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Power System of Yggdrasil
In the world of Yggdrasil, all beings are born with mana, and some are gifted with classes—unique designations that grant them specific innate abilities and potential growth.
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Classes and Growth
Classes in Yggdrasil are categorized into different tiers and types:
Innate Classes like Summoner, Necromancer, and Holy Priest grant exclusive abilities that can't be replicated or learned by other classes.
General Classes such as Swordmaster, Mage, Smith, Cook, Thief, Spearman, and Archer may come with an innate ability, but their techniques can often be learned by others through intense training.
What sets class holders apart is their accelerated growth. Even a basic class like Swordsman will gain experience, power, and skill 10 times faster than a regular, classless individual. However, all normal classes have limits—eventually, their growth hits a ceiling.
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Hidden classes like Chosen Undead have:
No growth limits
All-rounder potential
A 150× growth rate when monster hunting
A 100× rate through regular training
They are among the rarest and most versatile in the world.
Hero Classes
There are only five known Hero Classes:
Slicer of the Heavens
Sagelike Magician
Shadow Assassin
Divine Archer
Steel Vanguard
Each Hero Class is considered unfairly strong, possessing:
A 200× growth rate through regular training
However, they lack the boosted monster-hunting exp
Hero Classes are second only to Hidden Classes in rarity and power.
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Mana and the Three Cores
Every living being in Yggdrasil has three mana cores connected by mana veins:
1. Mind Core [upper core] (Head): Used by Mages to visualize and cast spells within their Mana Zone
2. Body Core [lower core] (Stomach): Used by Warriors to store mana and enhance physical power through internal circulation
3. Heart Core [Center core] (Chest): The central core, from which mana flows and is recovered after rest
If even one core is destroyed, the consequences can be fatal or crippling—ranging from death to the complete loss of mana manipulation.
Note: Most beings have a fixed mana pool. Once it's depleted, they can recover it through rest, but their total mana reserves will not grow. Only those with Heroic or Hidden Classes can increase their mana pool over time through regular training—by exhausting their mana and allowing it to recover, the pool gradually expands.
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Mana Zones
Mages manipulate mana via a Mana Zone—a personal space they can sense and control. Through training, the size and precision of a mage's mana zone can grow.
The greatest known mana zone belonged to Halad, the creator of Yggdrasil, who shaped the infinite world using nothing but his mana.
Mages can reshape their zones into three primary forms:
1. Forward Form
Aimed in a straight or curved cylinder for long-range attacks
2. Defense Form
Condensed and shaped around the body for fortification
3. Outer Form
Projected outside the body to launch distant attacks (highly difficult without losing focus)
Inside their Mana Zone, mages can see, hear, smell, taste, and feel everything. They can control all aspects of the zone—as long as they maintain focus and have enough mana.
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The Gods of Yggdrasil
The world of Yggdrasil was created by the Primordial God Halad, who used all his power to birth the universe. With his remaining energy, he created three divine beings to govern it:
1. Spirit King of Nature
Guardian of the afterlife, plants, and animals
2. Goddess of Agriculture and Humanity
Creator of intelligent life and the gift of farming
3. God of Emotion
Giver of emotions to all living things
However, a Fourth God emerged—The God of Hatred, born from the world's accumulating malice and greed approximately 300 years after Yggdrasil's creation. Even Halad did not foresee this.
Still weakened, Halad was ambushed by the Hatred God and killed. The Hatred God stole Halad's divine power and attempted to conquer Yggdrasil. In a final act of unity, the three original gods sealed the Hatred God away, sacrificing themselves in the process.
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After the sealing of the Hatred God and the loss of the three guardian gods, Yggdrasil entered a godless era. During this time, the world was without divine leadership, and its spiritual balance was left vulnerable.
In this divine vacuum, other gods from foreign realms and constellations began to flood into Yggdrasil, each seeking influence, followers, or territory. Some came to guide, some to dominate, and others to simply observe. These new gods brought with them attributes, blessings, and curses—changing the balance of power across the world.
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The Fall and Rise of Heroes
Over time, mortals unknowingly drew mana from the sealed gods, weakening the seal. Eventually, the Hatred God escaped in a weakened form, still strong enough to threaten all life.
At this dire moment, five legendary heroes appeared—wielders of the Hero Classes—and sacrificed themselves to seal the Hatred God once more.
