KNIGHT'S POWER SYSTEM.
Layer One – Mana-Enhanced Body
- Physical attacks gain explosive bursts of strength.
- Speed, endurance, and reaction time are enhanced using mana.
Layer Two – Burst Mana Attacks
- Can expel small amounts of raw mana to reinforce attacks.
- Fists and weapons gain momentary shockwaves upon impact.
Layer Three – Aura Coating
- Can coat weapons in aura, making them tougher and sharper.
- Aura remains shapeless and flickers inconsistently.
Layer Four – Shaped Aura & Elemental Infusion
- Aura can take the shape of the weapon, solidifying its presence.
- Gains elemental properties (fire, ice, lightning, etc.).
Layer Five – Refined Aura Blade
- Aura is perfectly controlled, forming a thin, stable layer over weapons.
- Attacks cut cleaner, sharper, and more efficiently.
Plate Six – Aura Slashes & Shockwaves
- Can release aura in slashes and shockwaves.
- Mid-range ranged attacks become possible.
Layer Seven – Aura Expansion & Compression
- Can extend, retract, and reshape aura at will.
- Weapon size and cutting range become flexible.
Layer Eight – Aura Armor
- Can form defensive aura armor around the body.
- Defense drastically increases, reducing external damage.
Layer Nine – Weaponless Aura Blades
- Can manifest a solid aura weapon without needing a physical sword.
- Aura weapons are just as strong as real steel.
Layer Ten – Floating & Projectile Aura Blades
- Can summon multiple floating aura swords to fight with.
- Can shoot aura blades as projectiles with pinpoint control.
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MAGE'S POWER SYSTEM.
Circle One – Mana Sensing.
- Can sense mana, letting it flow through the body, increasing the mana reserve.
- Can use basic spells. (Fireball, waterball, etc.)
Circle Two – Body Strengthening.
- Can use mana better now, helping them increase the power and efficiency of basic spells.
- Can strengthen their bodies with mana, giving them temporary physical boost.
Circle Three – Elemental Selection.
- Can select which element they want to focus on.
- Can use stronger spells for the selected elements.
Circle Four – Advance Spell Weaving.
- Can combine weaker spells to make a stronger and more destructive spell.
- Can disturb or delay the spell casting of weaker or less focused mages.
Circle Five – Barrier Formation and Dual-casting.
- Can cast two spells at a time and sustain them.
- Can form a defensive barrier surrounding them for protection.
- Can now use advanced magic spells.
Circle Six – Multicasting and Spell Control.
- Can cast more than two spells at a time and sustain them.
- Can move the spell according to their convenience, changing their trajectory whenever they want.
- Spells can now have sustained effects. (Lingering fire, aura of continuous healing, etc.)
Circle Seven – Large Scale Attacks.
- Can now use large scale attacks such as fire storms, tsunamis, etc.
- They can absorb, nullify, or redirect the attacks of mages weaker than them with the same elements.
- Mana regeneration increases significantly, helping them fight prolonged battles.
Circle Eight – Higher Element.
- Will be given a random higher element to control.
- Can use higher elemental magic.
Circle Nine – Resistance.
- Gain elemental resistance to all the elements they have mastered.
- Can control mana in the surroundings, making weaker mages feel suffocated.
- Can merge multiple elements without a problem.
Circle Ten – Magic Circles.
- Gain the ability to summon and control mobile magic circles.
- Can create automated magical constructs like floating magic circles and elemental familiars.
- Can cast spells almost instantly.
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MAGIC SWORDSMEN POWER SYSTEM.
It's the mix of both Knights and Mages as they use both the powers of knights and mages, but instead of creating layer (turning it into a tower by the time they reach ten layers) or circle (turning into a three-dimensional orbital structure, much like solar system by the time they reach ten circles), the magic swordsmen form solid circular plates.
(Here's the reference image of how the plates would look when one reaches a high level.)
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BEASTS POWER SYSTEM.
Stage One – Blood Awakening
- Beasts awaken a portion of their bloodline powers.
- Physical capabilities (strength, speed, senses) are enhanced beyond ordinary levels.
- Natural weapons like claws, fangs, or horns strengthen.
Stage Two – Instinct Amplification
- Instincts become sharper, allowing beasts to react almost instantly to threats.
- Gains minor resistance to magic and physical attacks.
- Movements become unpredictable and feral.
Stage Three – Corrupted Enhancement
- A corrupted beast can temporarily burst with corrupted energy.
- Muscles, bones, and hides toughen further.
- Weak beasts can challenge mid-tier knights and mages at this stage.
- Their attacks now have a poisoning effect.
Stage Four – Elemental Mutation
- Beasts mutate to gain elemental traits (fire breath, ice spikes, storm claws, etc.).
- They can coat their natural weapons in elemental forces.
- Territory around them becomes "tainted" by their element.
Stage Five – Bloodline Awakening
- Pure-blooded or strong beasts unlock dormant ancestral powers.
- Manifest partial forms of their ancient ancestors (wings, spectral claws, enhanced size).
- Can temporarily resist death through sheer vitality.
Stage Six – Territory Domination
- The beast's presence starts to dominate the area.
- Natural mana bends slightly around them, weakening weaker beings nearby.
- Gains the ability to heal minor wounds rapidly while in their territory.
Stage Seven – Bestial Aura Manifestation
- Their aura becomes tangible, projecting killing intent that can paralyze weaker enemies.
- Aura enhances attacks, causing shockwaves and minor tremors on impact.
- Stronger beasts can sense prey miles away.
Stage Eight – Corrupted Evolution
- Beasts undergo a violent evolution, mutating grotesquely.
- Size increases drastically, and powers reach a new height.
- Can fire corrupted projectiles or elemental breath attacks.
Stage Nine – Primal Authority
- Gain control over lesser beasts of similar or weaker bloodlines.
- Can suppress enemy magic and weaken knight auras temporarily in their presence.
- Roars or howls can disrupt spells, stun knights, or cause minor earthquakes.
Stage Ten – Sovereign Beast Form
- Ascend into a Sovereign Beast.
- Full control over their corrupted or elemental powers.
- Can alter the environment drastically (turning an entire battlefield into a frozen wasteland, volcanic plains, etc.).
- Regeneration becomes extremely fast, and even mortal wounds can be survived unless fully destroyed.
- Some sovereign beasts can resist and counter higher-level magic or aura techniques instinctively.
RANKS OF DEMONS: -
- Demonic Grunt – Basic foot soldiers, weak but numerous.
- Demonic Raider – More agile and aggressive frontline units.
- Demonic Reaper – Skilled slayers, often in elite squads.
- Demonic Knight – Armored enforcers with higher combat power.
- Demonic Warlord – Commanders of lesser demons; tactical minds.
- Demonic General – High-ranking battlefield leaders.
- Demonic Tyrant – Brutal rulers of demonic territories.
- Demonic King – Sovereigns of major demon realms.
- Demonic Overlord – Ruler of multiple kingdoms or legions.