the ones inside city limits in terms of monster appearances.

White, occasional wandering demons but no knowledge of local monster nests.

Orange, Confirmed monster nests, these regions are considered off-limits to undisciplined mages.

Red, Confirmed monster nesting groups, often considered a dead zone, it is not uncommon for mage teams to be suddenly surrounded by monsters that appear to come in as a tidal wave.

Purple, official monster country, It is not uncommon for Super tier mages to lose their lives in such regions.

Black, no human life is expected to survive here and most demons prefer to stay out of these regions too. These regions are unofficially referred to as "Forbidden Lands".

How many stages each level will have(different from wiki)

Novice will have 3 stages

Mid tier will have 4 stages

high tier will have 4 stages

super tier will have 3 stages

Novice Tier Mage-Three levels user has 1 element(Normaly) Most awaken at the age of 16 as awakening earlier can lead to sever affects including death. Typically can only awaken the 7 main elements at this stage which are light, water, wind, fire, lightning, earth, and Ice. Rare exceptions may awaken other elements at this stage. They awaken their stardust and they have 7 stars which when linked together form a star path to cast novice level magic. Cultivate to gain the ability to align the star path and eventually break through stages allowing the casting of higher level novice magic such as fire element level 2 Ignite or level 3 Flameburst.

Mid Tier Mage- Cultivate to a point where their stardust with 7 stars breaks through becoming a starcloud with 49 stars. After the breakthrough they can awaken a new element meaning without any insane talent a mid tier mage will have 2 elements. After completing this step for an element they will have 49 stars they need to gain control of. 49 stars = 7 star paths = 1 star map to cast mid tier level magic. After reaching this level novice magic becomes alot easier almost able to be cast instantaneously with less effort while mid tier magic will be tiring with a limit of around 12 spells before runnning out of energy. Note that it's stated that reflexes and perception will improve after breakthrough.

High Tier Mage- For most people a star river vein is needed to break the bottle neck to high tier which costs around 120 million RMB(18 million USD). It is not impossible to breakthrough without, but it is more difficult. After breaking through people can awaken a third element including some rare elements such as space or chaos. The breakthrough will turn the star cloud into a star river with 343 stars = 49 star paths = 7 star maps = 1 star constellation to cast high tier magic. Note that senses and reflexes improve again along with a noticeable affect on physical abilitites making them alot stronger. It is at this point that they can even kill servant class creatures barehanded because of the strength increase. More control at this point leads to many varities of magic to cast not limited by the typical magic for an element.

Super Tier- Very difficult to breakthrough on your, but it can be bought for a very expensive external item called the star ocean vein to go from high tier rank 3 to super rank. Only one can be used in your lifetime however so your other elements would have to breakthrough on their own. 2401 stars = 343 star paths = 49 star maps = 7 star constellations = 1 star palace to cast super tier magic. After breakthrough you can also awaken your 4th element. At this level the users control is so good that they can cast basic tier magic of their newly awakened element almost instantly. Also they have even more variety than high tier in the different forms their magic can take. The athletic abilitites of the mage also increase with some super tier mages able to match Warrior/soldier level monsters. 3 levels of super tier just like the other elements, but the gap is even bigger with some describing the gap between a newly broken through super mage and level 3 super mage being compared to the difference between low and high tier in power. Entry level super mages will cast using the basic star palace format, but as they experiment they can create magic much stronger with two mages of the same element having completely different star palaces. Skilled super tier mage is stated to take 5-7 seconds to construct a spell palace.At super tier, mages gain more innate element, at which point their magic is modified and tailor made to the mage themselves. When they reach the level of forbidden curse, the mage becomes a near infinite spring of magical energy, which allows them to ignore the rules of the magical elements around them and cast magic as they see fit up to a certain degree.

Forbidden Curse tier-

16807 Stars -> 2401 Star Paths -> 343 Star Maps -> 49 Constellations -> 7 Star Palaces -> 1 Star Manifestation.: Awakens 5th element

Pretty much impossible to breakthrough on your own and you need Essence Stamen of Earth to step into this level.

