King Of Limbo

Chapter 290 Volume 2 Afterword
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The second volume ended much quicker than I had initially planned but circumstances changed and we're about to enter Volume 3. I've done some thinking and extra lessons in English to improve what I write and post. With that said although I'm happy with the overall story, they are many parts I know I could have executed better.

The biggest being, the power system;

The mistake I made was thinking it won't carry relevance since the real action and plot in KOL had yet to begin. For that I apologize, with Volume 3, I'm aiming to work on my pacing and I've reworked the tiering system as shown below. I will also post it in the auxiliary volume for those to refer whenever. So, as you begin Volume 3, ignore prior knowledge concerning Tiers and some terms.

I will delete the message once I edit these changes into past chapters.

In addition to the system, I've also redone some terms, better explaining how the world functions, you can find more on this in the KOL (Important Terms) auxiliary chapter. There will also be an auxiliary for races, beasts and places. Should I add prior ones first or give those in volume 3 prority?

HUMANOID TIERS

+++Tier 1: Unawakened

-No understanding or ability to manipulate mana

-Completely powerless in any situation

+++Tier 2: Novice

-Basic understanding of mana

-Can manipulate small amounts of mana to perform simple spells

-Not a significant threat in combat situations

+++Tier 3: Apprentice

-Can manipulate larger amounts of mana

-Can cast more complex spells with greater effect

-Can use mana to enhance physical abilities

-Starting to become a viable combatant

+++Tier 4: Adept

-Mastery over significant amounts of mana

-Can cast powerful spells with significant effect

-Can use mana to create and control the elements

-A formidable combatant

+++Tier 5: Magus

-Able to manipulate vast amounts of mana

-Can cast spells with immense power and range

-Can manipulate mana to achieve almost any elemental effect

-Capable of taking on multiple opponents at once

+++Tier 6: Archmagus

-Mastery over nearly limitless amounts of mana

-Can cast spells of incredible scope and power

-Can manipulate mana to create complex constructs and illusions

-Can easily defeat multiple opponents at once

+++Tier 7: Sage

-Able to manipulate mana on a continental scale

-Can cast spells that affect entire regions

-Some can manipulate the very fabric of reality within a very small radius ( Unique To Origin Art Users )

+++Tier 8: Grandmaster

-Mastery over the fundamental forces of mana manipulation

-Able to create orgin spells and arts.

-Slight understanding of time and space

-Can create and destroy entire regions with their spells

+++Tier 9: Archon

-Able to manipulate mana at the atomic and subatomic level

-Can travel through Limbo regions and origin worlds at will

-Can alter reality at a larger scale

-World-level threats

+++Tier 10: Elder Archon

-Can manipulate the fundamental nature of reality itself (limits vary between users)

-Can destroy entire universes with their spells (If capable enough)

-Possesses godlike powers and abilities

+++Tier 11: Celestial

-Mastery over the very concept of mana

-Can summon and manipulate mana at will (So long as it is present)

-Capable of feats beyond the understanding of mortals

+++Tier 12: Divine

-Can manipulate the very essence of existence itself

-Can create entire regions with their mana

-Possesses power on a scale beyond comprehension (Each being at this level is unique and cannot be understood by normal means)

+++Tier 13: Cosmic

-Dominion over entire regions and all its laws

-Can manipulate time, space, matter, energy, and reality within limits (Varies per entity)

-Capable of feats beyond imagination or description

Tier 14: Transcendent

-The embodiment of mana and cosmic power

-Can transcend physical laws and reality itself

-Can create and destroy entire realities with relative ease

+++Tier 15: Omniscient

-The ultimate manifestation of mana and cosmic power

-Can create life

-Exists beyond the regular comprehension

BEAST TIERS

+++Tier 1: Wild

-No understanding or ability to manipulate mana

-Completely reliant on instinct and physical abilities

-Typically weak and vulnerable to threats

+++Tier 2: Unawakened

-Basic understanding of mana

-Can manipulate small amounts of mana to perform simple feats

-Not a significant threat in combat situations

+++Tier 3: Novice

-Can manipulate larger amounts of mana

-Can use mana to enhance physical abilities

-Starting to become a viable combatant

-Tier 3 allows them to speak telepathically with other beasts.

