Each of the members of the Versesystem with less than 25,600 power score are infinite in numbers, but not all members of the same hierarchy position are created equal. Each member of an infinite section of the Versesystem Hierarchy has different statistics.


Phantoms lack a physical property due to being intangible like ghosts, but unlike ghosts, they cannot be separated by super reapers into Spirits as they lack Spirit-exclusive properties, they are outright vaporized if targeted by a Disciple or Super Reaper, or thrown far outside their crystal floors.

Magical propertiesEdit

Phantoms' color comes from their lux state instead their elements. This is because Phantoms don't have elements bound to the soul. Nonetheless they still have Power Score

Mind PropertiesEdit

Phantoms cannot leave their own lair without vanishing. They are knocked away by magic attacks.

Their territorization can be:

  1. Crystal Resident: The phantom will always try to live and use its crystal that it owns, even if the lair has multiple crystals. If there are no crystals nearby, it will try to stay as cose to its bloodmoon as possible. This is its most defensive stance.
  2. Crystal Colonist: The phantom will use radiation from moons to travel to inactive crystals and power them. They will do so even when they are far from moons, so a stronger phantom can colonize the next crystal.
  3. Faer/Lair Patrol: The phantom will patrol near the edge of its lair to spot intruders, then uses its blood moon on part of the Crystal Floor to summon lifestates. This is the middle ground stance
  4. Nomad Phantom: The phantom will attempt to hop from one radiation floor to the nearest one while using the radiation in its path to move around. They will leave after powering crystals.
  5. Phantomnic Raider: The phantom will target enemy sites and clash against them, still using radiation (if they can) to move around, and start summoning lifestates to raid the site, or super lifestates if they can reach a crystal. This is the most offensive stance

Stellar ObjectEdit

Astronomical propertiesEdit

Stellar Objects have a size that is relative to its power score. Their power score caps close to 25599, because a planet with about 25500 power score is extremely large and would cover multiple Versesystem continents. They don't have the 12799 cap that every lifestate has.

Their plane of gravity is separate from the gravity of the Versesystem. They may have a stronger or weaker gravity than the Versesystem

Floor MapEdit

In contrast to the Versesystem, which has an infinite plane, all of the stellar objects in the Versesystem have spherical terrain formats and have their own floors and gravity planes. The gravity planes have limited range, unlike the gravity planes in the Versesystem.


Crystal propertiesEdit

  1. Crystals do have power scores. Their maxiumum is 12799
  2. Crystals have a ratio that splits power score into two variables:
    1. Crystal Durability, their attack-resistance and,
    2. Birth power, the average power score of a super-lifestate born from the crystal.
    3. Due to this ratio, the birth power score can reach 13100 when the ratio reaches 1.000. All super-lifestates born from the crystal will have 12799 power score, and the crystal can be fractured by even the slightest attack by a lifestate with as low as only 50 power score.
  3. Crystals have size properties, which will influence the size of the spirit being born.

Magical propertiesEdit

  1. The color of a crystal is indicated by elements if the lux-state is non-zero. The element maximum is still 12799, and does not have a ratio.


Physical propertiesEdit

  1. Power Score, which is the power score of the spirit who summoned the land give or take a few thousand based on natural definitions. The power score determines the size of land. It is a small weed at only 1000 power score, and is a giant tree at over 10,000.
  2. In addition to power score is the birth shift. At -1500 it will give birth to 31 lifestates untended before dying, and those lumicons will be 31.62 times weaker than the land's power score. If the birth shife is its negative power score or larger, then the land will be purely ornamental and not die naturally.
  3. Lastly, they have a mesh. As land is beatified plant (not always a plant), it can be crops, bushes, weeds, trees, or even oysters.

Magical propertiesEdit

  1. The color of the buds in the land is indicated by the elements infused within This is roughly inherited in the super-lifestate that produced the land.


