So in this world, at the age of 7, every human's mana core starts to develop, but it stays around the throat area until it starts moving down at the age of 8 and once it and your heart line up in parallel, your mana starts to flow and a small tattoo appears on your body, and marks your affinity.
There are 13 affinities, and they are Earth, Fire, Water, Wind, Animal, Plant, Cosmic(Gravity, radiation, dark matter, antimatter, etc), Life Force, Light, Dark, Sound, Magnetism and Mind.
POWER LEVELS
The different categories have the same name; you can replace them with whatever weapon the character is using . I'm dividing them thus Close range (swordsman), Ranged Attack (Gunner) and Mage (there are close range mages and there are ranged mages).
Lumiero and Lumiera are fundamentally the same, but due to the fact that mana patterns of non-mages flow in reverse, hence the name Lumiera. But the generalized name of them all is Mana.
Swordsman / Gunner
-Sword Trainee / Marksman Trainee
This level has 3 sub-levels; at this stage, basic stances and swings are learnt / At this stage, basic aiming and handling is learnt.
From Sword Fencer / Gun Marksman to Demien has 10 sub-levels / stars for short
-Sword Fencer / Gun Marksman
At this stage, lumiera starts to be implemented, and your technique and agility gets upgraded, as do your meditation patterns, as lumiera is needed to advance to the next stage from here
-Blademaster / Sharpshooter
Due to more exposure to mana, reflexes and precision in attacks increase to a beastly level
-Sword Ascendant / Gun Ascendant
You start to master different sword styles / gun techniques
-Sword Saint / Gun Demon
You create your own swordsmanship art or marksman art and it becomes recognised
-Sword Paragon / Gun Paragon
You're able to cut through / blast through almost anything
-Demien
You become closer to the presence of entity beings and are able to exert the strength of the 5th vestige of an entity being's powers
-Entity beings
The only known beings at this stage are Krandel and Vieldar, and it is unknown whether any mortals could ever reach this stage
Mage
- Spellweaver Trainee(3 sub-levels):
You start to learn basic elemental control and casting structures.
- Channeler
You begin to manipulate Lumiero into structured spells; starts to identify with a core affinity.
- Arcanist
You start to develop a secondary element or manipulation trait (like duration, area, penetration).
- Sorcerer/Sorceress
You are able to fuse spells, cast without incantations, and create mid-tier enchantments.
- Spell Saint(Ranged Mage) / Elemental Virtuoso(Close Range)
You are able to temporarily become one with your element or magic type.
- Arcane Paragon
You can now manipulate magical laws in a limited field (e.g., stop time briefly, reverse gravity, etc.).
- Demien
Can create conceptual spells and tap into the level of strength a 5th vestige of an entity being has.
-Entity beings
The only known beings at this stage are Krandel and Vieldar, and it is unknown whether any mortals could ever reach this stage
BEASTS
Beasts don't use Lumiero or Lumiera, but instead evolve by absorbing raw mana, elemental essence, and through surviving countless battles. Their progression is instinctive and brutal—they fight, devour, and mutate.
🧬 Beast Stages (7 Tiers)
Feralborn (Equivalent of Trainee)
Basic animal instincts, little to no affinity use.
Can access very mild elemental enhancements (like fire breath, water spit, etc.).
Most common type in wild zones and outskirts.
Awakened Beast (Low-tier threat)
Begins to channel raw mana through its body.
Gains affinity tattoo (same 13 as humans), often hidden under fur/scales.
Can use basic elemental abilities instinctively (e.g., flame coat, earth stomp).
Mana Beast (Mid-tier threat)
Body toughens, senses sharpen, and it becomes a regional predator.
Capable of using mana techniques similar to low-tier mages.
Starts forming a Core Crystal—the beast equivalent of a mana core.
Aspect Beast (Advanced threat)
Develops intelligence and battle instinct equal to a swordsman or torni user.
Gains a secondary affinity.
Can use hybrid techniques (e.g., sound-infused magnetic scream).
Primordial Beast (High-tier threat, rare)
Can warp terrain with its aura alone (like a low-range domain).
Uses "Instinct Laws"—beast versions of magical law manipulation.Examples: Eternal Hunt (tracks targets via mana scent across continents), Predator's Loop (repeating an attack infinitely in an area).
Starts to gain sapience and may form bonds or pacts.
Mythic Beast (Legendary beings)
Known by name and feared continent-wide.
Their presence can alter local ecosystems permanently.
Can generate Conceptual Howls—roars or cries that affect reality (e.g., fear, silence, paralysis).
Entity Beast (Same level as Krandel or Vieldar)
Only myths speak of them—Beasts that fused with raw natural concepts (e.g., "The End of Seasons," "The Hunger Unending").
They exist partially in reality and primal memory—beasts and mana users alike feel them in their blood.
Can't be killed—only sealed, appeased, or outrun.
🌀 Beast Evolution Paths
Beasts don't always evolve linearly. Based on mana exposure or trauma, they may follow different "mutation lines":
Titan Path – Focus on size, defense, and overwhelming strength.
Phantom Path – Focus on stealth, illusion, and speed.
Draconic Path – Rare path. Combines intelligence, magic, and raw power.
Corrupted Path – Occurs when a beast absorbs too much chaotic or dark mana. Twisted form, erratic power, and often unstable but terrifying.
Celestial Path – Beasts blessed by natural mana. Calmer aura, revered by ancient tribes.