+++Tier 4: Elemental

-Mastery over significant amounts of mana

-Can cast simple spells with minor effects

-Can use mana to create and control elements related to their beastly nature

-Unique to beasts, tier 4 grants them the ability to understand and communicate with humanoids.

+++Tier 5: Arcane Beast

-Able to manipulate vast amounts of mana

-Can cast spells with significant power and range

-Can manipulate mana to achieve almost any effect of their nature

-Capable of taking on multiple opponents at once

-Unique to beasts, tier 5 allows them to shapeshift into a humanoid form.

+++Tier 6: Magus Beast

-Mastery over nearly limitless amounts of mana

-Can cast spells of incredible scope and power

-Can manipulate mana to create complex constructs and illusions

-Can easily defeat multiple opponents at once

Unique to beasts, tier 6 grants them the ability to control and manipulate the environment around them.

+++Tier 7: Archmagi Beast

-Same as humanoid tier

-Unique to beasts, tier 7 allows them to merge their consciousness with nature itself.

+++Tier 8: Void Beast

-Same as humanoid

-Can create and destroy entire ecosystems with their spells

Unique to beasts, tier 8 grants them the ability to summon and control other beasts.

+++Tier 9: Archon Beast

-Same as humanoid

-Unique to beasts, tier 9 allows them to merge their consciousness with other beasts, granting them an enhanced sense of awareness.

+++Tier 10: Elder Archon Beast

-Same as humanoid

-Unique to beasts, tier 10 grants them the ability to control and manipulate the primal elements of the world.

+++Tier 11: Celestial Creature

-Same as humanoid

-Unique to beasts, tier 11 allows them to transform into a being of pure energy.

+++Tier 12: Divine Creature

-Same as humanoid equivalent

+++Tier 13: Cosmic Creature

-Same as humanoid

Tier 14: Primordial Creature

-Same as humanoid equivalent

Tier 15: Omniscient Creature

-Same as humanoid equivalent

-Unique to beasts, tier 15 grants them the ability to exist beyond the concept of time and space, and to transcend the limitations of existence itself.

***RUNES

-Runes are intricate patterns of symbols that can be used to encode and manipulate mana. They are created by skilled practitioners who have a deep understanding of the flow of mana and how it interacts with the world around them.

===Pros:

-Versatile: Runes can be used to encode a wide range of effects, from simple spells to complex enchantments and rituals.

-Portable: Once a Rune is inscribed, it can be stored and transported easily. This makes it a convenient tool for practitioners who need to carry their spells with them.

-Scalable: Runes can be designed to scale with the amount of mana used to activate them. This means that a single rune can be used to create a small spark or a devastating explosion, depending on the amount of mana available.

===Cons:

-Complexity: Creating and inscribing Runes requires a deep understanding of magical theory and a significant amount of skill. This means that it can take years of training to become proficient in the art of Rune creation.

-Fragility: Runes are fragile and can be disrupted by even minor disruptions in the flow of mana. This means that they must be carefully protected and maintained to ensure that they continue to function properly.

-Risk: If a Rune is inscribed incorrectly or activated improperly, it can have unintended and potentially disastrous consequences.

===How it works:

-Runes work by encoding mana into a series of intricate symbols and patterns. These symbols represent different aspects of the intended effect being created, such as the element being manipulated or the direction of the spell's mana flow.

-To inscribe a Rune, the practitioner must first prepare the surface on which the rune will be drawn. This might involve cleansing the area of any impurities or infusing it with a particular type of mana.

-Once the surface is prepared, the practitioner uses a specialized tool, such as a Rune stylus, brush or pen, to inscribe the Rune. The rune must be drawn precisely, with each symbol and pattern in the correct position and orientation.

-To activate the Rune, the practitioner must channel mana into it and speak a specified activation word. This can be done by using a mana-focusing tool to direct the flow of mana into the rune. The amount and type of mana used will determine the strength and nature of the resulting magical effect.

***GLYPHS

-Glyphs are complex patterns made up of multiple individual runes. They are often used by skilled practitioners who require highly specialized and intricate effects that cannot be achieved with a single rune.