Hierarchy propertiesEdit

  1. Land has power score, and this will differ between stellar objects includng the finite versesystem. The maximum is 12799.
  2. The first tier of floors are pits. Positive pit is just moss at 1000 power score, and dense grass at 10,000 power score. Negative pit is scree patches at 1000 power score, and deserted at 10,000 power score. Neutral pits don't have power score, and all lux states in pits become this when their power score reaches zero.
  3. The second tier of floors are crystal floors. Positive crystal floor is fluorescent moss at 1000 power score and becomes negligibly radiant at 10,000 power score. Negative pit is smoking "crusted dark red jewels" with minor screes at 1,000 power score and becomes infernal, ashed and rarely the site of thunderstorms at 10,000 power score.
  4. The generation of floor areas is additive. This means adding 5000 power score of pit to an area that has 5000 power score increases it to 5301 power score.
  5. The power spreading of each land every 5 meters of the versesystem is 1000 power score less than the source. If the Versesystem was tiled for every five meters, diagonal tiles will have 1699 power score less than the center of the land unit. This means that a pit created by a super-lifestate with 10,000 power score will be 100 meters in diameter.
  6. By time passing, pits will reduce in power score by 10 per year, and crystal floors will reduce in power score by 1 per second. Therefore, super-lifestes can only raise pit power score to its the super-lifestate's power score.

Magical propertiesEdit

Any super-reaper action will deposit the magic from flakes into the ground, and mind power from ghosts into the ground. Those ground elements will be taken up by land grown where the flakes are deposited, saturated at the power score of the land. Land elements are saturated at 12799 power score.

Minions, Life and Super-lifeEdit

Life have by far the most complex genome known in the Versesystem Hierarchy.

Physical propertiesEdit

  1. The body mesh of the lifestate
    1. This allows for a massive range of properties including mobility on the ground, air and water.
    2. It is inherited from the size of the buds that the lifestate was born from. In the case of super-lifestates it is inherited from the size of the crystal.
    3. Has a significant effect on the physical power score and attack ratio
  2. Physical power score
    1. The physical power ratio distributes its physical power score into physical attack and defense.
  3. All of these properties are absent in a Ghost.
    1. In that case, a Ghost has zero tangibility to surfaces, and it has equal air, water and ground speed, and has no falling speed.
    2. Physical power is absent so a Ghost cannot use physical attacks against anyone, nor that anyone can hit Ghosts with physical attacks.
  4. All of these properties are present in pix flakes and fossils
    1. This means soulcraftery can allow a mage to switch between different elements

Magical propertiesEdit

  1. The power score within the Eight Elements
    1. Each of them have an attack ratio which distributes a single element's power score into attack and defense power.
  2. The elements are highlighted by the color of the lifestate.
  3. All of these properties are absent in a Ghost.
    1. However, the corpse saps a small amount of magic from the corpse when it dies. This allows it to attack and be attacked through magic interactions.
  4. All of these properties are present in pix flakes.
    1. Before the pix flakes can decay into the Versesystem Floor, a spirit can bring the ghost to its pix flakes and revive it as normal.
    2. If pix flakes are already decaying when revived, it becomes a zombie and will infect other lifestates and dump their magic to the ground.
    3. If some pix flakes were taken from it by a soulcrafter and then revived, it becomes a vampire.
  5. All of these properties are absent in fossils
    1. If the fossil is given a ghost and revived it will become a skeleton and completely unable to use magic due to lacking it. Despite lacking it, they are affected by magic.
  6. Zombies, skeletons and vampires are undead and have damaged or compromized magic content. This has a connection with the Mind Properties, and they are much more vulnerable to floor radiation