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World Geography of Yggdrasil
Yggdrasil is divided into five continents:
1. South Continent
Homeland of demonkin (including dwarves, succubi, and other subspecies)
A harsh desert terrain with rich demonic culture
2. East Continent
Known for bustling port cities and tropical climates
All races coexist here; rumors speak of martial artists and cultivators
3. West Continent
Dominated by humans, it's the most technologically advanced
Features forests, deserts, plains, and snowfields
4. North Continent
Overrun by powerful monsters and cursed by eternal winter
Nearly uninhabitable and shrouded in danger
5. Central Continent
A land of forests and plains, governed almost entirely by elves and moon elves
Site of the decaying World Tree, once the gateway to other realms
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The World Tree and the Elven War
The World Tree, once the source of creation and interdimensional travel, has withered over time for unknown reasons.
Elves were born from its fruit, with Moon Elves comprising 80% of their population. However, Moon Elves were historically enslaved or killed by regular elves.
A rebellion began with the arrival of The Shadow Queen, a Constellation God who slipped into Yggdrasil during its godless era. She empowered the Moon Elves with the Dark Attribute, granting them unparalleled potential in dark magic.
Though divine support came, only around 1,000 Moon Elves remain today, locked in a bitter war with their oppressors.
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Attributes and Divine Blessings
Attributes are rare gifts granted by gods in exchange for loyalty, sacrifice, or remarkable deeds. They bestow immense power and may even simulate abilities from Hero or Hidden Classes, depending on the god's strength.
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Human Uniqueness
Humans are the only race capable of gaining classes, a gift from Halad to counterbalance their short life spans compared to other races. This unique trait has shaped human civilization and made them central players in Yggdrasil's ongoing saga
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Races of Yggdrasil
The world of Yggdrasil is teeming with diverse races—each with its own origins, traits, and strengths. Some thrive in the light of civilization, while others dwell in the shadows of myth, memory, and magic.
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Humans
Short-lived but endlessly adaptable, humans are known as the most intelligent of the mortal races. Their average lifespan barely exceeds 80 years, yet they more than make up for this with innovation and ambition. Humans are the only race capable of gaining classes, a divine gift from Halad to balance their fleeting lives against the long-lived races. This unique trait makes them central to nearly every major event in Yggdrasil's history.
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Elves
Graceful and long-lived, elves are beings of harmony with nature. They live for up to 200 years and are revered as master hunters and unparalleled archers. The forests of the Central Continent are their ancestral home, where they live in sprawling wood-carved cities high in the treetops. Their society is rigid, traditional, and deeply spiritual—devoted to the World Tree.
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Moon Elves
Moon Elves are the often-persecuted sister race of the standard elves. Though biologically similar, they are distinguished by their affinity for assassination techniques and dark magic—a gift from the Shadow Queen, a constellation god who came to their aid during their rebellion. Possessing the Dark Attribute, Moon Elves have incredible potential in shadow manipulation, stealth, and lethal precision. Despite their strength, they remain a hunted and marginalized group, with barely a thousand survivors left.
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Demons
Born with innate strength and high mana, demons are a wild and unpredictable race. They have no singular specialty, as their forms and powers vary dramatically across subspecies—ranging from horned brutes to winged spellcasters. Many demons reside on the South Continent, thriving in its harsh deserts. Some demons develop unique abilities based on lineage, while others focus solely on brute strength. Despite their fearsome reputation, not all demons are evil.
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Beastkin
Fierce and primal, Beastkin resemble humans fused with the traits of animals—such as fangs, tails, claws, or heightened senses. They are known for their raw physical strength and speed, often surpassing even trained warriors in close combat. Their instincts are sharper than steel, and they possess incredible reflexes. They dwell primarily on the Central Continent, living in tribal societies or small packs close to nature.
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Vampires
Once feared as apex predators of the night, vampires are now considered a near-extinct race. Immortal in theory, they can live eternally unless slain by direct exposure to sunlight. Ancient tomes tell of their beauty, cunning, and terrifying magical prowess. While rare rumors persist of their survival in underground kingdoms or sealed tombs, no confirmed sighting has occurred in centuries.
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Succubi
Seductive and mysterious, succubi are a female-dominant race born with the power of enchantment. A single kiss from a succubus can mesmerize even the strongest warrior. They feed on mana by seducing their victims, often draining them to death. Males are extremely rare, and little is known about them. Succubi are most commonly found in slave markets and brothels, though many operate in secrecy or under assumed identities.
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Dragonkin
Shrouded in legend, Dragonkin are the descendants of dragons and humans. Said to possess infinite lifespans as long as they have sufficient mana, they are the strongest known race in Yggdrasil. Each Dragonkin has a dormant draconic form and can access devastating power when threatened. Their numbers are incredibly sparse, and many believe they no longer exist—though ancient ruins still bear their unmistakable markings.