===Pros:

-Power: Glyphs are capable of producing highly complex and powerful effects. By combining multiple individual runes, a skilled practitioner can create effects that are far beyond the capabilities of a single rune.

-Precision: Glyphs can be designed to produce very specific and precise effects. This makes them ideal for use in various controlled environments, such as buildings and other structures

-Versatility: By using different combinations of runes, a single glyph can be used to create a wide range of effects. This makes them a valuable tool for practitioners who need to be able to adapt to changing situations.

===Cons:

-Complexity: Creating and inscribing glyphs requires a high degree of skill and knowledge. A practitioner must have a deep understanding of the individual runes that make up the glyph as well as how they interact with each other.

-Time: Creating a glyph can be a time-consuming process. The practitioner must carefully plan and prepare the individual runes before combining them into the final glyph. This can take days, weeks or even years depending on the complexity of the glyph.

-Risk: If a glyph is inscribed or activated incorrectly, it can have unintended and potentially dangerous consequences. This risk is magnified when dealing with highly complex glyphs that involve multiple individual runes.

How it works:

To create a glyph, a practitioner must first select the individual runes that will be used to compose it. These runes must be carefully chosen based on the desired effect of the glyph.

Once the individual runes are selected, the practitioner must inscribe them in a specific arrangement to create the final glyph. This arrangement is based on the intended effect of the glyph and the interactions between the individual runes.

To activate the glyph, the practitioner must channel mana into it and speak a specific activation word. This activates the individual runes within the glyph, which then interact with each other to produce the final magical effect.

***MAGE/MAGUS

-A mage is an individual who has the ability to manipulate the mana around them to produce magical effects. They are born with a natural sensitivity to the flow of mana and can learn to harness and direct it to create powerful spells and enchantments.

===Pros:

-Versatility: Mages can use their magic to create a wide variety of effects, ranging from healing spells to offensive attacks to protective shields. This makes them incredibly versatile in a wide variety of situations.

-Power: With the ability to tap into the mana around them, mages have access to a nearly limitless source of mana. This enables them to create powerful and complex spells that can have a significant impact on the world around them.

-Creativity: Because mages can use their magic to create nearly any effect they can imagine, they have the potential for great creativity in their spellcasting. This can lead to the development of new and innovative magical techniques that can push the boundaries of what is possible.

===Cons:

-Complexity: Learning to harness and control the flow of mana is a complex and difficult process that requires years of study and practice. Mages must be constantly learning and refining their techniques in order to stay at the top of their game.

-Limitations: Despite their vast potential, mages are still bound by the laws of magic and the limitations of their own abilities. There may be certain spells or effects that are simply beyond their capabilities.

-Vulnerability: Because mages are so reliant on the flow of mana around them, disruptions to that flow can have a significant impact on their ability to cast spells. They are vulnerable to attacks that disrupt or drain their mana, leaving them powerless.

===How it works:

Mages are able to manipulate the mana around them by tapping into the natural flow of energy that permeates the world. They can draw on this energy to create magical effects, either by shaping the mana directly or by using spells and incantations to channel it into specific forms.

To become a mage, an individual must possess a natural sensitivity to the flow of mana and undergo years of study and practice to learn the intricacies of magical theory and technique. They must develop a deep understanding of the flow of mana and how it can be harnessed and directed to produce specific effects.

Once a mage has learned to control the flow of mana, they can begin to develop their own unique magical style, using their creativity and knowledge to create spells and techniques that suit their individual needs and goals.

***SPELLS & ARTS

-Spells and arts are two different types of magical techniques used by mages to produce a variety of effects.

+++Spells:

Spells are a form of magic that can be used by almost all mages. They are pre-designed magical incantations that can be used to produce specific effects, such as healing wounds or creating fire. Spells are often learned through books, scrolls, or other magical texts, and can be cast by any mage who has the necessary knowledge and training.

===Pros:

-Accessibility: Because spells can be learned by almost any mage, they are a widely available and accessible form of magic.

-Reliability: Because spells are pre-designed and tested, they are generally a reliable way to produce specific effects.

-Efficiency: Because spells are pre-designed, they can often be cast quickly and efficiently, making them a useful tool in a variety of situations.

