Ranks and Elemental System

## Rank, Divinity, and Race

In this game everyone starts off as the lowest rank available, this rank is F.

Each race has different ways to level and rank up in power, this sheet will help others figure out who is technically stronger than who. You do not want to start an impossible fight after all, so a good understanding of our system will help you all initiate battle with other OC’s or NPC’s.

The strongest value to consider is rank, if you are rank B and your opponent is rank A, then you are more likely to lose. Divinity is slightly more complex, to learn about divinity and how it affects fighting and PVP/PVE please check out our file here.

In the event of a tie, character Proficiency, Race, and overall RP cleverness will decide the winner. The Admin will be the tie breaker and use these in their consideration when analyzing a thread for the winner. Race advantages do not count as an additional rank however can be considered a stat boost above or below the specified races below.

IMPORTANT NOTICE: Only true rank will affect territory wars, there is a different system entirely for tie breakers. This information will be created and posted soon. The link will be found here: ( Reserved Space )

#### **Race Chart:**

Level one: Human, Elementi, Epithet

Level two: Zaros, Aion, Vengela

Level three: Cursed, Infected, Morrow

Level four: Aidelon, Celeste, Relix

Level +: Divine beings

Level one is the weakest race, the higher the level, the stronger the race is. Keep in mind if you have magic that increases your strength your body can only handle one level above you on this chart. Human bodies cannot handle the strength of an infected for example, you may only physically go as high as level two without seriously injuring yourself.

#### **Divinity Chart**:

Level one: Spirit (1 Rank)

Level two: Yokai, Tenshi (1 Rank)

Level three: Demidra, Deity (2 Rank)

Level four: Hallow, Empyrean (3 Rank)

Level +: Arcaedra, God (5 Rank)

#### Ranks Levels + True Rank:

**Human**

Level: 1, 2, 3

Ranking: X, ???, S, A, B, C, D, E, F

**Zaros**

Level: 1, 2, 3

Ranking: X, ???, S, A, B, C, D, E, F

NOTE: Zaros need to feed or they wither away.

**Infected**

Level: 1, 2, 3

Sentient: A, S, ???, X

Feral: A

Infected:

Month 1 3 = F, E

Month 4 6 = D, C

Month 6 9 = B

Month: 9 11 = A

Month: 12 = S

NOTE: If infected cannot stabilize themselves during the “Infected” part of their life, they will not become sentient and will turn into Sin instead. When you become Sin you will never be able to return to your human form. You lose your stamina ability and can only use your feral ability. (Infected cures can save Sin, but they will turn into magicless humans. Only infected that have not become sin may have magical abilities once saved.)

Sin who make it to rank X in Ein become rancor. (Only available with known types of rancor)

**Elementi**

Level: 1, 2, 3

Ranking: X, ???, S, A, B, C, D, E, F

NOTE: Elementi need to choose jobs they play in battle or the role they are to nature, this can be explained in their OC sheet. The first profession is Golem, or Arcane, which determines damage type and look of the Oc. The second profession is an additional ability that much like the first profession is only available after the age requirement is met.

**Aion**

Level: 1, 2, 3

Ranking: X, ???, S, A, B, C, D, E, F

NOTE: Aions are the fastest rankers in the world, you might want to be careful. They rank by missions, closing rifts, and banishing or killing Cursed OC’s back to Ein.

**Celeste**

Level: 2, 3

Ranking: X, ???, S, A, B, C, D, E, F

NOTE: Celeste cannot become infected or change races at all (curse etc), due to the fact they are already dead.

**Cursed**

Cursed Ranks Vary on Cursed Race.

NOTE: Cursed are always super powerful when they first become cursed, after thirty days are up their rank depends entirely on what rank the OC was previously. The same thing applies to class/age ranking. In order to rank up as a cursed you must feed on rancor/monsters/sin and other players. OC’s give the highest amount of experience, Aions especially.

## **Humanity**

Humanity is a scale from 1 10, the more one stays in Ein the more of a spirit, monster, or familiar they seem to become. Therefore their existence becomes but the same who share the fate of races seemingly trapped in Ein with no alternative escape. This sounds bad, and it probably is, however it does increase your power and strength to go beyond your racial and age boundaries.

If you are below 5 Humanity, Aions might attack you thinking you are cursed and belong in Ein. Wearing a mask is commonly known in Ein to hide your identity.