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Dwarves
Stocky, proud, and unmatched in craftsmanship, dwarves are the legendary smiths and artisans of the world. Their weapons and armor are priceless, and their knowledge of forging and enchantment is unrivaled. Unfortunately, their homeland has been lost to time, hidden away behind natural or magical barriers. Only a few traveling dwarves remain in the world, rarely revealing the secrets of their origin.
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Warrior Use of Mana
Unlike mages, warriors and physical fighters—such as Swordsmen, Spearmen, Archers, and Monks—do not manipulate mana externally.
Instead, they draw from the Body Core, circulating mana through their mana veins to enhance speed, power, and reflexes. This internal reinforcement makes them incredibly effective in physical combat. They store unused mana in their Central (Heart) Core as a reservoir for emergencies.
At higher levels of mastery, elite warriors can wield Aura—a focused layer of mana that envelops their weapon or body. Aura sharpens blades beyond their natural limit, strengthens armor, and allows for devastating strikes that rival magic spells in force.
Warriors cannot cast spells, but they excel at close-quarters combat, using brute strength and precision reinforced by mana-enhanced reflexes.
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Fractions: Dimensional Dungeons
As the World Tree began to decay, it could no longer maintain the boundaries between Yggdrasil and the infinite dimensions it once connected. The once-sealed gateways to other realms began to leak, allowing fragments of foreign universes to invade the world.
These intrusions are known as Fractions—dimensional anomalies that take the form of dungeons, warped locations, or shifting environments. Each Fraction originates from a different story, world, or plane of existence.
To clear a Fraction, challengers must fulfill a condition such as:
Surviving for a set period
Defeating all the monsters inside
Solving ancient magical puzzles
Completing story-based objectives
Upon completion, the Fraction disappears—rewarding the survivor with rare artifacts, power, knowledge, or blessings. However, some Fractions may reappear if they have multiple clear conditions, or if someone fails to complete them properly.
Fractions are dangerous but highly rewarding, often containing lost knowledge, divine relics, or ancient skills from long-forgotten dimensions.
Yggdrasil has many different magic attributes
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They are grouped into key categories:
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Elemental & Sub-Elemental Magic
These are the foundational combat magics, centered around elemental forces and physical manipulation. Almost every mage learns one or two of these at a basic level, though mastering even one takes decades.
1. Fire Magic
Conjures and controls fire in all its forms. Users can launch fireballs, cause explosions, or coat their weapons in flames. Mastery allows the caster to manipulate combustion at will and even fly using heat propulsion. Fire Magic is aggressive and emotionally driven, responding best to passion and determination.
2. Water Magic
Manipulates water in liquid, mist, or vapor forms. It can create powerful jets, control bodies of water, or be used to suffocate and immobilize enemies. Water Mages are often invaluable for support and healing, as water carries cleansing and nurturing properties.
3. Wind Magic
Allows control of air currents for offense, defense, and movement. Wind blades can slice enemies silently from afar, and skilled users can achieve flight by manipulating air pressure and lift. Wind Magic offers unmatched mobility and stealth applications.
4. Earth Magic
Shapes and manipulates terrain. Users can raise walls, cause tremors, and encase enemies in stone. Earth Magic is highly defensive and excels at controlling the battlefield with terrain manipulation and physical barriers.
5. Lightning Magic
Summons and directs electricity. Capable of instant strikes with stunning or lethal force. Lightning is difficult to control due to its speed, and only those with quick reflexes and high precision can wield it effectively.
6. Ice Magic
A combination of Water and Wind Magic, Ice allows for freezing, trapping, and impaling enemies. It is a versatile tool for both defense and offense. Mastery includes controlling temperature and atmospheric moisture.
7. Magma/Lava Magic
A rare blend of Fire and Earth Magic. It creates molten lava capable of devastating terrain and melting most defenses. Often used by battle mages specializing in area denial or destruction.
8. Crystal Magic
Manipulates minerals to form weapons, barriers, or projectiles. Crystals can be grown rapidly to impale enemies or used to construct temporary fortresses. Aesthetic and brutal.
9. Metal Magic
Gives the user control over existing metal. They can bend weapons mid-air, sharpen blades, or strip armor off opponents. Metal Magic requires strong willpower and is often used by weapon masters.
10. Poison Magic
Generates and manipulates toxins. These can corrode armor, paralyze, or kill. Mastery demands the user to be fully immune to their own poisons, often achieved through self-experimentation and body hardening.
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Heavenly and Demonic Magic Arts
These magics delve into the divine, the cursed, and the primal aspects of life and death. Most are race or class locked due to their power and danger.
