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Glossary

I will be updating this as frequently as possible. You can skip this portion because it contains massive spoilers about the story ahead. You should however use this as a reference during your reading to brush up on forgotten terms, power levels, etc.

Dominator  = Mage

Mortal  = mortal

Legend. =  Acolyte 1_3

Rift. =  Rank 1 mage

Incarnation. =  Rank 2-3

Spirit territory realm. = Rank 4

Incandescent realm. =  Rank 5

Proclamation realm  = Rank 6

Cinder Spark.  = Rank 7

Pyre Lord.  = Rank 8

Earth God.  = Rank 9

Minor god.  = 1-2 star Archmage

Major god.  = 3-4 star Archmage

High god.  = 5-6 star Archmage

God king. =  7-8 Star Archmage

God Emperor.  = 9 Star Archmage

Supreme God.  = Supreme Magus

The Seven Gods of Trion:

Kuranes — Controls The Pathway of The Adepts (Dominion over Fire and Earth)

Tiberius — Controls the Pathway of Blood (Self-proclaimed God of War. Dominion over Flesh and Blood.)

Boreas – Controls the Pathway of Storm (Dominion over Wind, Lightning and Frost)

Minerva– Controls the Pathway of Web (Dominion over Fate and Darkness.)

Horush– Controls the Pathway of Giant (Dominion over The Horde.)

Bacchus– Controls the Pathway of The Wanderer ( Dominion over The Green.)

Volgim– Controls the Pathway of Iron (Dominion over Metals.)

Breakers: Special Dominators, rumored to be created by a mysterious hooded figure. Breakers are extremely talented and usually end up leading their respective royal families. It is said that their presence distorts even Fate.

Spirit Body: Special Magus whose bodies can channel Aether, making it easier for them to Elementalise their bodies, and easing their pathways to become Archmages.

The Six Arts Fundamental Disciplines of A Mage:

'Introduction to Alchemy'

'Introduction to Weapons Refinement'

'Introduction to Formations'

'Introduction to Talisman Crafting'

'Introduction to Spiritual Plants', 'Introduction to Puppet Creation'.

The Power Scaling of Treasures inside the Universe coincides with the power levels of techniques, and usually one has to have an equal amount of "levels" in a technique to wield a weapon of the same tier.

The tier system for treasures is as follows:

Mortal, Refined, Earth, Heaven, Transcendent, Immortal, and finally Origin.

The same method is used for techniques, from the Mortal Stage up to the Origin Stage.

Every stage you break through in a technique is rewarded with attributes from the universe like strength, agility, spirit, and in rare cases, special abilities.

At the Origin grade, a technique would draw Tribulation.

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