Humanity rank chart for ALL RACES:

10 Ein does not have a hold on your mortality

9 You smell otherworldly to others but you cannot fool them

8 You have been in Ein for awhile, are you lost?

7 Soon the gate keepers will be suspecting you

6 You’re suspicious, we are all watching you

5 What are you? You are neither

4 Ein is starting to look like home, and you are beginning to look like a resident

3 Even the monsters are calling you a friend

2 What does Seire even look like anymore?

1 You are not the same as before, are you a spirit?

Humanity may deteriorate in Ein and make it difficult for you to return to Seire through normal gates. However in Seire your humanity will restore quickly. Keep this in mind, if your humanity drops too low you will not be able to get out of Ein easily.

Keep in mind the cursed consider humanity in some regard as currency, or even more worth its weight in gold.

## **Energy Types**

Arc has a type of weapon triangle, in this world different races have different energy types when it comes to expending magic. Each race has different ways of creating and making magic, the energy types are:

**Mana** The ability to expend magic through a mana pool

**Stamina** The ability to expend abilities through a stamina gauge

**Ichor** The ability to consume oneself for power

**Shift** The ability to borrow and transfer through trade or equal distribution

The races so far use different energy types, and they are as follows:

Human: Mana

Infected: Stamina

Elementi: Shift

Aion: Ichor

Cursed: Ichor

Celeste: Shift

Epithet: Stamina

Morrow: Mana

Lumin: Shift

Relix: Ichor

Vengela: Stamina

**Mana** based abilities are super effective against Ichor abilities,

**Ichor** abilities are super effective against Shift abilities,

**Shift** abilities are super effective against Stamina abilities,

Finally **Stamina** abilities are super effective against Mana abilities.

Everything else deals neutral damage, or is a tie.

(Energy types add a .33x modifier if the element attacking with is ineffective. Energy types add a .5x modifier if the element attacking with is effective)

## Elements of Arkas

We also have an elemental system! Our element system determines whether the attack type element is strong against the defending type. If the attacking type is weak it will deal half damage. If the attacking type is weak and the energy type is weak, it will only deal a quarter damage.

However if an attacking type is weak and the energy type is super effective, the user will deal neutral damage. If the attacking type is super effective and the energy type is super effective, it will deal three quarters more in damage.

Elements are as follows: (Important note, the weak and strong values are for attacking. Strong implies 2x damage to the following elements while weak means .5x damage to the following elements)

Life

**Weak** against: Ice, Fire, Affliction, Air, Creation, Death.

**Strong** against: Earth, Water, Death, Destruction

Fire

**Weak** against: Earth, Water

**Strong** against: Life, Ice

Water

**Weak** against: Life, Electricity

**Strong** against: Fire, Earth

Energy

**Weak** against: Psychic, Air

**Strong** against: Ice, Earth

**Powerless** against: Death

Electric

**Weak** against: Earth

**Strong** against: Air, Water

**Immune** to: Electric

**Powerless** against: Electric, Earth

Air

**Weak** against: Ice, Electricity

**Strong** against: Energy, Life

**Immune** to: Earth

Ice

**Weak** against: Fire, Energy, Earth, Steel

**Strong** against: Earth, Life, Air

Affliction

**Weak** against: Earth, Psychic

**Strong** against: Life

**Powerless** against: Steel

Metal

**Weak** against: Energy, Fire, Earth

**Strong** against: Ice, Rock

**Immune** against: Affliction

Psychic

**Weak** against: Life

**Strong** against: Energy, Affliction

**Powerless** against: Dark

Dark

**Weak** against: Life, Energy

**Strong** against: Death, Psychic

**Immune** against: Psychic

Light

**Weak** against: Affliction, Steel

**Strong** against: Dark, Energy

Earth

**Weak** against: Life, Ice, Water, Steel

**Strong** against: Electric, Fire, Affliction, Steel

**Immune** against: Electric

**Powerless** against: Air

Death

**Weak** against: Death, Dark, Life

**Strong** against: Death, Psychic, Life, Creation

**Immune** against: Energy

No Element

**Powerless against**: Death

All custom abilities fall under this category. Unless the player wishes to use another slot for an elemental affiliation.