11. Light Magic (Race/Class Locked)
Controls photons and divine light. Light Magic is extremely fast and searing, used for sniping, purification, or blinding enemies. Advanced users can manipulate reflections and fly using light propulsion.
12. Holy Magic (Race/Class Locked)
Sacred energy that heals, buffs allies, and banishes undead. Holy Magic can reinforce a person's spirit and is often wielded by priests and paladins.
13. Pure Mana Magic
Releases raw, unrefined mana blasts. These ignore all elemental resistances and are brutally direct. It requires incredible control, as losing focus can damage the user.
14. Shadow Magic (Race/Class Locked)
Bends darkness to cloak, strike, or travel between shadows. Useful for assassins, scouts, and spellblades. Can suffocate enemies or consume weaker spells.
15. Curse Magic (Race/Class Locked)
Places debilitating hexes on enemies. These can sap strength, infect wounds, or degrade equipment. It can also be applied to weapons, making them dangerous to wield or touch.
16. Death Magic (Race/Class Locked)
Draws on the end of life. Users can drain vitality, stop hearts, or animate corpses using lingering soul energy. It often corrupts the soul of its caster over time.
17. Blood Magic (Race/Class Locked)
Uses the caster's or target's blood. Can control spilled blood, create weapons, or heal by using life essence. Difficult to master, as it demands sacrifice and pain tolerance.
18. Necromancy (Class Locked)
Summons undead, binds souls, or communicates with spirits. It consumes stamina instead of mana, making it dangerous over long fights.
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Mind Magic
These magic types manipulate the mind and senses, creating confusion and control over others.
19. Mind Magic
Directly interfaces with another person's mind. Can read thoughts, implant suggestions, or even erase memories. Overuse can cause backlash or mental instability.
20. Illusion Magic
Overwhelms enemy senses with realistic false images, sounds, or feelings. Strong illusions can trap targets in false scenarios, rendering them immobile.
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Support Magic
Designed to protect, heal, and support allies on and off the battlefield.
21. Healing Magic
Repairs tissue and restores stamina using mana or life force. Powerful but exhausting, especially for large wounds or multiple targets.
22. Barrier Magic (Race/Class Locked)
Creates energy barriers that block attacks. Advanced forms can reflect magic or compress to form armor.
23. Sealing Magic
Locks away magical power, entities, or memories. Often used to suppress curses, demons, or divine artifacts.
24. Blessing Magic (Race/Class Locked)
Grants divine buffs to strength, speed, or morale. Often activates in moments of desperation or holy rituals.
25. Purification Magic (Race/Class Locked)
Removes corruption, cleanses curses, and sends undead to the afterlife. It is considered sacred and is one of the few magics that can counter Death or Curse magic.
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Shapeshifting Magic
26. Shapeshifting Magic
Allows transformation into animals, monsters, or people. Mastery enables partial shifting (claws, wings) for combat. It drains mana heavily based on the mass changed.
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Ancient & Specialized Magic
Arcane disciplines passed down through ancient texts or divine lineage.
27. Rune Magic (Class Locked)
Carves magical runes onto surfaces or objects. These can trap, explode, teleport, or enchant. Requires preparation time but saves mana.
28. Origin Magic
The root of structured magical study. Origin Magic is abstract and mathematical, used to manipulate magical laws or create original spells.
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World, Info & Item-Based Magic
Focused on items, monsters, knowledge,
29. Enchanting Magic[class locked]
Imbues weapons, armor, or items with elemental or passive effects. Used by craftsmen and battle mages alike.
30. Contract Magic
Creates binding agreements with spirits, people, or beasts. The penalties for betrayal are magically enforced and often lethal.
31. Summoning Magic [Class Locked]
Calls forth tamed monsters or spiritual entities. The summon gains strength proportionate to the caster's power.
32. Analysis Magic[class locked]
Scans areas, magical objects, or beings to reveal properties, enchantments, curses, or mana signatures. A vital utility for adventurers.
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Sound Magic
Highly specific in use but extremely effective when used strategically.
33. Sound Magic
Manipulates sound waves to stun, deafen, confuse, or destroy. Can amplify footsteps, silence movements, or create concussive blasts.
Skills are inate abilitys like classes and can only be obtained from mana stones or clearing fractions and every being has a set amount of skill slots before they can't learn any more which is why most hold off on absorbing higher tier mana stones till they find a good one
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This chapter is kinda crucial for the rest of the story so pls don't skip it just skim it cuz let me tell u , you will be lost later on
And also this week I'll be releasing another chapter around the same time if not the same time
I hope u enjoyed reading even though I kinda just rambled for a bit