The method of breaking through into half forbidden is much different compared to other breakthroughs. In order to breakthrough, a mage must use all of their 2401 stars to build a bridge to the location of the star heavens to the other side of their spiritual conscious universe. This grants them unprecedented control over magic, casting Super Tier and high Tier magic becomes an afterthought.

Achieving Half Forbidden curse and above level grants the mage an extremely small chance that they will awaken a God Talent. This is considered gift from the God and Extraordinary powers cannot compare with it. Almost all Mages including the strongest Mage in history of humanity, the Living Magic God Mo Fan is stated to have awakened God Talent after reaching Full Forbidden Curse. However, exception to the rule occurs as Mu Ningxue awaken the most powerful Ice God Talent the minute she reach Half Forbidden Curse.

It has been explicitly stated by the Forbidden Curse Mage Caesar that on average they need 10 Mages to beat an equivalent level monster. Albeit Minion needs 10 Novices, Warriors needs 10 Mid-Tier, Commander needs 10 High Tier, Monarchs needs 10 Super Tier and Emperors needs 10 Forbidden Curse Mages to contend with.

Monster rankings-

Minion Level Sub-classes: Weak Minions, Normal Minions, Strong Minions and Evolving Minions.

Warrior Level sub-classes: Small Warrior, Standard Warrior, Great Warrior and Evolving Warriors. Also called Leader of the pack.

Commander Level sub-classes: Demi-Commanders, Commanders, Great Commanders and Evolving Commander. The gap between Commanders is very wide.

Monarch level classes gaps are so big they could be considered classes of their own-

Demi-Monarchs - They are already strong enough to warrant needing Super Tier Mages to slay.

Small Monarchs - Although weakest of the Monarch caliber they are Significantly stronger than a Demi-Monarch

Monarchs - Diff between these and Small Monarchs are so wide they should be viewed as a caliber stronger These are very powerful often needing 5-10 experienced Super Tier level 1 Mages to defeat or a maxed super tier mage.

Great Monarch - Gap between Great Monarch and Monarch is wider than any caliber before They need either a team of Super Tier level 2 or higher Mages or an exceptionally skilled Super Tier Mage to defeat.

Supreme Monarch - Some of them are Gods. The difference between each Supreme Monarch can be as far apart as comparing a Commander to weak minion. Some of them are literal gods and equivalent intelligence to humans ranging from above average to genius. Entire super mage mobs lead by maxed super tier mages and super tier void mages are nearly powerless in front of Supreme Monarchs are on average only a little stronger than half-forbidden curse mages. They are strong enough that: resisting, confronting, repelling and killing a supreme monarch are entirely different matters.

The term Invincible or Supreme Monarchs are not an official classification but rather an expression to show how strong these Supreme Monarchs are Sea King Skull, Yamata no Orochi, Shark Chieftain. These monsters are so powerful only upper level half forbidden curse mages can deal with them.

Emperor level-

Emperor Levels are categorized as monsters but they are more like individuals or people who are genius beyond their time with power greatly surpassing gods. While Mages who achieved Forbidden Curse Level are under extremely close watch, all Emperors are under even greater supervision and constantly being plotted against. Theoretically can be killed by a large number of forbidden tier mages. Very loose term since the gaps in this tier is the widest yet. Comparing a hegemon like the Frost emperor to a new Emperor would be like comparing an adult to an infant. They would instantly be crushed with no chance to resist

All monsters obey 4 stages of their natural growth: Infancy, Childhood, Maturing and Adulthood. During every step of Growth, the monsters in question will gain a massive growth in power and a change in physiological appearance. But the power level that each monster has when it reaches Adulthood varies by species. For non-unique monsters, the highest class recorded that is attained by average members of a certain species upon reaching Adulthood is Commander. High bloodlines result in a greater strength at adulthood although mutations can happen propelling a weaker species to a greater strength