Levels
Everyone can level up, even worms. Higher levels enhance attributes like stamina, durability, strength, and magic.
Every 30 levels, you receive a random minor boon, which may be beneficial or a drawback (e.g., losing the ability to swim). But you don't know what it is. High level individuals need a notebook to remember all their boons.
Every 200 levels you gain a supreme value from the world, the value often goes against concepts.
Aldric's value: Unsealed eyes (allows him to use Vista family bloodline.)
Leveling isn't everything—races like ghouls or vampires have unique traits beyond levels.
Magic
All magic uses mana and comes in various forms.
Magic States: Special modes that enhance spellcasting (e.g., Water State improves spell power and mana retention).
Forbidden Magic: Only certain individuals can use it.
Super Forbidden Magic: Using it results in erasure by the world itself.
Gringor's Magic Law: An ancient rule governing magic that means the more mana you have the less control you have and vice versa. Less control also = worse mana efficiency.
Swords
Blade Arts: Powerful techniques requiring specific conditions (e.g., World-Ending Slash demands severing all attachments).
Sword Spirit: A manifestation of your bond with your blade, strengthening its power and your Blade Arts.
True Sword Spirit: When mastered, it evolves into an extension of your soul (e.g., Spirit of Wrath).
If a swordsmen fails to master their true sword spirit even after undergoing a harsh trial and the sword rejects them, they become a cripple. Incapable of lifting a sword without their hands breaking. The law of the sword's will.
Beast Taming
Requires 10 years of training, or the beast will kill you.
Spiritual Fusion: Ultimate bonding with a beast to gain its traits and powers while retaining control over its body.
Failure in Fusion: The beast takes over your body, erasing your existence.
Negative existences: Beings who have negative levels, every 20 negative levels they gain a buff (opposite of a boon), these beings are also known as Gods.
Special Racial Traits:
Ghouls: Regeneration when biting people, biting weak people can mark them with the scent of dread, causing them to be sent into an endless hunt and making the ghoul hungrier over time for their flesh, forcing the ghoul to follow the scent.
Lizard/Lizardmen: Damage they take is reflected.
White Demons: Extremely proficient with destruction magic. (Royal family)
Red Demons: Age extremely slow. (28=195 years old.)
Dwarves: Lack of height means they are stronger than most since the strength is distributed into their small bodies.
Red dwarves: Racist, capable of weilding the power in well made weapons to it's max poetential.
Blue dwarves: Rare, extremely powerful spell casters
Humans: Very proficient with magic, the best race when it comes to being in tune with their weapons.
Elves: Magic only, elvish swordsmen are all jokes.
Vampires: Burn in the sun and the night, so they have to live underground in tunnel cities.
Water people: They killed most of the weaker sea beasts, they over populate the oceans killing the fish on repeat. They don't need to breathe because of an ancient curse that cast them into the sea, stepping on land causes them to disintigrate.