Mind PropertiesEdit

  1. The strong intelligence force of Mind overwrites the weak intelligence force of Ability.
  2. Mind properties allow a life state to do what it intends.
    1. Residence
      1. Nomad: The lifestate will never reside at any monument, pit or building they find. if in trouble, they will call the neaest site for help.
      2. Homeless Ally: The lifestate will reside at their pit or monument, but does not colonize a specific structure or tetramount.
      3. Resident: The lifestate will reside solely at their structure or tetramount at a site
    2. Adventure
      1. Rare Return: This trait belongs to the most established of adventurers. If in trouble they will call their home site for help
      2. Raider: The lifestate will occasionally leave their pit to fight enemy sites.
      3. Site Guard: The lifestate rarely leaves the pit. They will defend their territory.
    3. Maintenance
      1. Architect: The lifestate can build and repair structures
      2. Death Worker: The lifestate deposits pix flakes into urns.
      3. Non-architect: The lifestate does not build and repair sutructres
    4. Engine
      1. Soulcrafter: The lifestate operates engines with soulcraftery
      2. Operator: The lifestate operates engines to accelerate other operations
      3. Non-operator: The lifestate does not use engines
    5. Combat
      1. Offensive: The lifestate mostly deals damage to enemies
      2. Defensive: The lifestate mostly protects allies from dmaage
      3. Recovery: The lifestate heals or revives their allies
    6. Teamwork
      1. Solo: The lifestate almost always fights alone
      2. Group: The lifestate almost always fights with a few other lifestates
      3. Army: The lifestates almost always fights as a large horde
    7. Super-lifestate exclusive
      1. Recrutier: The super-lifestate almost always summon new lifestates to the army
      2. Reviver: The super-lifestate almost always restores dead lifestates
      3. Soulcrafter: The super-lifestate amanages an army by engineerng it off of lost life or sacrifice
      4. Colonist: The super-lifestate always raids enemy pits to iexpand its army.
  3. This can be disrupted when the lifestate becomes undead.
    1. Zombies will attack other lifestates which in-turn allows them to do the same thing.
    2. Vampires will attack dead enemy corpses to heal.
    3. Skeletons attempt to decieve reapers. If they enter faers/lairs they can become a reaper/super reaper.
    4. Mummies cannot move
    5. Pharaohs behave like a normal lifestate, but:
      1. Residence = Resident
      2. Adventure = Site Guard
      3. Combat = Recovery
      4. Teamwork = Army
  4. All of these properties are absent in pix flakes and fossils as they are inanimate.
  5. All of these properties are present in corpses.
    1. As soon as the lifestate dies, the subsequent ghost is trapped in the physical properties of the lifestate, resulting it to be inanimate.
  6. All of these properties are present in ghosts.
    1. This means that the ghost can still fight.
    2. It still has power because some Magic Power is present in the Ability properties as soon as the lifestate dies.
  7. All of these properties are absent in spirits.
    1. This will prevent the Spirit from fighting.
    2. However, God of the Versesystem is able to judge a spirit to send it to Paradise or Spirit Prison once the spirit has been dismissed of its core, and subsequent kingdom locations.

Ability propertiesEdit

  1. The very weak mind power present in Spirits combined with the neurocranial power in its heavy core allows it to listen to a Soulcrafter lifestate
    1. The lifestate can call upon these to boost a lifestate of physical, magical and mind properties.
    2. The lifestate can dismiss the core to send it to different Versesystem dimensions and obtain a Spirit Core from the spirit.
  2. All of these properties are present in spirits.
    1. With its core, physical entities can control spirits if they have physical and mind properties.
    2. Without its core, only God of the Versesystem can control it.
  3. All of these properties are absent in spirit cores, pix flakes and fossils

Spirit Core propertiesEdit

  1. Spirits that make the main boost of the lifestate are primary spirits. The color determines spirit type, separate from the Eight Elements.
  2. Spirits that fit into support slots of primary spirits are supports.
  3. Spirit cores become visible when the spirit inside it has been dismissed through the soulcrafter's choice.
  4. Lifestates have a "Main Power Score" equated by adding "Physical Power Score" and "Magical Power Score" together.
  5. They allow a soulcrafter to use spirits to help them do work.
  6. All of these properties are present in spirits
    1. Spirits are only animate due to their ability properties.
  7. All of these properties are absent in spirits that are in spirit heaven/prison subsequent kingdoms
    1. Without their cores and physical forms, dismissed spirits can intangibly penetrate the Versesystem floor and be moved by God of the Versesystem to spirit prisons and subsequent kingdoms
  8. All of these properties are present in spirit cores
  9. All of these properties are absent in pix flakes and fossils
    1. Spirit core properties are not effective without ability properties. Combining the former with the latter restores the ability properties in the spirit.
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