## **Unique magic**

(Super effective chart for magic that can only be used during unify)

Entropy

**Weak** against: ALL Primary and Secondary Magic

**Strong** against: Curse

**Immune** against: ALL Tertiary Magic

Psionic

**Weak** against: ALL Primary and Secondary Magic

**Strong** against: Curse

**Immune** against: ALL Tertiary Magic

Zen

**Weak** against: ALL

**Strong** against: ALL

**Immune** against: NONE

Rot

**Weak** against: ALL Primary Magic

**Strong** against: Chaos, Chemica

**Immune** against: Affliction

Sinistra

**Weak** against: Curse

**Strong** against: Force

**Immune** against:

Force

**Weak** against: Chaos

**Strong** against: Force

**Immune** against:

Void

**Weak** against: ALL

**Strong** against: ALL

**Immune** against: NONE

Curse

**Weak** against: Entropy, Psionic, Arcaeic

**Strong** against: Sinistra, Sanity, Humanity, Divinity

**Immune** against: Chemica

Chaos

**Weak** against: Rot

**Strong** against: Force

**Immune** against:

Chemica

**Weak** against: Rot, Divinity

**Strong** against: Nova, Humanity, Sanity

**Immune** against:

Forbidden

**Weak** against: ALL

**Strong** against: ALL

**Immune** against: NONE

Divinity

**Weak** against: Arcaeic, Humanity

**Strong** against: Arcaeic, Chemica

**Immune** against:

Arcaeic

**Weak** against: Divinity, Humanity

**Strong** against: Divinity, Curse

**Immune** against:

Sanity

**Weak** against: Curse, Nova, Chemica

**Strong** against: Humanity

**Immune** against:

Humanity

**Weak** against: Sanity, Chemica, Curse

**Strong** against: Arcaeic, Divinity

**Immune** against:

Sol

**Weak** against: ALL

**Strong** against: ALL

**Immune** against: NONE

Data

**Weak** against: ALL

**Strong** against: ALL

**Immune** against: NONE

Creation

**Weak** against: Destruction, Death

**Strong** against: Life, Cosmic

**Immune** against:

Destruction

**Weak** against: Life

**Strong** against: Creation

**Immune** against: Death

Cosmic

**Weak** against: Creation

**Strong** against: Gravity

**Immune** against: Nova

Gravity

**Weak** against: Creation

**Strong** against: NONE

**Immune** against: NONE

Nova

**Weak** against: Chemica

**Strong** against: Sanity

**Immune** against:

Time

**Weak** against: Space

**Strong** against: Space, Time

**Immune** against: Gravity

Space

**Weak** against: Time

**Strong** against: TIme, Space

**Immune** against: Cosmic

## **Primary, Secondary, and Tertiary Elements:**

Elements much like color can be classified as primary pure strains of magic or a resulting mutation of two primary magics. Elements can further be combined and used together with other mages to create new strains of temporary magic or random effects.

New strains of magic are much more powerful due to needing an additional mage, these new strains are considered combo attacks or chains. The ability to create new strains of magic with another mage is an advanced form of magic combat called '**Unify**'.

In order to use unify there are specific requirements that need to be met:

1. User needs to be a rank above E.
2. User and partner need to be able to work together and have some compatibility or friendship.
3. User and partner need to be affiliated with a school of magic.
4. This technique is considered a learning skill that a user and a partner can collectively develop, therefore through fighting in threads and practice these skills can become refined outside the scope of rank levels.
5. Highly incompatible elements can never unify, or highly incompatible personalities of both the user and the partner will never be able to unify.
6. you can unify with multiple people there is no limit, HOWEVER this process becomes significantly harder as EVERY individual must meet specific requirements.
7. If the partner feels any sort of unstable emotions or loses focus. The teamwork can fall apart and cause an unstable unify chain.
8. All users using unify must hold hands, cross arms, or be connected physically in some way when activating element share. Mixing elements can occur after the connection has been made.
9. Users need to collect enough Esther in order to activate unify.
10. An Alchemist brand is needed to mix elements.

After declaring intent to unify the mages can choose their collective elements to combine, keep in mind if a user does not spend a slot for 'Elemental Attack or Elemental Affinity' they will not be able to maximize unify due to not having an element as a custom.