===Cons:

-Limited Creativity: Because spells are pre-designed, there is limited room for creativity in their use. Mages who rely solely on spells may find themselves at a disadvantage in situations where new or unexpected magical effects are required.

-Vulnerability to Counterspells: Because spells are pre-designed, they can be countered by other mages who know the same spells or who have knowledge of how they work.

-Vulnerability to Disruption: Spells can also be disrupted by disruptions to the flow of mana or other magical disturbances.

+++Arts:

Arts are a more specialized form of magic that require specific conditions or requirements to use. Examples of arts include blood magic, elemental magic, and necromancy. Arts often require a specific set of materials, conditions, or sacrifices to use, and may have unique effects or drawbacks compared to more traditional spells.

===Pros:

-Uniqueness: Because arts are often specialized forms of magic, they can produce unique effects that may not be achievable through more traditional spells.

-Power: Arts may be more powerful than spells due to their specific requirements or sacrifices.

-Mastery: Because arts often require specialized knowledge or training, they can be a way for mages to distinguish themselves from their peers and achieve mastery in their craft.

===Cons:

-Complexity: Because arts often have specific requirements or conditions, they can be more complex and difficult to learn than more traditional spells.

-Risk: Arts may require sacrifices or other risky actions to use, putting the mage at greater risk than if they were using more traditional spells.

-Restrictions: Because arts often have specific requirements or conditions, they may not be usable in all situations, limiting their versatility.

===Differences:

The main difference between spells and arts is in their accessibility and requirements. Spells can be used by almost any mage who has the necessary knowledge and training, while arts often have specific requirements or conditions that must be met before they can be used. Additionally, arts may have unique effects or drawbacks compared to more traditional spells, making them a more specialized and potentially powerful form of magic.

***BLOODLINE

A bloodline refers to a unique magical heritage or lineage that is passed down through generations of a specific family or group of people. Bloodlines can imbue individuals with unique abilities, magical powers, or physical traits that are not present in others outside of that bloodline.

===Pros:

-Unique Abilities: Bloodlines can grant unique abilities or powers to individuals, which can be useful in many situations such as combat, exploration, or solving puzzles.

-Cultural Significance: Bloodlines can be a source of pride and cultural significance for the family or group that possesses it, and can help individuals feel a sense of belonging and identity.

-Community Building: Bloodlines can also bring people together and create a sense of community within the family or group that possesses it.

===Cons:

-Genetic Discrimination: Bloodlines can lead to discrimination against those who do not possess the unique abilities or traits associated with the bloodline, creating a sense of exclusion or ostracism for some individuals.

-Inbreeding: In some cases, bloodlines may require that individuals within the same family or group mate in order to preserve the lineage, which can lead to negative health consequences such as genetic disorders or physical deformities.

-Limited Access: Bloodlines can limit access to unique abilities or traits to a select group of individuals, potentially excluding others who may have the potential to use them effectively.

***BEASTMONGER

The Beastmonger bloodline is a rare and unique type of magic that allows mages to assimilate the mana of beasts they defeat, growing stronger and potentially gaining new abilities. This process involves the mage absorbing the mana of the beast into their own, causing their own mana to mutate and evolve to incorporate aspects of the defeated creature.

===Pros:

-Power Growth: By assimilating mana from defeated beasts, Beastmongers can rapidly increase their own magical power and gain new abilities that can help them in future battles.

-Versatility: With each new beast they defeat, Beastmongers gain access to new abilities and forms of magic, making them a versatile and unpredictable force to be reckoned with.

-Unique Abilities: Depending on the type of beast assimilated, Beastmongers may gain access to unique abilities that other mages cannot replicate.

===Cons:

-Risk of Insanity: As the mage assimilates more and more mana from beasts, they risk losing themselves to the primal instincts and urges of the creatures they have defeated, potentially driving them insane.

-Dangerous Process: The process of assimilating mana from beasts can be dangerous and unpredictable, with the potential for the mage to be overwhelmed or even killed by the sheer amount of mana being absorbed.

-Moral Implications: The process of assimilating mana from defeated beasts can be seen as unethical or even cruel by some, leading to potential moral conflicts for Beastmongers who may struggle with the implications of their actions.

Updat𝒆d fr𝒐m freew𝒆bnov𝒆l.c(o)m

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