•Power System
Card Categories:
1. Skill Card: Grants specific abilities or techniques.
- Example: Shadow Step - Allows teleportation through shadows.
2. Spell Card: Harnesses mystical energies for various effects.
- Example: Fireball - Conjures a fiery projectile.
3. Item Card: Summons objects or artifacts with unique properties.
- Example: Dragon's Protection - Lets the user conjure an ancient kite shield made from a dragon's scale.
4. Transformation Card: Alters the user's physical form, granting enhanced attributes or specialized abilities.
- Example: Beast Form - Transforms the user into a powerful animal.
5. Support Card: Provides passive or active abilities to bolster capabilities or assist allies.
- Example: Healing Aura - Restores the health of the allies to match the user's.
6. Summoning Card: Summons creatures or entities for aid.
- Example: Spirit Wolf - Summons a spectral wolf companion.
7. Enhancement Card: Augments the user's physical or magical abilities.
- Example: Eagle Eyes - Enhances vision.
8. Debuff Card: Imposes negative effects on enemies.
- Example: Crippling Hex - When cast, this card can reduce the target's speed and agility by 5%.
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•Types of Cards:
- Origin Card (Innate Power): An inherent ability present from birth, awakened through a significant emotional or physical event.
- Additional Cards (Acquire Cards or simply Cards): Obtained through defeating monsters or stumbling upon them in the real world or the spirit realm. Their attunement is restricted by one's Potential cap.
For example, if a person has A-rank Potential, they would only be able to use up to Epic, or in extreme cases, Legendary class Cards.
If they try to add a higher-ranked Card in their Soul Arsenal, commonly known as Deck, their soul could shatter.
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•Ranking System:
Hunter's Job Classifications:
1. Brawler: Close-quarters combat experts.
2. Sentry: Defense specialists.
3. Caster: Masters of offensive spells.
4. Summoner/Tamer: Summon and/or command creatures.
5. Scout: Stealth and reconnaissance experts.
6. Healer/Supporter: Focused on restoring health, curing ailments, and supporting allies using Support or Debuff cards.
7. Anomalies: They usually fit in more than three categories.
Example, Samael Kaizer Theosbane – he can manipulate terrain to support allies, create barriers for defense, or make weapons for offense.
Another example is Michael Godswill – he can copy the powers of others, making him highly unpredictable in large-scale battles.
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•Card and Artifact Grade:
- Common (C): Basic abilities/easily obtainable.
- Rare (B): More powerful/harder to find.
- Epic (A): Highly powerful, with significant impact.
- Legendary (S): Extremely rare, game-changing abilities.
- Supreme (SS): Supremely destructive abilities, only second to Mythic.
- Mythical (SSS): Unique, one-of-a-kind abilities with immense power.
*Note: Soulbound Artifacts have Undefined rank, since their grade depends on the rank of the user. The stronger the user becomes, the stronger the item grows.
These items are usually called Divine or Demonic.
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•Spirits Grade (Phase 1-9 Gates):
- Infant Spirit: Weak creatures, only a bit stronger than the toughest animals.
- Minor Spirit: Low-level creatures, often swarming in numbers.
- Lesser Spirit: Intermediate strength, usually possessing unique abilities.
- Greater Spirit: High-level entities with formidable powers.
- Ancient Spirit: Rare and extremely powerful, with influence over large areas.
- Elder Spirit: Legendary beings with immense power and ancient wisdom.
- Unholy Spirit: Beings that hold unrealistic, almost impossible powers capable of bending the very reality itself.
- Demonic Spirit: Beings that can erase the existence of others. The creatures who have mastered the manipulation of Void.
- God Spirit: Holding god-like powers.
Spirit King is a God Spirit (or at least, equivalent to it). An entity with no equal, a being of no flaw.
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•Potential/Soul Ranks (And The Amount Of Essence Required To Breakthrough To A Higher Rank):
- C
↓ 1000 Spirit Essence Units
- B
↓ 50,000 Spirit Essence Units
- A
↓ 100,000 Spirit Essence Units
- S
↓ 5,000,000 Spirit Essence Units
- SS
↓ 10,000,000 Spirit Essence Units
- SSS
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•Spirit Realm:
- A nightmare dimension infested with eldritch horrors and twisted abominations that exist parallel to the real world, with its own rules and ecosystems.
- Portals open randomly, unleashing spirit monsters into the real world. The portals are affected by deaths across time.
- Hunters venture into the Spirit Realm to gain new cards, fight monsters, and close portals.
- The spirit realm's threat extends beyond monsters, as it destabilizes reality and poses existential risks to both worlds.
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DON'T CONTINUE IF YOU DON'T WANT SPOILERS
*Note: Since all the information below hasn't been revealed yet in the story, it's subject to change.
•Essent
Essents are special ethereal entities from the Spirit Realm that manifest in the physical world, representing various forces, emotions, or concepts. They're only visible to people who have had too many near-death/traumatic experiences.
They exist on the fringes of reality.
Essents are drawn to certain stimuli, often reflecting the nature of their existence.
Examples
1. Imossents (Emotion)
-Fearent: Manifest during moments of intense fear, appearing as shadowy, shifting forms that seem to leer from the corners of vision.
-Jubilessent: Appear as shimmering, golden lights during moments of great joy, often flitting around like dancing fireflies.
-Wrathessent: Emerge during bouts of anger, taking the form of crackling red energy or swirling embers.
2. Naturessents (Nature)
-Tempessent: Manifest during storms, resembling flickers of lightning or swirling gusts of wind, symbolizing the raw power of nature.
-Florent: Appear in places of abundant life, such as forests or gardens, taking the form of glowing petals or leaves that drift through the air.
-Emberessent: Appear near fire, embodying the flickering flames or embers that float up into the night sky.
3. Manifessents (Concept)
-Valorent: Spirits of courage that aid warriors, appearing as a golden aura or a spirit in the form of a noble beast.
-Scrients: Spirits of knowledge and wisdom that help scholars, often manifesting as floating glyphs or spectral scrolls, but can also take human forms.
•Essent Bond
Certain gifted individuals can form a bond with a specific Essent, granting them enhanced abilities, knowledge, or power related to the Essent's nature. These bonds are rare and require a deep connection with the Essent's essence, often forged through shared experiences or emotions.
Those who create a bond with these creatures develop a tattoo-like mark on any spot on their bodies. They are then called Warlocks, and that mark is known as the Warlock Mark.
•Home of Essents
While the physical world is the stage where Essents manifest, their true form resides in the Spirit Realm — a parallel dimension that is governed by different laws.
The Spirit Realm is a place of pure essence, where the true nature of all things is laid bare.
Essents travel between these realms through Underreality — a realm of pure information, like codes that make up the physical realm — drawn to moments or individuals that resonate with their nature.
•Essent Calls
In certain ancient rituals, individuals can summon or attract specific Essents by invoking their nature, often through emotional expression, incantations, or the use of special artifacts. This practice, however, is fraught with risk, as not all Essents are benign.
•However…
However, the knowledge about Essents is not known to the general public.
And the knowledge about Warlocks and Warlock Marks is even rarer as not even most Hunters know about this.
Only a select few elites in the world know about Essent Bonds, and even fewer have bonded with them, becoming Warlocks.