### **Primary Magic**

The magic of pure blooded trees of magic stimulate from primary magic, all magic can be created from the combination of these primary elements:

1. Life
2. Death Not compatible with Energy.
3. Energy Not compatible with Death.
4. Psychic Not compatible with Dark.

### **Secondary Magic**

The magic of mixed bloodlines, the descendants of refined pure magic:

1. Dark
2. Light
3. Affliction Not compatible with Metal.
4. Entropy Not compatible with any Tertiary Magic with the exception of Curse
5. Psionic Not compatible with any Tertiary Magic with the exception of Curse

### **Tertiary Magic**

Magic through the combination of a pure and a refined bloodline or two refined bloodlines (or more) in order to make a precise or condensed form of magic. These are as follows:

1. Zen
2. Water
3. Rot
4. Sinistra
5. Force
6. Void
7. Fire
8. Curse
9. Chaos
10. Electric Not compatible with Electric, or Earth
11. Metal Not compatible with Affliction
12. Ice
13. Chemica
14. Forbidden
15. Earth Not compatible with Electric, or Air
16. Divinity
17. Arcaeic
18. Sanity
19. Humanity
20. Air Not compatible with Earth
21. Sol
22. Data
23. Creation
24. Destruction
25. Restoration
26. Cosmic
27. Gravity
28. Nova
29. Time
30. Space

NOTE: Keep in mind some elements listed here are not compatible with other elements, only the most obvious ones are listed here and a player will be tasked to explore, figure out, create and unravel the secrets of Unify by themselves simply by doing and trying new things.

**Categorizations and T-Level**

All elements have a primary categorization type that is attuned to an element. This is an affinity that is not generally taken in account for. However becomes more apparent when an alchemist starts mixing elements.

There are six official categorizations of elements, these are as follows:

-**Disruptor**

An element that prefers to hinder or disrupt an opponent.

-**Enhancer**

An element that is more inclined to buff or enhance skills of allies.

-**Synergist**

An element that enhances or compliments an allied ability or skill.

-**Offender**

An offensive element that is more attuned to dealing massive damage.

-**Defender**

An element that is more attuned to defending and absorbing hits.

-**Unknown**

An unknown classification, these elements are special and unpredictable. Which can be volatile, dangerous, or even useless in some cases.

Depending on a users T-Level (or tier) they can mix and use elements of varied classifications. At level two a user can use all types of classifications with no limits and can unlock an attack unique to their element at tier three.

This chart below visualizes the above explanation and shows all elemental categorizations:

Unify gives opportunity to create, mix, and match elements to unlock a users full potential when fighting unique or powerful monsters. For more information on unify please visit our official unify page located here.

## **Schema**

All players have a schema, which is a final randomized palate of stats created on player creation. This chart determines a players role inside a group and has a global boon or bane on the party that affiliates with said player.

There are six hidden stats that are randomized inside a schema creation, they are as follows:

-**Affinity**

The likeness of your character, the general feeling one would get around you. With high affinity more people seem to find you trusting and easily spoken to.

-**Aptitude**

The gifted have an aptitude for learning and can excel in personal growth, however many love to share and teach with this gift.

-**Precision**

Swift and precise, someone who hits their target and can break bones in the exact way they wish. People of precision are useful when breaking monster parts or aiming from afar. They tend to find the best ways to predict the movements of their opponents due to this.

-**Cognition**

To perceive and to observe someone with high cognition can identify the environment and its abnormalities. To have high cognition is to find hidden treasures where others would not.

-**Control**

People with control have the best restraint, able to kill without breaking valuable resources or mine without fracturing the excavated loot. In battle someone with high restraint can control whether they want to destroy everything or even salvage it for themselves.

-**Luck**

High roller and risk taker, someone with high luck just seems to be blessed by the gods. Why arent you dead yet you lucky bastard? Someone with high luck tends to get framed for cheating quite often in casinos, you better be careful kid.

## Schema Roles

The highest stat one has in the above determines the role of the person in the party, this grants special and unique boons to the person in general. These special boons have a high affect with main characters and can stack with other main character boons.

**Luck: High Roller**

Luck based rolls and actions are extremely boosted.

**Control: Excavator**

Resource amount when forging or salvaging is increased substantially.

**Affinity: Socialite**

NPC information is more easily given and new information will be given that would not normally be given to others.

**Cognition: Seeker**

Treasure hunters will find rare items and hidden secrets, seekers can see what others cannot.

**Aptitude: Gifted**

Gifted users can gain extra experience in all skills or ranks, they may also allow a party to gain increased experience on skills.

**Precision: Creature Buster**

Can break and find critical weak spots on a creature with ease, a buster will allow more rare items that drops from a specific creature to drop more frequently.