Manifests are VISIDIA's way of making the weaker players strong and keeping the stronger players where they are. A perfect balance.
Manifests serve as ultimate moves or awakenings, typically originating from your innate technique. There are four types of manifests: Status Amplification, Zone Amplification, Chamber, and Summon.
In general, manifests enhance the player's speed and strength, providing them with limitless mana during the manifest's duration. However, once the manifest concludes, the player will experience a temporary inability to use mana or their innate technique, accompanied by a significant reduction in stamina.
(Manifests last for 3 minutes each, no manifest is different.)
Let's start explaining them.
1.) Status Amplification Manifest: Derived from the innate technique, Status Amplification Manifests exclusively affect the player or the individual upon whom the manifest is applied. These manifests boast an exceptional range, surpassing even that of a zone manifest. Consequently, the user gains a status buff, while the opponent incurs a status debuff. Although Status Amplification Manifests find utility in prolonged and challenging battles, they shine most brightly in one-on-one scenarios.
Consider the following example of a Status Amplification Manifest:
Imagine Yoshi possesses the ability to manipulate temperature. Normally, using this ability has a defined range and consumes mana over time.
With a Status Amplification Manifest, Yoshi can extend his ability to his teammates or apply it directly to his opponent. This allows him to heat or cool them from a considerable distance, accompanied by the added effects of a Status debuff corresponding to the player's element. For instance, Yoshi, who wields fire and ice, could afflict his opponent with a burn or freeze debuff lasting throughout the entire manifest.
Status Amplification Manifests significantly increase the range of the technique compared to zone manifests. However, the cooldown remains a factor, requiring Yoshi to wait a specific duration, such as 20 seconds, before inflicting additional damage on his opponent.
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2.) Zone Amplification Manifest typically encompasses a predefined range centered around the player, creating a 10-meter-wide zone that extends in all directions. Anything entering or residing within this zone becomes susceptible to the effects of the manifest.
Zone Amp Manifests project the player's innate technique onto the surrounding area, intensifying the impact of their innate technique. These manifests pose a significant threat due to their inability to discern friend from foe, meaning anything within their range becomes a target.
For example, Yoshi, with the ability to manipulate atmospheric temperature, utilizes a Zone Amp Manifest. Lowering or raising the temperature within a ten-meter radius of him affects anything within this zone. What sets this apart from regular usage of the technique is the upgraded strength and proficiency of the ability during a Zone Amp Manifest. These manifests offer a broader range than the player's innate technique alone.
To illustrate, Yoshi's normal temperature control ability has a specific range, limited by his mana and cooldown. However, during his Zone Amp Manifest, anything within the zone continuously experiences the effects, with no cooldowns or pauses.
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3. Summon Type Manifests, distinct from others, involve summoning a monster chosen by the player either at the game's start or a creature captured within the game(It could be an Unknown). Notably, the latter option is applicable only if the player personally defeats the monster he plans on summoning.
(Changing a summon results in the permanent removal of the previous summon.)
For example, Ethan possesses a Summon Type Manifest. When activated, the selected monster materializes. Although not impervious, the summoned creature boasts a substantial health pool and benefits from the infinite mana associated with a manifest.
The player gains a unique move set specifically for the summoned monster, enabling attacks. However, the player engaging in attacks depletes the manifest's duration. The summoned creature operates autonomously, defending the player against attackers unless instructed otherwise or directed to change targets.
Moreover, summons possess immunity to Status Amp debuffs and general debuffs. While resistant to the effects of a Zone Amp Manifest, they remain susceptible to raw damage while within its range.
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4. Chamber Type Manifest: The Chamber Type Manifest generates a distinct space within the real world, forming a unique chamber that embodies the player's elements and innate technique.
Inside this space, akin to a zone manifest, the player can wield their innate technique with heightened proficiency. For instance, in Hiakam's case, his autonomous moon gains the ability to utilize his techniques. Nevertheless, the innate technique still adheres to its cooldown.
Within the chamber, the player experiences slow health regeneration, while simultaneously draining the opponent's mana for every second they spend inside.
Despite the opponent's capability to activate their manifest within the chamber, certain guaranteed-hit attacks, such as a status amp debuff, become ineffective. Additionally, if a summon is deployed, it will also experience mana drainage.
The chamber itself poses no direct harm, making it susceptible to easy external disruption by a third party. Once breached, the manifest comes to an end.
Although possible to break from within, the chamber exhibits substantial resilience against attacks initiated from within. Nevertheless, with sufficient force, it can be penetrated.
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That concludes the details on manifests. Many players guard their manifests as closely as secrets, given the current state of the world, revealing you have a manifest could lead to trouble. (Hiakam doesn't just care.)
Here are some additional points:
1. When two manifests are activated simultaneously, say in a player-versus-player scenario, they won't cancel each other out. However, if they are opposing status amps, such as Yoshi's burn versus Takeda's ice technique, the debuffs would nullify each other. If not, the debuffs would be applied separately.
2. Certain manifests can overpower others, dependent on the player's skill and innate technique. For instance, a player with the ability to manipulate time would likely have the upper hand against someone who controls water, provided they strategize effectively.
3. If a chamber manifest is created within another chamber manifest, a "Joining" occurs, where the spaces of both manifests collide. In this scenario, both players' mana remains unchanged, as a -1 cancels out a +1. (The reason this was different in Arsene's case was due to him having a different biological structure)
4. Zone amp manifests and status amp manifests have names (I enjoy naming things). Conflicting attacks arise when Zone amp manifest battles Zone amp manifest. Unless a player has a defense manifest or the ability to overpower through their innate skill, both parties are likely to sustain significant damage.
That covers it for now. If any additional information is introduced, I'll make sure to mention it in the author's notes.
Reading this should make it way easier to understand, thanks for reading. if there’s anything you believe could be added, a comment would be amazing.