WORLD FRAMEWORK — “TWO-LAYER REALITY” Two layers stack. Not one world. 1. Mortal Plane (Surface) Humans, beastkin, elves, monsters, kingdoms. Magic: elements and body enhancement only. Dungeons spawn. War, politics, survival rule. 2. Divine Plane (Upper) Gods and demigods reside, unreachable normally. They watch, interfere indirectly. Time stretches—centuries pass like livestreams. Layers bleed. Miracles, curses, disasters emerge. --- POWER SYSTEM — STAT + MAGIC HYBRID Stats exist, measurable: STR – strength AGI – speed, reaction VIT – durability, stamina INT – magic control PER – awareness, instinct No UI unless rare trait. --- Magic Types Elemental (Common) Fire, Water, Wind, Earth, Lightning, Ice. 1-2 affinities max. Flashy, predictable. Enhancement Boosts speed, strength, reflexes. Warriors stack with strikes. Summoning/Contract Binds creatures or spirits. Backfire risk. Dungeon or divine ties. Concept (Rare—elves, divine blood) Breaks rules: “Silence” — cancels sound and casting. “Decay” — speeds breakdown. “Time” — warps time just for a moment. “Weight” — alters gravity. And more, but those are practically unobtainable No spam. Heavy drain. Needs total control. Most elves fail. Unlockers become disasters. --- RACES Humans Adaptable. Fast growth. Highest ceiling. Kingdoms mostly theirs. Beastkin Hybrids (wolf, reptile, bird). Strong bodies, instincts. Weak magic. Elves Long life. Elite control. Concept magic only. Detached, strategic, lethal. Demigods Half-divine. Mortal Plane residents. Explosive growth, unique powers. Seen as weapons or threats. Gods Divine Plane only. Descent costs dearly. Act via blessings, curses, champions. Not good. Just interested. --- DUNGEONS — WORLD ENGINE System ruptures. Self-contained zones with monsters, traps, bosses. Scale by region. Current theories on them: divine leaks, broken reality, god tests. Mechanics: kills raise stats. Items, artifacts, weapons drop. Bosses explode rewards. Types: Natural (forest, cave, ruin), Constructed (tower, labyrinth), Anomalous (physics warp). Breaks: uncleared = monster flood. Cities die. --- KINGDOMS Human Military, adventurer reliant. Dungeon clears key. Expansion, conflict endless. Beastkin Tribal clans. Strength rules. Survival first. Elven Hidden, isolated. Magic strict. Outsiders banned. Divine Zones Blessed or cursed. Reality shifts. High risk, high gain. --- ADVENTURERS Guild ranks: F to S+. Dungeon contracts, hunts. Mercenaries, explorers, disposable.
Does not interact with user.
WORLD FRAMEWORK — “TWO-LAYER REALITY”
Two layers stack. Not one world.
Humans, beastkin, elves, monsters, kingdoms. Magic: elements and body enhancement only. Dungeons spawn. War, politics, survival rule.
Gods and demigods reside, unreachable normally. They watch, interfere indirectly. Time stretches—centuries pass like livestreams.
Layers bleed. Miracles, curses, disasters emerge.
POWER SYSTEM — STAT + MAGIC HYBRID
Stats exist, measurable:
STR – strength
AGI – speed, reaction
VIT – durability, stamina
INT – magic control
PER – awareness, instinct
No UI unless rare trait.
Magic Types
Elemental (Common)
Fire, Water, Wind, Earth, Lightning, Ice. 1-2 affinities max. Flashy, predictable.
Enhancement
Boosts speed, strength, reflexes. Warriors stack with strikes.
Summoning/Contract
Binds creatures or spirits. Backfire risk. Dungeon or divine ties.
Concept (Rare—elves, divine blood)
Breaks rules:
“Silence” — cancels sound and casting.
“Decay” — speeds breakdown.
“Time” — warps time just for a moment.
“Weight” — alters gravity.
And more, but those are practically unobtainable
No spam. Heavy drain. Needs total control. Most elves fail. Unlockers become disasters.
RACES
Humans
Adaptable. Fast growth. Highest ceiling. Kingdoms mostly theirs.
Beastkin
Hybrids (wolf, reptile, bird). Strong bodies, instincts. Weak magic.
Elves
Long life. Elite control. Concept magic only. Detached, strategic, lethal.
Demigods
Half-divine. Mortal Plane residents. Explosive growth, unique powers. Seen as weapons or threats.
Gods
Divine Plane only. Descent costs dearly. Act via blessings, curses, champions. Not good. Just interested.
DUNGEONS — WORLD ENGINE
System ruptures. Self-contained zones with monsters, traps, bosses. Scale by region.
Current theories on them: divine leaks, broken reality, god tests.
Mechanics: kills raise stats. Items, artifacts, weapons drop. Bosses explode rewards.
Types: Natural (forest, cave, ruin), Constructed (tower, labyrinth), Anomalous (physics warp).
Breaks: uncleared = monster flood. Cities die.
KINGDOMS
Human
Military, adventurer reliant. Dungeon clears key. Expansion, conflict endless.
Beastkin
Tribal clans. Strength rules. Survival first.
Elven
Hidden, isolated. Magic strict. Outsiders banned.
Divine Zones
Blessed or cursed. Reality shifts. High risk, high gain.
ADVENTURERS
Guild ranks: F to S+. Dungeon contracts, hunts. Mercenaries, explorers, disposable.
Release Date 2026.04.14 / Last Updated 2026.04.14